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* {{Oculothorax}}: The floating eye group. They're initially weak and vulnerable to bright light, and only attempt a single type of debuff. Eventually, they're replaced by beholders.
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* LevelOfTediousEnemies: Monster pit room types, which are single closed rooms filled with monsters of a given type. Most often, these serve as a stream of opponents that try attacking the player, often with good item drops. Some of them are more tedious, such as the jelly next that is a disorganized placement of jellies and mushrooms (a monster type known for being dangerous stat drainers or status effects despite being immobile, and one of which can shriek to alarm enemies and haste nearby ones). The tedium can get dangerous at deeper depths, because some of the opponents can teleport from the pit, or summon additional creatures.
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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 - 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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The objective of the game is to defeat Morgoth, the BigBad of Middle Earth. To get to him, you must first descend through 100 levels of increasingly hostile dungeons, and hopefully acquire enough experience and equipment to defeat him. The challenge comes from learning how best to deal with the vast menagerie of enemies in the dungeon, and knowing when and when not to take risks.

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The objective of the game is to defeat Morgoth, the original BigBad of Middle Earth.Middle-earth. To get to him, you must first descend through 100 levels of increasingly hostile dungeons, and hopefully acquire enough experience and equipment to defeat him. The challenge comes from learning how best to deal with the vast menagerie of enemies in the dungeon, and knowing when and when not to take risks.
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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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* 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, coins or low level items, handy if you need a little extra for an item before it vanishes from a shop.
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* MinMaxing: This is pretty much the aim of the game. You can get all your stats to 18/100 eventually, but the scale goes up to 18/*** (for scores over 18/200) with equipment bonuses. You'll never be able to wear enough equipment to have all stats at 18/***, so it's about choosing which stats need to be maxed.

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* MinMaxing: This is pretty much the aim of the game. You can get all your stats to 18/100 eventually, but the scale goes up to 18/*** (for scores over 18/200) with equipment equipment, class and racial bonuses. You'll Unless you get amazingly lucky you'll never be able to wear enough equipment to have all ''all'' stats at 18/***, so it's about choosing which stats need to be maxed.
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* EverythingTryingToKillYou: Every single monster in the dungeon (and a couple in the town) are hostile and will kill you if they can.

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* EverythingTryingToKillYou: Every single monster in the dungeon (and a couple few in the town) are hostile and will kill you if they can.
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* BlobMonster: Many, from classic Gelatinous Cubes, through various Jellies and Oozes, some more dangerous than others.


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** Version 4.2.3 introduced chest mimics as well.
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* {{Intangibility}}: Incorporeal undead such as Ghosts and Wraiths can move through walls and also attack / cast from inside the walls as well. They are the bane of casters as you can't target them with spells or missiles while they are in the wall and either have to lure them out or attack them in melee.


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* LuckBasedMission: Unless you hack the game, the higher level spell books for the caster classes have to be found randomly in the dungeon.


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* ThereWasADoor: Umber Hulks can tunnel through walls to get to you.

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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.

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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. You can also still fire missiles when frightened (albeit at a penalty) when melee attacks are impossible.



* ShootTheMageFirst: Generally recommended as these are the guys that can blind, slow or confuse you, or blast you with elemental attack spells that can trash your equipment.



** 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 can steal gold from you and should be avoided or killed at range and the Rogues have a damaging melee attack that can surprise an unwary player.

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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 can steal gold from you and should be avoided or killed at range and the Rogues have a damaging melee attack that can surprise an unwary player. Extremely incautious players can even find themselves being punched to death by an Aimless Merchant.
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** 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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** You can also configure the game to start explicitly warning you when your hitpoints 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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removed in latest version. Even high level spellbooks can be destroyed by fire now.


** High level spellbooks are immune to item destruction as they cannot be easily replaced.
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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.

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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 Rogues and Street Urchins are not dangerous in melee but can steal gold from you and should be avoided or killed at range.range and the Rogues have a damaging melee attack that can surprise an unwary player.



* 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 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 you, create traps around you, you and has two dangerous attack spells 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 know they are not equipped to deal with them.
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New version, image updated


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angband_4_2_2.jpg]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angband_4_2_2.jpg]]org/pmwiki/pub/images/angband423.png]]
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* ImpossibleItemDrop: With the exception of a few monsters that only drop money (hydras in particular) or never drop anything, what a monster drops is completely uncorrellated to its species. A crow can drop an artifact zweihander, or a beastly unique can drop mundane garbage. The fact this drop table is tied to dungeon level, not monster level, is yet another reason why it's rarely worth taking dangerous fights in Angband. Safely picking off a dozen chumps is not only safer than taking on an ancient dragon, it'll probably get you just as much loot.

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* ImpossibleItemDrop: With the exception of a few monsters that only drop money (hydras in particular) or never drop anything, what a monster drops is completely uncorrellated to its species. A crow can drop an artifact zweihander, or a beastly unique can drop mundane garbage. The fact this drop table is tied to influenced by dungeon level, not level in addition to monster level, level is yet another reason why it's rarely worth taking dangerous fights in Angband. Safely picking off a dozen Harmless chumps is not only safer might have lower odds of dropping neat stuff than taking on an ancient dragon, it'll probably get you just as much loot.but mow down enough of them at a deep level and eventually one will cough up something good.
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* ImpossibleItemDrop: With the exception of a few monsters that only drop money (hydras in particular) or never drop anything, what a monster drops is completely uncorrellated to its species. A crow can drop an artifact zweihander, or a beastly unique can drop mundane garbage. The fact this drop table is tied to dungeon level, not monster level, is yet another reason why it's rarely worth taking dangerous fights in Angband. Safely picking off a dozen chumps is not only safer than taking on an ancient dragon, it'll probably get you just as much loot.
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* KnowWhenToFoldEm: A vital skill. The only thing you have to do in the game is defeat [[FinalBoss Sauron]] and [[TrueFinalBoss Morgoth]] (or their variant equivilents), everything else is just getting powerful enough to do that. If a situation is going to cost you more than you gain, the most profitable move is to just get out of there -- there's infinite more dungeon to find a better exchange in.
* LinearWarriorsQuadraticWizards: Averted. While Warriors rely on magic devices (with their limited charges and failure rates) for things magic-using classes can do intrinsically, their durability and damage output are second-to-none. The lack of utility is is quite neatly evened out by the ability to shrug off damage that would kill a SquishyWizard and kill the source that much quicker.


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* TaughtByExperience: One way of identifying items has always been to just use them and see what happens. For equipment in particular, anything more than basic combat bonuses requires the effect to be triggered (i.e. being hit by an acid attack to learn your shield resist acid). With the addition of rune-based identification, such properties will be known on sight for the rest of the character's life. By the endgame, an experienced adventurer will know all the myriad properties of a powerful artifact just by picking it up.

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* 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.

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* SuperiorSpecies: High elves are the best or near best choice just about every class except priests (where Dunedain are top with Dwarves next) top) due to their good stat bonuses (except wisdom), ability to see invisible (very useful at low levels) levels and saves you finding an item with this and using up an equipment slot for it) and light resistance (which is one less resistance you have to find an item for and use an equipment slot for). They also have decent infravision and good starting skills. This is countered by them requiring more experience points to advance than any other race.race.
** Dunedain are also a great choice for any class with good stat bonuses and decent starting skills. About the only weakness they have is a lack of infravision.
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** 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.

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** 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 them, rest up and repeat, gradually moving closer to draw out the next layer of monsters.
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** Similarly, if you are in a lit area and are wielding a light source with limited life such as a torch or lantern, your light source will not keep burning saving you the trouble of manually unequipping it each time and having to re-equip it when leaving the lit area.

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* 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.

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* DeathOfAThousandCuts: DeathOfAThousandCuts:
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Creatures with the ability to produce copies of themselves will generally kill you in this manner - they're usually relatively harmless by themselves, but once they start multiplying they can block passages and totally surround you, picking you off a little at a time.time.
** Also the cornerstone of the player's melee damage, since bigger damage numbers typically result in less damage-per-turn compared to getting multiple blows with a weaker weapon. Right from the start of the game, 3 blows/round with a 1d4 dagger will vastly outdamage any heavier weapon that only strikes once.
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* 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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* AIRoulette: Monsters use spells and abilities randomly, unless you've turned on "monsters learn from their mistakes". Even with this on, at random intervals and picking one of the spells randomly. Intelligent monsters still cast will filter out ineffective choices from the list of spells or use abilities using strict probability calculation (e.g. won't self-heal when at full health) and if there is also an option that allows filtering when they see the player resist a damage type. If no spell or ability triggers, their behaviour defaults to "move towards player/attack if next to"[[note]]certain to"[[note]]Group-AI enemies such as canines won't do this wild dogs will avoid charging into corridors[[/note]] unless you're in immobile or lacking an open area[[/note]] unless they can't actually move.attack. 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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* HitPoints: Based on your race and class and modified by your constitution score. Note that the level up gains are fixed at character creation, so it's pointless trying to SaveScum for better results or letting yourself get level drained and relevelling. In very early versions, the constitution bonus was not applied retroactively leading to the "grape jelly trick" - maxing out constitution, letting a grape jelly level drain you down to level one (as they only drain experience points and don't actually damage you), then drinking a Potion of Restore Life Levels to return to your original level with maximum possible hit points. Later versions retroactively apply the bonus so this tactic is no longer necessary.



* MinMaxing: This is pretty much the aim of the game.

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* MinMaxing: This is pretty much the aim of the game. You can get all your stats to 18/100 eventually, but the scale goes up to 18/*** (for scores over 18/200) with equipment bonuses. You'll never be able to wear enough equipment to have all stats at 18/***, so it's about choosing which stats need to be maxed.



* 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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* 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. stat and another is to make sure you get something useful from Scrolls of Acquirement/*Acquirement*. Note that it's pointless trying this to get better hitpoints hit points on level ups as these numbers are fixed at character creation.

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** 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.

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** 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.desperate.



* DiminishingReturnsForBalance: As a weapon or armour pieces plusses increase, the chances of Enchant scrolls and spells 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 again.

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* DiminishingReturnsForBalance: As a weapon or armour pieces plusses increase, the chances of Enchant scrolls and spells 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 spell book from destroying the game as they can cast these spells over and over again.



** 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.

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** 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 anaemic unless the stat is very high.


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* HonestRollsCharacter: You can opt for this during character generation but due to the vagaries of the RandomNumberGod, most players elect to use the PointBuildSystem instead.


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* InnateNightVision: Most player races, apart from the two human ones, have some degree of infravision out to a certain range. This helps spot enemies beyond your light radius, at least until you can find a good light source. It's not foolproof however, some enemies don't give off heat and can only be spotted when they enter your light radius.


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* PointBuildSystem: The recommended way to build your character. For pure casters the recommended strategy is to put the maximum possible in your primary casting stat and all your remaining points in strength so you can carry your spell books. For pure fighters and {{Magic Knight}}s, it's recommended to to put all points into strength and dexterity, skewing towards one or the other depending on which combination gives you the most default attacks per round. The casting stat for {{Magic Knight}}s is less important as their spells are mostly utility and it doesn't matter so much if you take several tries with rests in between to get them to work. Of course if you're brave, you can try using an HonestRollsCharacter instead.
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* InventoryManagementPuzzle: You can only carry a certain number of different items and while most items will stack, they have to be exactly the same (you can't stack partially used and full torches together for example). Carrying too much weight will also, depending on your strength, slow you down and make you vulnerable. It's generally recommended to return and sell stuff (if the option is available), stash spare equipment and consumables in your house or outright discard less useful items if your speed drops into negative numbers as this means monsters can get multiple turns against you which can be very dangerous. It is possible to increase the number of inventory slots by editing a text file, but this doesn't help with the weight issue and can problems with inventory handling and display and setting it too high will cause the game to crash if you pick up too many different things.

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* InventoryManagementPuzzle: You can only carry a certain number of different items and while most items will stack, they have to be exactly the same (you can't stack partially used and full torches together for example). Carrying too much weight will also, depending on your strength, slow you down and make you vulnerable. It's generally recommended to return and sell stuff (if the option is available), stash spare equipment and consumables in your house or outright discard less useful items if your speed drops into negative numbers as this means monsters can get multiple turns against you which can be very dangerous. It is possible to increase the number of inventory slots by editing a text file, but this doesn't help with the weight issue and can cause problems with the inventory handling interface and display and setting display. Setting it too ''too'' high will cause the game to crash if you pick up too many different things.
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* InventoryManagementPuzzle: You can only carry a certain number of different items and while most items will stack, they have to be exactly the same (you can't stack partially used and full torches together for example). Carrying too much weight will also, depending on your strength, slow you down and make you vulnerable. It's generally recommended to return and sell stuff (if the option is available), stash spare equipment and consumables in your house or outright discard less useful items if your speed drops into negative numbers as this means monsters can get multiple turns against you which can be very dangerous. It is possible to increase the number of inventory slots by editing a text file, but this doesn't help with the weight issue and can problems with inventory handling and display and setting it too high will cause the game to crash if you pick up too many different things.

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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.

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



** The weapon shop does not sell blunt weapons, so don't play a priest with the "start with default equipment" option off unless you want to spend your first few levels trying to punch monsters to death.



** If you have the "sell to shops" option off, the only way to get money is to find it lying on the ground, mine it out of the dungeon walls or kill enemies that drop 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 money (limited only by the maximum the shop will pay and if they have storage space for it).

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** If you have the "sell to shops" option off, the only way to get money is to find it lying on the ground, mine it out of the dungeon walls or kill enemies that drop 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 money (limited only by the maximum the shop will pay and if they have storage space for it). This can be very lucrative - unwanted ego weapons and armour sell for thousands of gold and some, as well as artifacts can sell for over ten thousand gold each. Unwanted rare dungeon spellbooks can fetch up to twenty thousand and unwanted stat gain potions net you over five thousand a pop.
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* PermanentlyMissableContent:
** If you have the option enabled, leaving a level where you haven't found the artifact yet will result in that particular artifact being lost forever - it will not appear on any subsequent level you enter. However the game will warn you about this before you leave.
** A minor one. If you have "Know all Runes" and "Know all Flavours" enabled in birth options and are playing a mage, you will never be able to get the experience points for casting the "Identify Rune" as there will never be a valid target for the spell in the game.

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* ExperiencePoints: Earned for killing monsters, pickling locks, disarming traps and for casters, the first time they successfully cast a particular spell. The current iteration of the game doesn't discriminate between classes, they all require the same (race based) amount of experience to level up.



** 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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** The Deep Delve Descent scroll. It drops you five levels deeper than your the lowest delve.level you've reached so far. You will face a ''significantly'' more challenging level.

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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.

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* Doorstopper: {{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.



* ImprovisedWeapon: In a pinch you can throw ''anything'' in your inventory at monsters, with the proviso that anything not designed to be thrown will most likely break on impact. This is one of the few positive uses of otherwise worthless items such as Potions of Poison.



** 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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** Secondarily, after your primary stat it's ''strength'', even if you are a Mage.Mage or Priest. 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 Spellbooks are ''heavy'' so perversely after maxing your intelligence or wisdom you should dump the rest of your points into strength!

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