angband-doc-3.0.3.5/0000755000000000000000000000000011220705737010707 5ustar angband-doc-3.0.3.5/Makefile0000644000000000000000000000302411020366776012352 0ustar ############################ -*- Mode: Makefile -*- ########################### ## Makefile --- ## Author : Manoj Srivastava ( srivasta@glaurung.internal.golden-gryphon.com ) ## Created On : Thu Feb 19 11:47:01 2004 ## Created On Node : glaurung.internal.golden-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Thu Feb 19 16:19:08 2004 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 7 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ############################################################################### prefix= package = angband-doc LIBLOC = $(prefix)/var/games/angband/info DOCDIR = $(prefix)/usr/share/doc/$(package) # install commands install_file = install -p -o root -g root -m 644 install_program= install -p -o root -g root -m 755 make_directory = install -p -d -o root -g root -m 755 all build: @echo nothing to do for build install: test -d $(DOCDIR) || $(make_directory) $(DOCDIR) test -d $(LIBLOC) || $(make_directory) $(LIBLOC) (cd Help-Info; tar cf - *) | (cd $(LIBLOC); umask 000; tar xpf -) find $(LIBLOC) -type d -name .arch-ids -print0 | xargs -0r rm -rf (cd Help-Page; tar cf - *) | (cd $(DOCDIR); umask 000; tar xpf -) find $(DOCDIR) -type d -name .arch-ids -print0 | xargs -0r rm -rf gzip -9fq $(DOCDIR)/angfaq*.txt chown -R root:root $(DOCDIR) $(LIBLOC); chmod -R u+w,go=rX $(DOCDIR) $(LIBLOC); clean distclean: @echo nothing to do for cleanangband-doc-3.0.3.5/Help-Info/0000755000000000000000000000000011020366776012474 5ustar angband-doc-3.0.3.5/Help-Info/extra.hlp0000644000000000000000000000043311020366743014316 0ustar What do you want to spoil? The following spoiler files are out of date! Please choose one of the following spoiler files: (1) misc.spo (2) guide.spo (3) hints.spo (4) rumors.spo ***** [1] misc.spo ***** [2] guide.spo ***** [3] hints.spo ***** [4] rumors.spo angband-doc-3.0.3.5/Help-Info/obj-desc.spo0000644000000000000000000010504711020366776014714 0ustar OBJ-DESC.SPO, version 3.0.5, for Angband 3.0.5 (all systems) Release Date : June 3, 2005 Author : Hugo Kornelis (angband@hugo.isdit.com) This spoiler describes some properties of all ordinary objects in Angband. This is the short version of the object list; a more verbose description can be found in OBJ-LONG.SPO. Artifacts are described in ARTIFACT.SPO, and ego-items are described in OBJ-GOOD.SPO. Please notify the author of any errors (however minor) that you find. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.5. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. NOTE: The list below states the object level of all objects. This object level is used to determine how hard it is to use an object. The likelihood of an object being generated on a given dungeon level is determined by the generation level. See OBJ-LONG.SPO for details. NOTE: This file can also be generated by Angband, using one of the Debug mode commands (^A " 1). This will mark your savefile as "Wizard", preventing entry in the high score table for the character *and* all future characters that use the same savefile. Unfortunately, a bug in the Angband code causes the generrated spoiler file to contain some errors. These errors have been corrected in this spoiler file. ------------------------------------------------------------------------------- Spoiler File -- Basic Items (3.0.5) Description Dam/AC Wgt Lev Cost ---------------------------------------- ------ --- --- ---- Ammo Rounded Pebble 1d2 0.4 0 1 Arrow 1d4 0.2 3 1 Iron Shot 1d4 0.5 3 2 Bolt 1d5 0.3 3 2 Mithril Shot 2d4 0.4 40 20 Seeker Arrow 4d4 0.2 55 20 Mithril Arrow 3d4 0.2 55 25 Seeker Bolt 4d5 0.3 65 25 Mithril Bolt 3d5 0.2 50 30 Bows Sling 0.5 1 5 Short Bow 3.0 3 50 Long Bow 4.0 10 120 Light Crossbow 11.0 15 140 Heavy Crossbow 20.0 30 300 Weapons Broken Dagger 1d1 0.5 0 1 Broken Sword 1d2 3.0 0 2 Dagger 1d4 1.2 0 10 Shovel 1d2 6.0 1 10 Main Gauche 1d5 3.0 3 25 Whip 1d3 3.0 3 30 Spear 1d6 5.0 5 36 Rapier 1d6 4.0 5 42 Small Sword 1d6 7.5 5 48 Sabre 1d7 5.0 5 50 Pick 1d3 15.0 5 50 Cutlass 1d7 11.0 5 85 Short Sword 1d7 8.0 5 90 Gnomish Shovel 1d2 6.0 20 100 Trident 1d8 7.0 5 120 Mace 2d4 12.0 5 130 Tulwar 2d4 10.0 5 200 Quarterstaff 1d9 15.0 10 200 Ball-and-Chain 2d4 15.0 20 200 Dwarven Shovel 1d3 12.0 40 200 War Hammer 3d3 12.0 5 225 Lance 2d8 30.0 10 230 Scimitar 2d5 13.0 10 250 Broad Sword 2d5 15.0 10 255 Long Sword 2d5 13.0 10 300 Orcish Pick 1d3 18.0 30 300 Broad Axe 2d6 16.0 15 304 Battle Axe 2d8 17.0 15 334 Awl-Pike 1d8 16.0 10 340 Bastard Sword 3d4 14.0 15 350 Flail 2d6 15.0 10 353 Pike 2d5 16.0 15 358 Glaive 2d6 19.0 20 363 Lucerne Hammer 2d5 12.0 10 376 Morning Star 2d6 15.0 10 396 Katana 3d4 12.0 20 400 Beaked Axe 2d6 18.0 15 408 Halberd 3d5 19.0 25 430 Great Axe 4d4 23.0 40 500 Lead-Filled Mace 3d4 18.0 15 502 Two-Handed Flail 3d6 28.0 45 590 Dwarven Pick 1d4 20.0 50 600 Mattock 1d8 25.0 50 700 Lochaber Axe 3d8 25.0 45 750 Two-Handed Sword 3d6 20.0 30 775 Scythe 5d3 25.0 45 800 Executioner's Sword 4d5 26.0 40 850 Scythe of Slicing 8d4 25.0 60 3500 Blade of Chaos 6d5 18.0 70 4000 Mace of Disruption 5d8 40.0 80 4300 Armour (Body) Filthy Rag 1 2.0 0 1 Robe 2 2.0 1 4 Soft Leather Armour 4 8.0 3 18 Soft Studded Leather 5 9.0 3 35 Hard Leather Armour 6 10.0 5 150 Hard Studded Leather 7 11.0 10 200 Leather Scale Mail 11 14.0 15 450 Metal Scale Mail 13 25.0 25 550 Rusty Chain Mail 14 20.0 25 550 Chain Mail 14 22.0 25 750 Double Chain Mail 16 25.0 30 850 Augmented Chain Mail 16 27.0 30 900 Bar Chain Mail 18 28.0 35 950 Metal Brigandine Armour 19 29.0 35 1100 Partial Plate Armour 22 26.0 45 1200 Metal Lamellar Armour 23 34.0 45 1250 Full Plate Armour 25 38.0 45 1350 Ribbed Plate Armour 28 38.0 50 1500 Mithril Chain Mail 28 15.0 55 7000 Mithril Plate Mail 35 30.0 60 15000 Adamantite Plate Mail 40 42.0 75 20000 Black Dragon Scale Mail 30 20.0 50 40000 Blue Dragon Scale Mail 30 20.0 50 40000 White Dragon Scale Mail 30 20.0 50 40000 Red Dragon Scale Mail 30 20.0 50 40000 Bronze Dragon Scale Mail 30 20.0 50 40000 Gold Dragon Scale Mail 30 20.0 50 40000 Green Dragon Scale Mail 30 20.0 60 60000 Pseudo-Dragon Scale Mail 30 20.0 65 60000 Law Dragon Scale Mail 30 20.0 80 80000 Chaos Dragon Scale Mail 30 20.0 80 80000 Balance Dragon Scale Mail 30 20.0 95 100000 Multi-Hued Dragon Scale Mail 30 20.0 90 150000 Power Dragon Scale Mail 40 20.0 100 300000 Armour (Misc) Cloak 1 1.0 1 3 Set of Leather Gloves 1 0.5 1 3 Pair of Soft Leather Boots 2 2.0 3 7 Hard Leather Cap 2 1.5 3 12 Pair of Hard Leather Boots 3 4.0 5 12 Small Leather Shield 2 5.0 3 30 Metal Cap 3 2.0 10 30 Set of Gauntlets 2 2.5 10 35 Small Metal Shield 3 6.5 10 50 Pair of Metal Shod Boots 6 8.0 20 50 Iron Helm 5 7.5 20 75 Set of Cesti 5 4.0 50 100 Large Leather Shield 4 10.0 15 120 Large Metal Shield 5 12.0 30 200 Steel Helm 6 6.0 40 200 Iron Crown 0 2.0 45 500 Golden Crown 0 3.0 45 1000 Jewel Encrusted Crown 0 4.0 50 2000 Shadow Cloak 6 0.5 60 4000 Shield of Deflection 10 10.0 70 10000 Amulets Amulet of Teleportation 0.3 10 0 Amulet of DOOM 0.3 50 0 Amulet of Adornment 0.3 10 20 Amulet of Infravision 0.3 10 200 Amulet of Slow Digestion 0.3 15 200 Amulet of Resist Acid 0.3 10 300 Amulet of Resist Lightning 0.3 10 300 Amulet of Wisdom 0.3 30 500 Amulet of Charisma 0.3 30 500 Amulet of Searching 0.3 15 600 Amulet of Regeneration 0.3 30 600 Amulet of Sustenance 0.3 60 20000 Amulet of Resistance 0.3 60 20000 Amulet of ESP 0.3 50 25000 Amulet of the Magi 0.3 70 30000 Amulet of Devotion 0.3 70 30000 Amulet of Weaponmastery 0.3 70 30000 Amulet of Trickery 0.3 70 30000 Rings Ring of Teleportation 0.2 5 0 Ring of Weakness 0.2 5 0 Ring of Stupidity 0.2 5 0 Ring of Aggravate Monster 0.2 5 0 Ring of Woe 0.2 50 0 Ring of Feather Falling 0.2 5 200 Ring of Searching 0.2 5 250 Ring of Slow Digestion 0.2 5 250 Ring of Resist Fire 0.2 10 250 Ring of Resist Cold 0.2 10 250 Ring of See Invisible 0.2 30 340 Ring of Sustain Strength 0.2 20 400 Ring of Sustain Intelligence 0.2 20 400 Ring of Sustain Wisdom 0.2 20 400 Ring of Sustain Constitution 0.2 20 400 Ring of Sustain Dexterity 0.2 20 400 Ring of Sustain Charisma 0.2 20 400 Ring of Protection 0.2 10 500 Ring of Damage 0.2 20 500 Ring of Accuracy 0.2 20 500 Ring of Strength 0.2 30 500 Ring of Dexterity 0.2 30 500 Ring of Constitution 0.2 30 500 Ring of Intelligence 0.2 30 500 Ring of Slaying 0.2 40 1000 Ring of Free Action 0.2 20 1500 Ring of Flames 0.2 50 3000 Ring of Acid 0.2 50 3000 Ring of Ice 0.2 50 3000 Ring of Lightning 0.2 50 5000 Ring of Resist Poison 0.2 40 16000 Ring of Speed 0.2 75 100000 Scrolls Scroll of Summon Monster 0.5 1 0 Scroll of Darkness 0.5 1 0 Scroll of Aggravate Monster 0.5 5 0 Scroll of Trap Creation 0.5 10 0 Scroll of Summon Undead 0.5 15 0 Scroll of Curse Weapon 0.5 50 0 Scroll of Curse Armor 0.5 50 0 Scroll of Satisfy Hunger 0.5 5 10 Scroll of Light 0.5 0 15 Scroll of Treasure Detection 0.5 0 15 Scroll of Object Detection 0.5 0 15 Scroll of Phase Door 0.5 1 15 Scroll of Detect Invisible 0.5 1 15 Scroll of Blessing 0.5 1 15 Scroll of Monster Confusion 0.5 5 30 Scroll of Trap Detection 0.5 5 35 Scroll of Door/Stair Location 0.5 5 35 Scroll of Magic Mapping 0.5 5 40 Scroll of Teleportation 0.5 10 40 Scroll of Holy Chant 0.5 10 40 Scroll of Identify 0.5 1 50 Scroll of Trap/Door Destruction 0.5 10 50 Scroll of Teleport Level 0.5 20 50 Scroll of Protection from Evil 0.5 30 50 Scroll of Holy Prayer 0.5 25 80 Scroll of Remove Curse 0.5 10 100 Scroll of Enchant Weapon To-Hit 0.5 15 125 Scroll of Enchant Weapon To-Dam 0.5 15 125 Scroll of Enchant Armor 0.5 15 125 Scroll of Word of Recall 0.5 5 150 Scroll of Recharging 0.5 40 200 Scroll of Dispel Undead 0.5 40 200 Scroll of *Destruction* 0.5 40 250 Scroll of *Enchant Weapon* 0.5 50 500 Scroll of *Enchant Armor* 0.5 50 500 Scroll of Rune of Protection 0.5 60 500 Scroll of Banishment 0.5 40 750 Scroll of *Identify* 0.5 30 1000 Scroll of Mass Banishment 0.5 50 1000 Scroll of *Remove Curse* 0.5 50 8000 Scroll of Acquirement 0.5 20 100000 Scroll of *Acquirement* 0.5 60 200000 Potions Potion of Sleep 0.4 0 0 Potion of Blindness 0.4 0 0 Potion of Confusion 0.4 0 0 Potion of Salt Water 0.4 0 0 Potion of Slowness 0.4 1 0 Potion of Weakness 0.4 3 0 Potion of Poison 0.4 3 0 Potion of Clumsiness 0.4 5 0 Potion of Sickliness 0.4 10 0 Potion of Lose Memories 0.4 10 0 Potion of Stupidity 0.4 20 0 Potion of Naivety 0.4 20 0 Potion of Ugliness 0.4 20 0 Potion of Ruination 0.4 40 0 Potion of Death 0.4 55 0 Potion of Apple Juice 0.4 0 1 Potion of Water 0.4 0 1 Potion of Slime Mold Juice 0.4 0 2 Potion of Boldness 0.4 1 10 Potion of Cure Light Wounds 0.4 0 15 Potion of Infravision 0.4 3 20 Potion of Slow Poison 0.4 1 25 Potion of Resist Heat 0.4 1 30 Potion of Resist Cold 0.4 1 30 Potion of Heroism 0.4 1 35 Potion of Cure Serious Wounds 0.4 3 40 Potion of Detect Invisible 0.4 3 50 Potion of Speed 0.4 1 75 Potion of Neutralize Poison 0.4 5 75 Potion of Berserk Strength 0.4 3 100 Potion of Cure Critical Wounds 0.4 5 100 Potion of Healing 0.4 15 300 Potion of Restore Charisma 0.4 20 300 Potion of Restore Strength 0.4 25 300 Potion of Restore Intelligence 0.4 25 300 Potion of Restore Wisdom 0.4 25 300 Potion of Restore Dexterity 0.4 25 300 Potion of Restore Constitution 0.4 25 300 Potion of Restore Mana 0.4 25 350 Potion of Restore Life Levels 0.4 40 400 Potion of Enlightenment 0.4 25 800 Potion of Charisma 0.4 20 1000 Potion of *Healing* 0.4 40 1500 Potion of Self Knowledge 0.4 40 2000 Potion of Life 0.4 60 5000 Potion of Strength 0.4 30 8000 Potion of Intelligence 0.4 30 8000 Potion of Wisdom 0.4 30 8000 Potion of Constitution 0.4 30 8000 Potion of Dexterity 0.4 30 8000 Potion of Detonations 0.4 60 10000 Potion of Experience 0.4 65 25000 Potion of Augmentation 0.4 40 60000 Potion of *Enlightenment* 0.4 70 80000 Food Mushroom of Blindness 0.1 5 0 Mushroom of Paranoia 0.1 5 0 Mushroom of Confusion 0.1 5 0 Mushroom of Poison 0.1 5 0 Mushroom of Hallucination 0.1 10 0 Mushroom of Weakness 0.1 10 0 Mushroom of Sickness 0.1 10 0 Mushroom of Stupidity 0.1 15 0 Mushroom of Naivety 0.1 15 0 Mushroom of Paralysis 0.1 20 0 Hard Biscuit 0.2 0 1 Pint of Fine Ale 0.5 0 1 Strip of Beef Jerky 0.2 0 2 Pint of Fine Wine 1.0 0 2 Slime Mold 0.5 1 2 Ration of Food 1.0 0 3 Piece of Elvish Waybread 0.3 5 10 Mushroom of Cure Paranoia 0.1 10 25 Mushroom of Cure Blindness 0.1 10 50 Mushroom of Cure Confusion 0.1 10 50 Mushroom of Unhealth 0.1 15 50 Mushroom of Disease 0.1 20 50 Mushroom of Cure Poison 0.1 10 60 Mushroom of Cure Serious Wounds 0.1 15 75 Mushroom of Restore Constitution 0.1 20 350 Mushroom of Restore Strength 0.1 20 350 Mushroom of Restoring 0.1 20 1000 Rods Rod of Trap Location 1.5 5 100 Rod of Light 1.5 10 500 Rod of Door/Stair Location 1.5 15 1000 Rod of Illumination 1.5 20 1000 Rod of Polymorph 1.5 35 1200 Rod of Teleport Other 1.5 45 1400 Rod of Slow Monster 1.5 30 1500 Rod of Sleep Monster 1.5 30 1500 Rod of Lightning Bolts 1.5 20 2000 Rod of Disarming 1.5 35 2100 Rod of Frost Bolts 1.5 25 2500 Rod of Fire Bolts 1.5 30 3000 Rod of Acid Bolts 1.5 40 3500 Rod of Drain Life 1.5 75 3600 Rod of Recall 1.5 30 4000 Rod of Probing 1.5 40 4000 Rod of Lightning Balls 1.5 55 4000 Rod of Cold Balls 1.5 60 4500 Rod of Detection 1.5 30 5000 Rod of Fire Balls 1.5 75 5000 Rod of Acid Balls 1.5 70 5500 Rod of Enlightenment 1.5 65 10000 Rod of Perception 1.5 50 13000 Rod of Curing 1.5 65 15000 Rod of Healing 1.5 80 20000 Rod of Restoration 1.5 80 25000 Rod of Speed 1.5 95 50000 Wands Wand of Heal Monster 1.0 3 0 Wand of Haste Monster 1.0 3 0 Wand of Clone Monster 1.0 15 0 Wand of Trap/Door Destruction 1.0 10 100 Wand of Light 1.0 3 200 Wand of Magic Missile 1.0 3 200 Wand of Wonder 1.0 3 250 Wand of Stone to Mud 1.0 10 300 Wand of Teleport Other 1.0 20 350 Wand of Stinking Cloud 1.0 5 400 Wand of Polymorph 1.0 20 400 Wand of Slow Monster 1.0 5 500 Wand of Confuse Monster 1.0 5 500 Wand of Sleep Monster 1.0 5 500 Wand of Scare Monster 1.0 10 500 Wand of Lightning Bolts 1.0 15 600 Wand of Disarming 1.0 20 700 Wand of Frost Bolts 1.0 20 800 Wand of Acid Bolts 1.0 30 950 Wand of Fire Bolts 1.0 30 1000 Wand of Lightning Balls 1.0 35 1200 Wand of Drain Life 1.0 50 1200 Wand of Cold Balls 1.0 40 1500 Wand of Acid Balls 1.0 50 1650 Wand of Fire Balls 1.0 50 1800 Wand of Dragon's Flame 1.0 50 2400 Wand of Dragon's Frost 1.0 50 2400 Wand of Dragon's Breath 1.0 60 2400 Wand of Annihilation 1.0 60 3000 Staffs Staff of Darkness 5.0 5 0 Staff of Summoning 5.0 10 0 Staff of Haste Monsters 5.0 10 0 Staff of Slowness 5.0 40 0 Staff of Treasure Location 5.0 5 200 Staff of Object Location 5.0 5 200 Staff of Detect Invisible 5.0 5 200 Staff of Light 5.0 5 250 Staff of Cure Light Wounds 5.0 5 350 Staff of Trap Location 5.0 10 350 Staff of Door/Stair Location 5.0 10 350 Staff of Detect Evil 5.0 20 350 Staff of Earthquakes 5.0 40 350 Staff of Perception 5.0 10 400 Staff of Remove Curse 5.0 40 500 Staff of Sleep Monsters 5.0 10 700 Staff of Enlightenment 5.0 20 750 Staff of Slow Monsters 5.0 10 800 Staff of Starlight 5.0 20 800 Staff of Curing 5.0 25 1000 Staff of Speed 5.0 40 1000 Staff of Dispel Evil 5.0 50 1200 Staff of Teleportation 5.0 20 2000 Staff of Probing 5.0 30 2000 Staff of *Destruction* 5.0 50 2500 Staff of Banishment 5.0 70 3500 Staff of Power 5.0 70 4000 Staff of the Magi 5.0 70 4500 Staff of Holiness 5.0 70 4500 Staff of Healing 5.0 70 5000 Books (Mage) Book of Magic Spells [Magic for Beginners] 3.0 5 25 Book of Magic Spells [Conjurings and Tricks] 3.0 10 100 Book of Magic Spells [Incantations and Illusions] 3.0 20 400 Book of Magic Spells [Sorcery and Evocations] 3.0 30 800 Book of Magic Spells [Resistances of Scarabtarices] 3.0 40 10000 Book of Magic Spells [Mordenkainen's Escapes] 3.0 60 30000 Book of Magic Spells [Tenser's Transformations] 3.0 70 50000 Book of Magic Spells [Raal's Tome of Destruction] 3.0 50 60000 Book of Magic Spells [Kelek's Grimoire of Power] 3.0 80 90000 Books (Priest) Holy Book of Prayers [Beginners Handbook] 3.0 5 25 Holy Book of Prayers [Words of Wisdom] 3.0 10 100 Holy Book of Prayers [Chants and Blessings] 3.0 20 300 Holy Book of Prayers [Exorcism and Dispelling] 3.0 30 900 Holy Book of Prayers [Ethereal Openings] 3.0 40 5000 Holy Book of Prayers [Godly Insights] 3.0 50 10000 Holy Book of Prayers [Purifications and Healing] 3.0 60 30000 Holy Book of Prayers [Holy Infusions] 3.0 80 50000 Holy Book of Prayers [Wrath of God] 3.0 100 100000 Chests Ruined chest 25.0 0 0 Small wooden chest 25.0 5 20 Large wooden chest 50.0 15 60 Small iron chest 30.0 25 100 Large iron chest 100.0 35 150 Small steel chest 50.0 45 200 Large steel chest 100.0 55 250 Various Shard of Pottery 0.5 0 0 Broken Stick 0.3 0 0 Empty Bottle 0.2 0 0 Broken Skull 0.1 0 0 Broken Bone 0.2 0 0 Canine Skeleton 1.0 1 0 Rodent Skeleton 1.0 1 0 Human Skeleton 6.0 5 0 Dwarf Skeleton 5.0 5 0 Elf Skeleton 4.0 5 0 Gnome Skeleton 3.0 5 0 Iron Spike 1.0 1 1 Wooden Torch 3.0 1 2 Flask of oil 1.0 1 3 Brass Lantern 5.0 3 35 angband-doc-3.0.3.5/Help-Info/various.hlp0000644000000000000000000000102411020366743014660 0ustar What do you want to spoil? Please choose one of the following spoiler files: (1) dungeon.spo -- dungeon generation and feelings (2) magic.spo -- magic and spells (3) books.spo -- spells, by book and class (4) stats.spo -- character stats/skills (5) ability.spo -- character abilities (6) store.spo -- shop-keepers (7) attack.spo -- attacks ***** [1] dungeon.spo ***** [2] magic.spo ***** [3] books.spo ***** [4] stats.spo ***** [5] ability.spo ***** [6] store.spo ***** [7] attack.spo angband-doc-3.0.3.5/Help-Info/obj-good.spo0000644000000000000000000026613511020366776014734 0ustar OBJ-GOOD.SPO, version 3.0.5, for Angband 3.0.5 (all systems) Release Date : June 3, 2005 Author : Hugo Kornelis (angband@hugo.isdit.com) Based on OBJ-GOOD.SPO, version 2.30, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Authors : Stephen S. Lee (lee9@fas.harvard.edu) (2.7.8 spoilers) Leonard Dickens (leonard@alw.nih.gov) (2.7.9 update) This spoiler describes how Angband generates good items, great items and artifacts. It also describes the gameplay effects of the various magical powers of good items, great items and artifacts, and it lists all powers of all ego items. Artifacts are listed in a seperate spoiler file ARTIFACT.SPO. Information on normal items can be found in OBJ-DESC.SPO or OBJ-LONG.SPO. Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.5. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. (0) NOTES ON NOTATION ----------------- The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24). The notation MB(M) indicates an integer between 0 and M inclusive that is dependent on dungeon depth and has a normal distribution that is centered about M*(Object Generation Level/127), and a standard deviation of M/4 (subject to the range constraints). (1) THE GENERATION OF GOOD AND GREAT ITEMS, EGO ITEMS, AND ARTIFACTS ---------------------------------------------------------------- (1.0) Definitions The "object generation level" (ObGenLev) is generally equal to the current dungeon level (if the object is generated during generation of a new dungeon level) or the average of the current dungeon level and the level of the monster (if the object is dropped by a monster you have slain). Exceptions to this rule include objects in chests and in vaults; chests have their ObGenLev set at the time of the creation of the chest, and objects generated in vaults get bonuses to their ObGenLev. For more details, see OBJ-LONG.SPO and DUNGEON.SPO. A "good" item is a weapon or armoir item with a small magical boost to its primary function, a high level book, a Ring of Speed, or one of the better amulets. A good weapon has from +1 to +10 to hit and +1 to +10 to damage above the base enchantment level for its type, which is almost always (+0,+0). Good armour has +1 to +10 to AC above its base enchantment level, which again is almost always +0. A "great" item is a weapon or armour item with special powers in addition to magical enhancements to its base function. Great items are also referred to in this document as "excellent", and you may also see them called "ego items" in various other places. (1.1) The normal creation sequence When a normal object is created, the game first attempts to create one of the special artifacts 0.1% of the time. Note that this attempt will often fail (see below for more details). If no special artifact is created, the game will randomly generate an object (see OBJ-LONG.SPO for details). When a weapon, a digger, or a piece of armour is generated, it may pass a "goodness roll" to become a good item. This is a percentage roll with the percent chance of success being equal to 10+ObGenLev, with a maximum of 75. If an object passes its goodness roll, it may then attempt a "greatness roll" to become a great item. This is a second percentage roll with the percent chance of success being equal to the goodness chance divided by 2, with a maximum of 20. If an object does not pass its goodness roll, it may become a cursed item. The chance of being cursed is the same as the chance of being good. If an object is indeed cursed, a second roll will be made to see if it is dreadful. This is a second percentage roll with the percent chance of success being equal to the greatness roll. Here is a table showing the probability of an object being normal, good, great, cursed, or dreadful, at various object generation levels. ObGenLev Normal Good Great Cursed Dreadful 0 81,00% 9,50% 0,50% 8,55% 0,45% 5 72,25% 13,88% 1,13% 11,79% 0,96% 10 64,00% 18,00% 2,00% 14,40% 1,60% 15 56,25% 21,88% 3,13% 16,41% 2,34% 20 49,00% 25,50% 4,50% 17,85% 3,15% 25 42,25% 28,88% 6,13% 18,77% 3,98% 30 36,00% 32,00% 8,00% 19,20% 4,80% 35 30,25% 36,00% 9,00% 19,80% 4,95% 40 25,00% 40,00% 10,00% 20,00% 5,00% 45 20,25% 44,00% 11,00% 19,80% 4,95% 50 16,00% 48,00% 12,00% 19,20% 4,80% 55 12,25% 52,00% 13,00% 18,20% 4,55% 60 9,00% 56,00% 14,00% 16,80% 4,20% 65+ 6,25% 60,00% 15,00% 15,00% 3,75% (1.1.1) When is a normal item changed into an artifact? If a weapon, a digger, or a piece of armour passes the greatness roll, and it is not being generated in the town, the object might be converted into an artifact. The artifact list is checked for artifacts that match the type of object being generated and that do not yet exist. If an artifact is found that meets this condition, it must pass the artifact rarity roll, which succeeds 1 time in the artifact's rarity rating. Each artifact also has a minimum level for creation; if the current dungeon level is less than this value, then to become an artifact the object also must pass the depth roll with a success rate of 1 in two times the difference between the current dungeon level and the artifact's minimum level. If the artifact passes both tests, the object becomes the chosen artifact; else the game will continue checking the artifact list until all artifacts have been tried once. Note that the artifact list is always checked in a fixed order, thus slightly increasing the chance that the artifacts will be created in the order in which they are listed. Also note that even though artifact creation is only attempted when the greatness roll is passed, the artifact chosen might well be a cursed artifact. (For more information on artifacts, including the rarity and minimum level for each individual artifact, see ARTIFACT.SPO). (1.1.2) When is a normal item changed into an ego item? Each weapon, digger, or piece of armour that passes its greatness roll but is not changed into an artifact and each weapon, digger, or piece of armour that passes its dreadful roll, gets a chance to become an ego item. First, the list of ego types is scanned for ego types that can apply to the kind of object being generated. Only ego types whose ego item's level does not exceed the ego generation level are selected. The ego generation level is normally equal to ObGenLev, but there is a 1 in 20 chance that the ego generation level is boosted to: boosted ego generation level = (ObGenLev * 128 / 1d128) + 1. This formula insures that the boosted ego generation level is always at least 1 more than ObGenLev while at the same time making it possible to get a boosted ego generation level of more than 100 even as shallow as 50'. If no ego type meets the above criteria (matching type and maximum level), the object will be generated as a normal object. Otherwise, one random ego type is selected from the list and the object is converted to an ego item of that ego type. The selected ego type may or may not be a cursed ego item, regardless of the outcome of the greatness and dreadful roll. The rarity of different ego-types is reflected in the number of times each ego type is added to the list. Ego types with a rarity of 1 are added 100 times to the list, other ego types are added (100 / rarity) times. NOTE: Some ego types have a rarity that is not a perfect divider of 100. I suspect that this stems from changes to the ego item generation code not being reflected in the rarity of ego types. NOTE: All ego types are listed below, along with their powers, value and rarity. (1.1.3) A touch of magic All weapons (including melee weapons, shooting weapons, ammunition, and diggers) have a chance to get a bonus or penalty to their to-hit, to-dam, and (for diggers only) digging capability. All pieces of armour have a chance to get a bonus or penalty to their AC. The appropriate bonuses are determined by consulting the following table: NORMAL ITEMS (Both goodness roll and cursed roll are failed) Only the bonuses or penalties that normally apply to the type of object being generated apply. See OBJ-LONG.SPO for details. GOOD ITEMS (Goodness roll is passed, but greatness roll is failed) All good armour receives a bonus of 1d5+MB(5) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All good weapons receive a bonus of 1d5+MB(5) to-hit and 1d5+MB(5) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. GREAT ITEMS (Greatness roll is passed, but not an ego item or an artifact) All great armour receives a bonus of 1d5+MB(5)+MB(10) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All great weapons receive a bonus of 1d5+MB(5)+MB(10) to-hit and a bonus of 1d5+MB(5)+MB(10) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. In addition, great melee weapons and ammunition have a small chance to get boosted damage dice. For a weapon with a damage roll (NdM), the chance of getting improved dice is 1 in 10*N*M, with each success adding one extra damage die, and then the process repeating until the item fails an attempt. The damage dice for all weapons is capped at 9 dice. Example: Some Seeker Bolts (4d5) are generated; they pass the greatness roll but they are not changed into an artifact or ego item. There is a 1 in 200 (10*4*5) chance for these bolts to get another damage die. Assume the bolts are lucky, and succeed. Now they are (5d5). Then they can try again, with a 1 in 250 chance to become (6d5). If this succeeds, the bolts can try for 7d5, then 8d5, etc. EGO ITEMS (not cursed) Consult the list below to find the bonuses that apply for the appropriate ego item type. Add this to the normal bonuses or penalties for the type of object being generated to get the base bonuses. All non-cursed ego armour receives an extra bonus of 1d5+MB(5)+MB(10) to AC. This extra bonus is in addition to the base bonus to AC. All non-cursed ego weapons receive an extra bonus of 1d5+MB(5)+MB(10) to-hit and 1d5+MB(5)+MB(10) to-dam. These extra bonuses are in addition to the base bonuses to-hit and to-dam. In addition, non-cursed ego melee weapons and ammunition have a small chance to get boosted damage dice. For a weapon with a damage roll (NdM), the chance of getting improved dice is 1 in 10*N*M, with each success adding one extra damage die, and then the process repeating until the item fails an attempt. The damage dice for all weapons is capped at 9 dice. Example: a Dagger of Acid (1d4) is generated. There is a 1 in 40 (10*1*4) chance for it to get another damage die. Assume this dagger is lucky, and succeeds. Now it is (2d4). Then it can try again, with a 1 in 80 chance to become (3d4). If this succeeds, the dagger can try for 4d4, then 5d4, etc. EGO ITEMS (cursed) Consult the list below to find the penalties that apply for the appropriate cursed ego item type. Add this to the normal bonuses or penalties for the type of object being generated to get the base penalties. All cursed ego armour receives an extra penalty of 1d5+MB(5)+MB(10) to AC. This extra penalty is in addition to the base penalty to AC. All cursed ego weapons receive an extra penalty of 1d5+MB(5)+MB(10) to-hit and 1d5+MB(5)+MB(10) to-dam. These extra penalties are in addition to the base penalties to-hit and to-dam. If the weapon is a digger, it receives a digging penalty equal to 5+1d5. ARTIFACTS All artifacts have fixed bonuses and penalties. See ARTIFACT.SPO for details. CURSED ITEMS (Cursed roll is passed, but dreadful roll is failed) All cursed armour receives a penalty of 1d5+MB(5) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All cursed weapons receive a penalty of 1d5+MB(5) to-hit and 1d5+MB(5) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. If the weapon is a digger, the normal digging bonus is changed to a penalty (i.e. a cursed Orcish Pick would get a -2 digging penalty). DREADFUL ITEMS (Dreadful roll is passed) All dreadful armour receives a penalty of 1d5+MB(5)+MB(10) to AC, in addition to the normal bonus or penalty for the type of armour being generated. All dreadful weapons receive a penalty of 1d5+MB(5)+MB(10) to-hit and a penalty of 1d5+MB(5)+MB(10) to-dam, in addition to the normal bonuses or penalties to-hit and to-dam for the type of weapon being generated. If the weapon is a digger, it receives a digging penalty equal to 5+1d5. (1.2) Generation of guaranteed good objects Sometimes the game generates an object that is guaranteed to be good. This is true of the treasure of most uniques and some powerful monsters, and also some objects created in greater vaults. Good object creation is the same as normal object creation, with the following exceptions: (1) The chance to attempt creation of a special artifact is boosted from the normal 0.1% to 10%. Note that the attempt itself still has a high failure chance (see below for more details). (2) If no special artifact is created, the game will randomly generate an object (see OBJ-LONG.SPO for details), but the maximum object level will be boosted from ObGenLev to ObGenLev+10. Further, only good objects will be created. These include only weapons, ammunition and armour (excluding sling ammunition, rusty chain mail, filthy rags, and broken daggers/swords), the ten advanced spellbooks, rings of speed, and amulets of the magi, devotion, weaponmastery, or trickery. (3) If a guaranteed good object turns out to be a weapon, a digger, or a piece of armour, the goodness roll is automatically passed. The chance of success on the greatness roll is the same as for normal items. Since the goodness roll is always passed, the cursed and dreadful rolls do not apply. Here is a table showing the probability of a guaranteed good object being good or great at various object generation levels. ObGenLev Good Great 0 95,00% 5,00% 5 92,50% 7,50% 10 90,00% 10,00% 15 87,50% 12,50% 20 85,00% 15,00% 25 82,50% 17,50% 30+ 80,00% 20,00% (4) The chance of being changed into an artifact is the same for a guaranteed good object as for a normal object. However, a guaranteed good object will never be changed into a cursed artifact. (5) If a guaranteed good object is not an artifact, it has the same chance of becoming an ego item as a normal object. However, a guaranteed good object will never become a cursed ego item. (1.3) Generation of guaranteed great objects Additionally, sometimes an object will be created that will automatically be either a great item or an artifact. This occurs for the treasure drops of the uniques Smeagol, Wormtongue, Mim, Ar-Pharazon, Saruman, Glaurung, Feagwath, The Witch-King of Angmar, Maeglin, Cantoras, Ancalagon, Vecna, Gothmog, Sauron, and Morgoth; for objects created by a Scroll of Acquirement or *Acquirement*; and for some objects created in greater vaults. Good object creation is the same as normal object creation, with the following exceptions: (1) If a guaranteed great object turns out to be a weapon, a digger, or a piece of armour, it will automatically pass the greatness roll as well as the goodness roll. (2) If the attempt to change the object into an artifact fails, the attempt is immediately repeated, up to a maximum of four times. This will greatly improve the chance of the guaranteed great object being converted into an artifact if there still exists a non-cursed artifact of matching type; otherwise the repeated attempts will have no effect. (1.4) Generation of the special artifacts The special artifacts comprise the artifact light sources, rings, and amulets. When the game attempts to create a special artifact, it runs through a list of all the special artifacts that have not yet been created. Each item in the list undergoes a rarity check and a minimum depth check, similar to that of the normal artifacts. However, for the special artifacts the minimum depth check is made twice. If these checks succeed then that special artifact is created; otherwise the game goes on to the next artifact in the list. When the list is exhausted, no special artifact is created. Example: Let's suppose that the Phial of Galadriel (the first special artifact in the list) has already been created. You are on dungeon level 6 and have just defeated Wormtongue (normally found on dungeon level 8), who will drop 1 or 2 guaranteed great objects. What is the chance of getting the second special artifact in the list, the Star of Elendil (rarity 25, miminum creation level 30)? The first object created is guaranteed great, so there's a 1 in 10 chance that the game will attempt to create a special artifact. If this succeeds, the Star of Elendil will be the first special artifact attempted. The rarity check will be 1 in 25. The minimum depth check calls for 1 in twice the difference in dungeon levels (2x(30-6)=48); this 1 in 48 chance will have to be made twice. The Star of Elendil will only be created if *all* checks are made; the chance of getting this artifact is therefor equal to 1 in 10x25x48x48, or 1 in 576,000 (about 0.00017%). Since Wormtongue has a drop of 1 or 2 objects, there is a 50% chance that the game will decide to make a second object. This second object will then have the same chance to become the Star of Elendil. This boosts the total chance of getting Elendil to a whopping 0.00026%. (2) A LISTING OF ALL EGO ITEMS -------------------------- (2.0) Notes and definitions In the listing for ego items which follows, all ego types of Angband are listed with their powers. The following column headings are used: Rating:The amount by which the level feeling you get when entering a new level is increased if an item of this ego type is present upon level generation. How these ratings affect level feeling is discussed at length in the spoiler file DUNGEON.SPO. To-Hit:The bonus or penalty to hit that items of this ego type get in addition to the bonus or penalty to hit for the base item and the bonus or penalty to hit listed in (1.1.3) above. To-Dam:The bonus or penalty to damage that items of this ego type get in addition to the bonus or penalty to damage for the base item and the bonus or penalty to damage listed in (1.1.3) above. To AC: The bonus or penalty to armour class that items of this ego type get in addition to the bonus or penalty to armour class for the base item and the bonus or penalty to armour class listed in (1.1.3) above. Lvl: The ego item's level, as described in (1.1.2) above. Rar: The ego item's rarity, as described in (1.1.2) above. Price: The bonus to the ego item's price. Note that this price bonus is applied after calculating the object's base price and after applying all price modifications for any bonuses the item has, as explained in the spoiler file OBJ-LONG.SPO. After the line with the ego item's name and the values for the column headings follow one or more lines, listing all special powers that all items of that ego type possess. A complete description of the meaning of each of these powers follows after the listing. (2.1) WEAPONS ------- (2.1.0) General The weapons of Angband fall into four subcategories: melee weapons (used for close combat), missile weapons (used to combat enemies from a distance), ammunition (which has to be fired by the appropriate shooting weapon), and diggers (generally only used for digging, unless you forget to swap weapons after completing the tunnel). Each of these weapon types has its own list of ego types to choose from. (2.1.1) Melee Weapons The following ego types can apply to all melee weapons, unless stated otherwise. NOTE: Unlike most cursed ego items, a Weapon of Morgul does have a price bonus. The weapon will still be worthless as long as it has a penalty to-hit or to-dam, but after removing those penalties, the +1 price bonus reflects the balance of "good" and "bad" effects. Rating To-Hit To-Dam To AC Lvl Rar Price Melee Weapon of Morgul 0 -0 -0 -0 0 5 +1 Slay Undead; Poison Brand; Resist Life Draining; See Invisible; Aggravate; Drain Experience; Heavily Cursed. Melee Weapon of Slay Orc +10 +0 +0 +0 0 6 +2500 Slay Orc. Melee Weapon of Slay Troll +10 +0 +0 +0 0 6 +2500 Slay Troll. Melee Weapon of Slay Giant +14 +0 +0 +0 0 6 +2500 Slay Giant. Melee Weapon of Frost +15 +0 +0 +0 0 8 +3000 Frost Brand; Resist Cold; Ignore Cold. Melee Weapon of Slay Animal +18 +0 +0 +0 0 6 +3000 Slay Animal. Melee Weapon of Slay Evil +18 +0 +0 +0 0 6 +3000 Slay Evil. Melee Weapon of Slay Demon +14 +0 +0 +0 0 6 +3500 Slay Demon. Melee Weapon of Flame +15 +0 +0 +0 0 8 +3500 Fire Brand; Resist Fire; Ignore Fire. Melee Weapon of Slay Dragon +18 +0 +0 +0 0 6 +3500 Slay Dragon. Melee Weapon of Slay Undead +18 +0 +0 +0 0 6 +3500 *** Does not apply to Mace of Disruption! *** Slay Undead. Melee Weapon of *Slay Orc* +14 +0 +0 +0 0 20 +4000 +1d2 to Dexterity; Slay Orc; Sustain Dexterity. Melee Weapon of *Slay Troll* +14 +0 +0 +0 0 20 +4000 +1d2 to Strength; Slay Troll; Regeneration. Melee Weapon of Venom +15 +0 +0 +0 0 8 +4000 Poison Brand. Melee Weapon of *Slay Giant* +16 +0 +0 +0 0 20 +4000 +1d2 to Strength; Slay Giant; Sustain Strength. Melee Weapon of Lightning +20 +0 +0 +0 0 10 +4500 Electricity Brand; Resist Lightning; Ignore Lightning. Melee Weapon (Blessed) +20 +0 +0 +0 0 10 +5000 +1d3 to Wisdom; Blessed; One Random Ability. Melee Weapon of Acid +20 +0 +0 +0 0 10 +5000 Acid Brand; Resist Acid; Ignore Acid. Melee Weapon of *Slay Evil* +20 +0 +0 +0 0 20 +5000 +1d2 to Wisdom; Slay Evil; Blessed; One Random Ability. Melee Weapon of *Slay Animal* +20 +0 +0 +0 0 20 +6000 +1d2 to Intelligence; Slay Animal; Slow Digestion. Melee Weapon of *Slay Demon* +16 +0 +0 +0 0 20 +8000 +1d2 to Intelligence; Execute Demon; Resist Fire. Melee Weapon of *Slay Dragon* +24 +0 +0 +0 0 20 +8000 +1d2 to Constitution; Execute Dragon; Resist Fear. Melee Weapon of *Slay Undead* +24 +0 +0 +0 0 20 +8000 *** Does not apply to Mace of Disruption! *** +1d2 to Wisdom; Execute Undead; See Invisible. Melee Weapon of Extra Attacks +20 +0 +0 +0 0 10 +10000 +1d2 to Attack Speed. Melee Weapon (Defender) +25 +1d4 +1d4 +1d8 0 12 +15000 +1d4 to Stealth; Resist Elements; Ignore Elements; One Random Sustain; Feather Fall; Regeneration; Free Action; See Invisible. Melee Weapon of Westernesse +20 +1d5 +1d5 +0 0 10 +20000 +1d2 to Strength, Dexterity, Constitution; Slay Orc, Troll, Giant; Free Action; See Invisible. Melee Weapon (Holy Avenger) +30 +1d6 +1d6 +1d4 0 12 +20000 +1d4 to Wisdom; Slay Demon, Undead, Evil; Resist Fear; One Random Sustain; Blessed; See Invisible. Melee Weapon of Fury +30 +1d10 +1d10 +0 40 20 +20000 *** Applies only to weapons with unmodified damage 12 or more *** *** and to edged weapons with unmodified damage 10 or more! *** +1d2 to Strength, Attack Speed; Resist Fear; Aggravate; Ignore Acid, Fire. Melee Weapon of Gondolin +30 +1d7 +1d7 +0 30 20 +25000 Slay Orc, Troll, Dragon, Demon; Resist Dark; Permanent Light; Free Action; See Invisible; One Random Ability; Ignore Acid, Fire. (2.1.2) Missile Weapons The following ego types can apply to all missile weapons, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Missile Weapon of the Nazgul 0 -1d10 -1d10 -0 0 2 0 See Invisible; Drain Experience; Cursed. Missile Weapon of Accuracy +10 +1d15 +1d5 +0 0 1 +1000 (No special powers). Missile Weapon of Power +10 +1d5 +1d15 +0 0 1 +1000 (No special powers). Missile Weapon of Extra Might +20 +1d5 +1d10 +0 0 2 +10000 +1 to Shooting Power. Missile Weapon of Extra Shots +20 +1d10 +1d5 +0 0 2 +10000 +1 to Shooting Speed. Sling of Buckland +25 +1d8 +1d8 +0 40 4 +20000 *** Applies only to slings! *** +1 to Dexterity, Shooting Speed, Shooting Power; Ignore Acid, Fire. Bow of Lothlorien +30 +1d10 +1d10 +0 50 4 +20000 *** Applies only to (short or long) bows! *** +1d2 to Dexterity, Shooting Power; Free Action; One Random Ability; Ignore Acid, Fire. Crossbow of the Haradrim +30 +1d5 +1d5 +0 50 4 +20000 *** Applies only to light crossbows! *** +1 to Shooting Speed, Shooting Power; Ignore Acid, Fire. (2.1.3) Ammunition The following ego types can apply to each type of ammunition, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Ammunition of Backbiting 0 -1d50 -1d50 +0 0 1 0 Cursed. Ammunition of Wounding +5 +1d5 +1d5 +0 0 4 +20 (No special powers). Ammunition of Slay Animal +10 +0 +0 +0 0 6 +20 Slay Animal. Ammunition of Slay Evil +10 +0 +0 +0 0 6 +20 *** Does not apply to Mithril Arrows or Mithril Bolts! *** Slay Evil. Ammunition of Slay Demon +10 +0 +0 +0 0 8 +25 Slay Demon. Ammunition of Slay Giant +10 +0 +0 +0 0 8 +25 Slay Giant. Ammunition of Slay Undead +10 +0 +0 +0 0 8 +25 Slay Undead. Ammunition of Frost +10 +0 +0 +0 0 6 +30 Frost Brand; Ignore Cold. Ammunition of Flame +10 +0 +0 +0 0 6 +35 Fire Brand; Ignore Fire. Ammunition of Venom +10 +0 +0 +0 0 6 +40 *** Does not apply to Mithril Arrows or Mithril Bolts! *** Poison Brand. Ammunition of Slay Dragon +10 +0 +0 +0 0 8 +40 Slay Dragon. Ammunition of Lightning +10 +0 +0 +0 0 9 +45 Electricity Brand; Ignore Lightning. Ammunition of Acid +10 +0 +0 +0 0 9 +50 Acid Brand; Ignore Acid. Ammunition of Holy Might +20 +1d10 +1d10 +0 40 15 +60 *** Applies only to Seeker or Mithril ammunition! *** Slay Demon, Undead, Evil; Ignore Acid, Fire. (2.1.4) Diggers The following ego types can apply to all diggers, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Digger of Digging +4 +0 +0 +0 0 1 +500 +1d4 to Digging; Acid Brand Digger of Earthquakes +8 +1d10 +1d10 +0 20 4 +3000 +1d6 to Strength, Digging; Acid Brand; Cause Earthquake (2.2) ARMOUR ------ (2.2.0) General You can wear up to six pieces of armour on different body parts: on body (body armour, Dragon Scale Mail or a robe), about body (a cloak), on arm (a shield), on head (a cap, helmet or crown), on hands (gloves, gauntlets or cesti) and on feet (boots). Each of these types of armour has it's own list of ego types. (2.2.1) On body The ego types listed as "Armour of ..." can apply to body armour (excluding Dragon Scale Mail) and robes as well. The ego type listed as "Robe of ..." applies to robes only. Rating To-Hit To-Dam To AC Lvl Rar Price Armour of Vulnerability 0 -0 -0 -1d50 0 2 0 Aggravate; Cursed. Armour of Resist Lightning +10 +0 +0 +0 0 1 +400 Resist Lightning; Ignore Lightning. Armour of Resist Cold +12 +0 +0 +0 0 1 +600 Resist Cold; Ignore Cold. Armour of Resist Fire +14 +0 +0 +0 0 1 +800 Resist Fire; Ignore Fire. Armour of Resist Acid +16 +0 +0 +0 0 1 +1000 Resist Acid; Ignore Acid. Armour (Dwarven) +18 +0 +0 +1d15 0 2 +5000 *** Applies only to heavy metal armour, rusty armour excluded! *** +1d2 to Strength, Constitution, Infravision; Free Action; Ignore Acid, Fire. Armour of Resistance +20 +0 +0 +1d10 0 2 +12500 Resist Elements; Ignore Elements. Armour of Elvenkind +25 +0 +0 +1d10 0 4 +15000 +1d3 to Stealth; Resist Elements; Ignore Elements; One Random Resist. Robe of Permanence +30 +0 +0 +1d20 0 4 +30000 Resist Elements, Life Draining; Ignore Elements; One Random Resist; Sustain All Stats. (2.2.2) About body These ego types can apply to normal cloaks as well as shadow cloaks. Note that shadow cloaks already have a base enchantment of +4 to AC. They will receive the normal bonus for ego objects the extra bonus for the specific ego type in addition to this base enchantment. This means that a Swadow Cloak of Stealth has a maximum AC of [6,+24] and a Shadow Cloak of Aman may even be enchanted up to [6,+44]! Rating To-Hit To-Dam To AC Lvl Rar Price Cloak of Enveloping 0 -1d10 -1d10 -0 0 1 0 Cursed. Cloak of Irritation 0 -1d15 -1d15 -0 0 1 0 Aggravate; Cursed. Cloak of Vulnerability 0 -0 -0 -1d50 0 1 0 Aggravate; Cursed. Cloak of Stealth +10 +0 +0 +0 0 1 +500 +1d3 to Stealth. Cloak of Protection +10 +0 +0 +1d10 0 2 +1500 Resist Shards; Ignore Elements. Cloak of the Magi +15 +0 +0 +1d4 30 3 +2000 +1d2 to Intelligence, Stealth; Sustain Intelligence; One Random Ability; Ignore Acid. Cloak of Aman +20 +0 +0 +1d20 0 6 +4000 +1d3 to Stealth; One Random Resist; Ignore Elements. (2.2.3) On arm The following ego types can apply to all shields, unless stated otherwise. This means that a Shield of Deflection may become an ego item as well, resulting in something like a Shield of Deflection of Preservation with a maximum AC of [10,+50]. Rating To-Hit To-Dam To AC Lvl Rar Price Shield of Vulerability 0 -0 -0 -1d50 0 2 0 Aggravate; Cursed. Shield of Resist Lightning +10 +0 +0 +0 0 1 +400 Resist Lightning; Ignore Lighting. Shield of Resist Cold +12 +0 +0 +0 0 1 +600 Resist Cold; Ignore Cold. Shield of Resist Fire +14 +0 +0 +0 0 1 +800 Resist Fire; Ignore Fire. Shield of Resist Acid +16 +0 +0 +0 0 1 +1000 Resist Acid; Ignore Acid. Shield of Resistance +20 +0 +0 +1d10 0 2 +12500 Resist Elements; Ignore Elements. Shield of Elvenkind +25 +0 +0 +1d10 0 4 +18000 +1d3 to Stealth; Resist Elements; Ignore Elements; One Random Resist. Shield of Preservation +25 +0 +0 +1d20 60 4 +24000 Resist Disenchantment, Life Draining; One Random Resist; Sustain Strength, Constitution, Dexterity; Ignore Elements. (2.2.4) On head The following ego types can apply to helms and caps if they are listed as "Helmet of ...", to crowns if they are listed as "Crown of ...", and to all types of headwear if they are listed as "Headwear of ...". Rating To-Hit To-Dam To AC Lvl Rar Price Crown of Sickliness 0 -0 -0 -0 0 2 0 -1d5 to Strength, Dexterity, Constitution; Cursed. Headwear of Dullness 0 -0 -0 -0 0 2 0 -1d5 to Intelligence, Wisdom, Charisma; Cursed. Helmet of Teleportation 0 -0 -0 -0 0 2 0 Teleportation; Cursed. Helmet of Infravision +11 +0 +0 +0 0 2 +500 +1d5 to Infravision. Helmet of Intelligence +13 +0 +0 +0 0 2 +500 +1d2 to Intelligence; Sustain Intelligence. Helmet of Wisdom +13 +0 +0 +0 0 2 +500 +1d2 to Wisdom; Sustain Wisdom. Helmet of Light +6 +0 +0 +0 0 2 +1000 Resist Light; Permanent Light. Helmet of Beauty +8 +0 +0 +0 0 2 +1000 +1d4 to Charisma; Sustain Charisma. Headwear of Regeneration +10 +0 +0 +0 0 4 +1500 Regeneration. Headwear of Seeing +8 +0 +0 +0 0 2 +2000 +1d5 to Searching; Resist Blindness; See Invisible. Crown of Night and Day +18 +0 +0 +0 35 6 +4000 Resist Light, Dark, Blindness; Permanent Light; See Invisible; Ignore Acid. Crown of Serenity +20 +0 +0 +0 0 6 +4000 Resist Fear, Confusion, Sound. Crown of the Magi +15 +0 +0 +0 0 4 +7500 +1d3 to Intelligence; Resist Elements; Ignore Elements; Sustain Intelligence; One Random Ability. Crown of Lordliness +17 +0 +0 +0 0 2 +7500 +1d3 to Wisdom, Charisma; Resist Fear; Sustain Wisdom, Charisma; One Random Ability; Ignore Elements. Crown of Might +19 +0 +0 +0 0 4 +7500 +1d3 to Strength, Dexterity, Constitution; Sustain Strength, Dexterity, Constitution; Free Action; Ignore Elements. Headwear of Telepathy +20 +0 +0 +0 0 6 +50000 Telepathy. (2.2.5) On hands All ego types that are listed as "Handwear of ..." can apply to gloves, gauntlets, of cesti, unless stated otherwise. Rating To-Hit To-Dam To AC Lvl Rar Price Handwear of Clumsiness 0 -0 -0 -0 0 2 0 -1d10 to Dexterity; Cursed. Handwear of Weakness 0 -0 -0 -0 0 2 0 -1d10 to Strength; Cursed. Handwear of Free Action +11 +0 +0 +0 0 4 +1000 Free Action. Handwear of Agility +14 +0 +0 +0 0 6 +1000 +1d5 to Dexterity. Handwear of Slaying +17 +1d5 +1d5 +0 0 4 +1500 (No special powers). Handwear of Power +22 +1d5 +1d5 +0 0 6 +2500 +1d5 to Strength. Gloves of Thievery +22 +1d8 +1d3 +0 40 12 +5000 +1d5 to Dexterity, Searching; Feather Fall; Free Action. Handwear of Combat +22 +1d3 +1d8 +0 50 12 +7000 *** Does not apply to gloves! *** +1d2 to Strength, Constitution; Aggravate. (2.2.6) On feet Rating To-Hit To-Dam To AC Lvl Rar Price Boots of Slowness 0 -0 -0 -0 0 5 0 -1d5 to Speed; Cursed. Boots of Annoyance 0 -0 -0 -0 0 10 0 -1d10 to Stealth, Speed; Aggravate; Cursed. Boots of Slow Descent +7 +0 +0 +0 0 5 +250 Feather Fall. Boots of Stealth +16 +0 +0 +0 0 6 +500 +1d3 to Stealth. Boots of Free Action +15 +0 +0 +0 0 8 +1000 Free Action. Boots of Stability +20 +0 +0 +0 0 10 +5000 Resist Nexus; Feather Fall. Boots of Speed +25 +0 +0 +0 0 24 +100000 +1d10 to Speed. Boots of Elvenkind +30 +0 +0 +0 60 30 +200000 *** Aplies only to (soft or hard) leather boots! *** +1d5 to Stealth, Speed; Feather Fall; Ignore Acid, Fire. (3) SOME OTHER "GOOD" ITEMS ----------------------- This section deals with objects that are not considered ego-items, yet are special enough to warrant an addition to rating, thus affecting the level's feeling. These objects are described in detail in the spoiler file for "normal" objects, OBJ-LONG.SPO. They are repeated here to complete the list of objects affecting the level's feeling. (3.1) Dragon Scale Mail ----------------- Dragon Scale Mail (DSM) has a base enchantment of +10 to AC (or +15 if the armour is Power DSM). The bonus to armour class for good or great armour (as detailed in 1.1.3) is added to the base enchantment, so you copuld (in theory) find a Power Dragon Scale Mail(-3)[40,+35]. Each suit of DSM will provide the wearer with one or more resistances and give the wearer the possibility to activate for a breath weapon (detailed in OBJ-LONG.SPO). This makes most DSM far superior to most ego armour, but in gameplay terms it is still considered "normal" armour. In theory, DSM could be found that has an ego enchantment as well. In reality this won't happen, as there are no ego types defined in Angband 3.0.5 that can apply to DSM - so you might as well scratch that Power Dragon Scale Mail of Permanence(-3)[40,+55] from your Christmas wish list. Rating To-Hit To-Dam To AC Lvl Rar Price Black Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Acid; Ignore Elements; Activates for breathe acid (130) every 449+1d450 turns. Blue Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Lightning; Ignore Elements; Activates for breathe lightning (100) every 449+1d450 turns. Bronze Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Confusion; Ignore Elements; Activates for breathe confusion (120) every 449+1d450 turns. Gold Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Sound; Ignore Elements; Activates for breathe sound (130) every 449+1d450 turns. Red Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Fire; Ignore Elements; Activates for breathe fire (200) every 449+1d450 turns. White Dragon Scale Mail +30 +0 -2 +10 50 8 40000 Resist Cold; Ignore Elements; Activates for breathe frost (110) every 449+1d450 turns. Green Dragon Scale Mail +30 +0 -2 +10 60 8 60000 Resist Poison; Ignore Elements; Activates for breathe poison (150) every 449+1d450 turns. Pseudo-Dragon Scale Mail +30 +0 -2 +10 65 16 60000 Resist Light, Dark; Ignore Elements; Activates for breathe light/darkness (200) every 299+1d300 turns. Chaos Dragon Scale Mail +30 +0 -2 +10 80 16 80000 Resist Chaos, Disenchantment; Ignore Elements; Activates for breathe chaos/disenchant (220) every 299+1d300 turns. Law Dragon Scale Mail +30 +0 -2 +10 80 16 80000 Resist Sound, Shards; Ignore Elements; Activates for breathe sound/shards (230) every 299+1d300 turns. Balance Dragon Scale Mail +30 +0 -2 +10 95 32 100000 Resist Sound, Shards, Chaos, Disenchantment; Ignore Elements; Activates for breathe balance (250) every 299+1d300 turns. Multi-Hued Dragon Scale Mail +30 +0 -2 +10 90 32 150000 Resist Elements, Poison; Ignore Elements; Activates for breathe multi-hued (250) every 224+1d225 turns. Power Dragon Scale Mail +30 +0 -3 +15 100 64 300000 Resist Elements, Poison, Light, Dark, Blindness, Confusion, Sound, Shards, Nexus, Nether, Chaos, Disenchantment; Ignore Elements; Activates for breathe the elements (300) every 299+1d300 turns. (3.2) Rings and Amulets ----------------- Rating To-Hit To-Dam To AC Lvl Rar Price Amulet of Devotion +25 +0 +0 +0 70 8 30000 +1+MB(3) to Wisdom, Charisma; Resist Fire, Light, Dark, Life Draining; Sustain Wisdom, Charisma; Permanent Light. Amulet of the Magi +25 +0 +0 *** 70 8 30000 +1d5+MB(5) to AC; +1+MB(3) to Intelligence, Searching; Resist Confusion, Life Draining; Sustain Intelligence; See Invisible; Ignore Elements. Amulet of Trickery +25 +0 +0 +0 70 8 30000 +1+MB(3) to Dexterity, Stealth, Searching, Infravision, Speed; Resist Poison, Nexus; Sustain Dexterity. Amulet of Weaponmastery +25 *** *** +0 70 8 30000 +1+MB(4) to-hit; +1+MB(4) to-dam; +1+MB(2) to Strength; Resist Fear, Disenchantment, Life Draining; Sustain Strength, Constitution. Ring of Speed +25 +0 +0 +0 75 1 100000 +1 or more (see below) to Speed. The speed bonus of a Ring of Speed is determined in a special way. The base speed bonus is 1d5+MB(5). Then, there is a chance for an extra speed boost, as follows: Chance Speed Chance Speed 50% 0 0,78125% +6 25% +1 0,390625% +7 12,5% +2 0,1953125% +8 6,25% +3 0,09765625% +9 3,125% +4 0,048828125% +10 1,5625% +5 (etcetera) There is no limit, so theoretically it is possible to get maxint, but don't count on it :-). A Ring of Speed may also be cursed. A cursed Ring of Speed has it's speed bonus converted to a speed penalty (ie a Ring of Speed(+7) would become a Ring of Speed(-7) {cursed}). A cursed Ring of Speed can't be sold. (4) A DESCRIPTION OF THE MAGICAL POWERS OF ITEMS -------------------------------------------- (4.0) Notes In this spoiler file and in OBJ-LONG.SPO, the spoiler file for normal objects, a shorthand notation is used for many common powers items may possess. The descriptions given in the game (when 'I'nspecting an item) and in the spoiler file ARTIFACT.SPO are slightly more verbose, but still unclear to many new players. The listing below describes all these powers. Each entry entry in the list consists of four items: the shorthand notation, the description used in the game, the abbreviation for the power on the character information screen, and a complete description of the power. All the magical effects described below apply only if the item is equipped (wielded or worn), unless noted otherwise. (4.1) Cumulative powers Each bonus or penalty that an item conveys stacks with all bonuses and penalties conveyed by other equipped items. So if you are wearing a Ring of Strength (+3), a cursed Ring of Strength (-1), and an Amulet of Trickery with a +2 Strength bonus, your total Strength adjustment will be +3-1+2 = +2. In the shorthand notations below, each bonus will be presented as +n and each penalty will be presented as -n. If a power can be either a bonus or a penalty, it is presented as +/-n. The corresponding shorthand notation in the spoiler files may use a fixed number or a formula, e.g. +3, -1, -(2+1d4), +1d7. In the in-game descriptions below, each bonus or penalty will be presented as +n, -n, +/-n or just n, depending on how the game formats the information. The n will always be replaced by the item's actual modifier (bonus or penalty). Shorthand: +/-n to AC In-game: [*,+/-n] * the first number is the base armour class or [+/-n] Char. info: No individual entry. Listes as part of Armor [x,+y] Description: Increases or decreases your armour class. High armour class reduces the chance that you are hit by various attacks, but it also reduces the amount of damage taken from most attacks that do hit you. The calculations used to determine if a monster hits you and how much damage it does will be described in MON-BLOW.SPO. Shorthand: +/-n to All Stats In-game: It increases/decreases all your stats by n. Char. info: See the seperate entries for +/-n to (stat) Description: Increases or decreases your strength, intelligence, wisdom, dexterity, constitution, and charisma. Beyond the maximum normal score of 18, each point of bonus or penalty is translated to 10 percentile points. None of your stats can ever be reduced below 3. Shorthand: +n to Attack Speed In-game: It increases your attack speed by n. Char. info: Blows:+ Description: Increases the number of times you can attack a monster in a single melee move. When you make your move, the game applies all attacks directly after each other, unless the monster dies from one of the attacks, in which case any remaining attacks are lost. Shorthand: +/-n to Charisma In-game: It increases/decreases your charisma by n. Char. info: Green (for bonus) or red (for penalty) n in front of Chr: , CHR: , Chr! or CHR! Lowercase means drained; ! means maximized. Description: Increases or decreases your charisma. Beyond the maximum normal charisma of 18, each point of bonus or penalty is translated to 10 percentile points. Your charisma can never be reduced below 3. Shorthand: +/-n to Constitution In-game: It increases/decreases your constitution by n. Char. info: Green (for bonus) or red (for penalty) n in front of Con: , CON: , Con! or CON! (Lowercase means drained; ! means maximized) Description: Increases or decreases your constitution. Beyond the maximum normal constitution of 18, each point of bonus or penalty is translated to 10 percentile points. Your constitution can never be reduced below 3. Shorthand: +/-n to-dam In-game: (*,+/-n) * the first number is the to-hit modifier Char. info: No individual entry. Listes as part of Melee (+x,+y) or Shoot (+x,+y) Description: Increases or decreases the damage done to an opponent in melee or when firing ammunition. The to-dam modifier of a wielded weapon applies only in melee, and the to-dam modifier of a wielded shooter (bow, crossbow or sling) applies only when firing ammunition. In the latter case, the to-dam modifier of the ammunition applies as well. The calculations used to calculate the damage done when a monster is hit will be described in ATTACK.SPO. Shorthand: +/-n to Dexterity In-game: It increases/decreases your dexterity by n. Char. info: Green (for bonus) or red (for penalty) n in front of Dex: , DEX: , Dex! or DEX! (Lowercase means drained; ! means maximized) Description: Increases or decreases your dexterity. Beyond the maximum normal dexterity of 18, each point of bonus or penalty is translated to 10 percentile points. Your dexterity can never be reduced below 3. Shorthand: +/-n to Digging (aka Tunneling) In-game: It increases/decreases your tunneling by n. Char. info: Tunn.:+ Description: Increases or decreases your effectiveness at digging through rubble or rock. The exact calculation of the chance to dig will be described in ABILITY.SPO. Shorthand: +/-n to-hit In-game: (+/-n,*) * the second number is the to-dam modifier or (-n) (for body armour) Char. info: No individual entry. Listes as part of Melee (+x,+y) or Shoot (+x,+y) Description: Increases or decreases the chance to hit an opponent in melee or when firing ammunition. The to-hit modifier of a wielded weapon applies only in melee, and the to-hit modifier of a wielded shooter (bow, crossbow or sling) applies only when firing ammunition. In the latter case, the to-hit modifier of the ammunition applies as well. The calculations used to determine if an attack hits a monster will be described in ATTACK.SPO. Shorthand: +/-n to Infravision In-game: It increases/decreases your infravison by n. Char. info: Infra:+ Description: Increases or decreases your infravison range by 10 feet (1 square). Shorthand: +/-n to Intelligence In-game: It increases/decreases your intelligence by n. Char. info: Green (for bonus) or red (for penalty) n in front of Int: , INT: , Int! or INT! (Lowercase means drained; ! means maximized) Description: Increases or decreases your intelligence. Beyond the maximum normal intelligence of 18, each point of bonus or penalty is translated to 10 percentile points. Your intelligence can never be reduced below 3. Shorthand: +/-n to Searching In-game: It increases/decreases your searching by n. Char. info: Sear.:+ Description: Increases or decreases your chance to find secret doors and traps. Each +1 to searching increases the chance of finding secret doors and traps while searching by 5%, and the chance to do a spontaneous search while walking or standing still (your perception) by 10%. Shorthand: +n to Shooting Power In-game: It increases your shooting power by n. Char. info: Might:+ Description: Increases the power with which you shoot ammunition from your missile launcher. Each extra point of shooting power increases the maximum range of your missile by 5 squares and increases the damage multiplier by 1. More details on damage calculation will be described in ATTACK.SPO. Shorthand: +n to Shooting Speed In-game: It increases your shooting speed by n. Char. info: Shots:+ Description: Increases the number of times you can fire your missile laucher in each turn. When you fire your launcher, the game will divide the normal energy use by your shooting speed; higher shooting speed means that you'll get your next move sooner. Shorthand: +/-n to Speed In-game: It increases/decreases your speed by n. Char. info: Speed:+ Description: Increases or decreases your speed. The effect of each point of speed is almost linear for speeds in the range from -30 to +30, but rapidly decreasing outside of that range. Full details about speed will be described in ABILITY.SPO. Shorthand: +/-n to Stealth In-game: It increases/decreases your stealth by n. Char. info: Stea.:+ Description: Increases or decreases your stealth rating, but never lower than 0 or higher than 30. Each point of stealth halves the amount of damage you make while moving through the dungeon, thus effectively doubling the time it takes before a monster wakes up from your noise. Shorthand: +/-n to Strength In-game: It increases/decreases your strength by n. Char. info: Green (for bonus) or red (for penalty) n in front of Str: , STR: , Str! or STR! (Lowercase means drained; ! means maximized) Description: Increases or decreases your strength. Beyond the maximum normal strength of 18, each point of bonus or penalty is translated to 10 percentile points. Your strength can never be reduced below 3. Shorthand: +/-n to Wisdom In-game: It increases/decreases your wisdom by n. Char. info: Green (for bonus) or red (for penalty) n in front of Wis: , WIS: , Wis! or WIS! (Lowercase means drained; ! means maximized) Description: Increases or decreases your wisdom. Beyond the maximum normal wisdom of 18, each point of bonus or penalty is translated to 10 percentile points. Your wisdom can never be reduced below 3. (4.2) NON-CUMULATIVE POWERS --------------------- For non-cumulative powers, it makes no difference if you have one, two, three, or 600 objects with that power. The effect is bestowed on you if you have one or more such object equipped. All non-cumulative powers are completely independant of each other and of the cumulative powers, unless explicitly stated otherwise. Because of the large number of non-cumulative powers, this section is divided into three sub-sections: resistances, sustains and other. (4.2.1) Resistances Shorthand: Free Action In-game: It grants you immunity to paralysis. Char. info: FrAct:+ Description: It protects you from most forms of paralysis, but not from paralysis caused by failed attempts to bash a door, casting a spell (or praying a prayer) that takes more mana than you have left, starvation, or being knocked out when the stun counter exceeds 100. It also protects you from spells that drain power from your muscles. Shorthand: Immune Acid In-game: It provides immunity to acid. Char. info: Acid:* Description: It completely protects you, your equipment, and your inventory from being damaged by acid attacks. Shorthand: Immune Cold In-game: It provides immunity to cold. Char. info: Cold:* Description: It completely protects you and your inventory from being damaged by cold attacks. Shorthand: Immune Fire In-game: It provides immunity to fire. Char. info: Fire:* Description: It completely protects you and your inventory from being damaged by fire attacks. Shorthand: Immune Lightning In-game: It provides immunity to lightning. Char. info: Elec:* Description: It completely protects you and your inventory from being damaged by lightning attacks. Shorthand: Resist Acid In-game: It provides resistance to acid. Char. info: Acid:+ Description: It reduces the damage from acid attacks to 33% of normal damage. When combined with temporary resistance to acid, the damage is reduced to only 11%. Shorthand: Resist Blindness In-game: It provides resistance to blindness. Char. info: Blind:+ Description: It also protects you from all forms of blindness. Shorthand: Resist Chaos In-game: It provides resistance to chaos. Char. info: Chaos:+ Description: It reduces the damage from chaos attacks to 6/(6+1d6) of normal damage and protects you from all secondary effects of chaos attacks. It also protects you from all forms of hallucination. Shorthand: Resist Cold In-game: It provides resistance to cold. Char. info: Cold:+ Description: It reduces the damage from cold attacks to 33% of normal damage. When combined with temporary resistance to cold, the damage is reduced to only 11%. Shorthand: Resist Confusion In-game: It provides resistance to confusion. Char. info: Confu:+ Description: It reduces the damage from non-melee confusion attacks to 5/(6+1d6) of normal damage. It also protects you from all forms of confusion. Shorthand: Resist Dark In-game: It provides resistance to dark. Char. info: Dark:+ Description: It reduces the damage from darkness attacks to 4/(6+1d6) of normal damage and protects you from the secondary effect of darkness attacks. Shorthand: Resist Disenchantment In-game: It provides resistance to disenchantment. Char. info: Disen:+ Description: It reduces the damage from non-melee disenchantment attacks to 6/(6+1d6) of normal damage. It also protects your equipment from all forms of disenchantment. Shorthand: Resist Elements In-game: It provides resistance to acid, lightning, fire, and cold. Char. info: See the seperate entries for Resist (element) Description: It reduces the damage from acid, lightning, fire, and cold attacks to 33% of normal damage. When combined with temporary resistance to one or more of the elements, the damage from attacks using those elements is reduced to only 11%. Shorthand: Resist Fear In-game: It provides resistance to fear. Char. info: Fear:+ Description: It protects you from all forms of fear. Shorthand: Resist Fire In-game: It provides resistance to fire. Char. info: Fire:+ Description: It reduces the damage from fire attacks to 33% of normal damage. When combined with temporary resistance to fire, the damage is reduced to only 11%. Shorthand: Resist Life Draining (aka Hold Life) In-game: It provides resistance to life draining. Char. info: HLife:+ Description: It either reduces by up to 90% or completely negates the loss of experience points from life draining attacks. The chance to negate the experience loss depends on the type of attack used; this will be detailed in the spoiler file MON-BLOW.SPO. It does not protect you from time or bizarre things. Shorthand: Resist Light In-game: It provides resistance to light. Char. info: Lite:+ Description: It reduces the damage from light attacks to 4/(6+1d6) or normal damage and protects you from the secondary effect of light attacks. It also protects you from blindness normally caused by reading a Scroll of *Destruction*, using a Staff of *Destruction*, or casting the spell (or praying the prayer) Word of Destruction. Shorthand: Resist Lightning In-game: It provides resistance to lightning. Char. info: Elec:+ Description: It reduces the damage from lightning attacks to 33% of normal damage. When combined with temporary resistance to lightning, the damage is reduced to only 11%. Shorthand: Resist Nether In-game: It provides resistance to nether. Char. info: Nethr:+ Description: It reduces the damage from nether attacks to 6/(6+1d6) of normal damage and protects you from the secondary effect of nether attacks. It also protects you from the life draining effect of chaos attacks. Shorthand: Resist Nexus In-game: It provides resistance to nexus. Char. info: Nexus:+ Description: It reduces the damage from nexus attacks to 6/(6+1d6) of normal damage and protects you from the secondary effects of nexus attacks. It also protects you from the effect of spells which teleport level. Shorthand: Resist Poison In-game: It provides resistance to poison. Char. info: Pois:+ Description: It reduces the damage from poison attacks to 33% of normal damage. When combined with temporary resistance to poison, the damage is reduced to only 11%. It also protects you from all forms of poisoning. Shorthand: Resist Shards In-game: It provides resistance to shards. Char. info: Shard:+ Description: It reduces the damage from shards attacks to 5/(6+1d6) of normal damage and protects you from the secondary effect of shards attacks. It also protects you from being cut by ice attacks. Shorthand: Resist Sound In-game: It provides resistance to sound. Char. info: Sound:+ Description: It reduces the damage from sound attacks to 5/(6+1d6) of normal damage. It also protects you from the stunning effects of all force, gravity, ice, plasma, sound, and water attacks. (4.2.2) Sustains Shorthand: Sustain All Stats In-game: It sustains all your stats. Char. info: See the seperate entries for Sustain (stat) Description: It prevents you from most effects and attacks that lower your strength, intelligence, wisdom, dexterity, constitution, or charisma. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Charisma In-game: It sustains your charisma. Char. info: Dark green s or number (if bonus applies as well in front of Chr: , CHR: , Chr! or CHR! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your charisma. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Constitution In-game: It sustains your constitution. Char. info: Dark green s or number (if bonus applies as well in front of Con: , CON: , Con! or CON! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your constitution. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Dexterity In-game: It sustains your dexterity. Char. info: Dark green s or number (if bonus applies as well in front of Dex: , DEX: , Dex! or DEX! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your dexterity. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Intelligence In-game: It sustains your intelligence. Char. info: Dark green s or number (if bonus applies as well in front of Int: , INT: , Int! or INT! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your intelligence. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Strength In-game: It sustains your strength. Char. info: Dark green s or number (if bonus applies as well in front of Str: , STR: , Str! or STR! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your strength. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). Shorthand: Sustain Wisdom In-game: It sustains your wisdom. Char. info: Dark green s or number (if bonus applies as well in front of Wis: , WIS: , Wis! or WIS! Lowercase means drained; ! means maximized. Description: It prevents you from most effects and attacks that lower your wisdom. It does not protect you from time, nexus, bizarre things, and some objects (as described in OBJ-LONG.SPO). (4.2.1) Other Shorthand: Aggravate In-game: It aggravates creatures around you. Char. info: not included Description: It causes each sleeping monster to wake up as soon as you enter it's detection radius. Shorthand: Drain Experience In-game: It drains experience. Char. info: not included Description: It causes you to lose one point of experience per turn. Shorthand: Feather Fall In-game: It makes you fall like a feather. Char. info: Feath:+ Description: It protects you from damage caused by falling in a pit or through a trap door. Shorthand: Permanent Light In-game: It lights the dungeon around you. Char. info: PLite:+ Description: For items equipped as your light source, this gives you a light radius of three squares. For items equipped in other slots, this extends your light radius by one square. Shorthand: Regeneration In-game: It speeds your regeneration. Char. info: Regen:+ Description: It doubles the rate at which lost hit points and mana are restored, and it increases your rate of food consumption by 3 units per turn. Shorthand: See Invisible In-game: It grants you the ability to see invisible things. Char. info: Invis:+ Description: It allows you to see all invisible monsters within line of sight. Shorthand: Slow Digestion In-game: It slows your metabolism. Char. info: S.Dig:+ Description: It reduces your rate of food consuption by 1 unit per turn. Shorthand: Telepathy In-game: It grants you the power of telepathy. Char. info: Telep:+ Description: It allows you to "see" all thinking monsters, up to a distance of 20 squares. No light or line of sight is required and invisible monsters can be detected as well. Monsters without brains are not detected by telepathy and monsters with primitive, instinct-driven brains are only detected sometimes. Shorthand: Teleportation In-game: It induces random teleportation. Char. info: not included Description: It has a 1% chance per turn of teleporting you randomly up to 40 squares away. (4.3) POWERS THAT AFFECT THE ITEM --------------------------- Because of the large number of powers that affect the item, this section is divided into two sub-sections: slays & brands and other. Since these powers affect only the item, none of them are listed on the character screen. (4.3.1) Slays & brands Some melee weapons and some types of ego ammunition have one or more powers that increase the amount of damage done against specific enemies. These include slays (Slay XXXX) and brands (XXXX Brand). Extra damage for slays and brands comes in the form of a multiplier. How exactly this multiplier is applied depends on weapon type. For melee weapons, the base damage is multiplied by the slay & brand multiplier, before any to-dam bonuses are added. For ammunition that is fired (or thrown), the multiplier from slays and brands is applied after adding the applicable to-dam bonuses. See ATTACK.SPO for the complete details. The multipliers from slays and brands do not stack. If a weapon has more than one slay or brand, the highest applicable multiplier will be used. Example: A weapon with both Slay Evil and Acid Brand would do: - Base damage x 1 against non-evil enemies that resist acid; - Base damage x 2 against evil enemies that resist acid; - Base damage x 3 against non-evil enemies that don't resist acid; - Base damage x 3 against evil enemies that don't resist acid. Shorthand: Acid Brand In-game: It is branded with acid. Description: When used to attack a monster that does not resist acid, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Electricity Brand In-game: It is branded with electricity. Description: When used to attack a monster that does not resist lightning, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Execute Demon In-game: It is especially deadly against demons. Description: When used to attack a demon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 5. Shorthand: Execute Dragon In-game: It is especially deadly against dragons. Description: When used to attack a dragon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 5. Shorthand: Execute Undead In-game: It is especially deadly against undead. Description: When used to attack an undead monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 5. Shorthand: Fire Brand In-game: It is branded with fire. Description: When used to attack a monster that does not resist fire, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Frost Brand In-game: It is branded with frost. Description: When used to attack a monster that does not resist cold, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Poison Brand In-game: It is branded with poison. Description: When used to attack a monster that does not resist poison, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Animal In-game: It slays animals. Description: When used to attack a natural monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 2. Shorthand: Slay Demon In-game: It slays demons. Description: When used to attack a demon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Dragon In-game: It slays dragons. Description: When used to attack a dragon, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Evil In-game: It slays all evil creatures. Description: When used to attack an evil monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 2. Shorthand: Slay Giant In-game: It slays giants. Description: When used to attack a giant, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Orc In-game: It slays orcs. Description: When used to attack an orc, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Troll In-game: It slays trolls. Description: When used to attack a troll, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. Shorthand: Slay Undead In-game: It slays undead. Description: When used to attack an undead monster, either base damage (for melee weapons) or total damage (for missiles) is multiplied by 3. (4.3.2) Other Shorthand: Activates for xxx every n turns In-game: It activates for xxx every n turns. Description: When equipped, the item can be activated to call up the effect described as "xxx". After each activation, the item has to recharge for "n" turns before it can be activated again. Note that (unlike rods) equippable items will only recharge while equipped. A complete description of all activations can be found in (4.5) below. Shorthand: Blessed In-game: It is blessed by the gods. Description: For edged weapons, polearms and axes, this allows priests and paladins to wield the weapon without incurring a -2 penalty to-hit and to-dam. For hafted weapons, this has no effect. Shorthand: Cause Earthquake In-game: It creates earthquakes on impact. Description: If a successful hit with this weapon or digger in melee combat deals more than 50 points of damage BEFORE any bonus to-dam is applied and BEFORE critical hits are taken in account, but AFTER any extra damage from slays or brands is added, a 10-square radius earthquake will be caused around you. All grids in the radius are darkened; all grids (except the epicenter) have a 15% chance to be damaged. Each damaged grid is replaced by a random type of wall if it was floor, or by floor if it wasn't. If a damaged grid is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied grid adjacent to the damaged grid. If there is no grid available, or if the monster can't move, the monster is lost inside the rock forever. Shorthand: Cursed In-game: It is cursed. Description: Once equipped, it is impossible to take off the object. The curse can be broken by using a scroll of Remove Curse or *Remove Curse*, a Staff of Remove Curse, or a prayer of Remove Curse or Dispel Curse. It can also be broken by enchanting the to-hit, to-dam or to AC modifier of the object to above zero. Shorthand: Heavily Cursed In-game: It is heavily cursed. Description: Once equipped, it is impossible to take off the object. The curse can be only broken by using a scroll of *Remove Curse* or a prayer of Dispel Curse, or by enchanting the to-hit, to-dam or to AC modifier of the object to above zero. Shorthand: Ignore Acid In-game: It cannot be harmed by acid. Description: The item can not in any way be damaged or destroyed as a side effect of acid attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Cold In-game: It cannot be harmed by cold. Description: The item can not in any way be damaged or destroyed as a side effect of cold attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Elements In-game: It cannot be harmed by the elements. Description: The item can not in any way be damaged or destroyed as a side effect of acid, cold, fire, or lightning attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Fire In-game: It cannot be harmed by fire. Description: The item can not in any way be damaged or destroyed as a side effect of fire attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Ignore Lightning In-game: It cannot be harmed by electricity. Description: The item can not in any way be damaged or destroyed as a side effect of lightning attacks, regardless of whether the item is in your equipment, in your inventory, or on the floor. Shorthand: Permanently Cursed In-game: It is permanently cursed. Description: Once equipped, it is impossible to take off the object. This curse can not be broken in any way. (4.4) Random powers ------------- Some ego items have a random power in addition to the fixed list of powers. This power is determined when the item is generated, but you can only find out what it is by using a Scroll of *Identify* or by experimenting. If you identify an object with a random power, the description will include "It might have hidden powers". Only after reading a Scroll of *Identify* will this be replaced by a description of the power that was picked for the object. The random power will also not be visible on the character information screen as long as it is not known. Note that most powers of artifacts are hidden as well. You need to use a Scroll of *Identify* to show their powers as well. But unlike the random powers of some ego items, the powers of artifacts are not random at all. The powers of all artifacts are listed in the spoiler file ARTIFACT.SPO. For the random powers of ego items, reading a Scroll of *Identify* or experimenting are the ONLY ways to find out which of the powers is picked as the random power. For some items, the random power chosen might be the same as one of the fixed powers of the ego type. There is no code that attempts to prevent this. Example: all Melee Weapons of Gondolin have Permanent Light, Free Action, See Invisible and One Random Ability; this ability has a 3 in 8 chance to be any of Permanent Light, Free Action, or See Invisible, so only 5 out of 8 Melee Weapons of Gondolin will actually have an extra ability. Shorthand: One Random Ability In-game: It might have hidden powers. Description: The item has one of the powers Feather Fall, Free Action, Permanent Light, Regeneration, Resist Life Draining, See Invisible, Slow Digestion, or Telepathy; all with equal probability. Shorthand: One Random Resist In-game: It might have hidden powers. Description: The item has one of the powers Resist Blindness, Resist Chaos, Resist Confusion, Resist Disenchantment, Resist Dark, Resist Fear, Resist Light, Resist Nether, Resist Nexus, Resist Poison, Resist Shards, or Resist Sound; all with equal probability. Shorthand: One Random Sustain In-game: It might have hidden powers. Description: The item has one of the powers Sustain Charisma, Sustain Constitution, Sustain Dexterity, Sustain Intelligence, Sustain Strength, or Sustain Wisdom; all with equal probability. (4.5) Activations ----------- Many activations involve the shooting of some kind of ball. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). How monster resistances or sensitivities reduce or increase the damage of various activations will be described in the spoiler file MON-DAM.SPO. Activation: a magical arrow (n) Description: Fires a magical arrow that inflicts n points of damage. Activation: acid bolt (n) Description: Shoots a bolt that inflicts n points of acid damage. Activation: acid resistance (n turns) and acid ball (m) Description: Shoots a radius-2 ball that inflicts m points of acid damage at its center, and gives you temporary resistance to acid for n turns. Activation: banishment Description: Removes all monsters represented by a chosen symbol from the level. Uniques are not affected. You take 1d4 points of damage for every monster removed. Activation: berserk rage (n turns) Description: Grants you berserk strength (resistance to fear, a bonus of +12 to-hit, and a penalty of -10 to AC) for n turns. Activation: berserk rage, bless, and resistance Description: Cures 30 points of damage, removes fear, grants you berserk strength (resistance to fear, a bonus of +12 to-hit, and a penalty of -10 to AC) for 50+1d50 turns, blesses you (a bonus of +5 to AC and +10 to-hit) for 50+1d50 turns, and gives you temporary resistance to acid, cold, fire, lightning, and poison, for 50+1d50 turns each. Activation: bizarre things Description: One of the following effects is chosen at random: * 40% chance of a bolt that inflicts 250 points of mana damage; * 30% chance of a radius-3 ball that inflicts 300 points of mana damage at its center; * 20% chance of decreasing both current and maximum value of all stats by 12.5 to 25 percent, maximum experience by 18.75% of current experience and current experience by 25%, regardless of sustained stats or resistance to life draining; * 10% chance of inflicting 1000 points of damage on all monsters within line of sight. Note: Sustained stats and resistance to life draining offer no protection against the possible malevolent effects of this activation. Activation: breathe acid (n) Description: Shoots a radius-2 ball that inflicts n points of acid damage at its center. Activation: breathe balance (n) Description: Shoots a radius-2 ball that inflicts n points of chaos, disenchantment, shards, or sound damage at its center. The type of damage is chosen at random and can be different for each activation. If chaos is chosen, it has a chance to confuse or polymorph surviving monsters in the area of effect. If sound is chosen, it has a chance to stun surviving monsters in the area of effect. Activation: breathe chaos/disenchant (n) Description: Shoots a radius-2 ball that inflicts n points of chaos or disenchantment damage at its center. The type of damage is chosen at random and can be different for each activation. If chaos is chosen, it has a chance to confuse or polymorph surviving monsters in the area of effect. Activation: breathe confusion (n) Description: Shoots a radius-2 ball that inflicts n points of confusion damage at its center, and has a chance to confuse surviving monsters in the area of effect. Activation: breathe fire (n) Description: Shoots a radius-2 ball that inflicts n points of fire damage at its center. Activation: breathe frost (n) Description: Shoots a radius-2 ball that inflicts n points of cold damage at its center. Activation: breathe light/darkness (n) Description: Shoots a radius-2 ball that inflicts n points of darkness or light damage at its center. The type of damage is chosen at random and can be different for each activation. If light is chosen, all light-sensitive monsters in the area of effect take double damage. Activation: breathe lightning (n) Description: Shoots a radius-2 ball that inflicts n points of lightning damage at its center. Activation: breathe multi-hued (n) Description: Shoots a radius-2 ball that inflicts n points of acid, cold, fire, lightning, or poisondamage at its center. The type of damage is chosen at random and can be different for each activation. Activation: breathe poison (n) Description: Shoots a radius-2 ball that inflicts n points of poison damage at its center. Activation: breathe sound (n) Description: Shoots a radius-2 ball that inflicts n points of sound damage at its center, and has a chance to stun surviving monsters in the area of effect. Activation: breathe sound/shards (n) Description: Shoots a radius-2 ball that inflicts n points of shards or sound damage at its center. The type of damage is chosen at random and can be different for each activation. If sound is chosen, it has a chance to stun surviving monsters in the area of effect. Activation: breathe the elements (n) Description: Shoots a radius-2 elemental ball that inflicts n points of unresistable damage at its center. Activation: clairvoyance Description: Lights up, maps out, and detects all objects on the complete current dungeon level. Detects all doors, stairs, and traps on the current screen. Note: The area of effect for the detection depends on your screen size. Activation: cold resistance (n turns) and cold ball (m) Description: Shoots a radius-2 ball that inflicts m points of cold damage at its center, and gives you temporary resistance to cold for n turns. Activation: confuse monster Description: Attempts to confuse a single monster for 3d10+1 turns, or half that amount of additional turns if the monster already is confused. Uniques, monsters that resist confusion, monsters that breathe chaos or confusion, and monsters of monster level 22 and up are not affected. Monsters of monster level 12 through 21 resist if 1d10 < monster level - 10. Activation: cure wounds (n) Description: Cures n points of damage and heals half of all cut damage plus another 50 points. Note: The activation "cure wounds (4d7)" will actually cure 4d8 points of damage. Activation: detection Description: Detects all treasure, objects, doors, stairs, traps, and monsters on the current screen. Note: The area of effect depends on your screen size. Activation: dispel evil (xn) Description: Inflicts (your character level x n) points of damage on each evil monster within line of sight. Activation: door and trap destruction Description: Destroys all traps and doors within a 1-square radius of you. Activation: drain life (n) Description: Inflicts n points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. Activation: electricity resistance (n turns) and electricity ball (m) Description: Shoots a radius-2 ball that inflicts m points of lightning damage at its center, and gives you temporary resistance to lightning for n turns. Activation: fire ball (n) Description: Shoots a radius-2 ball that inflicts n points of fire damage at its center. Activation: fire bolt (n) Description: Shoots a bolt that inflicts n points of fire damage. Activation: fire branding of bolts Description: One stack of bolts is branded with fire. In addition, the game makes 1d3+4 attempts to improve the to-hit bonus and 1d3+4 attempts to improve the to-dam bonus of this stack. Each of these attempts might fail, based on the current to-hit or to-dam bonus and the size of the stack, as detailed in OBJ-LONG.SPO. The activation has no effect if the bolts are already branded, have a slay, are broken, or are cursed. Note: If you abort this spell while selecting which bolts to brand, the charge is still expended. Activation: fire resistance (n turns) and fire ball (m) Description: Shoots a radius-2 ball that inflicts m points of fire damage at its center, and gives you temporary resistance to fire for n turns. Activation: frost ball (n) Description: Shoots a radius-2 ball that inflicts n points of cold damage at its center. Activation: frost bolt (n) Description: Shoots a bolt that inflicts n points of cold damage. Activation: haste self (n turns) Description: Hastes you (+10 to speed) for n turns, or 5 additional turns if you already are temporarily hasted. Activation: heal (n) Description: Cures n points of damage and heals all cut damage. Activation: identify Description: Reveals all normal (magical but non-hidden) powers of one object. Activation: illumination Description: Lights up an area with a radius of 2 squares around you and inflicts 2d15 points of damage on any light-sensitive monsters within the radius of the spell. If you are in a room, it lights up the entire room as well. Activation: large fire ball (n) Description: Shoots a radius-3 ball that inflicts n points of fire damage at its center. Activation: large frost ball (n) Description: Shoots a radius-3 ball that inflicts n points of cold damage at its center. Activation: large lightning ball (n) Description: Shoots a radius-3 ball that inflicts n points of lightning damage at its center. Activation: lightning bolt (n) Description: Shoots a bolt that inflicts n points of lightning damage. Activation: magic mapping Description: Maps out a portion of the level that is slightly larger than the current screen. Note: The area of effect depends on your screen size. Activation: magic missile (n) Description: Fires a magic missile that inflicts n points of damage. Activation: mana bolt (n) Description: Shoots a bolt that inflicts n points of mana damage. Activation: mass banishment Description: Removes all monsters within 20 squares of you. Uniques are not affected. You take 1d3 points of damage for every monster removed. Activation: phase door Description: Teleports you randomly up to 10 squares away. Activation: probing Description: Probes each monster within line of sight, giving information on the current hit points of the monster and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks). Activation: protection from evil Description: Protects you from evil for a duration of 1d25 plus three times your character level turns: all melee attacks by evil monsters have a chance of 50 in (your character level + 1d100) to be repelled, unless the monster's level is higher than your character level. Activation: recharge item I Description: Adds charges to a stack of wands or staves. There is a 1 in (160-(# of charges*10)-level of wand or staff)/15 chance of failure, which will result in all wands or staves in the stack being destroyed. If the attempt to recharge is successful, the stack of wands or staves gains 2+1d(1+60/(2+level of wand or staff)) charges. Note: If you abort this spell while selecting which items to recharge, the charge is still expended. Activation: remove fear and cure poison Description: Removes fear and neutralizes poison. Activation: resistance (n turns) Description: Gives you temporary resistance to acid, cold, fire, lightning, and poison, for n turns each. Activation: restore life levels Description: Restores experience points to maximum if it is currently below maximum. Activation: sleep II Description: Attempts to put all monsters in squares directly adjacent to the character location to sleep. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist (see OBJ-LONG.SPO). Activation: star ball (n) Description: Shoots nine radius-3 balls (eight shot in each of the cardinal directions, stopping at the first monster or wall, with a maximum range of 18 grids; one centered around you), each inflicting n points of lightning damage at its center. Activation: starlight (10d8) Description: Produces eight beams of light, in each of the cardinal directions, that light up all squares caught in them and inflict n points of damage on each monster on those squares, or double that amount for light-sensitive monsters. Activation: stinking cloud (n) Description: Shoots a radius-3 ball that inflicts n points of poison damage at its center. Activation: stone to mud Description: Produces a beam that destroys the first section of wall it hits, unless it is a permanent wall. Each monster caught in the beam that is susceptible to rock remover takes 20+1d30 points of damage. Activation: teleport Description: Teleports you randomly up to 100 squares away. Activation: teleport away Description: Produces a beam that teleports each monster caught in it up to 100 squares away. Activation: word of recall Description: Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This activation has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. angband-doc-3.0.3.5/Help-Info/rumors.spo0000644000000000000000000005511511020366743014547 0ustar === Rumors about Artifacts (from the old Manual) === During you childhood, you heard many rumors of unique weapons of great or terrible deeds, here are some that you remember... The Longsword 'Ringil' (4d5) (+22,+25) The Sword of Fingolfin (High-Elf). When wielded it will haste its wielder. It is a blade of such deathly cold that it shines bright white acting as a permanent light and delivering cold criticals. It slays evil, demons, undead and trolls. Allows you to resist cold, regenerate mana and hit points more quickly with no extra food consumption. Also lets you see invisible and be immune to paralyzation. Being made of white eog, it is capable of casting Ice Storms. The Longsword 'Anduril' (2d5) (+10,+15) [+5] The Sword of Aragorn the Dunadan Ranger and King. It increases your strength to match true Kingly strength, increases armour class by +5. Being the 'Flame of the West' it delivers heat criticals and defends against fire. It slays evil, orcs and trolls. It allows you to see invisible and avoid paralyzation. So near to the element fire is the blade, that Fire Balls can be cast from its searing surface. The Lead-filled Mace 'Grond' (10d8) (+5,+25) The Hammer of the Underworld, this is Morgoth's chief weapon. It weighs so much that it slows anything of less than godly status. It is so awesome that it aggravates all that see it. It makes it's wielder see all and resist all. It slays all of Morgoths personal creations of orcs, trolls, and demons and it executes dragons doing five times normal damage against them, (it can kill all but a very few dragons in one mighty blow!). Plus it causes impact criticals that cause earthquakes and it can tunnel through solid granite walls! The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) This Iron of Death belonging to Turin Turambar, made of black eog, was designed to slay Dragons (and Trolls), doing five times normal damage against dragons. It gives you the strength to wield it, regenerates your hit points and mana at no extra cost and allows you to be free of paralyzation. The Two-Handed Sword 'Mormegil' (3d6) (-40,-60) This evil black sword is heavily cursed, slowing its wielder and aggravating all that see it... The Broadsword 'Arunruth' (2d5) (+20,+12) This Sword of Accuracy rarely misses. It increases the wielders dexterity, saves from falls, slays orcs and demons, and protects from paralyzation. The Broadsword 'Glamdring' (2d5) (+10,+15) This High-Elven sword (mate to Orcrist) was made during foul orc wars of long ago. It was once wielded by Gandalf the Grey Wizard. It slays orcs and other evil, shining bright red continuously, which aids searching and decreases food consumption. Its element is flame, and it gives resistance to flame to the wielder, and slays those who have not. The Broadsword 'Orcrist' (2d5) (+10,+15) This High-Elven sword (mate to Glamdring) was made during foul orc wars of long ago. It was once wielded by Thorin Oakenshield the Dwarf-King-Under-the-Mountain. It slays orcs and other evil, shining bright white continuously, which decreases food consumption, plus making the wielder more stealthy. Being of the element frost, it protects from cold, and slays non-cold based creatures. The Broadsword 'Aeglin' (2d5) (+12,+16) This High-Elven sword, is the long, lost and forgotten third mate to Orcrist and Glamdring. It is also the most powerful. Like Glamdring and Orcrist, made during the Orc-wars, it slays Orcish-kind, shining bright blue continuously, which decreases food consumption and aiding searching. Being of electric element, it delivers lightning criticals, which it also defends against. The Long Bow 'Belthronding' (+20,+22) (+3) This Noldorin black-yew bow, belonged to the greatest elven archer, Beleg Cuthalion, who was slain by his own blade, by his best friend Turin Turumbar. The bow increases stealth and dexterity, and rarely missed its target. The Long Bow of Bard (+17,+19) This bow of men gives free action and increased dexterity. The Light Crossbow 'Cubragol' (+10,+14) This amazing bow of fire hastes its wielder and brands all bolts with its element. The Bastard Sword 'Calris' (3d4) (-20,+20) This sword of Lungorthin the Balrog of White Flame, is an evil cursed sword that needs great mastering to control its powers. If mastered it can execute dragons, slay other evil including demons and trolls, this naturally aggravates them. Also it gives its wielder far greater internal constitution. The Spear 'Aeglos' (1d20) (+15,+25) [+5] This Snow-thorn of Gil-Galad the High-Elf, delivers very deep cold-criticals, while protecting you from cold and increasing your armour class. Being elvish it naturally slays orcs and trolls. It increases the wielders wisdom, slows their digestion and frees their actions from holding forces of evil, also casting Frost Balls occasionally. The Spear 'Nimloth' (1d6) (+11,+13) (+3 to stealth) This elven spear, branded with frost, allows its wielder to creep up on the Undead and Slay them. The Dagger 'Angrist' (2d5) (+10,+15) [+5] This Iron-cleaver of Beren the Edain, increases and sustains dexterity, increases you protection, prevents paralyzation and slays orcs and trolls. The Small sword 'Sting' (1d6) (+7,+8) This small weapon is one of the most powerful weapons of Westernesse. Once wielded by Bilbo and Frodo Baggins (of Hobbit kind), Sting slays undead, evil, and orcs and also shines a continuous, bright blue. It increases the wielder's physical statistics and its piercing blue light lights up those normally invisible to sight. The Great Axe of Durin (4d4) (+10,+20) [+15] This Wonderful Dwarven Axe was once wielded by Durin the Deathless (Father and King of the Dwarves), gives its wielder high protection, executes dragons, while resisting fire and acid. It slays demons, trolls and orcs, frees action and increases constitution. The War Hammer of Aule (5d5) (+19,+21) [+5] This is the great war hammer of the deity, Aule the Smith. Forged in his great furnaces it delivers Shock criticals causing five times normal damage to those not resistant to this element, and even then it executes dragons, slays evil, demons and undead. It resists fire, cold, acid and lightning and allows you to see invisible and be free of paralyzation. It increases its wielder's wisdom so that one may choose wisely what to slay with it. Truly an awesome weapon. The Two-Handed Great Flail 'Thunderfist' (3d6) (+5,+18) This weapon of Electricity and Flame, delivers shock and heat criticals, delivering five times or three times normal damage against the respective types of creatures, also slays animals, trolls and orcs. It also gives the wielder great strength. The Morningstar 'Bloodspike' (2d6) (+8,+22) This Bloody weapon slays animals, trolls, and orcs. It allows you to see invisible creatures, as well as giving the wielder great strength. The Quarterstaff 'Nar-i-vagil' (1d10) (+10,+20) This fiery staff slays animals and resists fire, doing times fire criticals. It also increases the wielders intelligence. The Blade of Chaos 'Doomcaller' (5d8) (+18,+28) This deadly blade calls doom to all who see it, this naturally aggravates them. It shows you wherever a creature is, be it invisible or blocked by a wall. It resists all elements and executes dragons, slays evil, animal, orc and troll. It delivers cold criticals, but severely impedes its wielders health. The Three Daggers, 'Narthanc', 'Nimthanc', 'Dethanc' (1d4) (+4,+2) These elemental daggers of flame, frost, and electricity respectively do their elemental criticals, and defend against them. They also cast bolts of their element often. The Dagger of Rilia (2d4) (+4,+3) This ancient, and poisonous dagger casts stinking clouds with great frequency. The Dagger 'Belangil' (3d2) (+6,+9) This nimble weapon of cold increases the wielder's dexterity and regeneration, while slowing digestion. Being of dark origins it see alls invisible and casts frost balls. The Battle Axe of Balli Stonehand (3d6) (+8,+11) [+5] This Dwarvish Battle axe protects from elements, falls and the invisible. It slays all demons, trolls and orcs, giving even dwarves the stealth, strength and constitution to do so, never letting holding spells affect its use in a fight. The Battle Axe 'Lotharang' (2d8) (+4,+3) This petty-dwarvish axe, slays orcs and trolls, increasing strength and dexterity. For those of faint heart it also cures medium wounds and cuts. The Morningstar 'Firestar' (2d6) (+5,+7) [+2] This weapon of flame casts fire balls. The Quarterstaff 'Eriril' (1d10) (+3,+5) This staff of people who believe in the power of mind over matter, greatly increases wisdom and intelligence and gives the power to identify. It also sees invisible and slays all evil. The Longsword 'Elvagil' (2d5) (+2,+7) This joyful sword increases dexterity, charisma and stealth. It protects from falls and the invisible, and slays orcs and trolls. The Glaive of Pain (8d6) (+0,+28) This weapon is designed to cause pain to anything without discrimination. The Lance of the Eorlingas (2d12) (+3,+21) This heavy lance is suprisingly easy to control, allowing slaughter of orcs, trolls and other evil (visible or not). The Broad Axe 'Barukkheled' (2d6) (+13,+19) This beautiful axe slays orcs, trolls, giants and other evil (visible or not), while greatly increasing the wielders internal contesitude. The Trident of Wrath (4d9) (+21,+24) This extremely heavy and dangerous trident belonging to the greatest Maiar spirit, Osse, slaughters evil and undead without mercy wherever they hide, and increases the wielder's strength and dexterity. The Scimitar 'Haradekket' (2d5) (+9,+11) This sword of the south slays the invisible undead, evil and animals, and increases the wielder's dexterity. In addition, the magically enhanced blade is rumored to give extra attacks in combat. The Lochaber Axe 'Mundwine' (3d8) (+12,+17) This strong friend in battle, slays evil and resists the elements. The Cutlass 'Gondricam' (1d7) (+10,+11) This defender increases the wielders dexterity. The Sabre 'Careth Asdriag' (1d7) (+6,+8) This lightning-quick blade slays dragons, giants, trolls, orcs, and animals. The Rapier 'Forasgil' (1d6) (+12,+19) This glittering ice-blade also slays animals as well as lighting the way. The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) This executer slays evil, invisible undead, dragons, giants orcs and trolls. The Flail 'Totila' (2d9) (+6,+8) (+2) This flaming flail slays evil in stealth. It also casts confusion. The Short sword 'Gilettar' (1d7) (+3,+7) This roguish sword gives better regeneration and slower digestion, slaying all animals with uncanny speed. The Katana 'Aglarang' (6d8) (+0,+0) This super-light and sharp katana greatly increases the wielders dexterity and sustains it. Rarely does the wielder get less than four attacks a round with it, and often as many as six! During your childhood, you heard many rumors of unique armours of great protection and abilities, here are some that you remember... Adamantite Plate Mail 'Soulkeeper' [40,+20] This amazing armour protects your soul from cold, and from life level loss. It is also capable of fully healing you. The Pair of Hard Leather Boots of Feanor [3,+20] These amazing boots belonging to Feanor the High-Elf, haste the wearer permanently and temporarily in combat, making him or her stealthy as well. The Pair of Soft Leather Boots 'Dal-i-thalion' [3,+15] These amazing boots of agility, ensure free action in combat, greatly increasing your dexterity and ensuring that you will never become less agile. It is said that they can also make you more confident and brave. Full Plate Armour of Isildur [25,+25] This armour of the Dunedain Lord, Isildur, Resists. The Large Metal Shield of Anarion [5,+20] This shield Resists and sustains your stats. The Set of Cesti of Fingolfin (+10,+10) [5,+20] These amazing gauntlets increase the wearers dexterity, and slay creatures at (+10,+10). They will never be stopped by paralyaztion and they also resist damage. They occasionally grow magical spikes that can be fired causing great damage. The Set of Leather Gloves 'Cambeleg' (+5,+5) [1,+15] These Gloves of Might, increase strength and constitution. They never allow their wearer to be paralyzed, and help his/her slaying abilities. The Set of Leather Gloves 'Cammithrim' [1,+10] These Gloves of Light, sustain dexterity and give off light so brightly that they can cast magic missiles almost endlessly. The Set of Gauntlets 'Paurhach' [2,+15] These Fists of Fire resist fire and can cast fire bolts. The Set of Gauntlets 'Paurnimmen' [2,+15] These Fists of Frost resist cold and can cast frost bolts. The Set of Gauntlets 'Pauraegen' [2,+15] These Fists of Lightning resist lightning and can cast lightning bolts. The Set of Gauntlets 'Paurnen' [2,+15] These Fists of Water resist acid and can cast acid bolts. The Set of Gauntlets 'Camlost' (-11,-12) [2,+0] (-5) The Empty Hand aggravates monsters, and greatly reduces fighting ability. Named after the empty hand of Beren that once clasped a Silmaril. Mithril Chain Mail of Belegennon [28,+20] This Chain Mail Resists and makes you stealthy. The Iron Helm of Dor-Lomin [5,+20] This is the Dragon Helm of Turin Turumbar. It is rumored that its wearer will never die in combat. It resists all and sees all, and increases all fighting stats. The Iron Helm of Holhenneth [5,+10] This helm of brilliance and vision, greatly increases your mental prowess. It allows you to see all that is hidden, casting detection spells at frequent intervals. The Iron Helm of Gorlim [5,+10] (-125) This unhappy helm of betrayal ruins thought and sight. Soft Leather Armour 'Hithlomir' [4,+20] (+4) This dark-misty leather resists the elements and melds the wearer into the background with incredible stealth. Leather Scale Mail 'Thalkettoth' (+3) [11,+25] This light leather scale mail is suprisingly good at dodging attacks, and is resistant to acid. Often nicknamed Blade-Turner. Chain Mail of Arvedui [14,+15] This wonderful chain mail belonged to the last king of Arnor. It resists the elements and increases strength and charisma. The Hard Leather Cap of Thranduil [2,+10] This acid resistant leather is a thinker's cap. Increasing wisdom and intelligence it also gives telepathy. The Metal Cap of Thengel [3,+12] This cap of the Rohan King Thengel, gives kingly wisdom and charisma. The Steel Helm 'Hammerhand' [6,+20] This warriors' helm increases the fighting stats. The Large Leather Shield of Celefarn [4,+20] A quality shield of Resistance. The Pair of Metal Shod Boots of Thror [6,+20] These Dwarf-king boots are ideal for combat, increasing strength and constitution. The Cloak 'Colluin' [1,+15] This cloak of resistance even casts extra resistance spells that can defend against poison. The Cloak 'Holcolleth' [1,+4] This mage cloak increases intelligence and wisdom and casts spells to make monsters lose their concentration and fall to sleep. The Cloak 'Colannon' [1,+15] This Gate-cloak, teleports the player at will, and gives stealth so as to avoid awkward situations. The Iron Crown of Beruthiel [0,+20] (-125) This crown once belonged to the Cat-Queen of Gondor, who disdained armed combat. Giving you cat like vision, and sight within sight, it allows its wearer to be free of combat, and infact finding armed combat beyond his or her means. The Iron Crown of Morgoth This awesome artifact is a plain iron crown, mounted with three jewels that encapture the eternal light of the Trees of the Valar, Teleperion and Laurelein. These Jewels were made by the Noldorian High-Elf, Feanor who named them the Silmarils. Their beauty, unsurpassed, drove Morgoth to steal these jewels (with the aid of Ungoliant the Unlight). The crown then, maximizes all you stats, sustains all your stats, it is a permanent light source and allows the wearer to see all. There are some strange and powerful objects that can be found in the dungeons, here are some you seem to remember... The Amulet of Ingwe (+3) This amulet belonged to the high king of the Vanyar, the most powerful of the High Elves. It gives resistance, and greatly increases your wisdom and charisma. It gives you good infravision, see invisible, and it casts a x5 strength dispel evil. The Amulet of Carlammas (+3) This fiery amulet protects from flame, casts protection from evil and increases your constitution. The Phial of Galadriel This wonderful object is an infinite light source, and once identified it can light up rooms. The Three Elven Rings Made by Celebrimbor, Elf of the Girth-I-Mirdain. These Rings of Power are of awesome power, and are very rare. The Ring of Power 'Narya' (+1) Celeborn gave this to Cirdan who gave it to Gandalf. The least powerful of the Elven rings is of the element fire. And as such makes you completely immune to fire. It is also capable of casting very powerful fire balls. It increases all your stats by one. It also protects from from life draining and helps you regenerate. The Ring of Power 'Nenya' (+2) This was kept by Galadriel. As Narya is to fire, Nenya is to Frost... Plus two to all your stats. The Ring of Power 'Vilya' (+3) This was kept by Gil-galad who gave it to Elrond. This gives immunity to lightning and poison. Plus three to all your stats. Casts very powerful lightning balls. Rumors exist of a Ring of Power known as the One Ring, which was made to master the other Rings of Power. Its powers are what legends are made of.... angband-doc-3.0.3.5/Help-Info/obj-long.spo0000644000000000000000000030030211020366776014724 0ustar OBJ-LONG.SPO, version 3.0.5, for Angband 3.0.5 (all systems) Release Date : June 3, 2005 Author : Hugo Kornelis (angband@hugo.isdit.com) Based on OBJ-LONG.SPO, version 2.30, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Author : Stephen S. Lee (lee9@fas.harvard.edu) with the help of : Leonard Dickens (leonard@alw.nih.gov) Craig Lewis (clewis@psl.nmsu.edu) This spoiler describes all major properties of all ordinary objects in Angband. This is the verbose version of the object list; if all you wish is a list of prices and levels, you might be better off looking at the much shorter OBJ-DESC.SPO. Artifacts are described in ARTIFACT.SPO, and ego-items are described in OBJ-GOOD.SPO. Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.5. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. NOTES ON NOTATION ----------------- The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24). The notation MB(M) indicates an integer between 0 and M inclusive that is dependent on dungeon depth and has a normal distribution that is centered about M*(Object Generation Level/127), and a standard deviation of M/4 (subject to the range constraints). Here is a chart (stolen from object2.c) that shows the probabilities (in percent, to two decimal places) of the possible values of MB(10) by dungeon depth: Dungeon <--------------------- Value of MB(10) ---------------------> depth 0 1 2 3 4 5 6 7 8 9 10 ---------------------------------------------------------------------- 0 66.37 13.01 9.73 5.47 2.89 1.31 0.72 0.26 0.12 0.09 0.03 8 46.85 24.66 12.13 8.13 4.20 2.30 1.05 0.36 0.19 0.08 0.05 16 30.12 27.62 18.52 10.52 6.34 3.52 1.95 0.90 0.31 0.15 0.05 24 22.44 15.62 30.14 12.92 8.55 5.30 2.39 1.63 0.62 0.28 0.11 32 16.23 11.43 23.01 22.31 11.19 7.18 4.46 2.13 1.20 0.45 0.41 40 10.76 8.91 12.80 29.51 16.00 9.69 5.90 3.43 1.47 0.88 0.65 48 7.28 6.81 10.51 18.27 27.57 11.76 7.85 4.99 2.80 1.22 0.94 56 4.41 4.73 8.52 11.96 24.94 19.78 11.06 7.18 3.68 1.96 1.78 64 2.81 3.07 5.65 9.17 13.01 31.57 13.70 9.30 6.04 3.04 2.64 72 1.87 1.99 3.68 7.15 10.56 20.24 25.78 12.17 7.52 4.42 4.62 80 1.02 1.23 2.78 4.75 8.37 12.04 27.61 18.07 10.28 6.52 7.33 88 0.70 0.57 1.56 3.12 6.34 10.06 15.76 30.46 12.58 8.47 10.38 96 0.27 0.60 1.25 2.28 4.30 7.60 10.77 22.52 22.51 11.37 16.53 104 0.22 0.42 0.77 1.36 2.62 5.33 8.93 13.05 29.54 15.23 22.53 112 0.15 0.20 0.56 0.87 2.00 3.83 6.86 10.06 17.89 27.31 30.27 120 0.03 0.11 0.31 0.46 1.31 2.48 4.60 7.78 11.67 25.53 45.72 128 0.02 0.01 0.13 0.33 0.83 1.41 3.24 6.17 9.57 14.22 64.07 OBJECT GENERATION ----------------- Angband normally generates objects with a level between 0 and the maximum object generation level. The maximum object generation level is usually equal to the current dungeon level (the town being level 0), but there are exceptions: * Objects found in a chest are generated with a maximum object generation level equal to the "power" of the chest + 10. * Objects dropped by a monster that does not have a good or exceptional treasure drop are generated with a maximum object generation level equal to the avarage of the current dungeon level and the level of the monster. * Objects dropped by a monster that do have a good or exceptional treasure drop are generated with a maximum object generation level equal to the avarage of the current dungeon level and the level of the monster + 10. * Objects acquired by reading a Scroll of Acquirement or *Acquirement* are generated with a maximum object generation level equal to the current dungeon level + 10. For ordinary objects, there is a 1 in 1000 chance that the game will try to generate one of the special artifacts (i.e. the artifact rings, amulets, and lights). If an object of good or exceptional quality is generated, this chance is boosted to 1 in 10. See OBJ-GOOD.SPO for more details. If the maximum object generation level is not 0, there is a 5% chance that an object will be created "out of depth", that is, with a higher maximum level. Again, the actual object created may be of any level from 0 to this higher maximum. The out-of-depth generation level is obtained by applying the following formula: out-of-depth level = (max. object generation level * 128 / 1d128) + 1 Hence, the out-of-depth level will always be at least 1 higher than the normal maximum object generation level while even at dungeon level 1, there is a (very small) chance to get an object with object level 100. Angband then creates a list of all objects that are not above the maximum object generation level (or the out-of-depth level if applicable). Chests are omitted from this list when you are opening a chest. If an item of good or exceptional quality is created (based on a monster's treasure drop or when reading a Scroll of Acquirement or *Acquirement*), the list is limited to weapons and armour without penalty (i.e. no broken dagger or rusty armour), arrows, bolts, spellbooks of level 40 and beyond, Ring of Speed, Amulet of Devotion, Amulet of the Magi, Amulet of Trickery, and Amulet of Weaponmastery. The rarity of different objects is reflected in the number of times each object is added to the list. Objects with a rarity of 1 are added 100 times to the list, other objects are added only (100 / rarity) times. NOTE: Some objects have a rarity that is not a perfect divider of 100. I suspect that this stems from changes to the object generation code not being reflected in the object list. >From this lists, Angband picks one (40% of the time), two (50% of the time) or three (10% of the time) objects. The object with the highest object level is then created. Ordinarily, the game will generate only a single object at a given location. The exception to this rule is that spikes and ammunition are generated in groups of 6d7. For some of the objects below, two or more level/rarity pairs are given for an item. In this case the object can be generated as an object of any of the given levels (thus making the object more common), although there is no functional difference between objects generated at different levels. NOTE: The level given in this spoiler file is the dungeon level where the object is likely to be found, as explained above. All Angband objects also have an object level. This is used to determine how hard it is to use an object. Almost all objects have an object level equal to the (first) generation level, but there are a few exceptions. A full listing of objects with their object level is in OBJ-DESC.SPO. OBJECT QUALITY -------------- Angband generates objects of five different levels of quality: cursed, normal, good, great, and artifact. All potions, scrolls, wands, staves, rods, food, chests, and junk are considered normal. Rings and amulets may be cursed, normal, or artifacts; weapons and armour may be of any of the five levels of quality. When Angband generates a weapon or piece of armour, it is normal by default (having no magical bonuses or extra powers). It may pass a roll to qualify as a good item; the deeper the dungeon level, the higher the likelihood. (For more information on good items, see OBJ-GOOD.SPO). An object failing the goodness roll then has a chance to be cursed based on another roll. OBJECT PRICING -------------- The base price of an object is given for all items listed here. For any item, each bonus point to-hit, to-dam, and to AC adds 100 gp to the value of an item (unless the item is ammunition, in which case only 5 gp per point is added). Magical bonus points that confer bonuses to strength, intelligence, wisdom, dexterity, constitution, or charisma add value to an item at a rate of 200 gp per point per statistic. (Therefore, an item that grants +3 to strength, dexterity, and constitution will have 1800 gp added to its value). Each plus to stealth or searching adds 100 gp, and each plus to infravision or tunneling (including the normal tunneling bonus for diggers) adds 50 gp, in a similar manner. Weaponry that has base damage above normal will have 100 gp (5 gp for ammo) times the difference in damage dice times the number of damage sides added to the value. (i.e. a flail with base damage 4d6 instead of 2d6 would have an added value of 100*(4-2)*6=1200 gp). For weapons with extra attacks, a bonus of 2000 gp per extra attack is added to the value of the weapon. For objects that grant speed, each plus to speed adds 30000 gp to the value of the item. Each charge of a wand or staff adds 5% to the value of the wand of staff. Good and great items may have price bonuses depending on the item (see OBJ-GOOD.SPO for these). Each individual artifact has its own special price. If you sell an item that you have not identified, the object will usually sell for lower than its actual value. Unidentified weapons and armour sell for an amount equal to that of a normal, non-magical piece of equipment of that sort. If you know the type of a wand or staff, but not the number of charges, it is treated as if it had no charges. Otherwise, unidentified objects have the following values: Type of Item Price Mushroom 5 Scroll 20 Potion 20 Ring 45 Amulet 45 Wand 50 Staff 70 Rod 90 During actual trading, the base price is affected by your charisma, your race, the shopkeeper's race, and whether you are buying or selling. ENCHANTING WEAPONS AND ARMOUR ----------------------------- Enchanting weaponry and armour is a relatively simple affair in a high-magic game such as Angband; there are scrolls, spells, and prayers that will do the enchanting for you. Enchanting will attempt to improve the to-hit or to-dam bonus of a weapon (any kind may be enchanted), or the magical AC bonus of a piece of armour. Some forms of enchanting will try to raise the magical bonuses several times. Also, the to-hit and to-dam bonuses on a weapon are considered independently. To determine the chance of a successful enchant, take the current magical bonus and find the base chance of success on the following table. Current Base Current Base Bonus Success Bonus Success ------------------- ------------------- +0 or less 100.0% +8 30.0% +1 99.0% +9 5.0% +2 95.0% +10 1.0% +3 90.0% +11 0.8% +4 80.0% +12 0.5% +5 70.0% +13 0.3% +6 60.0% +14 0.1% +7 50.0% +15 or more 0.0% If the object being enchanted is an artifact, the chance for success is cut in half. Enchanting a stack of weapons or armour is more difficult. For anything but ammunition, the chance for a successful enchantment is divided by a number equal to the number of objects in the stack. (Example: enchanting 10 +0,+0 long swords will succeed only 10% of the time). For ammunition, 1d(pieces of ammo) is rolled; if this number is 20 or less, and the base success percentage roll succeeds, the enchantment is successful. (Example: a scroll of Enchant Weapon To-Dam used on a stack of 30 +6,+6 bolts will pass this first roll 20 in 30 times; then the 60% chance for succesfully enchanting from +6 has to be passed as well. These two rolls combined take the chance of succes to 40%). If an enchantment brings the magical bonus of an item to +0 or greater, it has a chance of breaking any curses present on the item. (Heavy curses may be broken in this way, but permanent curses may not be). The chance of breaking the curse is 25% for each successful to-hit or to-dam enchantment of a weapon, and also 25% for each successful enchantment of armour. DURATION AND STACKING OF EFFECTS -------------------------------- For equippable items, most effects are effective as long as the item is equipped (worn or wielded). These effects are called permanent. For consumables, effects can be permanent (lasting from the moment the item is used until negated by some other effect), instantaneous, or temporary (lasting a limited number of turns). The duration of a temporary effect is cumulative unless noted otherwise (i.e. eating a Mushroom of Blindness while already blind will increase the duration of your blindness by another 199+1d200 turns). Some equippable items can be activated. The effect of an activation is either instantaneaous (e.g. the breath activition of a Dragon Scale Mail) or temporary (e.g. the fire resitance of a Ring of Flames). All the notes about temporary effects of consumables apply to temporary effects of activations as well. Any bonus or penalty to your abilities from an equippable item will always be cumulative with bonuses and penalties from other equippable items and with temporary bonuses and penalties from consumables (i.e. wearing both a Ring of Speed (+5) and Boots of Speed (+2) will bring your speed to +7; quaffing a Potion of Slowness while wearing these items will reduce your speed to (+2+5-10)=-3 for the duration of the slowing effect). All other effects of equippable items are not cumulative. Wearing two Rings of Resist Fire gives exactly the same amount of fire protection as wearing one Ring of Resist Fire; wearing a Ring of Sustain Strength is pointless if you are already wearing an Amulet of Sustenance. In the case of resistance to elemental attacks (acid, fire, cold, and lightning) or poison, a temporary resistance can be combined with a permanent resistance to increase the amount of protection. A Ring of Resist Fire reduces fire damage to 33% of normal damage. Quaffing a Potion of Resist Heat will also (temporarily) reduce fire damage to 33% of normal damage. But quaffing a Potion of Resist Heat while wearing a Ring of Resist Fire will combine these effects for a total reduction of any fire damage to only 11% of normal damage. STANDARD CHANCE TO RESIST ------------------------- The more powerful monsters are less likely to be affected by many of the effects of wands, staves, and rods. The standard chance to resist an effect is based on the monster's monster level and your character level: * Monster levels up to and including 11 have no chance to resist; * Monster levels from 12 up to and including your character level resist if 1d(character level -10) < monster level - 10; * Monster levels > your character level always resist. In the object descriptions below, "standard chance to resist" is used to indicate that this chance applies to the particular effect. DESTRUCTION OF OBJECTS ---------------------- All objects (except artifacts) can be destructed by using the command to destroy an object ('k' in the original keyset; ^D in the roguelike keyset). But objects can also be destroyed by the side-effects of certain attacks, or as a result of throwing or firing them. (a) Objects on the floor Each object on the floor (except artifacts) can be destroyed when it is caught in the area of effect of a beam or ball attack (breath or spell). * Acid, cold, fire, and lightning destroys each object that can be harmed by that element, unless it also ignores that element. * Force, ice, shards, or sound destroys each object that would be destroyed by cold. * Mana destroys all objects. * Meteor attack destroys each object that would be destroyed by cold or by fire (or both). * Orb of Draining destroys all cursed objects. * Plasma destroys each object that would be destroyed by acid or by fire (or both). The object listing below details which objects can be harmed by which of the elements (acid, cold, fire, and lightning). (b) Objects in your inventory If you are hit with an attack that is based on acid, cold, fire, or lightning, and you are not immune to that element, than each object in your inventory that can be harmed by that element has a chance to be destroyed, unless it ignores that element. The chance of destruction is 1% if you are hit for less than 30 hit points, 2% for 30 through 59 hit points, or 3% if the hit is for 60 hit points or more. For a stack of objects, the chance to be destroyed is tested for each individual item in the stack. Note that objects that you are wearing or wielding in your equipment are always safe! The object listing below details which objects can be harmed by which of the elements (acid, cold, fire, and lightning). (c) Thrown or fired objects If you throw an object or fire ammunition with your missile weapon, the object thrown or fired can be destroyed. If the objects reaches the target or the maximum range without encountering any target, it won't be destroyed. Otherwise, the chance of destruction is: 100% for Food, Mushrooms, Potions, Flasks of Oil, Sticks, and Shards; 50% for Scrolls, Torches, Lanters, Bones, Skulls, and Skeletons; 35% for Arrows; 25% for Shots, Bolts, Pebbles, Spikes, and Wands; and 10% for all other objects. EXPLANATION OF THE TABLES ------------------------- In the tables below, all objects of Angband are listed with their properties. The following column headings will be used: Base-AC:The base armour class you get when wearing a specific type of armour. Charges:The number of charges a wand or staff is generated with. Dam: Damage. The amount of damage inflicted on a succesful hit (with a melee weapon being wielded, ammunition being fired or any object being thrown). If all objects in a table inflict the same amount of damage, that amount is stated in the explanation above the table and omitted from the table. Dig: Dig bonus. The bonus applied to digging when using a digger. Items: The number of items in a chest. Level: Object level, as explained in "On the generation of objects". Nutr: Nutritional value. This amount is added to the food counter when the object is eaten of quaffed. This property is only included in tables for food or potions. Price: Base price of the object, as explained in "Object pricing". Power: In the table for missile weapon, this indicates the shot power which is applied as a multiplier on damage inflicted by shots from a particular missile weapon. In the table for chests, this indicates the maximum power a chest may have, as explained in "On the generation of objects" and in the explanation above the table for chests. Rarity: Object rarity, as explained in "On the generation of objects". Rechrg: Recharge time. The number of turns a rod or DSM needs to recharge before it can be zapped or activated again. Rng: Range. Indicates the maximum amount of squares that a shot fired from a missile weapon will travel. To-Hit: The penalty to hit inflicted by wearing a specific type of body armour. Type: The type designation for a melee weapon. See the explanation above the table for melee weapons. Wght: Weight, in pounds. If all objects in a table weigh the same, that weight is stated in the explanation above the table and omitted from the table. +--------------------------------------------------------------------+ | THE OBJECTS OF ANGBAND | +--------------------------------------------------------------------+ ORDINARY FOOD ------------- These food items do no damage when thrown and can't be harmed by acid, cold, fire, or lightning. Nutr Wght Level Rarity Price Hard Biscuit 500 0.2 N/A N/A 1 Pint of Fine Ale 500 0.5 N/A N/A 1 Pint of Fine Wine 1000 1.0 N/A N/A 2 Strip of Beef Jerky 1500 0.2 N/A N/A 2 Slime Mold 3000 0.5 1 1 2 Ration of Food 5000 1.0 0/5/10 1/1/1 3 Piece of Elvish Waybread 7500 0.3 5/10/20 1/1/1 10 Cures 4d8 points of damage and neutralizes poison. MUSHROOMS --------- Mushrooms do no damage when thrown, except where otherwise indicated, and can't be harmed by acid, cold, fire, or lightning. Note that all effects and durations are cumulative, unless explicitly noted otherwise. E.g. eating a Mushroom of Blindness while already blind will extend the duration of the blindness with another 199+1d200 turns. Nutr Wght Level Rarity Price Mushroom of Blindness 500 0.1 5 1 0 Causes blindness that lasts for 199+1d200 turns, unless you have resistance to blindness. Mushroom of Confusion 500 0.1 5 1 0 Induces confusion that lasts for 9+1d10 turns, unless you have resistance to confusion. Mushroom of Paranoia 500 0.1 5 1 0 Induces fear that lasts for 9+1d10 turns, unless you have resistance to fear. Mushroom of Poison 500 0.1 5/5 1/1 0 Poisons you for 9+1d10 turns, unless you have resistance to poison. Mushroom of Hallucination 500 0.1 10 1 0 Causes you to hallucinate for 249+1d250 turns, unless you have resistance to chaos. Mushroom of Sickness 500 0.1 10 1 0 Inflicts 6d6 points of damage, and also reduces constitution by 2.5 to 5 percent, unless you have sustain constitution. Mushroom of Weakness 500 0.1 10 1 0 Inflicts 6d6 points of damage, and also reduces strength by 2.5 to 5 percent, unless you have sustain strength. Mushroom of Naivety 500 0.1 15 1 0 Inflicts 8d8 points of damage, and also reduces wisdom by 2.5 to 5 percent, unless you have sustain wisdom. Mushroom of Stupidity 500 0.1 15 1 0 Inflicts 8d8 points of damage, and also reduces intelligence by 2.5 to 5 percent, unless you have sustain intelligence. Mushroom of Paralysis 500 0.1 20 1 0 Induces paralysis that lasts for 9+1d10 turns, unless you have free action. Mushroom of Cure Paranoia 500 0.1 10 1 25 Removes fear. Mushroom of Cure Blindness 500 0.1 10 1 50 Cures blindness. Mushroom of Cure Confusion 500 0.1 10 1 50 Cures confusion. Mushroom of Cure Poison 500 0.1 10 1 60 Neutralizes poison. Mushroom of Unhealth 500 0.1 15 1 50 Inflicts 10d10 points of damage, and also reduces constitution by 2.5 to 5 percent, unless you have sustain constitution. Can be thrown for 10d10 points of damage. Mushroom of Disease 500 0.1 20 1 50 Inflicts 10d10 points of damage, and also reduces strength by 2.5 to 5 percent, unless you have sustain strength. Can be thrown for 10d10 points of damage. Mushroom of Cure Serious Wounds 500 0.2 15 1 75 Cures 4d8 points of damage. Mushroom of Restore Constitution 500 0.1 20 1 350 Restores constitution to maximum if it is currently below maximum. Mushroom of Restore Strength 500 0.1 20 1 350 Restores strength to maximum if it is currently below maximum. Mushroom of Restoring 500 0.1 20/30/40 8/4/1 1000 Restores to maximum all stats that are currently below maximum. MELEE WEAPONS ------------- The three types of melee weapons are designated thusly: E = Edged Weapon H = Hafted Weapon (may be equipped by priests without penalty) P = Polearm or Axe All weapons may be thrown; this will do the same base damage as when wielding the weapon. All melee weapons can be harmed by acid; hafted weapons, polearms and axes can also be harmed by fire. Broken daggers and broken swords normally have penalties of -2 to hit and -4 to damage. All other weapons are normally +0 and +0. Type Dam Wght Level Rarity Price Broken Dagger E 1d1 0.5 0/5 2/2 1 Broken Sword E 1d2 3.0 0/5 2/2 2 Dagger E 1d4 1.2 0/5/10/20 1/1/1/1 10 Main Gauche E 1d5 3.0 3 1 25 Whip H 1d3 3.0 3 1 30 Spear P 1d6 5.0 5 1 36 Rapier E 1d6 4.0 5 1 42 Small Sword E 1d6 7.5 5 1 48 Sabre E 1d7 5.0 5 1 50 Cutlass E 1d7 11.0 5 1 85 Short Sword E 1d7 8.0 5 1 90 Trident P 1d8 7.0 5 1 120 Mace H 2d4 12.0 5 1 130 Tulwar E 2d4 10.0 5 1 200 Quarterstaff H 1d9 15.0 10 1 200 Ball-and-Chain H 2d4 15.0 20 1 200 War Hammer H 3d3 12.0 5 1 225 Lance P 2d8 30.0 10 1 230 Scimitar E 2d5 13.0 10 1 250 Broad Sword E 2d5 15.0 10/15 1/1 255 Long Sword E 2d5 13.0 10/20 1/1 300 Broad Axe P 2d6 16.0 15 1 304 Battle Axe P 2d8 17.0 15 1 334 Awl-Pike P 1d8 16.0 10 1 340 Bastard Sword E 3d4 14.0 15 1 350 Flail H 2d6 15.0 10 1 353 Pike P 2d5 16.0 15 1 358 Glaive P 2d6 19.0 20 1 363 Lucerne Hammer H 2d5 12.0 10 1 376 Morning Star H 2d6 15.0 10 1 396 Katana E 3d4 12.0 20 1 400 Beaked Axe P 2d6 18.0 15 1 408 Halberd P 3d5 19.0 25 1 430 Great Axe P 4d4 23.0 40 1 500 Lead-Filled Mace H 3d4 18.0 15 1 502 Two-Handed Flail H 3d6 28.0 45 1 590 Lochaber Axe P 3d8 25.0 45 1 750 Two-Handed Sword E 3d6 20.0 30/40 1/1 775 Scythe P 5d3 25.0 45 1 800 Executioner's Sword E 4d5 26.0 40 1 850 Scythe of Slicing P 8d4 25.0 60 3 3500 Blade of Chaos E 6d5 18.0 70 5 4000 Resist Chaos. Mace of Disruption H 5d8 40.0 80 5 4300 Slay Undead. MISSILE WEAPONS --------------- Missile weapons can be used to fire ammunition. The ammunition type must match the missile weapon being wielded. A sling fires pebbles and shots, a bow fires arrows and a crossbow fires bolts. Missile weapons do no damage when thrown, and can be harmed by both acid and fire. When firing ammunition with a missile weapon, the to-hit and to-dam bonus of that weapon are added to your other bonuses and those of the missile. The damage done is then multiplied by the power of the missile weapon, as shown in the table below. Example: You have a Ring of Damage (+4) and a Long Bow (x3) (+2,+2), and you are firing an Arrow (+1,+1). The damage is (1d4 [arrow] +2 [bow] +1 [arrow] +4 [ring]) x3 [bow]. Minimum damage is 24 hit points, maximum is 33. Power Rng Wght Level Rarity Price Sling x2 20 0.5 1/40 1/2 5 Short Bow x2 20 3.0 3/50 1/2 50 Long Bow x3 25 4.0 10/70 1/2 120 Light Crossbow x3 25 11.0 15/60 1/2 140 Heavy Crossbow x4 30 20.0 30/80 1/2 300 AMMUNITION ---------- Ammunition is usually fired from a missile weapon, but it can also be thrown. When thrown, the range is limited to 10 squares. Thrown ammunition does the same amount of damage as fired ammunition, but bonuses from the missile weapon (including the power multiplier) do not apply. Shots and Pebbles are not harmed by acid, cold, fire, or lightning. Bolts can be harmed by acid. Arrows can be harmed by both acid and fire. Dam Wght Level Rarity Price Rounded Pebble 1d2 0.4 0/10 1/2 1 Iron Shot 1d4 0.5 3/40 1/2 2 Mithril Shot 2d4 0.4 40/65 4/1 20 Ignore Acid; +5 to-hit and +5 to-dam. Arrow 1d4 0.2 3/15/50 1/1/1 1 Seeker Arrow 4d4 0.2 55/80 2/2 20 Mithril Arrow 3d4 0.2 50/90 4/3 25 Ignore Acid, Fire. Bolt 1d5 0.3 3/25/60 1/1/1 2 Seeker Bolt 4d5 0.3 65/90 2/2 25 Mithril Bolt 3d5 0.2 60/95 4/3 30 Ignore Acid, Fire. DIGGERS ------- All diggers are capable of tunneling through rock. The dig bonus listed is what a normal digger of its type has; magical diggers have appropriate bonuses or penalties. Diggers can also be used as a normal melee weapon or they can be thrown for the same damage. They can't be harmed by acid, cold, fire, or lightning. Dig Dam Wght Level Rarity Price Shovel +1 1d2 6.0 5 2 10 Pick +1 1d3 15.0 10 2 50 Gnomish Shovel +2 1d2 6.0 20 3 100 Dwarven Shovel +3 1d3 12.0 40 4 200 Orcish Pick +2 1d3 18.0 30 3 300 Dwarven Pick +3 1d4 20.0 50 4 600 Mattock +3 1d8 25.0 50 2 700 ARMOUR ------ You can wear up to six pieces of armour on different body parts (slots in the equipment list): slot g: on body (body armour or a robe), slot h: about body (a cloak), slot i: on arm (a shield), slot j: on head (a cap, helmet or crown), slot k: on hands (gloves, gauntlets or cesti) and slot l: on feet (boots). Each of these types of armour has its own list. Dragon Scale Mail is a special type of body armour; it is dealt with in a separate section following this one. Some of the heavier suits of body armour restrict movement, causing a penalty to-hit. This penalty is listed in the table below. Most normal armour does not possess any bonus to armour class. If a piece of armour does have a base bonus or penalty to armour class, it is listed after the base-AC of the armour. All types of armour can be harmed by acid. In addition, all non-metal body armour, cloaks, gloves, gauntles, cesti, and boots can also be harmed by fire. G) ON BODY To-Hit Base-AC Dam Wght Level Rarity Price Filthy Rag 0 1,-1 0 2.0 0 1 1 Robe 0 2 0 2.0 1/50 1/1 4 Soft Leather Armour 0 4 0 8.0 3 1 18 Soft Studded Leather 0 5 1d1 9.0 3 1 35 Hard Leather Armour -1 6 1d1 10.0 5 1 150 Hard Studded Leather -1 7 1d2 11.0 10 1 200 Leather Scale Mail -1 11 1d1 14.0 15 1 450 Metal Scale Mail -2 13 1d4 25.0 25 1 550 Rusty Chain Mail -5 14,-8 1d4 20.0 25 1 550 Chain Mail -2 14 1d4 22.0 25 1 750 Double Chain Mail -2 16 1d4 25.0 30 1 850 Augmented Chain Mail -2 16 1d4 27.0 30 1 900 Bar Chain Mail -2 18 1d4 28.0 35 1 950 Metal Brigandine Armour -3 19 1d4 29.0 35 1 1100 Partial Plate Armour -3 22 1d6 26.0 45 1 1200 Metal Lamellar Armour -3 23 1d6 34.0 45 1 1250 Full Plate Armour -3 25 2d4 38.0 45 1 1350 Ribbed Plate Armour -3 28 2d4 38.0 50 1 1500 Mithril Chain Mail -1 28 1d4 15.0 55 3 7000 Ignore Acid. Mithril Plate Mail -3 35 2d4 30.0 60 3 15000 Ignore Acid. Adamantite Plate Mail -4 40 2d4 42.0 75 4 20000 Ignore Acid. H) ABOUT BODY Base-AC Dam Wght Level Rarity Price Cloak 1 0 1.0 1/20 1/1 3 Shadow Cloak 6,+4 0 0.5 60 2 4000 I) ON ARM Base-AC Dam Wght Level Rarity Price Small Leather Shield 2 1d1 5.0 3 1 30 Small Metal Shield 3 1d2 6.5 10 1 50 Large Leather Shield 4 1d2 10.0 15 1 120 Large Metal Shield 5 1d3 12.0 30 1 200 Shield of Deflection 10,+10 1d1 10.0 70 4 10000 Ignore Acid. J) ON HEAD Base-AC Dam Wght Level Rarity Price Hard Leather Cap 2 0 1.5 3 1 12 Metal Cap 3 1d1 2.0 10 1 30 Iron Helm 5 1d3 7.5 20 1 75 Steel Helm 6 1d3 6.0 40 1 200 Iron Crown 0 1d1 2.0 45 1 500 Golden Crown 0 1d1 3.0 45 1 1000 Ignore Acid. Jewel Encrusted Crown 0 1d1 4.0 50 1 2000 Ignore Acid. K) ON HANDS Base-AC Dam Wght Level Rarity Price Set of Leather Gloves 1 0 0.5 1 1 3 Set of Gauntlets 2 1d1 2.5 10 1 35 Set of Cesti 5 1d1 4.0 50 1 100 L) ON FEET Base-AC Dam Wght Level Rarity Price Pair of Soft Leather Boots 2 1d1 2.0 3 1 7 Pair of Hard Leather Boots 3 1d1 4.0 5 1 12 Pair of Metal Shod Boots 6 1d1 8.0 20 1 50 Dragon Scale Mail (DSM) ----------------------- All suits of DSM have a weight of 20.0 pounds, inflict 2d4 points of damage when thrown, and can be harmed by acid. All Dragon Scale Mail may be periodically activated for a breath attack corresponding to the type of DSM; all of these attacks have a radius of 2 and do the indicated amount of damage at the center of the blast. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). More details on these activations can be found in the spoiler file OBJ-GOOD.SPO. How monster resistances or sensitivities reduce or increase the damage of these breath attacks will be described in the spoiler file MON-DAM.SPO. To-Hit Base-AC Level Rarity Price Black Dragon Scale Mail -2 30,+10 50 8 40000 Resist Acid; Ignore Elements; Activates for breathe acid (130) every 449+1d450 turns. Blue Dragon Scale Mail -2 30,+10 50 8 40000 Resist Lightning; Ignore Elements; Activates for breathe lightning (100) every 449+1d450 turns. Bronze Dragon Scale Mail -2 30,+10 50 8 40000 Resist Confusion; Ignore Elements; Activates for breathe confusion (120) every 449+1d450 turns. Gold Dragon Scale Mail -2 30,+10 50 8 40000 Resist Sound; Ignore Elements; Activates for breathe sound (130) every 449+1d450 turns. Red Dragon Scale Mail -2 30,+10 50 8 40000 Resist Fire; Ignore Elements; Activates for breathe fire (200) every 449+1d450 turns. White Dragon Scale Mail -2 30,+10 50 8 40000 Resist Cold; Ignore Elements; Activates for breathe frost (110) every 449+1d450 turns. Green Dragon Scale Mail -2 30,+10 60 8 60000 Resist Poison; Ignore Elements; Activates for breathe poison (150) every 449+1d450 turns. Pseudo-Dragon Scale Mail -2 30,+10 65 16 60000 Resist Light, Dark; Ignore Elements; Activates for breathe light/darkness (200) every 299+1d300 turns. Chaos Dragon Scale Mail -2 30,+10 80 16 80000 Resist Chaos, Disenchantment; Ignore Elements; Activates for breathe chaos/disenchant (220) every 299+1d300 turns. Law Dragon Scale Mail -2 30,+10 80 16 80000 Resist Sound, Shards; Ignore Elements; Activates for breathe sound/shards (230) every 299+1d300 turns. Balance Dragon Scale Mail -2 30,+10 95 32 100000 Resist Sound, Shards, Chaos, Disenchantment; Ignore Elements; Activates for breathe balance (250) every 299+1d300 turns. Multi-Hued Dragon Scale Mail -2 30,+10 90 32 150000 Resist Elements, Poison; Ignore Elements; Activates for breathe multi-hued (250) every 224+1d225 turns. Power Dragon Scale Mail -3 40,+15 100 64 300000 Resist Elements, Poison, Light, Dark, Blindness, Confusion, Sound, Shards, Nexus, Nether, Chaos, Disenchantment; Ignore Elements; Activates for breathe the elements (300) every 299+1d300 turns. RINGS ----- All rings have a weight of 0.2 pounds, do no damage when thrown, and can be harmed by lightning. The following footnotes apply: * The ring may be cursed (50% chance), in which case the object will have its bonus changed to a penalty and be rendered worthless. # The ring is *always* cursed. ** The ring has the power implied by the ring's name. All powers are explained in OBJ-GOOD.SPO. Rings that resist an element will also ignore that element. Level Rarity Price Ring of Aggravate Monster ** # 5 1 0 Ring of Stupidity # 5 1 0 - (1+MB(5)) to Intelligence. Ring of Teleportation ** # 5 1 0 Ring of Weakness # 5 1 0 - (1+MB(5)) to Strength. Ring of Woe # 50 1 0 - (1+MB(5)) to Wisdom, Charisma; -(5+MB(10)) to AC; Teleportation. Ring of Feather Falling ** 5 1 200 Ring of Searching * 5 1 250 + or - (1+MB(5)) to Searching. Ring of Slow Digestion ** 5 1 250 Ring of Resist Cold ** 10 1 250 Ring of Resist Fire ** 10 1 250 Ring of See Invisible ** 30 1 340 Ring of Sustain Charisma ** 20 1 400 Ring of Sustain Constitution ** 20 1 400 Ring of Sustain Dexterity ** 20 1 400 Ring of Sustain Intelligence ** 20 1 400 Ring of Sustain Strength ** 20 1 400 Ring of Sustain Wisdom ** 20 1 400 Ring of Protection * 10 1 500 + or - (5+1d5+MB(10)) to AC. Ring of Accuracy * 20 1 500 + or - (5+1d3+MB(7)) to-hit. Ring of Damage * 20 1 500 + or - (5+1d3+MB(7)) to-dam. Ring of Constitution * 30 1 500 + or - (1+MB(5)) to Constitution; Sustain Constitution. Ring of Dexterity * 30 1 500 + or - (1+MB(5)) to Dexterity; Sustain Dexterity. Ring of Intelligence * 30 1 500 + or - (1+MB(5)) to Intelligence; Sustain Intelligence. Ring of Strength * 30 1 500 + or - (1+MB(5)) to Strength; Sustain Strength. Ring of Slaying * 40 1 1000 + or - (1d5+MB(5)) to-hit; + or - (1d5+MB(5)) to-dam. Ring of Free Action ** 20 1 1500 Ring of Acid 50 2 3000 +5+1d5+MB(10) to AC; Resist Acid; Ignore Acid; Activates for acid resistance (20+d20 turns) and acid ball (70) every 50+d50 turns. Ring of Flames 50 2 3000 +5+1d5+MB(10) to AC; Resist Fire; Ignore Fire; Activates for fire resistance (20+d20 turns) and fire ball (80) every 50+d50 turns. Ring of Ice 50 2 3000 +5+1d5+MB(10) to AC; Resist Cold; Ignore Cold; Activates for cold resistance (20+d20 turns) and cold ball (75) every 50+d50 turns. Ring of Lightning 50 2 5000 +5+1d5+MB(10) to AC; Resist Lightning; Ignore Lightning; Activates for electricity resistance (20+d20 turns) and electricity ball (85) every 50+d50 turns. Ring of Resist Poison ** 40 2 16000 Ring of Speed (see below to speed) * 75 1 100000 The speed bonus of a Ring of Speed is determined in a special way. The base speed bonus is 1d5+MB(5). Then, there is a chance for an extra speed boost, as follows: Chance Speed Chance Speed 50% 0 0,78125% +6 25% +1 0,390625% +7 12,5% +2 0,1953125% +8 6,25% +3 0,09765625% +9 3,125% +4 0,048828125% +10 1,5625% +5 (etcetera) There is no limit, so theoretically it is possible to get maxint, but don't count on it :-). AMULETS ------- All amulets have a weight of 0.3 pounds, do no damage when thrown, and can't be harmed by acid, cold, fire, or lightning. The footnotes *, **, and # have the same meaning as the ones in the "Rings" section above. Level Rarity Price Amulet of Teleportation ** # 10 1 0 Amulet of DOOM # 50 1 0 - (1d5+MB(5)) to AC; - (1d5+MB(5)) to All Stats. Amulet of Adornment 10 1 20 (No special powers). Amulet of Infravision * 10 2 200 + or - (+1+MB(5)) to Infravision. Amulet of Slow Digestion ** 15 1 200 Amulet of Resist Acid ** 10 1 300 Amulet of Resist Lightning ** 10 1 300 Amulet of Charisma * 30 1 500 + or - (1+MB(5)) to Charisma; Sustain Charisma. Amulet of Wisdom * 30 1 500 + or - (1+MB(5)) to Wisdom; Sustain Wisdom. Amulet of Searching * 15 1 600 + or - (1d5+MB(5)) to Searching. Amulet of Regeneration ** 30 3 600 Amulet of Resistance 60 8 20000 Resist Elements; Ignore Elements. Amulet of Sustenance 60 6 20000 Sustain All Stats; Resist Life Draining; Slow Digestion; Ignore Elements. Amulet of ESP 60 8 25000 +5+MB(5) to Searching; Telepathy; Ignore Elements. Amulet of Devotion 70 8 30000 +1+MB(3) to Wisdom, Charisma; Resist Fire, Light, Dark, Life Draining; Sustain Wisdom, Charisma; Permanent Light. Amulet of the Magi 70 8 30000 +1d5+MB(5) to AC; +1+MB(3) to Intelligence, Searching; Resist Confusion, Life Draining; Sustain Intelligence; See Invisible; Ignore Elements. Amulet of Trickery 70 8 30000 +1+MB(3) to Dexterity, Stealth, Searching, Infravision, Speed; Resist Poison, Nexus; Sustain Dexterity. Amulet of Weaponmastery 70 8 30000 +1+MB(4) to-hit; +1+MB(4) to-dam; +1+MB(2) to Strength; Resist Fear, Disenchantment, Life Draining; Sustain Strength, Constitution. SCROLLS ------- Scrolls may be read either from the inventory or the floor, and disappear when used. To read a scroll, you must have light, and may not be blind or confused. All scrolls have a weight of 0.5 pounds, do no damage when thrown, and can be harmed by both acid and fire. Level Rarity Price Scroll of Darkness 1 1 0 Darkens an area with a radius of 3 squares around you and blinds you for 3+1d5 turns, unless you have resistance to blindness. If you are in a room, it darkens the entire room as well. Scroll of Summon Monster 1 1 0 Summons 1d3 monsters that are generated at the current dungeon level. If a monster normally appears in groups, a whole group will appear. If a monster normally has escorts, it will appear with escorts. Summoned monsters will appear on squares directly next to you, or as close to you as possible, that are not occupied by another monster, a wall, or a glyph of warding. Scroll of Aggravate Monster 5 1 0 Awakens each sleeping monster within 40 squares of you, and hastes each monster within line of sight unless it is already hasted. Scroll of Trap Creation 10 1 0 It creates traps on all empty squares within a 1-square radius of you. Scroll of Summon Undead 15 1 0 Summons 1d3 non-unique undead monsters that are generated at the current dungeon level. If a monster normally appears in groups, a whole group will appear. If a monster normally has escorts, it will appear with escorts. Summoned monsters will appear on squares directly next to you, or as close to you as possible, that are not occupied by another monster, a wall, or a glyph of warding. Scroll of Curse Armor 50 1 0 Curses the currently equipped body armour, removing all its special powers (except a random power, if it has any), reducing its base AC to 0, and changing its magical AC bonus to a -2d5 penalty. Artifacts have a 1 in 2 chance to resist. Scroll of Curse Weapon 50 1 0 Curses the currently wielded melee weapon, removing all its special powers (except a random power, if it has any), and changing its to-hit and to-dam bonuses to a -2d5 penalty each. Artifacts have a 1 in 2 chance to resist. Scroll of Satisfy Hunger 5 1 10 Magically renders you well-fed (but not satiated). This will also cure a bloated stomach. Scroll of Light 0/3/10 1/1/1 15 Lights up an area with a radius of 2 squares around you and inflicts 2d8 points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. Scroll of Object Detection 0 1 15 Detects all objects on the current screen. (The area of effect depends on your screen size). Scroll of Treasure Detection 0 1 15 Detects all treasure on the current screen. (The area of effect depends on your screen size). Scroll of Blessing 1 1 15 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 6+1d12 turns. Scroll of Detect Invisible 1 1 15 Detects all invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size). Scroll of Phase Door 1 1 15 Teleports you randomly up to 10 squares away. Scroll of Monster Confusion 5 1 30 Enchants you with an aura of confusion that causes you hands to glow red. When you hit a monster in melee, the magical aura disappears from your hands and an attempt is made to confuse the monster. If the monster resists confusion, it won't be affected. Other monsters have a (monster level) in 100 chance to resist the effect, and will be confused for 10 + (1d(character level - 1) / 5) turns if they fail to resist. Scroll of Door/Stair Location 5/10/15 1/1/1 35 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). Scroll of Trap Detection 5/10 1/1 35 Detects all traps on the current screen. (The area of effect depends on your screen size). Scroll of Magic Mapping 5 1 40 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). Scroll of Holy Chant 10 1 40 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d24 turns. Scroll of Teleportation 10 1 40 Teleports you randomly up to 100 squares away. Scroll of Identify 1/5/10/30 1/1/1/1 50 Reveals all normal (magical but non-hidden) powers of one object. Scroll of Trap/Door Destruction 10 1 50 Destroys all traps and doors within a 1-square radius of you. Scroll of Teleport Level 20 1 50 Teleports you 1 level up or 1 level down (chosen at random). The direction will always be down from the town, and always up from level 99 if Sauron is still alive or level 100 if Morgoth is still alive. This scroll has no effect when the option to restrict the use of stairs and recall is set. Scroll of Protection from Evil 30 1 50 Protects you from evil for 1d25+level*3 turns: all melee attacks by evil monsters have a chance of 50 in (your character level + 1d100) to be repelled, unless the monster's level is higher than your character level. Scroll of Holy Prayer 25 1 80 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d48 turns. Scroll of Remove Curse 10 1 100 Removes all ordinary curses from all equipped items. Heavy or permanent curses are not affected. Scroll of Enchant Armor 15 1 125 Makes one attempt to improve the armour class bonus of a piece of armour. This attempt might fail, based on the current armour class bonus, as detailed above. Scroll of Enchant Weapon To-Dam 15 1 125 Makes one attempt to improve the to-dam bonus of a weapon. This attempt might fail, based on the current to-dam bonus, as detailed above. Scroll of Enchant Weapon To-Hit 15 1 125 Makes one attempt to improve the to-hit bonus of a weapon. This attempt might fail, based on the current to-hit bonus, as detailed above. Scroll of Word of Recall 5 1 150 Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This scroll has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. Scroll of Dispel Undead 40 1 200 Inflicts 60 points of damage on each undead monster within line of sight. Scroll of Recharging 40 1 200 Adds charges to a stack of wands or staves. Failure occurs 1 time in (160-level of wand or staff-10*(# of charges))/15, and destroys all wands or staves in the stack. If successful, the stack gains 2+1d(60/(2+level of wand or staff)+1) charges. Scroll of *Destruction* 40 1 250 All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This scroll has no effect when used in the town. Scroll of *Enchant Armor* 50/50 1/1 500 Makes 2 + 1d3 attempts to improve the armour class bonus of a piece of armour. Each attempt might fail, based on the current armour class bonus, as detailed above. Scroll of *Enchant Weapon* 50 1 500 Makes 1d3 attempts to improve the to-hit bonus and 1d3 attempts to improve the to-dam bonus of a weapon. Each attempt might fail, based on the current to-hit or to-dam bonus, as detailed above. Scroll of Rune of Protection 60/90 4/1 500 Inscribes a glyph of warding beneath you. Summoned monsters can't appear on the glyph. If a monster attempts to move onto the glyph or melee you while you are standing on the glyph, they must first succeed in breaking the glyph. Their chance to do so is (monster level) in 550. The glyph will remain where it is, until a monster succeeds in breaking it. Scroll of Banishment 40/80 4/2 750 Removes all monsters represented by a chosen symbol from the level. Uniques are not affected. You take 1d4 points of damage for every monster removed. Scroll of *Identify* 25/40/70 1/1/1 1000 Reveals all normal and hidden powers of one object, and also permanently implants this knowledge into your mind, so that you will never forget it even if hit by magical amnesia. Scroll of Mass Banishment 50/95 4/4 1000 Removes all monsters within 20 squares of you. Uniques are not affected. You take 1d3 points of damage for every monster removed. Scroll of *Remove Curse* 50/95 2/1 8000 Removes all ordinary and heavy curses from all equipped objects. Permanent curses are not affected. Scroll of Acquirement 20 8 100000 Creates one good object on the floor near you. Scroll of *Acquirement* 60 16 200000 Creates 1+1d2 good objects on the ground near you. POTIONS ------- All potions have a weight of 0.4 pounds, and unless otherwise indicated inflict 1 point of damage when thrown. They can be harmed by cold. Nutr Level Rarity Price Potion of Blindness 0 0 1 0 Causes blindness that lasts for 99+1d100 turns, unless you have resistance to blindness. Potion of Salt Water 0 0 1 0 Induces vomiting, which results in severe hunger and 4 turns of paralysis (even if you have free action), but also neutralizes poison. Potion of Confusion 50 0 1 0 Induces confusion that lasts for 14+1d20 turns, unless you have resistance to confusion. Potion of Sleep 100 0 1 0 Induces paralyzation for 3+1d4 turns, unless you have free action. Potion of Slowness 50 1 1 0 Slows you down (-10 to speed) for 15+1d25 turns. Potion of Poison 0 3 1 0 Poisons you for 9+1d15 turns, unless you have resistance to poison. Potion of Weakness 0 3 1 0 Reduces strength by 2.5 to 5 percent, unless you have sustain strength. Potion of Clumsiness 0 5 1 0 Reduces dexterity by 2.5 to 5 percent, unless you have sustain dexterity. Potion of Lose Memories 0 10 1 0 Drains 25% of your experience points, unless you have resistance to life draining. Potion of Sickliness 0 10 1 0 Reduces constitution by 2.5 to 5 percent, unless you have sustain constitution. Potion of Naivety 0 20 1 0 Reduces wisdom by 2.5 to 5 percent, unless you have sustain wisdom. Potion of Stupidity 0 20 1 0 Reduces intelligence by 2.5 to 5 percent, unless you have sustain intelligence. Potion of Ugliness 0 20 1 0 Reduces charisma by 2.5 to 5 percent, unless you have sustain charisma. Potion of Ruination 0 40 8 0 Inflicts 10d10 points of damage and decreases both current and maximum value of all stats by 6 to 12.5 percent, even if you have stat sustains. Potion of Death 0 55 4 0 Inflicts 5000 points of damage. Death can only be avoided if you have magical invulnerability, which just happens not to be available in the current version of Angband. Potion of Water 200 0 1 1 Has no special effect. (Note: These are always Clear Potions). Potion of Apple Juice 250 0 1 1 Has no special effect. (Note: These are always Light Brown Potions). Potion of Slime Mold Juice 400 0 1 2 Has no special effect. (Note: These are always Icky Green Potions). Potion of Boldness 0 1 1 10 Removes fear. Potion of Cure Light Wounds 50 0/1/3 1/1/1 15 Cures 2d8 points of damage, heals 10 points worth of cuts, and cures blindness. Potion of Infravision 0 3 1 20 Extends the radius of your infravision by 50 feet for 100+1d100 turns. Potion of Slow Poison 0 1 1 25 Halves the remaining duration of any current poisoning. Potion of Resist Cold 0 1 1 30 Grants you temporary resistance to cold for 10+1d10 turns. Potion of Resist Heat 0 1 1 30 Grants you temporary resistance to fire for 10+1d10 turns. Potion of Heroism 0 1 1 35 Cures 10 points of damage, removes fear and grants you heroism (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns. Potion of Cure Serious Wounds 100 3 1 40 Cures 4d8 points of damage, heals half of all cut damage plus another 50 points, and cures blindness and confusion. Potion of Detect Invisible 0 3 1 50 Enables you to see invisible monsters for 12+1d12 turns. Potion of Speed 0 1/40 1/1 75 Hastes you (+10 to speed) for 15+1d25 turns, or 5 additional turns if you already are temporarily hasted. Potion of Neutralize Poison 0 5 1 75 Neutralizes poison. Potion of Berserk Strength 0 3 1 100 Cures 30 points of damage, removes fear, and grants you berserk strength (resistance to fear, a bonus of +12 to-hit, and a penalty of -10 to AC) for 25+1d25 turns. Potion of Cure Critical Wounds 100 5 1 100 Cures 6d8 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Potion of Healing 200 15/60 1/1 300 Cures 300 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Potion of Restore Charisma 0 20 1 300 Restores charisma to maximum if it is currently below maximum. Potion of Restore Constitution 0 25 1 300 Restores constution to maximum if it is currently below maximum. Potion of Restore Dexterity 0 25 1 300 Restores dexterity to maximum if it is currently below maximum. Potion of Restore Intelligence 0 25 1 300 Restores intelligence to maximum if it is currently below maximum. Potion of Restore Strength 0 25 1 300 Restores strength to maximum if it is currently below maximum. Potion of Restore Wisdom 0 25 1 300 Restores wisdom to maximum if it is currently below maximum. Potion of Restore Mana 0 25/70 1/1 350 Restores mana points to maximum if it is currently below maximum. Potion of Restore Life Levels 0 40 1 400 Restores experience points to maximum if it is currently below maximum. Potion of Enlightenment 0 25 1 800 Lights up, maps out, and detects all objects on the complete current dungeon level. Potion of Charisma 0 20 1 1000 Increases maximum charisma (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current charisma to the new maximum. Potion of *Healing* 0 40/80 2/2 1500 Cures 1200 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Potion of Self Knowledge 0 40 1 2000 Gives you knowledge of all special powers (whether intrinsic, temporary, or provided by a magical item) you currently possess. Potion of Life 0 60/100 4/4 5000 Restores experience and all stats to maximum, cures 5000 points of damage, cures all stunning, heals all cut damage, neutralizes poison, stops hallucination, and cures blindness and confusion. Potion of Constitution 0 30 1 8000 Increases maximum constitution (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current constitution to the new maximum. Potion of Dexterity 0 30 1 8000 Increases maximum dexterity (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current dexterity to the new maximum. Potion of Intelligence 0 30 1 8000 Increases maximum intelligence (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current intelligence to the new maximum. Potion of Strength 0 30 1 8000 Increases maximum strength (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current strength to the new maximum. Potion of Wisdom 0 30 1 8000 Increases maximum wisdom (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current wisdom to the new maximum. Potion of Detonations 0 60 8 10000 Inflicts 50d20 points of damage from massive explosions, severe cuts (+5000 to the cut counter), and stunning (+75 to the stun counter). Can also be thrown for 25d25 points of damage. Potion of Experience 0 65 1 25000 Grants either 100000 experience points, or half the current experience point total plus 10, whichever is less. Potion of Augmentation 0 40 16 60000 Increases the maximum value for all stats (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets the current value for all stats to the new maximum. Potion of *Enlightenment* 0 70 4 80000 Lights up, maps out, and detects all objects on the complete current dungeon level; increases maximum intelligence and wisdom (by 1 or 2 points if currently <18, or by 15-40% of the distance to 18/100 with a minimum of 1 if currently >18), then sets current intelligence and wisdom to the new maximum; gives you knowledge of all special powers (whether intrinsic, temporary, or provided by a magical item) you currently possess; reveals all normal (magical but non-hidden) powers of all items you are carrying; detects all treasure, doors, stairs, and traps on the current screen. (The area of effect for the detection depends on your screen size). WANDS ----- All wands have a weight of 1.0 pounds, inflict 1 point of damage when thrown, and can be harmed by lightning. The number of charges a wand is generated with is listed under "Charges". If two or more wands of the same type are in your inventory, on the same floor space, in the same shop, or in your home, they will combine into a stack. The charges will be spread evenly over all wands in the stack (i.e. a wand with 2 charges and a wand with 6 charges combine to a stack of 2 wands with 8 charges; removing one wand from the stack will result in 2 wands with 4 charges each). The stacking will not occur if the number of charges of either or both wands is unknown, if the wands have different discounts and the option to merge discounts when stacking is set, or if the wands have different inscriptions and the option to merge inscriptions when stacking is set. Some wands will shoot some kind of ball. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). How monster resistances or sensitivities reduce or increase the damage of various wand effects will be described in the spoiler file MON-DAM.SPO. Charges Level Rarity Price Wand of Haste Monster 8+1d20 3 1 0 Hastes a single monster, increasing it's speed by +10 unless it's speed is already +50 or better. This effect is permanent, and stacks with other hasting effects. Wand of Heal Monster 8+1d20 3 1 0 Cures a single monster for 4d6 points of damage. Wand of Clone Monster 3+1d5 15/50 1/1 0 Fully heals a single monster and hastes it (increasing it's speed by +10 unless it's speed is already +50 or better; this effect is permanent, and stacks with other hasting effects). If the monster is next to an empty space and not a unique, a new monster of the same type will be created, at full health and normal speed. Wand of Trap/Door Destruction 6+1d8 10 1 100 Produces a beam that destroys all doors, disarms all traps, and unlocks all chests caught in it. Wand of Light 6+1d10 3 1 200 Produces a beam that lights up all squares caught in it and inflicts 6d8 points of damage on light-sensitive monsters on those squares. Wand of Magic Missile 6+1d10 3 1 200 Fires a magic missile that inflicts 3d4 points of damage, with a 20% chance of getting a magic beam that inflicts the same damage on each monster caught in it. Wand of Wonder 8+1d15 3 1 250 Ignore Fire, Cold, Acid, Lightning; Has a random effect chosen from the various wand effects, except Dragon's Flame, Dragon's Frost, Dragon's Breath, Annihilation. Wand of Stone to Mud 3+1d4 10 1 300 Produces a beam that destroys the first section of wall it hits, unless it is a permanent wall. Each monster caught in the beam that is susceptible to rock remover takes 20+1d30 points of damage. Wand of Teleport Other 6+1d5 20 1 350 Produces a beam that teleports each monster caught in it up to 100 squares away. Wand of Stinking Cloud 6+1d8 5 1 400 Shoots a radius-2 ball that inflicts 12 points of poison damage at its center. Wand of Polymorph 6+1d8 20 1 400 Attempts to polymorph a single monster. Uniques are not affected. Other monsters have the standard chance to resist. If a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect. If the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster; the original monster then transforms into the new monster, at full health. Wand of Confuse Monster 6+1d12 5 1 500 Attempts to confuse a single monster for 3d5+1 turns, or half that amount of additional turns if the monster already is confused. Uniques, monsters that resist confusion, monsters that breathe chaos or confusion, and monsters of monster level 12 and up are not affected. Wand of Sleep Monster 8+1d15 5 1 500 Attempts to put to sleep a single monster. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. Wand of Slow Monster 6+1d10 5 1 500 Attempts to slow down a single monster, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Wand of Scare Monster 3+1d5 10 4 500 Attempts to scare a single monster, causing it to flee in terror for 3d5+1 turns, or the same amount of additional turns if the monster already is scared. Uniques, monsters that resist fear, and monsters of monster level 12 and up are not affected. Wand of Lightning Bolts 6+1d8 15 1 600 Shoots a bolt that inflicts 6d6 points of lightning damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Disarming 4+1d5 20 1 700 Produces a beam that disarms all traps, unlocks all locked doors and chests, and reveals all secret doors caught in it. Wand of Frost Bolts 6+1d5 20 1 800 Shoots a bolt that inflicts 6d8 points of cold damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Acid Bolts 6+1d8 30 1 950 Shoots a bolt that inflicts 10d8 points of acid damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Fire Bolts 6+1d8 30 1 1000 Shoots a bolt that inflicts 12d8 points of fire damage, with a 20% chance of getting a beam that inflicts the same damage on each monster caught in it. Wand of Lightning Balls 4+1d8 35 1 1200 Ignore Lightning; Shoots a radius-2 ball that inflicts 64 points of lightning damage at its center. Wand of Drain Life 3+1d3 50 1 1200 Inflicts 150 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. Wand of Cold Balls 2+1d6 40 1 1500 Ignore Cold; Shoots a radius-2 ball that inflicts 96 points of cold damage at its center. Wand of Acid Balls 2+1d5 50 1 1650 Ignore Acid; Shoots a radius-2 ball that inflicts 120 points of acid damage at its center. Wand of Fire Balls 2+1d4 50 1 1800 Ignore Fire; Shoots a radius-2 ball that inflicts 144 points of fire damage at its center. Wand of Dragon's Flame 1+1d3 50 4 2400 Ignore Fire, Cold, Acid, Lightning; Shoots a radius-3 ball that inflicts 200 points of fire damage at its center. Wand of Dragon's Frost 1+1d3 50 4 2400 Ignore Fire, Cold, Acid, Lightning; Shoots a radius-3 ball that inflicts 160 points of cold damage at its center. Wand of Dragon's Breath 1+1d3 60 4 2400 Ignore Fire, Cold, Acid, Lightning; Shoots a radius-3 ball that inflicts 200, 160, 200, 180, or 120 points of fire, cold, acid, lightning, resp. poison damage at its center (damage type chosen at random). Wand of Annihilation 1+1d2 60 4 3000 Ignore Fire, Cold, Acid, Lightning; Inflicts 250 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. STAVES ------ All staves have a weight of 5.0 pounds, inflict 1d2 points of damage when thrown, and can be harmed by both acid and fire. The number of charges a staff is generated with is listed under "Charges". If two or more staves of the same type are in your inventory, on the same floor space, in the same shop, or in your home, they will combine into a stack. The charges will be spread evenly over all staves in the stack (i.e. a staff with 2 charges and a staff with 6 charges combine to a stack of 2 staves with 8 charges; removing one staff from the stack will result in 2 staves with 4 charges each). The stacking will not occur if the number of charges of either or both staves is unknown, if the staves have different discounts and the option to merge discounts when stacking is set, or if the staves have different inscriptions and the option to merge inscriptions when stacking is set. Charges Level Rarity Price Staff of Darkness 8+1d8 5/50 1/1 0 Darkens an area with a radius of 3 squares around you and blinds you for 3+1d5 turns, unless you have resistance to blindness. If you are in a room, it darkens the entire room as well. Staff of Haste Monsters 8+1d8 10 1 0 Hastes each monster within line of sight, increasing it's speed by +10 unless it's speed is already +50 or better. This effect is permanent, and stacks with other hasting effects. Staff of Summoning 1+1d3 10/50 1/1 0 Summons 1d4 monsters that are generated at the current dungeon level. If a monster normally appears in groups, a whole group will appear. If a monster normally has escorts, it will appear with escorts. Summoned monsters will appear on squares directly next to you, or as close to you as possible, that are not occupied by another monster, a wall, or a glyph of warding. Staff of Slowness 8+1d8 40 1 0 Slows you down (-10 to speed) for 15+1d30 turns. Staff of Detect Invisible 8+1d15 5 1 200 Detects all invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size). Staff of Object Location 6+1d15 5 1 200 Detects all objects on the current screen. (The area of effect depends on your screen size). Staff of Treasure Location 8+1d20 5 1 200 Detects all treasure on the current screen. (The area of effect depends on your screen size). Staff of Light 8+1d20 5 1 250 Lights up an area with a radius of 2 squares around you and inflicts 2d8 points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. Staff of Cure Light Wounds 6+1d5 5 1 350 Cures 1d8 points of damage. Staff of Door/Stair Location 6+1d8 10 1 350 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). Staff of Trap Location 6+1d5 10 1 350 Detects all traps on the current screen. (The area of effect depends on your screen size). Staff of Detect Evil 8+1d15 20 1 350 Detects all evil monsters on the current screen, for one turn only. (The area of effect depends on your screen size). Staff of Earthquakes 3+1d5 40 1 350 Causes a 10-square radius earthquake around you. All spaces in the radius are darkened; all spaces (except the epicenter) have a 15% chance to be damaged. If a damaged space is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied space adjacent to the damaged space. If there is no space available, or if the monster can't move, the monster is removed. Each damaged non-floor space is replaced by floor. Each damaged floor space is replaced by a random type of wall and all objects on it are removed, unless one of them is an artifact (in that case, the damaged floor space is unaffected and all objects are retained). This staff has no effect when used in the town. Staff of Perception 5+1d15 10 1 400 Reveals all normal (magical but non-hidden) powers of one object. Staff of Remove Curse 4+1d3 40 1 500 Removes all ordinary curses from all equipped items. Heavy or permanent curses are not affected. Staff of Sleep Monsters 6+1d5 10 1 700 Attempts to put to sleep each monster within line of sight. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. Staff of Enlightenment 5+1d5 20 1 750 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). Staff of Slow Monsters 6+1d5 10 1 800 Attempts to slow down each monster within line of sight, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Staff of Starlight 6+1d5 20 1 800 Produces eight beams of light, in each of the cardinal directions, that light up all squares caught in them and inflicts 6d8 points of damage on light-sensitive monsters on those squares. Staff of Curing 4+1d3 25 1 1000 Cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Staff of Speed 4+1d3 40 1 1000 Hastes you (+10 to speed) for 15+1d30 turns, or 5 additional turns if you already are temporarily hasted. Staff of Dispel Evil 4+1d3 50 1 1200 Inflicts 60 points of damage on each evil monster within line of sight. Staff of Teleportation 5+1d4 20 1 2000 Teleports you randomly up to 100 squares away. Staff of Probing 2+1d6 30 1 2000 Probes each monster within line of sight, giving information on the current hit points of the monster and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks). Staff of *Destruction* 1+1d3 50/70 1/1 2500 All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This staff has no effect when used in the town. Staff of Banishment 1+1d2 70 4 3500 Removes all monsters represented by a chosen symbol from the level. Uniques are not affected. You take 1d4 points of damage for every monster removed. Staff of Power 1+1d3 70 2 4000 Inflicts 120 points of damage on each monster within line of sight. Staff of Holiness 2+1d2 70 2 4500 Inflicts 120 points of damage on each evil monster within line of sight, cures 50 points of damage, cures all stunning, heals all cut damage, neutralizes poison, removes fear, and also protects you from evil for a duration of 1d25 plus three times your character level turns: all melee attacks by evil monsters have a chance of 50 in (your character level + 1d100) to be repelled, unless the monster's level is higher than your character level. Staff of the Magi 2+1d2 70 2 4500 Restores both intelligence and mana points to maximum if either or both are currently below maximum. Staff of Healing 1+1d2 70 2 5000 Cures 300 points of damage, cures all stunning, and heals all cut damage. RODS ---- All rods have a weight of 1.5 pounds, inflict 1 point of damage when thrown, and are harmed by lightning. Rods in your inventory have only 1/4th of the normal chance to be destroyed. After a rod is zapped, the rod needs to recharge for the number of turns listed under the "Recharge" column before it can be zapped again. If two or more rods of the same type are in your inventory, on the same floor space, in the same shop, or in your home, they will combine into a stack. The stacking will not occur if the rods have different discounts and the option to merge discounts when stacking is set, or if the rods have different inscriptions and the option to merge inscriptions when stacking is set. If some rods in a stack are recharging, then all energy added to the rods each turn is added to the most recharged rod. Example: one Rod of Trap Location (recharge time: 50 turns) from a stack is zapped and starts recharging. After 10 turns, a second rod from the same stack is zapped. The next 20 turns, the first rod will recharge at double speed, while the second rod won't recharge at all; after the first rod is fully recharged, it will take another 50 turns before the second rod is recharged as well. If some rods are taken from a stack, then the recharging rods will be taken first. This applies to dropping from your inventory (you'll keep the charged rods and drop the ones that are charging), but also to picking up (you'll pick up the charging rods and leave the charged rods alone). Some rods will shoot some kind of ball. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). How monster resistances or sensitivities reduce or increase the damage of various rod effects will be described in the spoiler file MON-DAM.SPO. Rechrg Level Rarity Price Rod of Trap Location 50 5 1 100 Detects all traps on the current screen. (The area of effect depends on your screen size). Rod of Light 9 10 1 500 Produces a beam that lights up all squares caught in it and inflicts 6d8 points of damage on light-sensitive monsters on those squares. Rod of Door/Stair Location 70 15 1 1000 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). Rod of Illumination 30 20 1 1000 Lights up an area with a radius of 2 squares around you and inflicts 2d8 points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. Rod of Polymorph 25 35 1 1200 Attempts to polymorph a single monster. Uniques are not affected. Other monsters have the standard chance to resist. If a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect. If the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster; the original monster then transforms into the new monster, at full health. Rod of Teleport Other 25 45 2 1400 Produces a beam that teleports each monster caught in it up to 100 squares away. Rod of Sleep Monster 18 30 1 1500 Attempts to put to sleep a single monster. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. Rod of Slow Monster 20 30 1 1500 Attempts to slow down a single monster, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Rod of Lightning Bolts 11 20 1 2000 Fires a bolt that inflicts 6d6 points of lightning damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Disarming 30 35 1 2100 Produces a beam that disarms all traps, unlocks all locked doors and chests, and reveals all secret doors caught in it. Rod of Frost Bolts 13 25 1 2500 Fires a bolt that inflicts 10d8 points of cold damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Fire Bolts 15 30 1 3000 Fires a bolt that inflicts 16d8 points of fire damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Acid Bolts 12 40 1 3500 Fires a bolt that inflicts 12d8 points of acid damage, with a 10% chance of getting a beam that inflicts the same damage on each monster caught in it. Rod of Drain Life 23 75 4 3600 Inflicts 150 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. Rod of Recall 60 30 4 4000 Ignore Lightning; Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This rod has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. Rod of Probing 50 40 4 4000 Probes each monster within line of sight, giving information on the current hit points of the monster and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks). Rod of Lightning Balls 23 55 1 4000 Shoots a radius-2 ball that inflicts 64 points of lightning damage at its center. Rod of Cold Balls 25 60 1 4500 Shoots a radius-2 ball that inflicts 96 points of cold damage at its center. Rod of Detection 99 30 8 5000 Ignore Lightning; Detects all treasure, objects, doors, stairs, traps, and monsters on the current screen. (The area of effect depends on your screen size). Rod of Fire Balls 30 75 1 5000 Shoots a radius-2 ball that inflicts 144 points of fire damage at its center. Rod of Acid Balls 27 70 1 5500 Shoots a radius-2 ball that inflicts 120 points of acid damage at its center. Rod of Enlightenment 99 65 4 10000 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). Rod of Perception 10 50 8 13000 Ignore Lightning; Reveals all normal (magical but non-hidden) powers of one object. Rod of Curing 999 65 8 15000 Ignore Lightning; Cures all stunning, heals all cut damage, neutralizes poison, and cures blindness and confusion. Rod of Healing 999 80 8 20000 Ignore Lightning; Cures 500 points of damage, cures all stunning, and heals all cut damage. Rod of Restoration 999 80 16 25000 Ignore Lightning; Restores experience points and all stats to maximum if any of them are below maximum. Rod of Speed 99 95 16 50000 Ignore Lightning; Hastes you (+10 to speed) for 15+1d30 turns, or 5 additional turns if you already are temporarily hasted. SPELLBOOKS ---------- All spellbooks have a weight of 3.0 pounds, inflict 1 point of damage when thrown, and can be harmed by fire. An overview of the spells in each of the books is available in another spoiler file, BOOKS.SPO. A full description of the effect of each of the spells, as well as many other details about the magic system in Angband, can be found in MAGIC.SPO. MAGE SPELLBOOKS Level Rarity Price Book of Magic Spells [Magic for Beginners] 5 1 25 Book of Magic Spells [Conjurings and Tricks] 10 1 100 Book of Magic Spells [Incantations and Illusions] 20 1 400 Book of Magic Spells [Sorcery and Evocations] 30 1 800 Book of Magic Spells [Resistances of Scarabtarices] 40 1 10000 Ignore Elements. Book of Magic Spells [Raal's Tome of Destruction] 50 1 60000 Ignore Elements. Book of Magic Spells [Mordenkainen's Escapes] 60 1 30000 Ignore Elements. Book of Magic Spells [Tenser's Transformations] 70 2 50000 Ignore Elements. Book of Magic Spells [Kelek's Grimoire of Power] 80 4 90000 Ignore Elements. PRIEST SPELLBOOKS Level Rarity Price Holy Book of Prayers [Beginners Handbook] 5 1 25 Holy Book of Prayers [Words of Wisdom] 10 1 100 Holy Book of Prayers [Chants and Blessings] 20 1 300 Holy Book of Prayers [Exorcism and Dispelling] 30 1 900 Holy Book of Prayers [Ethereal Openings] 40 1 5000 Ignore Elements. Holy Book of Prayers [Godly Insights] 50 1 10000 Ignore Elements. Holy Book of Prayers [Purifications and Healing] 60 1 30000 Ignore Elements. Holy Book of Prayers [Holy Infusions] 80 2 50000 Ignore Elements. Holy Book of Prayers [Wrath of God] 100 4 100000 Ignore Elements. CHESTS ------ Each chest has a "power", which is use to determine the maximum object generation level for objects found in the chest. Chests may also be trapped, with the danger posed by the traps generally increasing with the chest's power. The number of items in a chest is given in the table below. For large chests, all items in the chest will be objects. For small chests, 75% of the items will be treasure and only 25% will be objects. The listed price applies to an empty chest, but will also be used when selling an unopened chest. Chests can be harmed by both acid and fire. If a chest is destroyed, all objects in it are destroyed as well. Items Power Dam Wght Level Rarity Price Ruined chest 0 N/A 0 25.0 75 1 0 Small wooden chest 2 1d5 2d3 25.0 5 1 20 Large wooden chest 2 1d15 2d5 50.0 15 1 60 Small iron chest 4 1d25 2d4 30.0 25 1 100 Large iron chest 4 1d35 2d6 100.0 35 1 150 Small steel chest 6 1d45 2d4 50.0 45 1 200 Large steel chest 6 1d55 2d6 100.0 55 1 250 MISCELLANEOUS OBJECTS --------------------- These objects have no magical properties, but do have various functions as explained in the table. Iron Spikes and Brass Lanterns can not be harmed by acid, cold, fire, or lightning. Wooden Torches can be harmed by fire. Flasks of Oil can be harmed by cold. Dam Wght Level Rarity Price Iron Spike 1d1 1.0 1 1 1 Can be placed in doors to make them harder to open. Multiple spikes may be used on a single door. Each of the first 7 spikes will increase the door's resistance to bashing. Placing more than 7 spikes in one door will not have any further effect. Wooden Torch 1d1 3.0 1 1 2 Can be equipped as a light source with a radius of 1 square, or used to fuel another torch, up to a maximum of 5000 turns of light. Flask of oil 2d6 1.0 1 1 3 Can be used to fuel a brass lantern with 7500 turns of light, up to a maximum of 15000 turns of light. When thrown, it is considered lit, which explains the relatively high damage (which occurs even if the monster is resistant to fire). Brass Lantern 1d1 5.0 3 1 35 Ignore Fire; Can be equipped as a light source with a radius of 2 squares, or used to fuel another brass lantern, up to a maximum of 15000 turns of light. JUNK OBJECTS ------------ The junk objects have no use. They were included in prior versions of Angband to add flavor to the game. They are no longer generated in version 3.0.5 of Angband, but they still exist as valid object types in order to maintain savefile compatibility. All junk items can be harmed by acid. In addition, empty bottles can be harmed by cold as well. Dam Wght Level Rarity Price Broken Bone 1d1 0.2 n/a n/a 0 Broken Skull 1d1 0.1 n/a n/a 0 Broken Stick 1d1 0.3 n/a n/a 0 Empty Bottle 1d1 0.2 n/a n/a 0 Shard of Pottery 1d1 0.5 n/a n/a 0 Canine Skeleton 1d1 1.0 n/a n/a 0 Rodent Skeleton 1d1 1.0 n/a n/a 0 Dwarf Skeleton 1d2 5.0 n/a n/a 0 Elf Skeleton 1d2 4.0 n/a n/a 0 Gnome Skeleton 1d2 3.0 n/a n/a 0 Human Skeleton 1d2 6.0 n/a n/a 0 angband-doc-3.0.3.5/Help-Info/mon-name.spo0000644000000000000000000012575011020366743014732 0ustar Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ Name Lev Rar Spd Hp Ac Visual Info ---- --- --- --- -- -- ----------- The 11-headed hydra 44 2 +10 100d18 100 L.Red 'M' The 2-headed hydra 17 2 +0 100d3 60 Umber 'M' The 3-headed hydra 20 2 +10 100d5 65 Orange 'M' The 4-headed hydra 24 2 +10 100d6 70 Yellow 'M' The 5-headed hydra 28 2 +10 100d8 80 Green 'M' The 7-headed hydra 39 2 +10 100d10 90 L.Green 'M' The 9-headed hydra 40 2 +10 100d12 95 Red 'M' The Acidic cytoplasm 35 5 +10 400 18 Slate 'j' [U] Adunaphel the Quiet 41 3 +10 1200 60 L.Dark 'W' The Aether hound 75 2 +10 60d30 100 Violet 'Z' The Aether vortex 55 2 +20 32d20 40 Violet 'v' The Aimless looking merchant 0 1 +0 3d3 1 Orange 't' The Air elemental 34 2 +10 30d5 50 L.Blue 'E' The Air hound 20 1 +0 15d8 30 Green 'Z' The Air spirit 12 2 +20 8d8 40 L.Blue 'E' [U] Akhorahil the Blind 41 3 +10 1800 70 L.Dark 'W' The Algroth 27 1 +0 21d12 60 Orange 'T' [U] Ancalagon the Black 58 3 +10 7500 125 L.Dark 'D' The Ancient black dragon 39 1 +10 720 90 Slate 'D' The Ancient blue dragon 38 1 +10 700 80 Blue 'D' The Ancient bronze dragon 38 2 +10 730 100 L.Umber 'D' The Ancient gold dragon 40 2 +10 1500 100 Yellow 'D' The Ancient green dragon 39 1 +10 720 85 Green 'D' The Ancient multi-hued dragon 43 1 +10 2100 100 Violet 'D' The Ancient red dragon 40 1 +10 1000 100 Red 'D' The Ancient white dragon 39 1 +10 700 90 White 'D' [U] Angamaite of Umbar 24 2 +0 800 80 Umber 'p' The Archpriest 40 2 +10 520 60 L.Green 'p' [U] Ariel, Queen of Air 44 4 +20 2700 50 L.Blue 'E' The Astral Deva 33 6 +10 450 68 L.Green 'A' [U] Azog, King of the Uruk-Hai 23 5 +10 900 80 Red 'o' [U] Azriel, Angel of Death 57 3 +20 6000 170 L.Dark 'A' The Baby black dragon 9 2 +0 100 30 Slate 'd' The Baby blue dragon 9 2 +0 100 30 Blue 'd' The Baby green dragon 9 2 +0 100 30 Green 'd' The Baby multi-hued dragon 11 2 +0 130 30 Violet 'd' The Baby red dragon 9 2 +0 110 30 Red 'd' The Baby white dragon 9 2 +0 100 30 White 'd' The Balance drake 33 3 +0 600 100 Violet 'd' The Bandit 8 2 +0 8d8 24 Blue 'p' The Banshee 24 2 +10 6d8 24 Blue 'G' [U] Baphomet the Minotaur Lord 51 4 +20 3500 120 Slate 'H' The Barrow wight 33 3 +0 15d10 40 Violet 'W' The Basilisk 28 3 +10 20d30 90 Blue 'R' The Battle scarred veteran 0 1 +0 7d8 30 L.Blue 't' The Beholder 38 4 +10 1600 80 L.Umber 'e' [U] Bert the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Bill the Stone Troll 33 7 +0 1100 70 L.Slate 'T' The Black harpy 9 1 +10 3d8 22 L.Dark 'H' The Black knight 28 1 +10 30d10 70 Slate 'p' The Black mamba 12 3 +10 10d8 32 L.Dark 'J' The Black naga 3 1 +0 6d8 40 L.Dark 'n' The Black ogre 15 2 +0 20d9 33 L.Dark 'O' The Black ooze 23 1 -20 6d8 6 L.Dark 'j' The Black orc 13 2 +0 12d10 36 L.Dark 'o' The Black pudding 37 5 +0 400 18 L.Dark 'j' The Black reaver 71 3 +10 3500 170 L.Dark 'L' The Black wraith 38 2 +10 500 55 L.Dark 'W' The Blink dog 18 2 +10 8d8 20 L.Blue 'C' The Bloodshot eye 7 3 +0 5d8 6 Red 'e' The Bloodshot icky thing 9 3 +0 7d8 18 Red 'i' The Blubbering icky thing 2 1 +0 5d6 4 L.Slate 'i' The Blubbering idiot 0 1 +0 1d2 1 L.Slate 't' The Blue dragon bat 21 1 +20 4d4 26 Blue 'b' The Blue icky thing 14 4 -10 10d6 20 Blue 'i' The Blue jelly 4 1 +0 12d8 1 Blue 'j' The Blue ooze 5 1 +0 3d4 16 Blue 'j' The Blue worm mass 4 1 -10 5d8 12 Blue 'w' The Blue yeek 2 1 +0 2d6 14 Blue 'y' The Bodak 36 2 +0 35d10 68 Red 'u' The Boil-covered wretch 0 1 +0 1d2 1 Green 't' [U] Boldor, King of the Yeeks 13 3 +10 180 24 L.Umber 'y' [U] Bolg, Son of Azog 20 4 +10 500 50 Red 'o' The Brigand 10 2 +0 9d8 32 Blue 'p' [U] Brodda, the Easterling 9 2 +0 210 25 Umber 'p' The Brown mold 6 1 +0 15d8 12 Umber 'm' The Brown yeek 8 1 +0 4d8 18 Umber 'y' [U] Bullroarer the Hobbit 5 3 +10 60 8 Blue 'h' [U] Cantoras, the Skeletal Lord 84 2 +30 7500 120 White 's' [U] Carcharoth, the Jaws of Thirst 92 2 +20 7500 110 L.Dark 'C' The Carrion crawler 25 2 +0 20d12 40 Orange 'c' The Carrion crawler 34 2 +0 20d12 40 Orange 'c' [U] Castamir the Usurper 38 5 +10 880 90 L.Red 'p' The Catoblepas 29 2 +0 30d10 55 Green 'q' The Cave lizard 4 1 +0 3d6 16 Umber 'R' The Cave ogre 26 1 +0 30d9 33 Umber 'O' The Cave orc 7 1 +0 11d9 32 L.Green 'o' The Cave spider 2 1 +10 2d6 16 L.Dark 'S' The Cave troll 33 1 +0 24d12 50 Umber 'T' [U] Cerberus, Guardian of Hades 94 1 +20 10000 160 Red 'C' The Chaos beetle 65 4 +20 3200 125 Violet 'K' The Chaos drake 33 3 +0 500 100 Violet 'd' The Chaos hound 65 1 +10 60d30 100 Violet 'Z' The Chaos vortex 55 1 +30 32d20 80 Violet 'v' The Chimera 20 1 +0 13d8 15 Red 'H' The Clay golem 15 2 +0 14d8 30 L.Umber 'g' The Clear hound 15 2 +0 10d6 30 White 'Z' The Clear icky thing 1 1 +0 2d5 6 White 'i' The Clear mushroom patch 10 2 +10 1 1 White ',' The Clear worm mass 3 2 -10 4d4 1 White 'w' The Cloud giant 20 1 +0 24d10 60 Blue 'P' The Colbran 27 2 +10 80d12 80 Yellow 'g' The Cold hound 18 1 +0 10d6 30 White 'Z' The Cold vortex 21 1 +0 9d9 30 White 'v' The Colossus 36 4 -10 3000 150 L.Green 'g' The Copperhead snake 5 1 +0 4d6 20 Orange 'J' The Creeping adamantite coins 27 4 +10 20d25 50 L.Green '$' The Creeping copper coins 4 2 -10 7d8 24 Umber '$' The Creeping gold coins 10 3 -10 18d8 36 Yellow '$' The Creeping mithril coins 13 4 +0 20d8 50 L.Blue '$' The Creeping silver coins 6 2 -10 12d8 30 Slate '$' The Crystal drake 37 2 +10 500 100 Violet 'd' The Dagashi 35 4 +10 13d25 70 Yellow 'p' The Dark elf 7 2 +0 7d10 16 L.Dark 'h' The Dark elven druid 25 3 +10 20d20 75 Green 'h' The Dark elven lord 20 2 +10 18d15 40 L.Dark 'h' The Dark elven mage 10 1 +10 7d10 16 Violet 'h' The Dark elven priest 12 1 +10 7d10 30 Green 'h' The Dark elven sorceror 41 2 +20 800 70 Violet 'h' The Dark elven warrior 10 1 +0 10d11 16 Umber 'h' The Dark hound 15 1 +0 6d6 30 L.Dark 'Z' The Death drake 40 2 +10 1000 100 L.Green 'D' The Death knight 38 1 +10 600 100 L.Dark 'p' The Death mold 47 1 +30 100d20 60 L.Dark 'm' The Death quasit 40 3 +20 440 80 L.Dark 'u' The Death watch beetle 31 3 +0 25d12 60 L.Dark 'K' The Demonic quylthulg 51 1 +10 480 1 Red 'Q' The Demonologist 36 2 +10 280 50 L.Red 'p' The Disenchanter eye 5 2 -10 7d8 10 Violet 'e' The Disenchanter mold 10 2 +0 16d8 20 Violet 'm' The Disenchanter worm mass 40 3 -10 10d8 5 Violet 'w' The Displacer beast 26 2 +0 25d10 100 L.Dark 'f' The Dracolich 46 2 +10 3500 120 L.Green 'D' The Dracolisk 46 2 +10 3500 120 L.Green 'D' The Draconic quylthulg 55 3 +10 720 1 Green 'Q' [U] Draebor, the Imp 28 5 +10 520 50 Green 'u' [U] Draugluin, Sire of All Werewolves 87 2 +20 7000 90 Umber 'C' The Dread 35 2 +10 25d20 30 Orange 'G' The Dread 42 1 +10 25d20 30 Orange 'G' The Dreadlord 62 2 +10 3000 150 Red 'G' The Dreadmaster 44 2 +10 1200 100 Yellow 'G' The Drider 13 2 +0 10d13 30 Umber 'S' The Drolem 44 3 +10 3000 130 Green 'g' The Druid 13 2 +0 12d12 10 Red 'p' [U] Dwar, Dog Lord of Waw 44 3 +10 2000 90 L.Dark 'W' The Earth elemental 34 2 -10 30d10 60 Umber 'E' The Earth hound 20 1 +0 15d8 30 Umber 'Z' The Earth spirit 17 2 +10 13d8 40 Umber 'E' The Eldrak 39 3 +0 750 80 Red 'T' The Emperor wight 38 2 +10 380 40 Red 'W' The Enchantress 40 4 +20 520 60 L.Red 'p' The Energy hound 18 1 +0 10d6 30 Blue 'Z' The Energy vortex 21 1 +0 12d12 30 Blue 'v' The Eog golem 35 4 -10 100d20 125 Umber 'g' The Erinyes 38 2 +0 240 50 Umber 'U' The Ethereal dragon 43 2 +10 2100 100 Orange 'D' The Ethereal drake 33 3 +0 450 100 Orange 'd' The Ethereal hound 54 3 +10 60d15 100 L.Green 'Z' The Ettin 39 3 +0 1500 100 Blue 'T' The Eye druj 55 4 +20 1000 90 Red 's' [U] Fang, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' [U] Farmer Maggot 0 4 +0 350 10 White 'h' [U] Feagwath the Undead Sorceror 90 3 +20 6000 100 L.Red 'L' The Filthy street urchin 0 2 +0 1d4 1 L.Dark 't' The Fire elemental 33 2 +0 30d8 50 Red 'E' The Fire giant 16 2 +0 20d8 60 Red 'P' The Fire hound 18 1 +0 10d6 30 Red 'Z' The Fire spirit 18 2 +10 10d9 30 Red 'E' The Fire vortex 21 1 +0 9d9 30 Red 'v' The Flesh golem 14 1 +0 12d8 30 L.Red 'g' The Floating eye 1 1 +0 3d6 6 Orange 'e' The Forest troll 17 1 +0 20d10 50 Green 'T' The Forest wight 24 1 +0 12d8 30 Green 'W' The Frost giant 15 1 +0 17d10 50 White 'P' The Fruit bat 1 1 +10 1d6 3 Orange 'b' [U] Fundin Bluecloak 56 2 +20 5000 195 L.Green 'h' [U] Gabriel, the Messenger 59 3 +20 7500 180 White 'A' The Gelatinous cube 16 4 +0 360 18 L.Green 'j' The Ghost 31 1 +10 13d8 30 White 'G' The Giant army ant 30 3 +10 19d6 40 Orange 'a' The Giant black ant 2 1 +0 3d6 20 L.Dark 'a' The Giant black dragon fly 18 2 +10 3d8 20 Slate 'F' The Giant black louse 14 1 +10 1d2 7 L.Dark 'l' The Giant blue ant 30 2 +0 8d8 50 Blue 'a' The Giant bronze dragon fly 18 1 +10 3d8 20 L.Umber 'F' The Giant brown bat 6 1 +20 3d8 15 Umber 'b' The Giant clear centipede 15 2 +0 5d8 30 White 'c' The Giant flea 14 1 +10 2d2 25 Slate 'I' The Giant fruit fly 10 6 +10 2d2 14 L.Green 'I' The Giant gold dragon fly 18 2 +10 3d8 20 Yellow 'F' The Giant green dragon fly 16 2 +0 3d8 20 Green 'F' The Giant green frog 2 1 +0 2d8 8 Green 'R' The Giant grey ant 26 1 +0 19d8 40 Slate 'a' The Giant grey rat 9 1 +0 2d3 12 Slate 'r' The Giant grey scorpion 34 4 +10 18d20 50 Slate 'S' The Giant pink ant 9 2 +0 4d8 34 L.Red 'a' The Giant pink frog 7 1 +0 5d8 16 L.Red 'R' The Giant pink scorpion 17 1 +0 11d8 44 L.Red 'S' The Giant purple worm 29 3 +0 65d8 65 Violet 'w' The Giant red ant 35 1 +0 200 49 Red 'a' The Giant red tick 26 1 +0 16d8 54 Red 'S' The Giant roc 40 3 +0 80d13 70 Umber 'B' The Giant salamander 8 1 +0 6d7 40 Yellow 'R' The Giant skeleton troll 33 1 +0 450 50 White 's' The Giant spider 10 2 +0 10d10 16 Violet 'S' The Giant tarantula 15 3 +10 10d15 32 Orange 'S' The Giant white ant 3 1 +0 3d6 16 White 'a' The Giant white centipede 1 1 +0 3d5 10 White 'c' The Giant white dragon fly 14 3 +0 5d8 20 White 'F' The Giant white louse 3 1 +10 1 5 White 'l' The Giant white mouse 1 1 +0 1d3 4 White 'r' The Giant white rat 4 1 +0 2d2 7 L.Slate 'r' The Giant white tick 10 2 -10 12d8 40 White 'S' The Giant yellow centipede 1 1 +0 2d6 12 Yellow 'c' The Giant yellow scorpion 22 1 +0 12d8 38 Yellow 'S' The Glabrezu 41 2 +0 600 40 Orange 'U' [U] Glaurung, Father of the Dragons 48 2 +10 2800 120 Red 'D' The Gnome mage 11 2 +0 7d8 20 Red 'h' The Gnome mage 15 2 +0 7d8 20 Red 'h' [U] Golfimbul, the Hill Orc Chief 12 3 +0 240 60 L.Umber 'o' [U] Gorbag, the Orc Captain 18 3 +0 400 60 Green 'o' The Gorgimera 27 2 +0 25d20 55 Orange 'H' [U] Gorlim, Betrayer of Barahir 41 3 +10 1600 120 Slate 'p' [U] Gothmog, the High Captain of Balrogs 95 1 +20 8000 140 L.Red 'U' The Grand master mystic 53 3 +20 2200 80 Orange 'p' The Grape jelly 12 3 +0 52d8 1 Violet 'j' The Grave wight 30 1 +0 12d10 50 Blue 'W' The Gravity hound 35 2 +0 35d10 30 L.Slate 'Z' The Great Wyrm of Balance 67 4 +10 4900 170 Violet 'D' The Great Wyrm of Chaos 67 2 +10 4500 170 Violet 'D' The Great Wyrm of Law 67 2 +10 4500 170 L.Blue 'D' The Great crystal drake 40 2 +10 1500 100 Violet 'D' The Great hell wyrm 55 2 +10 5400 170 Red 'D' The Great ice wyrm 54 2 +10 3000 170 White 'D' The Great storm wyrm 51 2 +10 3000 150 Blue 'D' The Greater draconic quylthulg 71 3 +10 1500 1 L.Green 'Q' The Greater rotting quylthulg 71 3 +10 1500 1 L.Umber 'Q' The Greater titan 46 3 +10 3800 125 Orange 'P' The Green glutton ghost 5 1 +20 3d4 20 Green 'G' The Green icky thing 7 2 +0 5d8 12 Green 'i' The Green jelly 5 1 +10 22d8 1 Green 'j' The Green mold 8 2 +0 21d8 14 Green 'm' The Green naga 5 1 +0 9d8 40 Green 'n' The Green ooze 3 2 +10 3d4 16 Green 'j' The Green worm mass 2 1 -10 6d4 3 Green 'w' The Grey icky thing 5 1 +0 4d8 12 Slate 'i' The Grey mold 1 1 +0 1d2 1 Slate 'm' The Grey mushroom patch 1 1 +0 1d2 1 Slate ',' The Grey wraith 36 1 +0 190 50 Slate 'W' The Griffon 15 1 +0 30d8 15 Umber 'H' [U] Grip, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' [U] Grishnakh, the Hill Orc 10 3 +0 230 20 L.Umber 'o' The Guardian naga 15 2 +0 24d11 65 L.Blue 'n' The Hairy mold 10 2 +0 15d8 15 Orange 'm' The Half-orc 15 3 +0 16d10 40 Slate 'o' The Half-troll 33 2 +0 25d14 50 L.Umber 'T' The Hand druj 55 4 +20 600 110 Yellow 's' The Hardened warrior 23 1 +0 15d11 40 Umber 'p' [U] Harowen the Black Hand 52 3 +30 2500 90 L.Blue 'p' The Hell hound 35 3 +10 400 80 Red 'C' The Hell hound 83 4 +10 480 80 Red 'C' The Hezrou 41 3 +0 520 40 Violet 'U' The Hill giant 14 1 +0 16d10 45 L.Umber 'P' The Hill orc 8 1 +0 13d9 32 Umber 'o' The Hippogriff 11 1 +0 20d9 14 L.Umber 'H' [U] Hoarmurath of Dir 52 3 +10 2500 100 L.Dark 'W' The Homonculous 15 3 +0 8d8 32 Yellow 'u' The Hummerhorn 16 5 +10 2d2 14 Yellow 'I' [U] Ibun, Son of Mim 24 2 +0 820 80 Orange 'h' The Ice elemental 36 2 +0 35d10 60 White 'E' The Ice troll 28 1 +0 24d10 56 White 'T' The Illusionist 13 2 +0 12d8 10 Red 'p' The Imp 17 2 +0 6d8 30 Green 'u' The Impact hound 35 2 +0 35d10 30 Umber 'Z' The Inertia hound 35 2 +0 35d10 30 L.Slate 'Z' The Invisible stalker 34 3 +20 19d12 46 Yellow 'E' The Iron golem 22 2 +0 80d12 80 Slate 'g' [U] Itangast the Fire Drake 47 4 +10 2200 100 Red 'D' The Jackal 1 1 +0 1d4 3 L.Umber 'C' [U] Ji Indur Dawndeath 43 4 +10 1800 70 L.Dark 'W' [U] Kavlax the Many-Headed 39 3 +10 1300 85 Violet 'd' [U] Khamul the Easterling 53 3 +10 3500 100 L.Dark 'W' [U] Khim, Son of Mim 24 2 +0 820 80 Orange 'h' The Killer blue beetle 37 2 +0 250 60 Blue 'K' The Killer brown beetle 13 2 +0 13d8 40 Umber 'K' The Killer pink beetle 25 2 +0 20d8 50 L.Red 'K' The Killer red beetle 27 1 +0 13d8 45 Red 'K' The Killer slicer beetle 30 2 +0 22d10 60 Yellow 'K' The Killer stag beetle 22 1 +0 20d8 55 Green 'K' The Killer white beetle 23 1 +0 20d8 55 White 'K' The King cobra 9 2 +0 8d10 30 Green 'J' The Kobold 1 1 +0 3d7 16 L.Green 'k' [U] Lagduf, the Snaga 8 2 +0 190 32 Orange 'o' The Large brown snake 1 1 -10 4d6 35 Umber 'J' The Large grey snake 4 1 -10 6d8 41 Slate 'J' The Large kobold 5 1 +0 13d9 32 Blue 'k' The Large white snake 1 1 -10 3d6 30 White 'J' The Large yellow snake 2 1 -10 4d8 38 Yellow 'J' The Law drake 33 3 +0 550 100 L.Blue 'd' The Lemure 8 3 +0 13d9 32 L.Umber 'u' The Lesser Balrog 44 3 +10 1800 50 L.Red 'U' The Lesser titan 40 3 +10 1000 80 Yellow 'P' The Lich 34 3 +0 300 60 Orange 'L' The Light hound 15 1 +0 6d6 30 Orange 'Z' [U] Lokkak, the Ogre Chieftain 27 2 +10 1500 100 Green 'O' [U] Lorgan, Chief of the Easterlings 36 2 +10 1800 100 L.Red 'p' The Lost soul 7 2 +0 2d8 10 L.Blue 'G' [U] Lugdush, the Uruk 21 3 +0 720 95 Blue 'o' [U] Lungorthin, the Balrog of White Fire 85 2 +20 8000 125 White 'U' The Lurker 14 3 +0 200 25 White '.' The Mage 28 1 +0 15d8 40 Red 'p' The Magic mushroom patch 15 2 +20 1 10 L.Blue ',' The Magma elemental 37 2 +0 35d10 70 Red 'E' The Manes 7 2 +0 8d8 32 Umber 'u' The Mangy looking leper 0 1 +0 1 1 Umber 't' The Manticore 30 2 +10 250 15 Yellow 'H' The Marilith 43 2 +10 1200 75 Yellow 'U' The Master lich 41 2 +10 1800 80 Red 'L' The Master mystic 50 3 +20 1100 60 Orange 'p' The Master quylthulg 71 3 +10 2000 1 L.Blue 'Q' The Master rogue 23 2 +10 15d9 30 L.Blue 'p' The Master thief 34 2 +20 18d10 30 L.Blue 'p' The Master vampire 34 3 +0 340 60 Green 'V' The Master yeek 12 2 +0 12d9 24 L.Umber 'y' The Mature black dragon 37 1 +0 460 55 Slate 'd' The Mature blue dragon 36 1 +0 400 75 Blue 'd' The Mature bronze dragon 36 2 +0 440 70 L.Umber 'd' The Mature gold dragon 37 2 +0 560 80 Yellow 'd' The Mature green dragon 36 1 +0 400 70 Green 'd' The Mature multi-hued dragon 38 2 +0 640 65 Violet 'd' The Mature red dragon 37 1 +0 480 80 Red 'd' The Mature white dragon 35 1 +0 400 65 White 'd' The Mean looking mercenary 0 1 +0 5d8 20 Red 't' [U] Medusa, the Gorgon 40 3 +10 2400 100 Orange 'n' The Memory moss 32 3 +0 1d2 1 Red ',' The Metallic blue centipede 3 1 +10 4d5 6 Blue 'c' The Metallic green centipede 2 1 +10 4d4 4 Green 'c' The Metallic red centipede 3 1 +10 4d8 9 Red 'c' [U] Mim, Betrayer of Turin 27 4 +10 1100 80 Orange 'h' The Mimic (potion) 18 3 +0 10d10 30 White '!' The Mimic (ring) 29 3 +10 10d35 60 White '=' The Mimic (scroll) 21 3 +0 10d14 40 White '?' The Mind flayer 28 1 +0 150 60 L.Red 'h' The Minotaur 40 2 +20 100d10 25 Slate 'H' The Mirkwood spider 15 2 +10 9d8 25 Green 'S' The Mithril golem 30 4 +0 80d15 100 L.Blue 'g' The Moaning spirit 12 2 +10 5d8 20 Umber 'G' The Monadic Deva 26 6 +0 300 60 Orange 'A' [Q] Morgoth, Lord of Darkness 100 1 +30 20000 150 L.Dark 'P' The Movanic Deva 29 6 +0 400 68 L.Blue 'A' [U] Muar, the Balrog 50 3 +10 3000 100 Orange 'U' [U] Mughash the Kobold Lord 7 3 +0 150 20 Blue 'k' The Mumak 35 3 +0 90d10 55 Slate 'q' The Mumak 43 2 +0 90d10 55 Slate 'q' The Mummified human 24 1 +0 17d9 34 White 'z' The Mummified orc 21 1 +0 15d8 28 White 'z' The Mummified troll 37 1 +0 190 50 White 'z' [U] Murazor, the Witch-King of Angmar 80 3 +20 6000 120 L.Dark 'W' The Mystic 33 3 +10 350 50 Orange 'p' The Nalfeshnee 42 2 +0 670 50 Red 'U' [U] Nar, the Dwarf 17 2 +0 450 70 Yellow 'h' The Necromancer 36 2 +0 280 50 L.Red 'p' The Nether hound 51 2 +10 60d10 100 L.Green 'Z' The Nether worm mass 12 3 -10 5d8 15 L.Dark 'w' The Nether wraith 39 2 +10 480 55 L.Green 'W' The Nexus hound 27 3 +0 25d10 30 L.Red 'Z' The Nexus quylthulg 32 1 +0 10d12 1 L.Red 'Q' The Nexus vortex 37 1 +10 32d10 40 L.Red 'v' The Night lizard 7 2 +0 4d8 16 L.Dark 'R' The Night mare 39 3 +10 1500 85 L.Dark 'q' The Nightcrawler 54 4 +10 80d60 160 L.Dark 'W' The Nightwalker 59 4 +20 50d65 175 L.Dark 'W' The Nightwing 50 4 +10 60d30 120 L.Dark 'W' The Ninja 32 2 +10 13d12 60 Yellow 'p' The Novice archer 6 2 +10 6d8 10 L.Slate 'p' The Novice mage 2 1 +0 6d4 6 Red 'p' The Novice mage 5 2 +0 6d4 6 Red 'p' The Novice paladin 4 1 +0 6d8 16 White 'p' The Novice paladin 8 2 +0 6d8 16 White 'p' The Novice priest 2 1 +0 7d4 10 Green 'p' The Novice priest 6 2 +0 7d4 10 Green 'p' The Novice ranger 4 1 +0 6d8 6 L.Slate 'p' The Novice ranger 8 1 +0 6d8 6 L.Slate 'p' The Novice rogue 2 1 +0 8d4 12 Blue 'p' The Novice rogue 6 2 +0 8d4 12 Blue 'p' The Novice warrior 2 1 +0 9d4 16 Umber 'p' The Novice warrior 6 2 +0 9d4 16 Umber 'p' The Ochre jelly 13 3 +10 13d8 18 L.Umber 'j' The Ogre 13 2 +0 13d9 33 L.Umber 'O' The Ogre mage 27 2 +0 30d12 40 Red 'O' The Ogre shaman 32 2 +0 14d10 55 Orange 'O' The Olog 35 1 +0 420 50 Yellow 'T' [U] Omarax the Eye Tyrant 73 4 +20 6500 80 Violet 'e' The Ooze elemental 35 3 +0 13d10 80 Green 'E' The Orc captain 16 3 +0 20d10 59 Orange 'o' The Orc shaman 9 1 +0 9d8 15 Red 'o' [U] Orfax, Son of Boldor 10 3 +10 120 20 Blue 'y' The Panther 10 2 +10 10d8 30 Umber 'f' The Patriarch 44 2 +10 800 60 L.Green 'p' [U] Pazuzu, Lord of Air 82 2 +30 5500 125 White 'B' The Phantom 36 3 +10 20d25 30 Violet 'G' The Phase spider 20 2 +10 6d8 25 L.Blue 'S' The Pink jelly 7 1 +0 26d8 1 L.Red 'j' The Pink naga 7 2 +0 11d8 40 L.Red 'n' The Pitiful looking beggar 0 1 +0 1d4 1 L.Umber 't' The Planetar 38 6 +10 500 68 Red 'A' The Plasma hound 51 2 +10 60d10 100 Red 'Z' The Plasma vortex 37 1 +10 32d10 40 Red 'v' The Poltergeist 3 1 +20 2d5 15 L.Slate 'G' The Priest 12 1 +0 12d8 22 Green 'p' The Pseudo dragon 10 2 +0 200 30 Orange 'd' The Pukelman 25 3 +0 80d12 80 L.Dark 'g' The Purple mushroom patch 6 2 +0 1 1 Violet ',' [U] Qlzqqlzuup, the Lord of Flesh 78 3 +20 5000 1 Orange 'Q' [U] Quaker, Master of Earth 43 4 +0 1800 97 Umber 'E' The Quasit 16 2 +0 6d8 30 Orange 'u' The Quylthulg 20 1 +0 6d8 1 Yellow 'Q' The Radiation eye 3 1 +0 3d6 6 L.Red 'e' The Rattlesnake 6 1 +0 6d7 24 Red 'J' The Red dragon bat 23 1 +20 3d8 28 Red 'b' The Red mold 19 1 +0 17d8 16 Red 'm' The Red worm mass 5 1 -10 5d8 12 Red 'w' [U] Ren the Unclean 41 3 +10 1800 70 L.Dark 'W' The Rock lizard 1 1 +0 3d4 4 L.Umber 'R' [U] Rogrog the Black Troll 36 5 +10 1500 70 L.Dark 'T' The Rotting quylthulg 40 1 +10 160 1 Umber 'Q' The Sabre-tooth tiger 20 2 +10 20d14 50 Yellow 'f' The Salamander 2 1 +0 4d6 20 Orange 'R' [U] Sangahyando of Umbar 24 2 +0 800 80 Umber 'p' [U] Saruman of Many Colours 60 1 +10 5000 100 Violet 'p' The Sasquatch 20 3 +10 20d19 40 Green 'Y' [Q] Sauron, the Sorcerer 99 1 +20 10500 160 Violet 'p' [U] Scatha the Worm 44 2 +10 2000 130 White 'D' The Scrawny cat 0 3 +0 1d2 1 L.Umber 'f' The Scruffy little dog 0 3 +0 1d3 1 L.Umber 'C' The Scruffy looking hobbit 3 1 +0 3d5 8 Blue 'h' The Shade 33 3 +10 14d20 30 L.Dark 'G' The Shadow 36 3 +10 10d20 30 L.Dark 'G' The Shadow drake 30 2 +0 20d10 50 L.Dark 'd' [U] Shagrat, the Orc Captain 18 2 +0 400 60 Green 'o' The Shambling mound 18 2 +0 20d6 16 L.Slate ',' [U] Shelob, Spider of Darkness 32 3 +0 1200 80 L.Dark 'S' The Shimmering vortex 38 4 +30 6d12 30 Violet 'v' The Shrieker mushroom patch 2 1 +0 1 1 L.Red ',' The Silver jelly 3 2 +10 10d8 1 L.Slate 'j' The Singing, happy drunk 0 1 +0 2d3 1 Yellow 't' The Skeleton human 12 1 +0 10d8 30 White 's' The Skeleton kobold 5 1 +0 5d8 26 White 's' The Skeleton orc 8 1 +0 10d8 36 White 's' The Skeleton troll 30 1 +0 20d10 55 White 's' The Skull druj 55 4 +20 1400 120 Orange 's' The Small kobold 1 1 +0 2d7 16 Yellow 'k' [U] Smaug the Golden 45 2 +10 2000 100 Red 'D' [U] Smeagol 3 2 +20 25 12 Blue 'h' The Smoke elemental 35 3 +10 15d10 80 L.Red 'E' The Snaga 6 1 +0 8d8 32 L.Umber 'o' The Solar 41 6 +20 100d35 140 Yellow 'A' The Soldier ant 1 1 +0 2d5 3 L.Slate 'a' The Sorcerer 40 2 +20 520 60 Violet 'p' The Spectre 33 3 +10 14d20 30 L.Umber 'G' The Spirit naga 28 2 +0 30d15 75 White 'n' The Spirit troll 40 3 +0 1000 90 L.Blue 'T' The Spotted jelly 12 3 +10 13d8 18 Orange 'j' The Spotted mushroom patch 3 1 +0 1 1 Orange ',' The Squint eyed rogue 0 1 +0 2d8 8 Blue 't' The Stegocentipede 12 2 +10 13d8 30 Umber 'c' The Stone giant 18 1 +0 24d8 75 L.Slate 'P' The Stone golem 19 2 -10 28d8 75 L.Slate 'g' The Stone troll 25 1 +0 23d10 40 L.Slate 'T' The Storm giant 32 1 +0 380 60 L.Blue 'P' The Swordsman 12 1 +0 12d8 34 L.Umber 'p' The Tengu 10 1 +10 16d9 32 L.Red 'u' [U] The Cat Lord 64 3 +20 4800 200 Red 'f' [U] The Emperor Quylthulg 78 3 +20 5000 1 White 'Q' [U] The Lernean Hydra 55 2 +10 4500 140 White 'M' [U] The Mouth of Sauron 78 3 +20 7000 100 Violet 'p' [U] The Phoenix 54 3 +10 3600 130 Red 'B' [U] The Queen Ant 37 2 +10 1500 100 L.Dark 'a' [U] The Tarrasque 84 2 +20 8500 185 Violet 'R' [U] Thuringwethil 55 4 +20 4000 145 L.Dark 'V' [U] Tiamat, Celestial Dragon of Evil 70 4 +20 10000 125 Violet 'D' The Tiger 12 2 +10 12d10 40 Orange 'f' The Time hound 51 4 +20 60d10 100 L.Blue 'Z' The Time vortex 38 4 +20 32d10 40 L.Blue 'v' [U] Tom the Stone Troll 33 7 +0 1100 70 L.Slate 'T' The Trapper 36 3 +10 600 75 White '.' The Troll priest 25 1 +0 300 50 L.Green 'T' [U] Tselakus, the Dreadlord 68 2 +20 6500 150 Red 'G' [U] Ufthak of Cirith Ungol 14 3 +0 320 50 Green 'o' [U] Ugluk, the Uruk 20 4 +0 640 90 Blue 'o' [U] Uldor the Accursed 28 4 +0 1000 70 L.Umber 'p' [U] Ulfang the Black 34 5 +10 1000 90 L.Umber 'p' [U] Ulfast, Son of Ulfang 16 3 +0 340 40 L.Umber 'p' [U] Ulwarth, Son of Ulfang 26 4 +0 850 40 L.Umber 'p' The Umber hulk 16 1 +0 20d10 50 L.Umber 'X' The Undead beholder 42 4 +10 2700 100 Umber 'e' [U] Ungoliant, the Unlight 75 1 +10 13000 160 L.Dark 'S' [U] Uriel, Angel of Fire 56 3 +20 5500 160 Red 'A' The Uruk 18 1 +0 80 50 L.Blue 'o' [U] Uvatha the Horseman 40 3 +10 1200 60 L.Dark 'W' The Vampire 27 1 +0 25d12 45 Violet 'V' The Vampire bat 24 2 +10 9d10 40 Violet 'b' The Vampire lord 39 3 +10 1600 70 Blue 'V' [U] Vargo, Tyrant of Fire 38 3 +10 1500 50 Red 'E' [U] Vecna, the Emperor Lich 72 2 +20 5000 85 L.Red 'L' The Vibration hound 27 3 +0 25d10 30 Yellow 'Z' The Village idiot 0 1 +10 4d4 1 L.Green 't' The Vrock 40 2 +0 400 50 Slate 'U' [U] Waldern, King of Water 39 3 +10 2000 40 Slate 'E' The Warg 14 2 +10 8d8 20 Slate 'C' The Water elemental 33 2 +0 25d8 40 Slate 'E' The Water hound 20 2 +0 15d8 30 Slate 'Z' The Water spirit 17 1 +10 9d8 28 Slate 'E' The Water troll 33 1 +0 360 50 Slate 'T' The Water vortex 21 1 +0 9d9 30 Slate 'v' The Wererat 15 2 +0 20d8 10 L.Dark 'r' The Werewolf 20 1 +0 20d22 30 L.Dark 'C' The Wereworm 25 3 +0 100d11 70 L.Dark 'w' The White harpy 2 1 +0 2d5 17 White 'H' The White icky thing 1 1 +0 3d5 7 White 'i' The White jelly 2 1 +10 8d8 1 White 'j' The White wolf 12 1 +10 7d7 30 White 'C' The White worm mass 1 1 -10 4d4 1 White 'w' The White wraith 26 1 +0 15d8 40 White 'W' The Wild cat 2 2 +10 3d5 12 L.Umber 'f' The Will o' the wisp 37 4 +20 200 150 L.Slate 'E' The Wolf 10 1 +10 6d6 30 Umber 'C' The Wood spider 7 3 +10 3d6 16 L.Umber 'S' [U] Wormtongue, Agent of Saruman 8 1 +0 250 30 Blue 'p' The Xaren 40 1 +10 320 80 Slate 'X' The Xorn 36 2 +0 160 80 Umber 'X' The Yellow jelly 3 1 +10 10d8 1 Yellow 'j' The Yellow mold 3 1 +0 8d8 10 Yellow 'm' The Yellow mushroom patch 2 1 +0 1 1 Yellow ',' The Yellow worm mass 3 2 -10 4d8 4 Yellow 'w' The Yeti 9 3 +0 11d9 24 Blue 'Y' The Young black dragon 35 1 +0 250 60 Slate 'd' The Young blue dragon 29 1 +0 270 50 Blue 'd' The Young bronze dragon 29 3 +0 270 63 L.Umber 'd' The Young gold dragon 36 2 +0 300 63 Yellow 'd' The Young green dragon 29 1 +0 270 60 Green 'd' The Young multi-hued dragon 36 1 +0 320 60 Violet 'd' The Young red dragon 36 1 +0 290 63 Red 'd' The Young white dragon 29 1 +0 270 50 White 'd' The Zombified human 12 1 +0 12d8 24 Slate 'z' The Zombified kobold 7 1 +0 6d8 14 Slate 'z' The Zombified orc 11 1 +0 11d8 24 Slate 'z' angband-doc-3.0.3.5/Help-Info/dungeon.spo0000644000000000000000000003766311020366743014667 0ustar DUNGEON.SPO, version 1.22, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Author : Stephen S. Lee (lee9@fas.harvard.edu) This spoiler describes dungeon layout -- including sections on vaults, feelings, the autoscummer, and traps. Please notify the author of any errors (however minor) that you find. Suggestions to improve the format or readability of this spoiler are also welcome. NOTICE This spoiler was written for Angband version 2.7.9v6. There are enough changes from even 2.7.8 so that it will be inaccurate; you may wish to get an older version of the spoilers if you are playing an older version of Angband. The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24.) LEVEL GENERATION ---------------- Every dungeon level will have roughly 50 rooms. These rooms are almost always connected by passageways, but very rarely there will be an isolated room or rooms on a level. If you are at level 11 (550') or deeper, there is a 1 in 15 chance that a newly generated level that is not a quest level will be a destroyed level. A destroyed level is like a normal one but with areas destroyed by the Word of Destruction spell. The chance that a given room on a level will be lit is 100% at level 1 (50') and drops by 4% every level until it reaches 0% at level 26 (1300'). When a room is created, the room will be unusual if 1d200 is less than or equal to the current dungeon level. Unusual rooms include the rooms constructed of two overlapping normal rooms, the various cross-shaped rooms, and the various large rectangular rooms that have a narrow corridor encircling a center rectangular structure. The latter two types of unusual rooms can only appear at dungeon level 3 (150') or deeper; they tend to contain dense concentrations of traps, monsters, and objects. An unusual room can attempt another check to become a special room; this check is similar to the standard unusual room check except that it is only half as likely to succeed. If this check is passed, the game will attempt to build a greater vault (20% probability), a lesser vault (30%), a monster pit (30%), or a monster nest (20%). Should there be insufficient space to place the special room (most likely in the case of a greater vault), an ordinary unusual room is created. LEVEL RATINGS ------------- An important feature of Angband is the level feeling, which your character can get every time he or she enters a new dungeon level. You will get a feeling only if you have stayed on the previous level for at least 1000 game turns (so at speed +0 you must spend 100 moves, at speed +10 200 moves, etc.) If you have not spent this much time on the previous level, you will not get a feeling (regardless of what is on the level) and you will get the message "Looks like any other level." If you are playing in preserve mode, you can never get a special feeling. If you are not playing in preserve mode (i.e. standard mode), artifacts will always cause a special feeling, and monster pits/nests and vaults may cause a special feeling. If a level is not felt as special, various valuable objects will contribute to a level's rating (values for these are enumerated in OBJ-GOOD.SPO). If you are playing in preserve mode, artifacts will add 10 points to a level's rating (20 if the cash value of the artifact is more than 50000 gold). Monster pits or vaults that do not cause a special feeling will add to a level's rating as well; these are given later in this file. Finally, out of depth monsters or out of depth non-cursed objects will add to the rating of a level. Uniques add twice the difference between the normal level of the unique and the current dungeon level to the ratinig. Non-unique monsters and objects also add to the rating in a similar fashion, except that the difference is not multiplied by two. A group of out-of-depth normal monsters (outside a nest or pit) counts as a single monster for rating purposes. Bear in mind that any monsters or objects generated/dropped after the initial creation of a level have no impact on the level's rating; this includes uniques and artifacts. The final calculated rating is conveyed as one of the following messages: Rating Message 101+ "You have a superb feeling about this level." 81-100 "You have an excellent feeling..." 61-80 "You have a very good feeling..." 41-60 "You have a good feeling..." 31-40 "You feel strangely lucky..." 21-30 "You feel your luck is turning..." 11-20 "You like the look of this place..." 1-10 "This level can't be all bad..." 0 "What a boring place..." THE AUTOSCUMMER --------------- The autoscummer is a game option that will automatically create levels until an "interesting" one is generated. Autoscumming "sometimes" will only try to generate 100 levels; if none of them are sufficiently interesting, you get the 101st level regardless of how boring it is. Autoscumming "always" will generate levels forever, until a sufficiently interesting one appears. (This may take a very long time on slower systems.) A level is interesting to the autoscummer if it is special, if it "Looks like any other level" (i.e. you didn't spend enough time on the last level), or if its level rating is greater than or equal to the rating shown on the following chart: Dungeon Level Rating req. 1-4 1 5-9 11 10-19 21 20-39 31 40+ 41 Note that in preserve mode, an artifact will not necessarily be considered interesting at level 5 (250') or deeper, since an artifact is worth at most 20 points with preserve mode on. MONSTER NESTS ------------- There are three kinds of monster nests: jelly, animal, and undead. (These are sometimes called slime pits, zoos, and graveyards respectively.) Nests can only appear at dungeon level 5 (250') or deeper. When a monster nest is generated, a random integer is chosen from between 1 and the current dungeon level. The type of nest constructed depends on the number selected: 1-29: Jelly nest (contains only monsters represented by "i", "j", "m", and ",") 30-49: Animal nest (contains only natural creatures) 50+: Undead nest (contains only undead monsters) In all cases, monsters are generated 10 levels out of depth and may not be unique. A maximum of 16 different types of monsters may occur in a nest. Monster nests can cause a special feeling, but only if you are at dungeon level 40 (2000') or shallower. If this criterion is met, a special feeling occurs if 1d(level^2+1) is less than 300. Here is a table showing the probabilities: Level Chance that a special feeling will result from a monster nest/pit --------------- up to 17 100.0% 18 92.0% 20 74.6% 22 61.6% 25 47.8% 28 38.1% 30 33.2% 32 29.2% 35 24.4% 40 18.7% 41+ 0.0% If a monster nest does not cause a special feeling, or if you are playing in preserve mode, each monster nest adds 10 points to the rating of a level. Individual out-of-depth monsters in a nest also contribute to a level's rating in the normal fashion. MONSTER PITS ------------ There are ten types of monster pits: orc, troll, giant, blue dragon, white dragon, green dragon, black dragon, red dragon, multi-hued dragon, and demon. Pits can only appear at dungeon level 5 (250') or deeper. When a monster pit is generated, a random integer is chosen from between 1 and the current dungeon level. The type of pit constructed depends on the number selected: 1-19: Orc pit (contains orcs) 20-39: Troll pit (contains trolls) 40-59: Giant pit (contains giants, but only those which are represented by "P") 60-62: Blue dragon pit (contains blue dragons, possibly including Great Storm Wyrms) 63-65: White dragon pit (contains white dragons, possibly including Great Ice Wyrms) 66-68: Green dragon pit (contains green dragons) 69-71: Black dragon pit (contains black dragons) 72-74: Red dragon pit (contains red dragons, possibly including Great Hell Wyrms) 75-79: Multi-hued dragon pit (contains multi-hued dragons) 80+: Demon pit (contains greater demons, i.e. those represented by "U") Monsters in a pit are generated as if 10 levels out of depth, and may not be unique. There can be at most 8 different monster types in a pit; they will be arranged such that the easiest monsters are on the outside and the most difficult are on the inside. Monster pits affect the rating of a level in exactly the same manner as monster nests. LESSER VAULTS ------------- Lesser vaults come in seven flavors and take up roughly as much space as a large normal room. A lesser vault will have objects generated up to 7 levels out of depth, and monsters generated up to 4 levels out of depth. A lesser vault will always cause a special feeling if you are at dungeon level 59 (2950') or shallower. Deeper than that, a special feeling occurs if 1d((level-40)^2+1) is less than 400. Here is a table showing the probability that a vault on a given level will cause a special feeling: Vault Probability of a on level: special feeling --------------------------- up to 59 100.0% 60 99.5% 62 82.3% 65 63.7% 67 54.7% 70 44.3% 75 32.5% 80 24.9% 90 16.0% 100 11.1% 110 8.1% If the lesser vault does not cause a special feeling, or you are playing in preserve mode, each lesser vault adds 5 to the rating of a level. The richest type of lesser vault features a parallelogram-shaped room with ingress available via doors on the slanted left and right walls. The room, which has a divider running down the middle that is broken in the center, is completely full of monsters and objects (which are out-of-depth as described above). There is a 2 in 7 chance that a lesser vault will be of this sort (sometimes called a "diagonal vault"). GREATER VAULTS -------------- Greater vaults are many times larger than the largest possible normal room. Objects can be generated up to 20 levels out of depth, and monsters can be generated up to 40 levels out of depth. Also, some objects are guaranteed to be of good quality or better, and in three of the four possible vaults some objects are guaranteed to be of great quality or artifacts. (For the definitions of what makes a good or great item, see OBJ-GOOD.SPO.) A greater vault may cause a special feeling in exactly the same manner as a lesser vault (see above for details). The four possible greater vaults have equal probabilities of appearing and are as follows: Type 1: This greater vault has alternating walls and monsters arranged in a tortuous, snaking path extending throughout the vault except for a short clear stretch in the center. The entrances are at the top left and lower right. Every other empty cell and the clear area in the center are filled with guaranteed great objects. This vault adds 45 to the rating of a level if not special. In the lingo of Angband veterans, this is often called a "checkerboard vault". Type 2: This greater vault has alternating walls and monsters at the top and bottom rows, and in the center has a 2 by 2 room completely enclosed by a circular wall. Each space in the 2 by 2 central room has a guaranteed great object. This vault adds 35 to the rating of a level if not special. Type 3: This vault has two large trapezoidal regions in the top central and bottom central areas of the vault. These regions are completely filled with traps. All four corners of the vault are walled off. The four walled off corners and the vault's center contain guaranteed good objects. This vault adds 25 to the rating of a level if not special. It is sometimes referred to as a "butterfly vault". Type 4: This greater vault is characterized by a trap-filled rectangular corridor encircling a rectangular structure. The structure contains a maze-like series of small rooms connected by doors. There is a guaranteed great object in the 3 by 5 room near the center. This vault adds 25 to the rating of a level if not special. TRAPS ----- Morgoth's minions have set up numerous traps designed to cause trouble to those intrepid adventurers foolish enough to venture into his domain. These traps come in 16 different varieties, and any one of them may be disarmed by magic (which always works) or by the player's own hands (success here depends on the player's disarming skill). A successful detect trap spell of any sort (spell, rod, etc.) will always detect nearby traps. Dart traps fire darts which whizz out of nowhere and attempt to strike the character to cause some unwanted effect. These darts do not always hit the character; to determine the probability of a dart hit, let K be equal to 1d125. Then calculate as if the dart trap is a monster attempting to hit the player in melee (see MON-BLOW.SPO for details on the precise calculations). A dart that hits will cause 1d4 damage in addition to the effects described below. The traps are as follows: 1. Trap Door This trap is probably the most disliked trap of all (it can cause you to miss a vault or an artifact on a level). It causes the player to fall down to the next dungeon level; the fall inflicts 2d8 damage unless the player has feather fall. 2. Pit Falling into a pit will cause 2d6 damage, unless the player has feather fall. 3. Spiked Pit Falling into a spiked pit will cause 2d6 damage; half of the time, the spikes will slice into your character for double damage and wounds the character (1d(damage done) is added to the cut counter). If your character has feather fall, no harm is done (it's not hard to maneuver out of the spikes' way). 4. Pit with Poisoned Spikes Falling into one of these is like falling into an ordinary spiked pit, except that if your character gets spiked, he or she will take double damage and be poisoned (1d(damage done) done is added to the poison counter), unless your character has some sort of poison resistance. 5. Summoning Runes These runes, which disappear once activated, cause 2+1d3 monsters to materialize about the player. (A "monster" may consist of a group of monsters if the summoned monster can appear in groups; also, if a unique is summoned, it may appear complete with escorts.) 6. Teleport Trap This will teleport the player randomly up to 100 squares away. 7. Fire Trap This will inflict 4d6 points of fire damage (see MON-BLOW.SPO for details on fire damage). 8. Acid Trap This will inflict 4d6 points of acid damage (see MON-BLOW.SPO for details on acid damage). 9. Dart Trap (slow) The darts from this trap will cause the player to be slowed (-10 to speed) for 19+1d20 turns. 10. Dart Trap (weakness) The darts from this trap will reduce the player's strength (unless he or she has sustain strength). 11. Dart Trap (clumsiness) The darts from this trap will reduce the player's dexterity (unless he or she has sustain dexterity). 12. Dart Trap (illness) The darts from this trap will reduce the player's constitution (unless he or she has sustain constitution). 13. Gas Trap (blindness) This trap releases a black gas which will blind the character for 24+1d50 turns, unless he or she has resist blindness. 14. Gas Trap (confusion) This trap releases a gas of many scintillating colors to materialize about the player, confusing him or her for 9+1d20 turns unless he or she has confusion or chaos resistance. 15. Gas Trap (poison) This trap surrounds the player with a toxic greenish gas, poisoning the player (9+1d20 is added to the poison counter) unless he or she has poison resistance of some sort. 16. Gas Trap (sleep) This trap releases a gas that puts the player to sleep for 4+1d10 turns, unless he or she has free action. angband-doc-3.0.3.5/Help-Info/guide.spo0000644000000000000000000024211311020366743014311 0ustar Subject: Angband Strategy Guide repost Updated: 29th November 1993 Angband Strategy Guide: version 3.181 -------------------------------------- Note: This all relates only to Angband. Due to the new version, some of this might be out of date, inaccurate, or unwise. I haven't done any editing, but figured this would be a good time for a repost. I do not include any hints for Bangband, Fangband, or any thing else besides PC Angband. Please mail all corrections, advice, comments, criticisms, compliments, rutabagas or cash to: fwang@sbcs.sunysb.edu Table of contents ----------------- 0. Introduction and Disclaimer 1. Character Generation a. Warriors b. Mages c. Priests d. Rogues e. Rangers f. Paladins 2. General hints for each character class a. Warriors b. Mages c. Priests d. Rogues e. Rangers f. Paladins 3. Shopping a. First time b. Should almost always buy c. Descents below 150 feet d. Descents below 300 feet e. Descents below 1000 feet f. Other shopping tips 4. Techniques for 'regions' a. How fast is too fast? b. Basic Pointers c. Skills for all levels d. Techniques for 0-1000 feet. e. Techniques for 1000-1700 feet. f. Analysis of levels > 1700 feet. g. Strategies of various winners h. Things to do if you're about to die. (i.e. last ditch efforts) 5. Fighting....dealing with groups/ pits/ uniques a. Monster Rooms b. Spiffy Rooms c. Uniques d. Rough Monsters e. Invisibles 6. Classic, simple, and useful tips. 7. Noteworthy things. 8. Contributor list. 0. Introduction ------------ Greetings, fellow Angbanders. It occurred to me that it would be a very interesting idea to gather all the neat tricks, tips, and hints that experienced players use in one giant strategy list. So began the Angband Strategy Guide. It began as a thought, but with support has grown into a pretty useful document. I can't say "a definitive guide to winning angband", since most of the hints are for early levels, but hopefully this will change. I'm trying to get this organized, and could probably use all the help I can get. All comments are welcome, -especially- criticisms. (Well, constructive ones). What don't you like, what do you like, what you'd like to see more of. If you have any tips that you don't see, please e-mail them to me. I will add the tip and your name to the Contributors list (unless you don't want me to). Also, keep in mind a few things. Some tricks don't work on some versions of Angband. (For example, some Angbands don't have autorolling or targetting code). So, keep that in mind when you read. Also, no strategy is any good unless the player is careful. -The- fastest way to die is by not watching your hit points, and no strategy will help you at all if you don't watch out for yourself. Disclaimer ---------- This guide is not a step by step method of how to win. It is not a inventory list of what your characters should carry at what parts of the game, in order to win. Rather, it is a list of all things that are considered useful, and what tricks are used by players. I doubt there is a single player that carries -all- objects mentioned, and follows -all- strategies mentioned. It is simply not realistic. Some ideas may be good at some times and not others. What you, the player, need to do, is to find a tempo of playing that makes you comfortable. If you like to play safer, ditch the offensive options and buy more armor. If you like to play rougher, then go down levels faster, and choose better weapons over better armor. It's your game. I add this disclaimer because I seem to be receiving mail with things like 'I don't think you need xxxxx'. If you don't want it, don't use it. It is listed for those who haven't considered that possiblity. In the rare event that there is a statement that says, "I think....." or is in first person, that was likely an accidental inclusion from someone's e-mail. It should be changed - notify me. The 'I' could be from any one of the contributors and does not necessarily express my opinions. Down with Morgoth! - Frank Wang fwang@sbcs.sunysb.edu 1. Character generation -------------------- Basically, Warriors are easier at the beginning and hardest to win with. Mages are hardest to start with, and easiest to win with. Priests have less offensive spells than mages, but do get really cool heal spells later. While a mage can begin with an offensive spell, a priest will not get an offensive spell until level 9 - Orb of Draining (a very good spell). Rangers are easy to start and play when first learning the game. You get the toughness and durability of Warriors, with a few mage spells to help out along the way. You might like to try a Half-Elf or Elf Ranger to start. High elves and Dunedain (yes, it's plural - Dunadan is singular) make good characters of any class, but they have the slowest rate of going up levels. They are good when you are first learning the game, but are very slow to win with. Gnomes : Their free action intrinsic more than compensates for the lousy hitdice, at least for spell casters. They get good racial adjustments to most stats except hand-to-hand melee. Dwarves are reasonable characters as well, especially as Priests or Warriors. If you use the autoroller, then remember that 18/01 is entered as 19, 18/50 as 68 (i.e. 18+50) and so on. Generally, you can put two stats close to their maximum on the autoroller with little trouble. Three is much more difficult (essentially the other three stats have to be close to their minimum), so you can wait days. If you want to set minimums on three stats, you should make at least two of them several points below their maximum (above 18 you should drop by about 20 - or perhaps just a bit less - to count as a point). If it takes more than a couple of minutes, hit ^C and try again with lower values. Also, when considering Autorolling, recognize the fact that there are only certain 'ranges' that make a difference. A starting Intelligence of 18/89 is the same as a starting Intelligence of 18/70 in terms of mana. Of course, since 18/90 is the next 'step up', you could go for 18/80 and then try to buy a ring of intelligence (+1). But a starting constitution of 9 isn't much different from of 14. So don't waste your autoroller's time trying to reach a maximum for a stat that won't make a difference. This of course depends on your version of Angband. Check the spoiler sheets for your version. The lower stat will make it take longer to max out your stats, but it really shouldn't make any difference in the long run. 1.a. Warriors Warriors get through the early levels easily, and make a good choice if you want to learn the game. This will be frustrating until you get a good intuition of where hidden doors are, so your first character should be a Ranger. If you are trying to go as a Warrior, then Half-trolls, Dunedain or High- elves are good choices...You can almost guarantee a STR > 18/50 with one of these, and the last two can give you a DEX > 18/50 with luck, thus giving you TWO swings with that broadsword at the start of the game. This extra advantage makes up for the slow advancment of the last two races. A High Elf warrior with 18/57 Str and 18/50 Dex can get _four_ hits with a 5lb weapon. A Human warrior goes up levels _fast_. Take a high dex and strength for multiple hits with light weapons. Enchant your weapon as quickly as you can and look for rings of damage or slaying, etc. Also, look for high CON (no less than 14), and not too low WIS or INT (you will need to use wands and staffs)...Furthermore, these last two will help your pseudo-ID work faster. 1.b. Mages High-elves make good Mages. They generally have better abilities, and a high stealth. Starting attributes: 18/80 intelligence, and 10 strength. Less than 10 strength really puts a limit on what you can carry. With a 18/80 intelligence, a single ring of intelligence (+1) can put you into the big bonus mana region. Gnome mages are really good too, since they can still get the highest starting mana ratio with 18/70 intelligence, and best of all, have innate free action. 1.c. Priests Priests are somewhat easier because of their heal spells (especially the 200hp and the full heal). By healing 200 hp whenever you lose this many you are less likely to die from any big breath attack (cf. mage with potions thinking how much can so and so breath for if I have this, this and that?). A priest can get a lot of heals out of one lot of mana! Suggestion 1: Play a dwarf priest with 18/50 wisdom, other stats don't really matter - go for a decent strength and/or con. You could also try a Dunadan with similar stats. Suggestion 2: Play a Half-Troll priest. Seriously. Those extra hit points come in -handy-. Try either: a) 18/12 Str, 14 Wis, 10 Dex, 18 Con and wield a whip (2 hits - double the plus!); b) 18 Wis and 18 Con and wield the heaviest damage weapon you can use; or c) 18/?? Str and 18 Wis. In either case play the early levels like a (weak!) warrior. 1.d. Rogues Rogues are among the best fighters and are experts at the Art of Not Being Seen. If the monster doesn't see you (/wake up), it won't hit you. Suggestion 1: Hobbit Rogue. Infravision is very nice and you can sneak around well. Monsters often won't even notice you until you tap them with your sword (very hard of course). Also, being able to disarm traps and locked doors is handy. Suggestion 2: Half-Orc Rogue. This is really a totally different character than the Hobbit Burglar: a Half-Orc Rogue has lower Stealth, but good fighting, and some limited spellcasting. In a way, the character is a bit more like a Warrior with some spellcasting ability. 1.e. Rangers Rangers have good bow skill, and have reasonable magic device, disarm, etc, and fight better than mages and priests. They get all but the most powerful magic spells. Because they are reasonably effective fighters, they gain levels more quickly than mages early on (mages need to run away more often). They make an excellent compromise between the early might of the warrior, and later power of a mage. Rangers should take advantage of their missile weapon skill. Suggestion 1: High Elf Ranger. This is one of the slowest characters to advance, but See Invisible, combined with high Str, Int, Dex make their survival during early levels very good. Try: a) Str 18/02 Int 18/50 Dex 18/01, which makes a more 'mage-like' Ranger, for 2 x mana and 2 hits with a Sabre (18/10 for 2 hits with a Trident); b) Str 18/32 Int 18 Dex 18/01, for a ranger that fights better - 1.5 x mana and 3 hits with a Sabre. If you are a little more patient you may be able to get both the higher Str and Int. Suggestion 2: Human Ranger. This is a much faster character, and you'll have spells by the time you finish your first trip down. Try: Str 18/12, Int 18, Dex 10. Two hits with a Sabre, and 1.5 x mana make quite a powerful character. 1.f. Paladins Paladins fight almost as well as Warriors. They get spells right from the first level as well. Suggestion: Dunedain Paladin. Try: Str 18/12, Wis 18, Dex 10, for the same benefits as the Human Ranger above. Find a light weapon to wield for for multiple attacks / round. Half-Elves make excellent Paladins, since they have slightly improved Stealth and Searching---the weaknesses Paladins have. Humans make playable paladins as well. If you have not played a human before, a Paladin might be a good one to try. 2.0. General Character hints for each class --------------------------------------- For all characters: Watch your hit points. Don't let them get too low. Rest as soon as possible after every fight, to get your hit points and mana (if any) to maximum. You have nothing to gain by running around with your guns half loaded. If you need more convincing, try counting the number of times you've survived with zero hit points, or cast your last spell with just enough mana. It shouldn't happen, but it does. Also, missile weapons (aka bows/crossbows) are a pain, take a lot of inventory space, and are heavy (including ammo), but they are also very devastating weapons that can dish out a -lot- of damage. They are very handy. Also, you can use flasks of oil as relatively cheap and effective missile weapons. For Spellcasters: Don't take every spell the moment you are allowed to. If you 'G' to learn a spell and there is nothing you really need right now, press . You can learn an extra one later. If you get in a spot, and need a spell you might have learned but didn't, it only costs a turn to learn - you have a lot more flexibility if you have an unlearned spell or two up your sleeve. Sometimes you have more than one spell you would like to learn at once - if you 'save up' a couple, you can get them all right away. It is also handy to have a couple spare for when you find the special books - e.g. Resistance of Scarabtarices as they have some handy lower level spells. If you are a mage with 18/50 or higher Intelligence, you may be better off learning the spells and getting the experience for casting them while still at low levels. Even for a character like this, however, getting all three 7th level mage spells at 7th level might be worthwhile for survivability. For pseudo spellcasters - (rangers/rogues/paladins) Until you are VERY high level, do NOT rely on your magic to get you out of tight spots, since their failure rate will be too high for emergency usage, and you won't have enough mana to really cast them more than once. 2.a. Warriors Really easy - Go in and kill. Rest after every battle (if necessary). You *should* be able to get down to 200' on the first trip without problems (assuming no out of place monsters), but returning to town may be tough. A possibility is to start with two complete trips to 100', collecting everything, digging out all treasure. By this time, The character is around 5-6th level...all depends on what you find. Most Warriors should have multiple hits (often a lighter weapon can do more damage *per turn* than a heavy one, if it gets more hits). Watch for anything to increase your damage. A Strength of 18 gives you +3 immediately. Enchant- to-Dam scrolls can take your damage up further and are readily available. Watch carefully for rings of damage, rings of slaying, gloves of slaying, etc (I once got all 3, and a total of +33 to damage for each of three hits before going down as far as Wormtongue!). Even a total of +10 to damage (when counted three or four times) makes most uniques on the low levels easy. Jellies usually don't get a hit in. Use the Warriors' pseudo-ID all the time. After the first few levels, drop any weapon or armor that you don't need that gives you a Average or Cursed id. NOTE that if the p-ID message says "You feel that [ ] is terrible." then this is a SPECIAL cursed item, possibly a cursed artifact. KEEP THIS until you have complete ID. Collect all wands that are beneficial to you. After 500', start carrying a ranged weapon with you. Remember that you are the worst class at high levels...always have a WoR and some ability to ID items (Staff of Perceptions) at these deep levels. DO keep magic items onhand--but you should prefer the more obvious Scrolls and Potions---since these can't fail due to low Int (I think). Useful Rods are Recall, Illumination, and Restoration. These may (and probably will) fail a lot, but use them when in a "bare" area cleared out by yourself (of monsters). DO get a bow/arrow quickly---this is your ONLY reliable distance attack, and you'll NEED it against acid-breathers/spitters (e.g. Green Naga/Worm). Actually, a crossbow (especially a heavy crossbow) is probably more reliable. 2.b. Mages In general, keep your mana up. Don't run out of mana. Cast Detect Monster and Find Hidden Traps/Doors everytime you sneeze. (turning on the 'stop between screens' option guarantees that you don't walk into any offscreen traps, if you cast detect traps as soon as the screen changes. It is pretty safe to disable that option to speed gameplay, but it is recommended to avoid Murphy's Law and re-enable it if you are on a special level, lest you be running down some corridor and fall into an offscreen trap door) Avoid or prepare for large groups of monsters. Learn escape spells as soon as possible. (i.e. Phase Door and Teleport) learn to use them efficiently. Stinking cloud is a very handy spell. Fantastic for taking out flies or fleas. It is a pretty powerful early spell, and it's a ball spell, so you can do very handy things with it. You may do more raw damage with Lightning bolt (which has the -highest- damage/mana ratio of almost all the spells) but can only affect one at a time, and you can't shoot -over- anything with a bolt spell. Also, learn to use Sleep and Spear of Light, as mentioned in various parts of this document. They are very useful relatively low level spells. 2.c. Priests If you've played Moria before, the first 9 or so levels of the priestly life in Angband play very similarly. Many of the same rules for mages apply. Watch your mana. Cast Detect prayers, especially Evil and Traps, whenever the screen changes. These prayers cost a fair amount of mana, compared to the mage spells, (Detect Doors and Detect Traps are two different prayers, for one thing), and so you will want to take it fairly slowly. At low levels, melee bites, even though your mace is much better than a mage's dagger. Be prepared to phase door around a lot. Don't count on Cure Light Wounds to work, especially below level 10. Carry a few potions of same at all times. You can't cast Cure Light Wounds while you are blind - but you can quaff the potion. Of course, if you can retreat to a safe spot, Cure Light Wounds is a good prayer. Once you get above level 10 or so, you can reasonably cast it "on the fly", so to speak, but still be careful. Aside from the Detect and Cure prayers, most of the low level prayers are pretty useless. Create Food and Portal are notable exceptions. Basically, below level 9 you will be playing like a warrior, but a damn wimpy one. Don't overexert yourself. At level 9 you can get ... Orb of Draining! Then life becomes much easier. When you get to level 7, *stop* taking prayers when you gain levels. [If you have 18/50 Wisdom you can stop at level 8.] You want to do this because you can "force" your gods to give you Orb of Draining. You want this prayer. Badly. It does 3d6 plus your level damage, double to evil (which is good), is a ball spell (very good), and (best of all) there are no monsters that resist it, unlike with the mage spells. Here's how: 1) Get a copy of Chants and Blessings, the prayer book with OoD in it. 2) When you get to level 9, do the following: a) Go up to town and drop all your copies of the first two books (Beginners' and Words of Wisdom) in your home. You could do this in the dungeon, but this way they won't get stolen or inadvertently lost. b) Take your copy of Chants and Blessings. c) Hit 'G'. Voila! You should now have all three 9th-level spells: Neutralize Poison, Orb of Draining and Cure Serious Wounds. Use Detect Evil to find hidden Ghosts (its only advantage is that it DOES detect invisible critters), and if you're not high enough level, RUN AWAY (some low-level ghosts drain Wisdom). To save ID scrolls, use the priest's ID, Remove Curse. Try on any armor, rings, or amulets you find lying around. If they're cursed, you can de-curse them and drop them, thus keeping you from burning ID scrolls on useless stuff. Note that priests eventually get Identify as a prayer, but it's in Godly Insights, which is pretty rare above 2000'. Caveats. 1) Don't try this with weapons. Morgul weapons cannot be uncursed with the standard grade Remove Curse. In most current versions of Angband, reading a scroll of enchant to-hit or to-dam will zap any curse on a weapon, allowing you to take it off. This at least allows you to get rid of it. However, this seems to be a bug, and it may be removed from later ports or versions. 2) Wait a few levels after getting Remove Curse before using this. That way, if you have a high WIS, allowing you to gain more than one prayer/level, and you put on an Iron Helm of Wisdom (-5) or something, you won't lose the Remove Curse prayer when your WIS plummets... In theory, one could get the One Ring of Power, which cannot be de-cursed by any means, this way. However, this is so unlikely at pre-Godly-Insights levels that I've neglected that possibility. [Some people think that the One Ring could be very useful back then....] The very high level prayer Elemental Brand can be used to make very deadly bolts/arrows by wielding the bolts and branding them. 2.d. Rogues There are two kinds of rogues, the tough rogues (like a Half-Orc) and the sneaky rogues (like a Hobbit). The 'standard' rogue is the 'sneak'. They are often able to walk right through a room without waking things up. Rogues get some good detection spells (but essentially no offensive spells), and combined with the ability not to be noticed, they can often avoid damage. If you see something nasty when you peek in a room, you can often quietly close the door without waking it up. If you do fight, try to do it from a distance when you can. Rogues can also fight well in the conventional sense. You will want to use the spell Detect Traps heavily, and probably won't need to use many other spells all that much (until you get Identify and Recharge spells). The 'tough' Rogues are essentially played like Warriors in the early levels, but later they get some helpful spells as well. Play these guys a bit more cautiously than a Warrior. Be sure to have a starting Dex of 18/50 (AT LEAST) and a starting Int of 18 (so you can cast more of your key spells). Also, beware of FUN group monsters---use the Mage strategy at high levels---you need to rely HIGHLY on your Stealth and a few scrolls of Teleport to get you out of messy situations, since your spells aren't that reliable for quite awhile. Halflings tend to make superb Rogues---the Rogue abilities compliment the Halfling's ones beautifully (also Halflings get Dex sustained---a Rogue's prime stat). Also, gain the spells soon---and cast Detect Treasure/Objects on every screen. These two lovely spells will let you find the treasures buried on levels (MASSIVE amounts of cash you can dig up when you get a nice Pick). Use these detection spells A LOT, since they give you the subtle edge in combat. Also, you should get a Bow as soon as possible---as with Rangers, you're excellent with Bows, and you should be using Bows as your distance attack. 2.e. Rangers Play a Ranger like a warrior at the start, but don't forget you are weaker - stand back and use your good bow skill more. Keep plenty of Phase Door scrolls and Cure Light Wounds potions handy, and Flasks of Oil are especially useful until level 3 or 4. You won't need oil as a weapon after that. DO get some enchant-weapon scrolls and make your Bow more deadly--- that should be first thing to buy after the first major trip down ( around level 5 or so), since Rangers are excellent with Bows/Arrows they should rely on THESE for the primary effects---their magic isn't as powerful as a Mage, and hardly ANYTHING can resist a missile attack outright. Keep your mana up. Use spells to complement your fighting ability - for example, cast a Magic Missile or two before closing for the final blows. If you time it right, the opponent will be killed by your first turn (so you often won't get hit by weaker creatures). This way you don't have to swap weapons like you do with a missile weapon. At later levels you start getting some really good spells. However, you don't get identify and recharge until _much_ later than a mage, so you need to carry scrolls and staves for longer, and you only get the weaker pseudo-ID, and it is very slow, so more cleverness is needed. Don't ID everything the second you get it. Pseudo ID might still kick in. Wait until you have to drop something. Don't ID something underground just to find out its charges if you aren't about to drop it - that can wait for the town. If you are careful, a single Staff of Perceptions and just a few scrolls of Identification (not too many, as reading the last one frees a slot) should be enough, since you'll pick up some ID scrolls while you are down there. Read the scrolls _first_. 2.f. Paladins Basically, you are ALMOST as good a fighter as a Warrior (without ANY special bonuses--REMEMBER THAT). You should be relying on your good hand-to-hand fighting, rather than bows/arrows, since you're not that good at them. Use a hit-and-run technique, since you don't have the special bonuses Warriors get which enable them to stay in a fight with even dangerous critters for a decent amount of time. Play like a Warrior to begin with. You get Orb of Draining _much_ later than a Priest (not until level 17), but you should be tough enough to make it until then. As with a Priest, you can force OoD by not learning spells for a level or two before, and dropping the earlier books (*DON'T FORGET TO PICK THEM UP AGAIN*). Use detection spells a lot - they help you make the most of your fighting ability. A Paladin with OoD is a formidable sight. Also Protection from Evil is extremely useful. 3.0 Shopping -------- 3.a. First time in the stores ------------------------ Oil / lantern(?). Not essential, but refilling your lantern get much less annoying than re-wielding torches. Also, oil makes a good, cheap missile weapon. The torches you start with can usually last long enough until you find a lantern in the dungeon. However, if you are the type of player that likes to go down levels fast, you won't necessarily find one. Buy one if you need to. Shovel/Pick. A necessity of life. Without a shovel, you will have to work -much- harder than necessary for cash, because a large porportion of the money is embedded in walls, and requires a 'digging implement' to get (the only exception is a very strong character can tunnel fairly quickly for embedded metals - but for granite you really need an implement). This should be your first purchase. Since you have the repeat command, buy a shovel since it is cheaper and lighter. Just go in the dungeon, rest a while come back up and check the stores again. Note that non-mages will still want a digging tool once they get down to greater-vault depth, since they will have to tunnel around to get at the one portion of wall that isn't permanent rock. This is VERY different from Moria, where once you got deep enough to find mithril lying around on the floor, you could ditch your pick. Phase Door Scrolls - get a good number of these for your first trip or two. (At 50' I've run into baby MHD's, Tengu, pseudo-dragons, and many other things far too deadly to take on right at the start - an escape route is essential - and one Phase Door is not enough. They work best from a corridor. Cure Light Wounds potions - restores hit points and cures blindness. If you can afford it get a Cure Serious Wounds or two. (After the first few levels, you will want to go for at least Cure Serious.) Armor - This depends on your class, and playing style. Long range fighters don't need them for a while (especially mages who can phase door away from melee). Spend your spare money on cheap items, for now. Helms, boots and cloaks are very cheap per point of armour. Weapons - Even the weakest player should consider changing to a damaging light weapon like a Trident or Sabre. These are two of the most important weapons for characters with high Strength and/or Dexterity as well, since they can get multiple attacks with light weapons. Multiple attacks make every plus on an enchanted weapon that much more powerful, and mutiple attacks with one weapon can do more damage/round than single attacks with heavy weapons. If you can only get one hit with the Sabre, you will probably be best off with the biggest damage weapon you can wield, unless you are so weak that carrying capacity is a major issue (say STR<10). If you only get single hits but have reasonable strength (>10 say), a Battle Axe is a good choice, or a Two-Handed Sword if you can get/wield it. Any time you have more than one hit, watch out for rings of damage, etc - anything that will increase your damage. 3.b. Should probably buy whenever you get a chance --------------------------------------------- From the Black Market: Potions of Speed - Handy things to have to kill off those speed 2 uniques. Potions of Healing - Good stuff. Potions of Experience - easy experience levels (if you can afford them!) Some form of teleportation if you can't cast the spell. (a) Scrolls of teleport/Phase Door are cheap, and you can carry multiple scrolls without hassle (in case one burns). However, you can't use them if you are blind or confused. Potions of Cure Serious cures either situation. (b) Staffs of teleport - Carrying multiple staves will eat up a lot of inventory. You run the risk of it getting burnt and destroyed. However, you can -always- use it, even if confused or blind. Recharge scrolls will extend the life of your staff collection (but there is a small risk - only recharge when empty so you don't waste charges). It's probably a good idea to stock up on Cure Serious potions, Potions of Restore Life Levels, Potions of Restore Mana (if applicable) and any Mushrooms of Restoring you find or buy from the Black Market. They are good to have when you need them. 3.c. For trips more than 150 feet ---------------------------- A bunch of Cure Serious Wounds potions. They cure blindness, cure wounds, cure confusion, and are cheap - get a dozen. Cure light wounds are cheaper, but don't cure the bigger danger of confusion and are not that much cheaper. A quick way to die is to get blinded and then wander randomly, and get beat on by multiple monsters at the same time. Or, get confused, and then get whaled on by some bad thing. Starving to death while blind is no fun (you can't Create Food if you're blind - and sometimes you are blind for a long time). These scenarios are easily avoided and should not happen if you are careful. A Staff of Perceptions seems expensive compared to identify scrolls, but if you sell the empty staff before you buy the next one, an identify from a staff is about half (or even less!) of the cost of a scroll. They usually work out at about 25 gold per ID from the staff. 3.d. For trips more than 300 feet ---------------------------- A scroll of Word of Recall or two. To make your trips up and down into the dungeon much saner. You might buy these earlier dependent on how patient you are doing down and up. You could use the only for going up since down staircases are easier to find. Keep extras in case they get destroyed by something. Light Crossbow, and bolts. Enough enchant scrolls to get to (+8,+8). The chances of enchanting higher are pretty small, and get smaller the higher you enchant. +9 is possible but not likely. +10 almost impossible. A quick way of buying large numbers of enchant scrolls is to buy all you can, then go down to 50 feet. Rest for a thousand turns to allow the stores to reset their inventories. Go back up. etc. This is also a good way to stock up on bolts. Missile weapons are often overlooked due to the hassle. But they are great. Try them and decide for yourself. It's a very good idea to buy a Staff of Teleportation the first chance you get. It can be used anytime at all. Good for getting out of very bad situations. One of the handiest items is the Rod/Wand of Teleport Monster. It teleports all monsters in a straight line, much like a Spear of Light. Getting rid of a monster (or a bunch of them) is much safer than teleporting to a random location. See Invisible - You can get this from a variety of sources. You should get this before you start encountering invisible creatures that drain (drain stats or drain experience). 3.e. For trips below 1000 feet ------------------------- Potions of Restore life levels - You'll need these around 1000 feet and below - pesky Ghosts. Resistance things - You will need to get the four standard resistances. In order of usefulness: Fire, Lightning, Acid, Cold. Rings, amulets, artifacts all grant resistance. You can also sometimes buy armor 'of resistance' which is resistant to all four. It costs a lot, but saves ring space, which will be quickly filled. You will need to buy poison resistance later, too, or face a quick death via breath weapon/stinking cloud. Free Action - You will need free action to prevent instant death by paralyzation. If you keep searching the Black Market, you can usually buy Boots of Free Action. At higher levels you will be getting See Invisible from at least a few items. Free action is usually harder to use, since free action is harder to get. This results in having to shuffle other objects around whatever is giving free action. (Gnomes are very nice in that free action is innate). An Amulet of the Magi is very expensive, but gives free action AND see invisible, and also boosts your perception, searching, and armor class. 3.f. Other shopping tips ------------------- Selling unidentified scrolls and potions are a cheap and easy way to identify low level potions and scrolls. You should identify staffs and wands before selling, since you get more if you know how many charges an object has. In the early game, buying identify scrolls and identifying wands before selling is very profitable (even if the first few are unsellable). If you sell a wand with an unknown number of charges, you'll get offered the same money as if it had none. Note that in the UNIX version selling unidifentified scrolls and potions is a quick and easy way to get barter in the shops. (Any version where you leave haggling on.) This also works on the Macintosh. If you want to save on ID's, here's a neat trick for missile weapons: drop one of a group, put the rest in your house, pick the single one back up again, and sell it. If it was cursed, you can sell the others still. If it was enchanted, then it is usually worthwhile to buy it back, because as soon as you pick up the rest from your home, they all get ID'd as well. If you want to use the rest and don't want to buy the one back, you can inscribe the rest to tell you what they are. But it is usually worthwhile to buy the single one back, and a lot cheaper than an ID from scroll or staff of perceptions. [This is best for characters without a fast pseudo-ID.] If you have an amulet/ ring/ whatever that raises your charisma, it is useless to you downstairs. However, on the town level it pays to wear one. Keep anything that increases your charisma in your home, unless you are desperate for cash - the price difference a good charisma can make is huge. Sometimes an amulet of charisma can pay for itself after only a few purchases. However, this depends on how close your Charisma is to the 'key' points. Increasing a Charisma of 18/01 doesn't do anything until you go above 18/50. Then the next marker is 18/70. So, if you have an 18 charisma, don't bother. On the other hand, raising a charisma from 17 to 18/10 can make quite a difference. Every point below 18 is a key point. Likewise, buy potions of charisma from the black market whenever possible. A good idea is saving money for buying a great object from various shops. These items include Holy Avengers, defenders, weapons of westernesse and elven armor that ocasionally show up in the weapon and armor shops. Armor of resistance is great to buy from the armor shop, if you have money. Some of these weapons are better than almost any artifact the player is likely to find down to 1000 ft. However, most of these cost around 50,000 gold pieces so start saving up soon. This is a fairly consistent way to get Free action / See Invisible. A Crown of the Magi is worth almost any price... 4. General Survival tips --------------------- 4.a. "Going down the dungeon - how fast is too fast? ---------------------------------------------- Different people play differently, so there is no one answer, but here are some suggestions for different styles of play. If you are less familiar with the game, the risk is higher, if you are more familiar with the game, the risk is lower. In other words, people who have played longer can go down faster and still die less. So, find the speed that is right for you. The fastest reported player plays at 50 feet per level + 100 feet, which can be safely done for the first 1000 feet with mages - with proper care, of course. But other speeds have been recommended, ranging all the way down to 5 experience levels per 50'. If you aren't sure, then I suggest the following method: For each level, follow the border of the dungeon and explore each room on the outside of the dungeon. (i.e. not the middle). If you had no problem, then go down a level. If you did, stick around. This is still pretty slow, but is still reasonable for first timers. 4.b. Basic Pointers -------------- Okay, let's start with basics. (1) Don't even so much as sneeze unless you have full hit points and full mana. There's just no reason to explore without full health. (2) Don't invite trouble. That is, when in a room with two sleeping monsters attack one, kill it, then the other. Sounds stupid, but there is a very close scenario: When fighting groups of monsters, fight them -one- at a time. don't run in the room and invite group beatings. An elaboration on this: if you are being attacked by a group, get into a hallway and fight from there. That way, you -can- only be attacked by one at a time: #.....CCC..........# #....CCCC..........# #######C############ #@# # # In fact, you should almost never be beat on by more than one monster at once. you can always run into a tunnel, or attack from around a corner if the monsters you are fighting have breath weapons. (3) If you see a monster you're not sure if you can beat,then -don't- attack it. Why take the chance? Also, put your ego aside, and run away if you start losing a fight. Try not to run away at the very last minute, in case your teleport spell happens to pick a bad time to fail. Also, be ready to run if you attack a fire type monster - and don't have any fire resistances. Same for many others. (4) Probably the quickest way to die can be summarized in one thought. "All right, I've been hitting this guy a few times, he should be almost dead... OH NO! I have no more (hit points/mana)! *dies about 5 turns later*. Don't run out of mana. Don't run out of hit points. If you start running pretty low, then leave. Don't say 'Well, I'll just save my last 6 mana points to teleport away' cuz if you roll badly, and are stuck in a fight with no mana, you die. (Mages, anyway). Note, though, that panic spell casting can save your hide. You have nothing to lose if you're gong to die anyway. See section 4.e. (5) It is wise to kill all the easy monsters you can before taking on the harder monsters, i.e. kill any monster you see. If you clear out lots of area, then if you have to run from a fight, you will have more clear areas to run to. (and teleport to. A troll may be no big deal when you are at full strength, but if some unique is beating on you, and you teleport to a room with a troll in it, odds are you'll have to run from the troll in this case). (6) Check stores often. Check all stores everytime you are on the town level. You never know when something will be on sale. It pays to keep valuables in your home rather than selling them right off - you never know when a 'bargain' could turn up. (has anyone seen a ring of speed +1 {to clear}? how much was it?) (7) When you're going to attack something, you can always get first blow if you are careful. If your opponent is also moving (and at the same speed), then if there is a single space between you, don't move into it. Wait on the spot for one turn (if you search rather than do nothing you may pick up an adjacent trap at the same time). Your opponent will move next to you, giving you the first blow. @.R <-- wait! @R <-- hit! =) If your opponent moves at double speed (like a cave spider), you would move away from it if there was only one square between you, and stay still if there were two squares. Using Fang as the example : @..C <-- wait! @C.. <-- Hit! @.C <---if you waited, Fang moves and bites. So, take a step back, @C.. <--- hit! Of course, if you are using a spell or missile weapon, you can shoot at any time. But you can always know whether or not your opponent will be able to hit you on the next turn and act appropriately. (8) When you find a chest, don't open it in a corridor. If it isn't in one already, take it to a big room. Make sure the floor isn't all cluttered with rubbish. Always search chests for traps. If you don't find any, search some more. Disarm the trap before opening the chest. (Note: if you just cast disarm trap, you don't need to even search for the trap in the first place.) If you are just about ready to go down another level when you are thinking of opening a chest, wait, and take it downstairs with you. You will improve your chances of getting good stuff, since the value of the stuff in the chest is related to the depth of the level that you open the chest on. Don't open a chest in the town. (9) Common locations of secret doors. When you see either of these two patterns, search for secret doors at the place marked ".": ########## ############ '.' '.# (in any orientation, of course) ########## ##########'# # # Also, almost all 'dead' ends have secret doors. In general, there are usually doors near doors when in corridors. Common dead ends which are a waste of time to search: # # # # # # #### # # ### ### # # # # # # ####### ### ########## ########### r #'######## # o ' ########### ########## ########### o #'######## # # m # # # # # # # # # # # # #### # ### ### Some quick short tips from rec.games.moria ------------------------------------------ (10) Summon Monster/ Polymorph Other will eventually pull up something you can't handle unless you can handle anything. (11) Your Glyph of Warding / Rune of Protection will break. (12) Just 'cause you teleported away does not mean you're out of danger. (13) It is better not to be breathed upon. (Most all the time.) (14) Your Detect Monsters/Evil spell does not pick up all your opponents. (15) It is better not to be touched. (16) Always have some form of healing. (17) Always leave yourself a way out. (18) Give yourself some form of long range attack. --- end of moria list --- (19) Look at creatures A LOT, since you get "strength" information that tells you how close the critter is to death. This is ESSENTIAL for Priests/Mages as well---since if you're running low on mana, you need to know if it's about to die, or you are. 4.c. Skills for all levels --------------------- Okay, you're fighting a bunch of monsters, and the room is getting filled with garbage! This is bad - a monster surrounded by junk can't drop new treasures. (don't kill Wormtongue if he's surrounded by arrows! Wait 'til he takes a few steps into free space). There are a few techniques for getting rid of treasure: (1) Quaff any useless potions, read any useless scrolls (if safe). (2) Keep retreating as you fight, so the monster you kill next is over 'blank' areas. (3) Take the treasure, and throw it in a corner of the room. In fact, stand either in the corner or a square away from it, and throw items towards that corner, like so: #jj where the j means some junk object. #@j #### An item thrown towards the corner will fall onto another object, and dissapear. So, you can get rid of as many objects as you want by just throwing them into this self-made garbage disposal. (4) If you have the Create Door spell, stand in the middle of a pile of treasures, cast Create Door (a door will destroy any object on the space that it was created on), and then cast remove door. Any object adjacent to you is now gone. Repeat for the rest of the pile. Don't forget that traps take up space just like treasures. If you run into a fire or acid breathing monster and there is a good scroll, staff, or whatever nearby that you can't pick up right away then move away from it!! If you have a WOR scroll and run short on room to carry things then ditch food if you have any (after eating). You won't starve as long as you can get back to town. However if you only have _one_ Word of Recall you are taking a big risk. What if it gets fried or stolen? Stinking Cloud is great for Filthy Urchins, but not absolutely necessary: If two can attack you at once, back around the corner of a building. They only come around one at a time (don't walk into them!!). If you suddenly get two together, don't risk it, just back away ('round the next corner). If you get in a real jam, Phase Door. Better than losing about 10% of your cash. If you are a spellcaster with a recharge and an identify spell (eg mage, ranger), or the priestly equivalents, and you have a couple of wands or staves of the same kind, and you can't carry both, then rather than just dropping the one with the fewest charges, recharge it. It does not matter if the recharge has a high chance of failure. If successful, identify it. Keep going until it has more charges than the other wand of the same type. Now recharge the other wand. Keep recharging and IDing the one with the lowest charges until one is destroyed. You can often get a great many charges on a wand this way. A character who does this will have really full wands, and so a better survival chance. Of course, you must be in a relatively safe place to do this. Useless items aren't always useless: The power of junk: If monsters that steal objects annoy you a lot, fill your inventory free space with junk. Once in a while, you'll just lose rubbish. This can be quite a pain, however. Learn to kill thieves from a distance. Don't throw that Wand of Clone Monster away! Instead, search for a monster you can destroy fairly easy and which drops some nice treasure. Choices are '$' for low-level characters, 'd' for mid-level and 'D' for high-level ones (no Dracoliches of course, but perhaps Ancient Blues or Whites...). Great Storm Wyrms, Ice Worms, or Hell Wyrms drop better treasure. This is especially nice when you have immunity to whatever they breathe (e.g. if you've got Narya, clone Hell Wyrms etc). Then, when you are alone in a room with that monster, hit it until it is nearly dead, clone it and kill the one you hit before. Hit the new monster until nearly dead and so on until the wand is exhausted. The Wand of Clone Monster is recharged very easily (low chance of losing it). You will get lots of money, some nice items and many experience points. There is ONE major time it's useful to let a critter breathe on you: If there are a slew of weaker critters that are picking at you, AND you are resistant to its type of attack, encourage it to breathe. This will wipe out all of these weaker critters, so you can thank the breathing critter by destroying it. (that's gratitude for ya) There are times when a Wand of Wonder can be used quite safely (two illustrations from recent encounters): # # ###########@############ # # # # # ####### d # # @ . # # ################ # n.o # ######################## If you don't actually target any of the creatures, but off to one side, then they can't be hasted, healed, or (worse!) polymorphed. Targetting is a major help, but the idea still works without targetting. In the above diagrams, you would aim at the dot. You miss out on line-of-sight effects like lightning bolts, but all the ball effects still work - and there don't seem to be any bad (for you, at least) ball effects. About the worst that will happen is nothing. There is a vanishingly small risk that you have an invisible creature lined up - though High Elves should be safe from this as well. [Also see Section 6, #10 for uses for Heal Monster and Haste Monster wands!] 4.d. Survival at low level (0-1000 feet) ----------------------------------- If you are willing to save up for a Wand of Drain Life (via the black market), it can make many monsters much easier, but you might not get enough charges to make this worthwhile. This wand doesn't work on undead, though. Once you get the hang of it, the first 1000 feet is a fairly safe area. It can be played as fast as one experience level per 50'. This is pretty fast, however. You stand a chance of dying a few times if you play this way: level 2 - Fang and Grip can be a pain if you're only level 2. If you stay at full health you shouldn't be at much risk. Use Magic Missiles, potions of oil, and/or missile weapons. level 8 - Wormtongue is easy to handle if you buy yourself a light crossbow, reasonably enchanted, and quaff a potion of speed before you attack him. Kill him with room around him so he has room to drop his stuff. Flasks of oil can also be used effectively against Wormy. (Again, don't be dumb. If the first thing Wormtongue does is frost bolt you, LEAVE. You haven't done any damage yet, and you're not at full strength anymore - why bother?) Wormtongue can dish out a -lot- of damage quickly if you get unlucky. Just leave before he kills you, and try again. If you are fighting things like baby dragons, where you can take one breath weapon, but not 3-4, then you are often better off fighting toe-to-toe than from a distance. At least getting clawed and bitten won't fry your potion of speed. They breathe much less often when they also have the choice of biting and clawing you. Besides that, the first 1000 feet isn't too bad. Most uniques can easily be taken out with a few phase doors, the (+8,+8) light crossbow, and bolts. 4.e. Survival at mid level (1000-1700 feet) -------------------------------------- Things get progressively harder and harder from here on. Expect more and more groups of monsters. Especially hounds. Take out all that you can, then teleport away, heal, then come back and kill as many more as possible. It's nice to keep beating on the same group of monsters, rather than waking up a number of groups of monsters (it becomes very hard without a unique weapon to kill a group in one attempt, but a good missile weapon can do the trick). Keep Potions of Speed at all times - there are a lot of speed 2 monsters, who can -really- dish out the damage. Stay the same, keep scanning with Detect type spells before you go forth into uncharted areas. Learn as much as you can about where you're going before you actually go there. Retreat if you drop to 1/3 hp or Mana and still haven't taken out the same creature you started fighting. If a creature drops you more than half your HP in one `turn', retreat and re-think strategy or better prepare. Teleport Away items are no longer optional, they're essential. Save an inventory slot for a Rod of Teleport Away. Two or three if you're a warrior. Keep an eye out for Wands of same. If you're a priest, keep your eyes open for the prayer book Ethereal Openings -- it's the first of the "special" prayerbooks, is reasonably common below around 1200', and has a Teleport Away prayer in it. The failure rate is a bit high when you first get it to rely on this spell. 4.f. Analysis of levels > 1700 feet ------------------------------ There seems to be a substantial jump in nastiness at around 1750-2000'. Sort of like in Moria. By here you'll want at least the elemental resistances (fire/frost/acid/lightning, and poison if possible) 2000 - 2500 ft. Like 1000 - 1500 it seems; progressively nastier but no real sudden onset of nastiness. Watch for speed items and good armor, e.g., DSMs. They're uncommon, but, with the general increase in treasure here, quite possible. Spiffy rooms, of varying degrees of spiffiness, become common here. That's where you'll see most of the really nasty monsters. 2500 - 3500. Over this 1000 feet or so, there is a big jump in general nastiness. Hell Wyrms (and worse), Chaos/Nether/Ether Hounds, high level undead (Nightcrawlers, Black Reavers, etc). These monsters will frequently appear outside of spiffy rooms (aka vaults). Undead pits, VERY difficult and dangerous even for high level players, become common about here. Undead pits are probably best avoided, especially when you first enounter them. They are usually not worth the hassle. However, there are some hints for tackling them elsewhere in this guide. The unique angels also appear around this depth and are probably worth avoiding. 3500 - 4950. Except for high level uniques, pretty much anything that can happen in the 4000's can happen in the high 3000's. This is because the highest level non-unique monsters are about level 75. So it doesn't get wildly nastier, although nasty monsters get progressively more numerous as you descend. 4.g. Strategies of various winners ----------------------------- ~From: Guy Evans : Having hung around at 1000ft for free action I am usually around level 25 odd. I then tend to dive fairly rapidly to around 1500-1600ft for the gain stat potions. This is when the game gets hard and interesting :-) I stay at around this depth till all my stats are maxed - I find this a very boring part of the game. Once my stats are maxed I dive again, this time to around 2500ft making money by selling extra gain stat potions and any dragon scale mails etc. Once I have around 1.3 million buy a ring of speed. Don't go below 2500 without a speed item. Usually by now the character is fairly gross and can drop at a reasonable rate to 4950ft. Note my last 2 completions didn't find boots of speed till they had hung around at 4950ft for a _long_ time (you need to have 2 to kill Morgorth as a gnome mage). That is it's easily possible to survive with only 1 speed item for the majority of the game (slowing down to fast when killing Tiamat is always interesting though!). 4.h. Things to do if you're going to die the next turn ------------------------------------------------- These are things you shouldn't do on a regular basis. But, if you're about to die, the rules change. (1) Cast a teleport/phase door spell, even if you don't have the mana. You might pass out and die, but more likely, you'll teleport out, and maybe lose a constitution point. Much better than dying. (2) Do a last minute Bash. You might even stun the monster. (3) Shoot the monster with a Wand of Polymorph. (4) Shoot the monster with a Wand of Wonder (risk of Clone or Heal). (5) Read some unidentified scroll/potion in hopes that it is a teleport scroll or healing potion. (6) Put on a teleport ring. Teleport rings don't work instantly, but you could put it on and hope it teleports you away -soon-. You can even carry an uncursed teleport ring around for such circumstances. 5. Fighting....dealing with groups/ pits/ uniques ---------------------------------------------- 5.a. Monster Rooms / Monster Pits ---------------------------- Generic Tactic -------------- Most monster rooms can be approached from the side or behind (behind meaning 'near the wall opposite the wall with the door'). But if you are forced to approach the room via the entrance side, then here is one method: Monsters have a limited detection range - roughly 15 spaces. Assume it is. The basic strategy is this. Come within 15 spaces of the door. take one step forward, and 5 steps back. Then, only the closest few monsters noticed your presence, and they will come out of the room, and attack you. You can dispose of them, and then come back to wake up the next closest ones. Specific rooms -------------- Jelly pits - Probably safest to leave them alone. They can eat through armor, and are worth little experience. Very easy to take out if you have resist acid armor, though. (hide your weapons first) Orc/Troll pits - (1) Rod of Light / Spear of Light is a good way to do lots of damage to many orcs at once. (2) Sleep III can be used to put almost all the orcs to sleep at once. (multiple casts might be necessary). You can then take out row by row via light damage in (1). Most trolls are immune to sleep, but a few are not (e.g. I think Forest Trolls aren't), so while you can't do this for a whole pit, the sleep trick (see below) will work if you do it right. Priest trick - Orc, troll, and giant pits (and, at higher levels, demon and dragon pits) are among the best of priest's friends, once they get: i) Dispel Evil (from either Exorcisms and Dispelling or Wrath of God) ii) Some form of speed (temp. or permanent), iii) Protection from Evil. a) Find a pit, by casting Detect Evil. Get as close to it as you can. Cast Protection from Evil a couple of times. If you can get to the door, great, go to step c) below and open it. Otherwise, try to work your way to part of the pit's wall. b) Make a hole in the wall (dig or Stone to Mud). A monster will probably block the hole, unless you hasted yourself first and were able to time it right. c) Using your speed (temporary or permanent), kill the monster in the hole/doorway, or perhaps just teleport it away. Step into the hole with your haste to see all the monsters in the room. d) Cast Dispel Evil repeatedly. The Protection from Evil will reduce or stop melee attacks. This should allow you to easily kill almost all of the monsters. (you might have to go in and clean up). If you have only speed 1, or can't get close enough to dig a hole, but do have Ethereal Openings, do this: Kill or (better) teleport away about 1/3 to 1/2 of the monsters first. Teleport away is best since it removes more monsters at a time. Then you can use Blink to try to get into the pit. Once inside, you can dispell at will. Note that you will want to cast Protection from Evil before Blinking around, and that the killing/teleport steps are required to free up some space in the pit. This will probably take several tries, but it is worth it. At high levels, Demon and Dragon pits can be handled the same way. You should prepare by having the appropriate resistance. MultiHued Dragons just do too much damage compared to the others, and you might want to take them on one by one. It is probably not worth the bother of trying to take out a multihued pit. This is NOT a good technique to use against graveyards (undead pits)! You can easily die if several drujs decide to cast nasty spells at you at once. Undead pits are hard, but kind of fun. Don't try them without some way to get to speed 3, some form of Hold Life or Nether Resistance, Free Action, and lots of heal items. A Helm of Telepathy or some other source of ESP is also very helpful. A good general procedure: a) kill all the monsters that phase through walls. They'll be the first to escape. Then kill b) the others (wraiths, wights, skeletons, vampires, etc.) One or two at a time -- lure them 'round a corner. Really nasty guys like Black Reavers, Nightcrawlers, etc. should probably be teleported away and fought elsewhere. Finally, when all of the mobile guys are dead, c) kill the drujs (they don't move). The ball-against-the-wall works, as does a direct target through a hole, but try to avoid being in their line of sight unless you have at least speed 3. Also try not to let more than one or two see you at any given time. Note that Black Reavers can "eat" walls, so when fighting an undead pit be *very* careful not to walk near any such holes and into the line of sight of the drujs before you're ready to go after the drujs. Undead pits can be so dangerous as to make it worth your while to avoid them. Think (and prepare) very carefully before even thinking of taking one on. 5.b. Spiffy rooms (aka vaults) ------------------------- a) Lesser vaults. These are things like the round rooms, "inner rooms" with oddly-shaped inner rooms, and (probably the most common) the squarish rooms with two large diagonal walls. These contain good treasures and monsters, but usually they are not wildly out of depth -- i.e., the monsters are created as normal for the level, although the large concentration of monsters makes the odds of finding a fairly nasty one (or three :-) quite good. b) Greater vaults. These are the huge rooms that fill half the screen and contain lots of very good objects and lots of out-of-depth monsters. Many of these are deliberately created out of depth. c) Incredible vaults. This is a subset of b). It's the "graph paper" room of crypts with one monster+treasure per crypt. These make type b) vaults seem like a piece of cake. Unless you've killed most of the uniques -- unlikely except near the very end -- expect to find LOTS of uniques, at least 6 or 8, with essentially no restriction on level. The treasure is equally incredible. I guess that about half of them contain at least one artifact when they're created. One of the simplest ways to deal with these rooms is by using a wand of teleport monster to get rid of the really tough ones. However, a really tough monster would probably be faster than you are, which means they could also breathe on you the same turn you dig through the wall. You have been warned. These rooms are -very- dangerous. The simplest way by far to deal with these rooms is to avoid them. Much better to be alive and without _ANY_ artifact than dead. To give you an idea of how dangerous, the source code states that monster in these rooms can be up to -40- levels out of depth. That's 2000 feet! 5.c. Uniques ------- By far the best way to deal with most of the uniques is the pillar trick. Indeed, this is so effective I think it's a bit unbalancing. Fighting Tiamat at speed 3 in an open space is difficult. Fighting Tiamat at speed 4 by chasing her around a pillar turns out to be pathetic. Perhaps this should be reworked. At higher levels, when you have multiple attacks, big plusses to damage and possibly some other advantanges, just beating on the monster can be effective. But not all uniques are killed by these two approaches: In the early going, I don't think there's a single unique other than Farmer Maggot who a player who's slightly aggressive will be able to beat by just whaling on. I subscribe to the pummel them and then retreat (phase door, teleport, whatever) rest and hit again - it takes longer since uniques regenerate quickly, but it's much more successful. At high levels, just straight forward pummeling works much better - that's what my 45th level priest does. And I've yet to use the pillar trick on _any_ unique. Again, if you drop levels at any sort of a decent rate, you're rarely going to have speed advantage on the uniques. Everything else, yes, but I can only get temporarily faster than uniques, and that's not enough for the pillar trick. I'm usually the same speed or, if anything, slower. 5.d. Rough Monsters -------------- An emperor lich has 1520 hit points, plus anything additional that it gains by draining mana (6 points per mana point drained) and charges (40 points per charge). Never let it attack you in melee, because it can destroy your wands, healing itself in the process, as well as draining your experience and dexterity. If you can get to speed 3, faster than the lich, it is easy to kill; just fight, move back, fight, move back, and so on. You will still need a lot of cure wounds potions, unless you let it chase you around a pillar, as in the AMHD technique. Note (for people familiar with Moria) that an emperor lich is (relatively) less nasty than in Moria. 5.e. Invisibles ---------- One tactic, which is dangerous but still worth thinking about is fighting an invisible creature, and a group of monsters at the same time. Since only one monster can be in a position at a time, suspicious 'gaps' in the middle of groups of monsters can show you where these annoying pests are. 6. Classic, simple, and very useful tricks --------------------------------------- ***** Useful Trick #1 : Running in a circle. ***** Find an area with a relatively small path that goes in a circle. The path should be smaller than 1/3 of the screen (like one of those large room in a room rooms). If you are fighting, you can run in a circle, and they will happily chase after you, and your hit points and mana will slowly creep up. You can then beat on whoever, and start running again. This doesn't work if the monster is faster than you are, or can do damage from a distance. ***** Useful Trick #2 : The pillar trick. ***** Find a monster slower than you are. Find or make a pillar. A pillar would be a single block of wall with one open space on all four sides. When the monster is right next to you, hit the monster. Then next turn, move to the other side of the wall. The monster will follow you. Hit the monster. Move to the other side of the wall. Continue till the monster is dead. This doesn't work with two monsters at once, btw. Example of pillar: . .#. . ***** Useful Trick #3 : taking advantage of stupid monsters. ***** Monsters always attempt to take the straight path towards you. So, if there is a wall between you, the monsters won't move, cuz they're trying to move straight towards you (towards the wall). This makes it easy to take out a group of monsters. An example is best. Let's say you're fighting a bunch of Ogres. OOOOOOOOO ##############'### @ The O's will stay right where they are, since they're all trying to stay as close to you as they can. Notice the door off to the right. If you walk towards the door, you will reach this point: OOOOOOOO ##############O### @ Where one ogre has gone far enough right to go through the door. Now go left again: OOOOOOOO ##############'### @ O The one ogre that made it through the door will follow you, the rest will stay on their side (duh). You can take out that single ogre, and repeat as many times as you want. You can vary this a bit, and let two ogres 'out' if you can take on two at a time with no problem. The only annoying thing with this method is that the dead monsters tend to leave a lot of treasure you need to clean up, to give the other monsters a chance to drop treasure too, but it's a good safe method. Works really well with telepathy, too. Subnote: corridors like this make phase door a lot safer, since if you end up on the other side of the wall, you're (usually) completely safe, unless the other monster can go through walls or something. ***** Useful Trick #4 : The sleep spell in the corridor trick ***** A sleep monster wand or "Sleep I" spell is required for this tactic effective against group monsters. It has been used to deadly effect against orc pits and troll pits, but is handy before then at times: In a room: In a corridor: ####+### # # ################# # oooo### # ppppppppxppp@ # # ooxooo @ # ############### # # oooo##### # # ######## These represent some typical situations. In either case you sleep the first creature in the corridor. You then cast a ball spell (or use a wand of stinking cloud/frost ball/...) over their head and past by three or more spaces (at least to the 'x' marked in each case). This prevents the damage spell waking up the slept creature. If you run out of mana, duck around the corner to rest. Periodically the slept creature will awaken, so you may need to sleep it again. If you don't have ball spells, you can always just beat on the first guy, and then sleep the 2nd, rest, then beat... etc. You can often destroy large numbers of creatures with little risk this way. If you have lots of hit points, the sleep spell itself may be unnecessary. Just let the one creature hit you - but then you don't need to be careful not to wake the front guy up either. You can always sleep the first creature and rest. Note - for monsters that shoot some sort of missile/ball weapon (like rangers or dragons), you need to do it so only the first creature can see you - #p# #p# #p# #p# #p########## # @ ############ If you stood in the corner, the creatures behind the slept monster would shoot some weapon, which would wake up that monster, and screw it all up. variation : using a Rune of Protection to block the first monster. ***** Useful Trick # 5: The easy way to kill any non-moving creature ***** To start, a little background info. Playing around with the targeting option in Angband (e.g. PC version 1.31 and later) I noticed that I could aim for a particular spot on the floor. Ball type spells affect an area, not just that spot on the floor. Now, if you cant see the monster, but you can target a spot next to the monster, the ball spell's area of effect will encompass the little sucker, and damage it. I'll show you a pretty usual setup. ########################## #........................# #.######################.# #.# #.# #.# #.# #.# s. <-target that #.# #., dot!! #.# #.# #.# #.##### ################.# #........................# ####### ################## # # # # # # #@# <- You are here. # # Now, through experience, Korash the Dwarven Priest (who is my alter personality!) knows where the Druj is (detect monster) and he knows that the monster can't see him! But, he also knows that by targeting the spot marked, Orb of Draining or whatever you choose to use will hit the Druj!. This way, you can kill them off, your mana will recover quicker than its hitpoints. And for a high level character the Druj dies while you still have some mana left. I know that for Korash, about 10-15 Orb of Draining shots and a Hand or Eye Druj is dead. That works out to be about 70-100 mana. A bit .. but not too much. This of course, require detection, ball spells, and likely a digging tool to make the tunnel to shoot through, so might not be easy for the warrior types to use. ***** Useful Trick #6 : The Close the door trick: ***** When low on hit points and being pursued, you can't always set up the 'go round in a circle' trick, but wandering around can be dangerous. Here is the alternative to the 'run in a circle' trick: ########## ooo ####'##### #@# If you can get 1 space ahead of your pursuer(s), and on the other side of a door, then close it. Yes, the pursuer is just going to open it again, so you don't seem to have gained much - but you have - you have gained one free turn of rest. Close it again...and again. Soon you'll see your hp (and mana if you have it) going up. If they don't open it for a turn, you have to decide whether to steal the extra breathing space by running, or wait. In the arrangement above, if the front orc moves left at some stage, they will have a chance of getting through after you. Some other arrangements are safer, like this one: ### #### o'@ #### ### Note: This won't work at all against monsters that are faster than you are. ***** Useful Trick #7 : Keeping a tight lid on possible explosions. ***** If you ever encounter a swarm of exploding somethings that you can't kill, one simple way to take care of it is to simply close a few doors, and lock them in a room. Since they can't multiply outside of this room, you can leave. This works well for Giant Fleas that run rampant, too. ################## #w ww ww w w w w #########w ww ww wwww .......@+www ww ww w www ######### wwww ww www w #w w w w ################ In addition, this is an easy way to get easy experience at early levels. Since worms are easy to kill, they are easy experience. You can let worms multiply, and then open the door, kill a few, and then close the door at little to no risk. Be sure not to lock yourself in a dead end - trying to run through a room of white worms can kill a character quite easily. ***** Useful Trick #8: Death by Rune of Protection. ***** Runes of Protection are portable walls (almost). If you have Rune of Protection scrolls (or the Glyph of Warding prayer), you can set up a configuration like this: # # # # #########N# ....@...^^# ########### where N is a generic Nasty and the ^'s are Runes. First, you place Runes in a corner as shown. Then, you find some way to lure N into the corner. Perhaps tossing a spell at it, then running away. Even better, ironically, is an item of Aggravate Monster, because then you can cause a distant monster to wake up, start pursuing you, and walk right into the corner. Remember to take the damn thing OFF after a couple of turns (unless it's Deathwreaker/Zarcuthra/The One Ring...). Here, in this setup, N: a) cannot cast spells/breaths. It can't see you. b) is pinned between a rock (its move algorithm that tries to move it towards you) and a hard place (the Runes). In other words, it's stuck. So just use the splash-the-ball-spell- off-the-wall trick, previously described, to kill it. This is a natural for priests, as they have the Glyph/Orb combo.; other classes will have to scrape around for the Rune of Protection scrolls. **BIG CAVEAT** Remember that Runes can break! There is a LEVEL/550 chance (LEVEL is the monster's level; the 550 is specified in CONSTANTS.H in the source) that a monster can break a Rune on any given move. If either rune, especially the one nearest you, breaks, then you may want to leave. Thus, you shouldn't use this technique unless you (a) have a good escape spell/item and (b) can handle one attack of whatever the monster can throw at you. Note that this is not a good thing to use against high-level, high-speed monsters. . . ***** Userful Trick #9: Dealing with monsters that summon. ***** This is restricted to relatively high-level characters. Monsters that summon - quylthulgs, many higher-level uniques, etc - summon monsters in spaces adjacent to you. As a result, if these spaces are already filled, the summoner can't summon any more. If summoning is the monster's main attack, as with Quylthulgs, then you can wait for the summoner to summon ONCE, then target the summoner and toss ball spells at it. You need ball spells or wands/rods to do this, since the summoned monsters will block bolts, and prevent melee attacks against the summoner. A gnome priest winner killed Qlzqqlzuup this way - its only spells are summons, and so he simply Orbed it to death. Of course, this only works if the first summon gives relatively harmless monsters. Ant, reptile, spider, and hound summons often give relatively easy to deal with monsters, especially if you have lots of resistances and a reasonable way to heal yourself. In any event, eyeball the summoned critters before plunging in. If you find yourself surrounded by Chaos Hounds or Greater Undead, it's a good time to teleport out and try again later. Alternatively just telport them away as soon as you seem them! (targetting is useful here). I killed one of the uniqe Q's when it was in a large pit:- ########### # @ ########### #Q ########## Dug diagonally then orb of drained it to death. These pits are nice for killing monsters that summon since you can also just telport them away with one spell..only problem is they have limited space to drop items. ***** Useful trick #10: Using an immobile/weak monster as armor ***** Heal monster allows you to hit a fairly weak creature with an area effect rod or spell without killing that creature. This is handy when there is a much more dangerous monster behind the weaker one. ########## @ mp ########## For example: You are in a hallway with a brown mold and a ninja. The mold is two spaces to your right. The ninja is behind the mold, three spaces to your right. You can cast heal monster on the mold a few times, then hit the mold with fireballs from your rod until the adjacent ninja dies. This tactic is, of course, not always useful. Spellcasting and breathing monsters will ignore your barricade. Harmless monsters do not always appear when needed (though they can be encouraged with speed monster). Your blocking monster may die on you, if you aren't careful. Also, you need a reusable area-effect attack. Haste monster can be used on a relatively weak monster so as to block a much nastier creature. Here's an example: You are in a room with a kobold and a night mare. By casting Haste Monster on the kobold two or three times, you may (depending on their locations) be able to get the kobold, rather than the night mare, next to you when you run from the room. ########### # q # # k # # # #####@##### # # # # This buys you time to run up some stairs or get some mana back. If you have a rod of light, you can blast the night mare repeatedly, without needing to face its attack. Slow Monster can be used if the kobold is doing significant damage. There are many limitations on this tactic. Breathing and spell-casting monsters are best dealt with in other ways. You need a conveniently placed wimpy monster. And you do, of course, end up with a kobold on your trail. 7. Levels where object X becomes common and other noteworthy things. ----------------------------------------------------------------- There are spoiler sheets for this, but remember the standard levels for gain stat potions: 1500 - 1600 feet - the other stats besides Charisma. Charisma potions aren't particularly necessary, and are cheap, so don't hang around 1000 feet merely for Charisma. 1500 are physical stat potions - STR, DEX, CON 1600 are mental stat potions - INT, WIS At 2000 or so (I forget) there are Augmentation potions, but it's a pretty rough jungle down there. angband-doc-3.0.3.5/Help-Info/store.spo0000644000000000000000000000674411020366743014360 0ustar Spoiler File -- Store Owners (with 2.7.8 source) /* * Store owners (several possible owners per store) * { name, purse, max greed, min greed, haggle_per, race, tolerance } */ owner_type owners[MAX_STORES][MAX_OWNERS] = { { /* General store */ { "Bilbo the Friendly", 200, 170, 108, 5, 3, 15}, { "Rincewind the Chicken", 200, 175, 108, 4, 0, 12}, { "Sultan the Midget", 300, 170, 107, 5, 4, 15}, { "Lyar-el the Comely", 300, 165, 107, 6, 2, 18}, }, { /* Armoury */ { "Kon-Dar the Ugly", 5000, 210, 115, 5, 6, 7}, { "Darg-Low the Grim", 10000, 190, 111, 4, 0, 9}, { "Decado the Handsome", 25000, 200, 112, 4, 8, 10}, { "Mauglin the Grumpy", 30000, 200, 112, 4, 5, 5}, }, { /* Weapon Smith */ { "Ithyl-Mak the Beastly", 5000, 210, 115, 6, 7, 8}, { "Arndal Beast-Slayer", 10000, 185, 110, 5, 1, 8}, { "Tarl Beast-Master", 25000, 190, 115, 5, 3, 8}, { "Oglign Dragon-Slayer", 30000, 195, 112, 4, 5, 8}, }, { /* Temple */ { "Ludwig the Humble", 5000, 175, 109, 6, 0, 15}, { "Gunnar the Paladin", 10000, 185, 110, 5, 0, 23}, { "Delilah the Pure", 25000, 180, 107, 6, 2, 20}, { "Bosk the Wise", 30000, 185, 109, 5, 5, 15}, }, { { "Mauser the Chemist", 10000, 190, 111, 5, 1, 8}, { "Wizzle the Chaotic", 10000, 190, 110, 6, 3, 8}, { "Ga-nat the Greedy", 15000, 200, 116, 6, 4, 9}, { "Sasha the Slender", 15000, 220, 111, 4, 2, 9}, }, { /* Magic Shop */ { "Ariel the Sorceress", 20000, 200, 110, 7, 1, 8}, { "Buggerby the Great", 20000, 215, 113, 6, 4, 10}, { "Inglorian the Mage", 30000, 200, 110, 7, 0, 10}, { "Luthien Starshine", 30000, 175, 110, 5, 9, 11}, }, { /* Black Market */ { "Lo-Hak the Awful", 20000, 250, 150, 10, 7, 5}, { "Histor the Goblin", 20000, 250, 150, 10, 6, 5}, { "Durwin the Shifty", 30000, 250, 150, 10, 0, 5}, { "Drago the Fair", 30000, 250, 150, 10, 2, 5}, }, { /* Home */ { "Your home", 0, 100, 100, 0, 99, 99}, { "Your home", 0, 100, 100, 0, 99, 99}, { "Your home", 0, 100, 100, 0, 99, 99}, { "Your home", 0, 100, 100, 0, 99, 99} } }; /* * Buying and selling adjustments for race combinations. * Entry[owner][player] gives the basic "cost inflation". */ byte rgold_adj[MAX_RACES][MAX_RACES] = { /*Hum, HfE, Elf, Hal, Gno, Dwa, HfO, HfT, Dun, HiE*/ /* Human */ { 100, 105, 105, 110, 113, 115, 120, 125, 100, 105}, /* Half-Elf */ { 110, 100, 100, 105, 110, 120, 125, 130, 110, 100}, /* Elf */ { 110, 105, 100, 105, 110, 120, 125, 130, 110, 100}, /* Halfling */ { 115, 110, 105, 95, 105, 110, 115, 130, 115, 105}, /* Gnome */ { 115, 115, 110, 105, 95, 110, 115, 130, 115, 110}, /* Dwarf */ { 115, 120, 120, 110, 110, 95, 125, 135, 115, 120}, /* Half-Orc */ { 115, 120, 125, 115, 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Ä ¦ ˆ j @ "  Ö˜d)ì®n-îªh)ë­n/ì­l$Ü[ËŒJº{9ñ© C€€ÿþ[Monsters].[Damage Side # 4]; g€€ÿþ[Monsters].[Damage Dice # 4]; g€€ÿþ[Monsters].[Effect #4]5 g€€ÿþ[Monsters].[Blow#4]2 g€€ÿþ[Monsters].[Damage Side # 3]; g€€ÿþ[Monsters].[Damage Dice # 3]; g€€ÿþ[Monsters].[Effect #3]5 g€€ÿþ[Monsters].[Blow#3]2 g€€ÿþ[Monsters].[Damage Side # 2]; g€€ÿþ[Monsters].[Damage Dice # 2]; g€€ÿþ[Monsters].[Effect #2]5 g€€ÿþ[Monsters].[Blow#2]2 g€€ÿþ[Monsters].[Damage Side # 1]; g€€ÿþ[Monsters].[Damage Dice # 1]; g€€ÿþ[Monsters].[Effect#1]4 g€€ÿþ[Monsters].[Blow#1]2 g€€ÿþ[Monsters].[Experience]6 g€ €ÿþ[Monsters].[Unused]2 g€ €ÿþ[Monsters].[Rarity]2 g€ €ÿþ[Monsters].[Depth]1 g€ €ÿþ[Monsters].[Color]1 g€ €ÿþ[Monsters].[Symbol]2 g€€ÿþ[Monsters].[Alertness]5 g€€ÿþ[Monsters].[Armor Class]7 g€€ÿþ[Monsters].[Vision]2 g€€ÿþ[Monsters].[HP sides]4 g€€ÿþ[Monsters].[HP dice]3 g€€ÿþ[Monsters].[Speed]1 g€€ÿþ[Monsters].[Name]0 g€€ÿþ[Monsters].[ID]. g€Spell Flags''' €Descriptor Flags111 €Monsters!!! €ÿ € G€Readme €  G€ÿ € G€€ÿþ[Blow Effect].[Blow Effect]: g€Blow Effect''' €ÿ € G€€ÿþ[Blow Effect].[Blow Effect]: g€Blow Effect''' €ÿ € G€€ÿþ[Blow Effect].[Blow Effect]: g€Blow Effect''' €ÿ € G€€ÿþ[Blow Effect].[Blow Effect]: g€Blow Effect''' €ÿ € G€Colors €  G€ÿ € G€€ÿþ[Blow Method].[Blow Method]: g€Blow Method''' €ÿ € G€€ÿþ[Blow Method].[Blow Method]: g€Blow Method''' €ÿ € G€€ÿþ[Blow Method].[Blow Method]: g€Blow Method''' €ÿ € G€€ÿþ[Blow Method].[Blow Method]: g€Blow Method''' €ÿ € GæYN Y  Blow Effectƒÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@ÿÿ€YÿÿÿÿBlow Effectÿÿter section for the *Angband*\lib\pref\graf-ibm fileð KpÌþB§ÒÎÖ[¼b†Ê Œ6äíjC² Ši®d8ÏÐ5—¶´œC‘ÕBù»9„ ´aÝãÛcØG„˜ñ Þ€ÚT£‹„GB¤qýýó¹»Check595Check597Check599 ÀerU€€€ ÿÿÿÿÿÿÿÿ$`ýÿÿÿÿÿÿÿÿÿÿÿ$©`ýÿ€ä´DýVŒâ@ä´DýVŒâ@~sq_fReadme66666666666 ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cEffect#1vvvvvvvvvvv ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cEffect #4xxxxxxxxxxx ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cEffect #3xxxxxxxxxxx ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cEffect #2xxxxxxxxxxx ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cColorppppppppppp ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cBlow#4rrrrrrrrrrr ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cBlow#3rrrrrrrrrrr ¿€ä´DýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cBlow#2rrrrrrrrrrr ¿€@CýVŒâ@ä´DýVŒâ@~sq_cComplete Monster Database~sq_cBlow#1rrrrrrrrrrr ¿ €€ €@CýVŒâ@@CýVŒâ@Admin*********** ¿ €€€@CýVŒâ@@CýVŒâ@PrintOutMonsters@@@@@@@@@@@ ¿ €€€@CýVŒâ@@CýVŒâ@pref-file output@@@@@@@@@@@ ¿ €€€@CýVŒâ@@CýVŒâ@Readme,,,,,,,,,,, ¿ €€€@CýVŒâ@@CýVŒâ@Complete Monster DatabaseRRRRRRRRRRR ¿€ €@CýVŒâ@@CýVŒâ@UserDefined66666666666 ¿€ €@CýVŒâ@@CýVŒâ@SummaryInfo66666666666 ¿€ €@CýVŒâ@@CýVŒâ@AccessLayout88888888888 ¿€@CýVŒâ@@CýVŒâ@SysRel,,,,,,,,,,, ¿€@CýVŒâ@@CýVŒâ@Scripts........... ¿€@CýVŒâ@@CýVŒâ@Reports........... ¿€@CýVŒâ@@CýVŒâ@Modules........... ¿€@CýVŒâ@@CýVŒâ@Forms*********** ¿€@CýVŒâ@@CýVŒâ@DataAccessPages>>>>>>>>>>> ¿@CýVŒâ@@CýVŒâ@€MSysRelationshipsŸäDDDDDDDDDDB ÿ@CýVŒâ@@CýVŒâ@€MSysQueriesŸä88888888886 ÿ@CýVŒâ@@CýVŒâ@€MSysACEsŸä22222222220 ÿ@CýVŒâ@@CýVŒâ@€MSysObjectsŸä88888888886 ÿ@CýVŒâ@@CýVŒâ@€MSysDbžæ.........., ÿ@CýVŒâ@@CýVŒâ@€RelationshipsŸä<<<<<<<<<<: ÿ@CýVŒâ@@CýVŒâ@€DatabasesŸä44444444442 ÿ@CýVŒâ@@CýVŒâ@€TablesŸä.........., ÿ»v1 €@ €@ €@ €@ €@ÿÿ  ÿ  ÿ ÿÿÿÿ "#ÿ!$&ÿ% S’¨ö?U’ö?%(@“z!DwüS’¨ö?lU’ö?%(P“z!Dw¨ö?’ÈU’ö?$z!Dw¨ö?“$V’ö?z!Dw¨ö?”€V’ö?$z!Dw´T’¨ö?ÜV’ö?%(“z!DwÈU’¨ö?8W’ö?%( “z!Dw¨ö?§”W’ö?.z!Dw¨ö?¨ðW’ö?.z!Dw¨ö?¯LX’ö?z!Dw¨ö?°¨X’ö?z!Dw¨ö?•Y’ö?$z!Dw¨ö?–`Y’ö?$z!Dw$V’¨ö?¼Y’ö?58”3z!Dw€V’¨ö?Z’ö?%( ”z!DwY’¨ö?tZ’ö?%(0”z!Dw¨ö?—ÐZ’ö?$z!Dw¨ö?˜,[’ö?$z!Dw`Y’¨ö?ˆ[’ö?%(`”$z!DwÐZ’¨ö?ä[’ö?58p”3z!Dw Ž¨ö?Š@\’ö?)z!DwQ’¨ö?‹œ\’ö?$z!Dw,[’¨ö?ø\’ö?%( ”$z!Dw¨ö?T]’ö?58°”$z!Dw¨ö?°]’ö?58À”3z!Dw¨ö? 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F# === Understanding monster.txt === B# N: serial number : monster name &# G: symbol : colorBR_INER z# W: depth : rarity : unused (always 0) : experience for kill V# B: attack method : attack effect : damage ,# S: spell frequency | D# S: spell type | spell type | etc ,# F: flag | flag | etc # D: DescriptionFRIENDBR_DISEBR_NEXUBR_TIME" ‚# 'N' indicates the beginning of an entry. The serial number must z# increase for each new item. Entry 0 is used for the player." ‚# 'G' is for graphics - symbol and color. There are 16 colors, as # follows:BR_LITEBR_DARKBR_CONFBR_SOUNBR_CHAO# „# D - Dark Gray w - White s - Gray o - Orange" ‚# r - Red g - Green b - Blue u - Brown# „# d - Black W - Light Gray v - Violet y - Yellow@Cž¼7ð͇ª?BR_ELECBR_FIREBR_COLDBR_POISBR_NETH% Ž# R - Light Red G - Light Green B - Light Blue U - Light Brown # (note that # „# (note that black is the same color as the screen background, and" €# thus the monster will appear to be an empty black space if its # color is d.)" ‚#žšæYN Y  Blow MethodƒÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿB€YÿÿÿÿBlow MethodÿÿrU€€€ ÿÿÿÿÿÿÿÿ$`ýÿÿÿÿÿÿÿÿÿÿÿ$©`ýÿÿÿÿÿÿÿÿÿÿÿ$Ñ`ýÿÿÿÿÿÿÿÿÿÿÿ$ù`ýÿÿÿÿÿÿÿÿÿÿÿnrU€€€ ÿÿÿÿÿÿÿÿ$`ýÿÿÿÿÿÿÿÿÿÿÿnäBP¼9Ç ÿÿ€¶ÿÿÿÿÿÿÿÿ<ÿÿÈõñð%¥ŒM¾úW/ÄE*=ûüú h§8+3qµ9‘µ L¨ÀªØ*_„ÿÿÿÿÿÿÿÿÿÿÿÿx9‘µ L¨ÀªØ*_„Èõñð%¥ŒM¾úW/ÄEÿÿMEÿÿÿÿÿÿÿÿÿÿßÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ(SÿÿÿÿS 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It looks quite tasty. It is a pulsing mound of glowing flesh.A large and muscled wolf from the northern wastes. Its breath is cold and icy and its fur coated in frost.It has glistening black skin, a sleek body and highly venomous fangs.It is a shambling orcish corpse leaving behind a trail of flesh.A strange hybrid of eagle and horse. It looks weird.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales shimmering with hints of many different colours.A large black cat, stalking you with intent. It thinks you're its next meal.It appears to be a pile of gold coins, until it starts crawling towards you on tiny legs.It is a fast-moving demon that blinks quickly in and out of existence; no other demon matches its teleporting mastery.A small relative of the dragon that inhabits dark caves.It is a strange glowing growth on the dungeon floor.It is a strange hairy growth on the dungeon floor.He is a cunning and devious orc with a chaotic nature.A dark elven figure in armour and ready with his sword.¢3ÜÅ Ú Ý × õ ëôÚíàÆÌÌÎò Ÿ 0 ç Š - æWÈ9ªˆó^Ëx%Ò‰½Y Y Y Y Y (šn$@ &@Gnome magehÿþr - RedÿþHITÿþHURT€ÿþA mage of short stature.ÿþ0x99ÿþ0x814ÿþ-24ÿþ0xA7ÿþ0x98ÿþ0x8dÿþ0x84ÍÇÁ»µ°®¨¢|||||||vqhfRÿÿ3óÿ(™n 9@ ð?@Zombified orczÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT€@ %ÿþ0x9Eÿþ0x982-6ÿþ0xADÿþ0x8Dÿþ0x94ÿþ0x9AÏÉý·³±«¥™™™“Žˆƒ}xnlRÿÿÿóÿ(˜n $@ HippogriffHÿþU - Light BrownÿþHITÿþHURTÿþBITEÿþHURTj@ %ÿþ0x91ÿþ0x8E15ÿþ-84ÿþ0xA0ÿþ0x8Aÿþ0x91ÿþ0x8FÉý·±¬¨¢œŠ„~yhfRÿÿ?óÿ(—n €Q@ -ð?@(@Baby multi-hued dragondÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT@%ÿþ0x97ÿþ0x8C10ÿþ-28ÿþ0xA6ÿþ0x83ÿþ0x8cÿþ0x87éãÝ×ÑÌȼ°°°ª¤ž˜’Œ€~Rÿÿÿóÿ(–n  $@ #Brigandpÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_ITEM€ÿþHe is eyeing your backpack.ÿþ0x9Cÿþ0x876ÿþ-16ÿþ0xAAÿþ0x9Bÿþ0x84ÿþ0x8EÜÖÐÊÄ¿½·±ˆˆˆˆˆ~wqlb`Rÿÿ?óÿ(•x ( Pantherfÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTš@%ÿþ0x98ÿþ0x8D7ÿþ-26ÿþ0xA7ÿþ0x84ÿþ0x90ÿþ0xB5¼¶°ª¤Ÿ—‘……………ysmb`Rÿÿ?óÿ(”x$@ Giant fruit flyIÿþG - Light GreenÿþBITEÿþHURT!€ÿþA fast-breeding, annoying pest.ÿþ0x90ÿþ0x9513ÿþ-83ÿþ0x9Fÿþ0x91ÿþ0x8fÿþ0xB1éãÝ×ÑÌȼ‰ƒrpRÿÿ3óÿ(“x4@ WolfCÿþu - BrownÿþBITEÿþHURT€ÿþIt howls and snaps at you.ÿþ0x8Fÿþ0x817ÿþ-89ÿþ0x9Dÿþ0x9Eÿþ0x90ÿþ0xAAÆÀº´®©§¡›sssssssmg\ZRÿÿ3óÿ(’d$$@  Creeping gold coins$ÿþy - YellowÿþHITÿþHURTÿþTOUCHÿþPOISON²@%ÿþ0x8Eÿþ0x8211ÿþ-47ÿþ0x9Dÿþ0x82ÿþ0x87ÿþ0x89ÙÓÍÇÁ¼¸²¬     ˜‘‹†zxRÿÿ?óÿ(‘x  >@ (@TenguuÿþR - Light RedÿþHITÿþHURTì@%ÿþ0x91ÿþ0x9812ÿþ-11ÿþ0xA0ÿþ0x93ÿþ0x8dÿþ0xA6±«¥Ÿ™”Š„xxxxxxxrm^\Rÿÿ3óÿ(n €Q@ –ð?@&@Pseudo-dragondÿþo - OrangeÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTp@%ÿþ0x97ÿþ0x8B3ÿþ-28ÿþ0xA6ÿþ0x82ÿþ0x8cÿþ0xAEÕÏÉý¸¶°ªžžž˜’Œ†€znlRÿÿÿóÿ(n€Q@ (&@Disenchanter moldmÿþv - VioletÿþSPOREÿþUN_BONUSh@%ÿþ0x9Aÿþ0x8D10ÿþ-19ÿþ0xA9ÿþ0x84ÿþ0x8eÿþ0xC3ÌÆÀº´¯«¥Ÿ“““““““‰‚vtRÿÿ3óÿ(Žn€Q@  Hairy moldmÿþo - OrangeÿþSPOREÿþPOISONd@%ÿþ0x9Aÿþ0x8C3ÿþ-19ÿþ0xA9ÿþ0x83ÿþ0x8eÿþ0xC8º´®¨¢›•ƒƒƒƒƒƒƒ{thfRÿÿ3óÿ(d  (4@ Giant white tickSÿþw - WhiteÿþBITEÿþPOISON"€ÿþIt is moving slowly towards you.ÿþ0x9Dÿþ0x9C1ÿþ-73ÿþ0xACÿþ0x92ÿþ0x8fÿþ0xAAæàÚÔÎÉÇÁ»…trRÿÿ3óÿ(Œn 4@    ð?(@ð?$@Grishnakh, the Hill Orcoÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTl@%ÿþ0x9Aÿþ0x9C15ÿþ-17ÿþ0xA9ÿþ0x93ÿþ0x95ÿþ0x86óíçáÛÖÒÌÆº´¯©¤ž™“Ž‚€Rÿÿÿÿÿý3/ 6   . /$6=GD1)NO_STUNNO_CONFÿÿ½Y Y Y Y Y Y Y Y Y(©x  >@ (@@Stegocentipedecÿþu - BrownÿþBITEÿþHURTÿþBITEÿþHURTÿþSTINGÿþHURT’@%ÿþ0x97ÿþ0x827ÿþ-29ÿþ0xA5ÿþ0x99ÿþ0x91ÿþ0xA5×ÑËÅ¿º¸²¬   š“‡{pnRÿÿÿóÿ(¨n "4@ (Swordsmanpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURT"€ÿþA warrior of considerable skill.ÿþ0x9Cÿþ0x8915ÿþ-16ÿþ0xAAÿþ0x9Fÿþ0x84ÿþ0x90âÜÖÐÊÅÁ»µ‡‡‡‡‡|vqfdRÿÿ?óÿ(§x$@ ,0@Moaning spiritGÿþu - BrownÿþWAILÿþTERRIFYÿþTOUCHÿþLOSE_DEXV@%ÿþ0x91ÿþ0x807ÿþ-85ÿþ0x9Fÿþ0x9Cÿþ0x94ÿþ0x94ÒÌÆÀºµ³­§›››››‘Š{pnRÿÿ?óÿ(¦x (( (ð?@Tigerfÿþo - OrangeÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÌ@%ÿþ0x98ÿþ0x8E3ÿþ-26ÿþ0xA7ÿþ0x85ÿþ0x90ÿþ0xB4Å¿¹³­¨¦ šŽŽŽˆ‚|vpj^\Rÿÿÿóÿ(¥n 4@ "Zombified humanzÿþs - GrayÿþHITÿþHURTÿþHITÿþHURT„@%ÿþ0x9Eÿþ0x992-6ÿþ0xADÿþ0x8Eÿþ0x94ÿþ0x99ȼ¶°¬ª¤ž’’’’’Œ‡|rpRÿÿ?óÿ(¤n >@ &Skeleton humansÿþw - WhiteÿþHITÿþHURTB@%ÿþ0x9Dÿþ0x951ÿþ-13ÿþ0xACÿþ0x8Bÿþ0x94ÿþ0x9E½·±«¥ ž˜’†††††††€{pnRÿÿ3óÿ(£‚ (4@ (Air spiritEÿþB - Light BlueÿþHITÿþHURT€ÿþA whirlwind of sentient air.ÿþ0x90ÿþ0x8314ÿþ-87ÿþ0x9Eÿþ0x9Fÿþ0x8fÿþ0x95ÚÔÎȽ¹³­ƒƒƒƒƒƒƒ}xhfRÿÿ3óÿ(¢x >@ 2  @Dark elven priesthÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÈ@%ÿþ0x99ÿþ0x825ÿþ-24ÿþ0xA7ÿþ0x99ÿþ0x8dÿþ0x85Îȼ¶±¯©£—————‘Œ†vtRÿÿ?óÿ(¡n D@ $@Priestpÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTD@%ÿþ0x9Cÿþ0x885ÿþ-16ÿþ0xAAÿþ0x9Eÿþ0x84ÿþ0x8F¸²¬¦ ›™“{vpk`^Rÿÿ?óÿ( n $@ @Master yeekyÿþU - Light BrownÿþHITÿþHURTT@%ÿþ0x9Eÿþ0x9515-7ÿþ0xADÿþ0x8Aÿþ0x8fÿþ0xBB¾¸²¬¦¢ž˜’†††††††€{jhRÿÿ3óÿ(Ÿn <4@ æ  ð?$@ð?$@Golfimbul, the Hill Orc Chiefoÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTp@%ÿþ0x9Aÿþ0x9D15ÿþ-17ÿþ0xA9ÿþ0x94ÿþ0x95ÿþ0x87ÿùóíçâÞØÒÆÀ»µ°ª¥ŸšŽŒRÿÿÿÿÿ(žd @ Nether worm masswÿþD - Dark GrayÿþTOUCHÿþEXP_10ª@%ÿþ0x9Eÿþ0x8E8-9ÿþ0xADÿþ0x83ÿþ0x91ÿþ0x96ȼ¶°¬ª¤ž’’’’’’’ŠƒtrRÿÿ3óÿ(n4ÀX@ <&@Grape jellyjÿþv - VioletÿþTOUCHÿþEXP_10ˆ@ %ÿþ0x99ÿþ0x9B10ÿþ-22ÿþ0xA8ÿþ0x92ÿþ0x8fÿþ0x8B¾¸²¬¦¡—‘…………………}vjhRÿÿ3óÿ(œx4@ White wolfCÿþw - WhiteÿþBITEÿþHURTÿþBITEÿþHURTÖ@ %ÿþ0x8Fÿþ0x821ÿþ-89ÿþ0x9Dÿþ0x9Fÿþ0x90ÿþ0xB0¼¶°ª¥£—‹‹‹‹‹…yshfRÿÿ?óÿ(›x  ð? 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( VÞVøbÆ2Ø‚¬ZÞ|LEEPÿÿÿÿÿÿ x€ ÿÿÿÿ ˆ ˜€ ÿÿÿÿ¨€ ÿÿÿÿ"ð€ ÿÿÿÿ€ø€€€€It is a massive animated statue made out of hardened clay.It is a small demonic spirit full of malevolence.It is half lion, half eagle. It flies menacingly towards you.A twelve foot tall giant covered in furs.A strong and powerful spider from Mirkwood forest. Cunning and evil, it seeks to taste your juicy insides.It is about four feet long and carnivorous.A giant spider with hairy black and red legs.He is a hideous deformed cross-breed with man and orc, combining man's strength and cunning with orcish evil. The traitorous wizard Saruman is generally believed to be responsible for this abomination.A hole in the air in the shape of a huge hound. No light falls upon its form.A brilliant canine form whose light hurts your eyes, even at this distance.A giant snake-like figure with a woman's torso.Yum! It looks quite tasty. It seems to glow with an unusual light.A massive orc-like figure with black skin and powerful arms.A large rat with glowing red eyes. The wererat is a disgusting creature, relishing in filth and disease.A strange creature that merges with the dungeon floor, trapping its victims by enveloping them within its perfectly disguised form.It makes you itch just to look at it.It is a large wolf with eyes full of cunning.A shambling humanoid monster with long scars.A ten foot tall humanoid with powerful muscles.It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty.It is a large fly that drips frost.A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders.It makes you itch just to look at it.A fast moving highly acidic jelly thing, that is eating away the floor it rests on.He is a large orc with powerful arms and deep black skin.It appears to be a pile of sentient mithril coins that doesn't like being picked up.A hideous, smallish giant that is often found near or with orcs.#0 €Z,/))))))) ) ) ) ) ) ) ))))))))))))))))) )!) ")!#)"$)#%)$&)%')&()'))(*))+)*,)+-),.)-/).0)/1)02)13)24)35)46)57)68)79)8:)9;):<);=)<>)=?)>@)?A)@B)AC)BD)CE)DF)EG)FH)GI)HJ)IK)JL)KM)LN)MO)NP)OQ)PR)QS)RT)SU)TV)UW)VX)WY)XZ)Y[)Z\)[])\^)]_)^`)_a)`b)ac)bd)ce)df)eg)fh)gi)hj)ik)jl)km)ln)mo)np)oq)pr)qs)rt)su)tv)uw)vx)wy)xz)y{)z|){})|~)})~€))€‚)ƒ)‚„)ƒ…)„†)…‡)†ˆ)‡‰)ˆŠ)‰‹)ŠŒ)‹)ŒŽ))Ž)‘)’)‘“)’”)“•)”–)•—)–˜)—™)˜š)™›)šœ)›)œž)Ÿ)ž )Ÿ¡) ¢)¡£)¢¤)£¥)¤¦)¥§)¦¨)§©)¨ª)©«)ª¬)«­)¬®)­¯)®°)¯±)°²)±³)²´)³µ)´¶)µ·)¶¸)·¹)¸º)¹»)º¼)»½)¼¾)½¿)¾À)¿Á)ÀÂ)ÁÃ*Ä*Å*Æ*Ç*È*É*Ê*Ë*Ì* Í* Î* Ï* Ð* Ñ*Ò*Ó*Ô*Õ*Ö*×*Ø*Ù*Ú*Û*Ü*Ý*Þ*ß*à*á*â*ã* ä*!å*"æ*#ç*$è*%é*&ê*'ë*(ì*)í**î*+ï*,ð*-ñ*.ò*/ó*0ô*1õ*2ö*3÷*4ø*5ù*6ú*7û*8ü*9ý*:þ*;ÿ*<*=*>*?*@*A*B*C*D*E *F *G *H *I *J*K*L*M*N*O*P*Q*R*S*T*U*V*W*X*Y*Z*[*\ *]!*^"*_#*`$*a%*b&*c'*d(*e)*f**g+*h,*i-*j.*k/*l0*m1*n2*o3*p4*q5*r6*s7*t8*u9*v:*w;*x<*y=*z>*{?*|@*}A*~B*C*€D*E*‚F*ƒG*„H*…I*†J*‡K*ˆL*‰M*ŠN*‹O*ŒP*Q*ŽR*S*T*‘U*’V*“W*”X*•Y*–Z*—[*˜\*™]*š^*›_*œ`*a*žb*Ÿc* d*¡e*¢f*£g*¤h*¥i*¦j*§k*¨l*©m*ªn*«o*¬p*­q*®r*¯s*°t*±u*²v*³w*´x*µy*¶z*·{*¸|*¹}*º~*»*¼€*½*¾‚*¿ƒ*À„*Á…+†+‡+ˆ+‰+Š+‹+Œ++Ž+ + + ‘+ ’+ “+”+•+–+—+˜+™+š+›+œ++ž+Ÿ+ +¡+¢+£+¤+¥+ ¦+!§+"¨+#©+$ª+%«+&¬+'­+(®+)¯+*°++±+,²+-³+.´+/µ+0¶+1·+2¸+3¹+4º+5»+6¼+7½+8¾+9¿+:À+;Á+<Â+=Ã+>Ä+?Å+@Æ+AÇ+BÈ+CÉ+DÊ+EË+FÌ+GÍ+HÎ+IÏ+JÐ+KÑ+LÒ+MÓ+NÔ+OÕ+PÖ+Q×+RØ+SÙ+TÚ+UÛ+VÜ+WÝ+XÞ+Yß+Zà+[á+\â+]ã+^ä+_å+`æ+aç+bè+cé+dê+eë+fì+gí+hî+iï+jð+kñ+lò+mó+nô+oõ+pö+q÷+rø+sù+tú+uû+vü+wý+xþ+yÿ+z+{+|+}+~++€++‚+ƒ +„ +… +† +‡ +ˆ+‰+Š+‹+Œ++Ž+++‘+’+“+”+•+–+—+˜+™+š +›!+œ"+#+ž$+Ÿ%+ &+¡'+¢(+£)+¤*+¥++¦,+§-+¨.+©/+ª0+«1+¬2+­3+®4+¯5+°6+±7+²8+³9+´:+µ;+¶<+·=+¸>+¹?+º@+»A+¼B+½C+¾D+¿E+ÀF+ÁG,H,I,J,K,L,M,N,O,P, Q, R, S, T, U,V,W,X,Y,Z,#0‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚ ‚€)))))))) ) ) ) ) ) ) ))))))))))))))))) )!) ")!#)"$)#%)$&)%')&()'))(*))+)*,)+-),.)-/).0)/1)02)13)24)35)46)57)68)79)8:)9;):<);=)<>)=?)>@)?A)@B)AC)BD)CE)DF)EG)FH)GI)HJ)IK)JL)KM)LN)MO)NP)OQ)PR)QS)RT)SU)TV)UW)VX)WY)XZ)Y[)Z\)[])\^)]_)^`)_a)`b)ac)bd)ce)df)eg)fh)gi)hj)ik)jl)km)ln)mo)np)oq)pr)qs)rt)su)tv)uw)vx)wy)xz)y{)z|){})|~)})~€))€‚)ƒ)‚„)ƒ…)„†)…‡)†ˆ)‡‰)ˆŠ)‰‹)ŠŒ)‹)ŒŽ))Ž)‘)’)‘“)’”)“•)”–)•—)–˜)—™)˜š)™›)šœ)›)œž)Ÿ)ž )Ÿ¡) ¢)¡£)¢¤)£¥)¤¦)¥§)¦¨)§©)¨ª)©«)ª¬)«­)¬®)­¯)®°)¯±)°²)±³)²´)³µ)´¶)µ·)¶¸)·¹)¸º)¹»)º¼)»½)¼¾)½¿)¾À)¿Á)ÀÂ)ÁÃ*Ä*Å*Æ*Ç*È*É*Ê*Ë*Ì* Í* Î* Ï* Ð* Ñ*Ò*Ó*Ô*Õ*Ö*×*Ø*Ù*Ú*Û*Ü*Ý*Þ*ß*à*á*â*ã* ä*!å*"æ*#ç*$è*%é*&ê*'ë*(ì*)í**î*+ï*,ð*-ñ*.ò*/ó*0ô*1õ*2ö*3÷*4ø*5ù*6ú*7û*8ü*9ý*:þ*;ÿ*<*=*>*?*@*A*B*C*D*E *F *G *H *I *J*K*L*M*N*O*P*Q*R*S*T*U*V*W*X*Y*Z*[*\ *]!*^"*_#*`$*a%*b&*c'*d(*e)*f**g+*h,*i-*j.*k/*l0*m1*n2*o3*p4*q5*r6*s7*t8*u9*v:*w;*x<*y=*z>*{?*|@*}A*~B*C*€D*E*‚F*ƒG*„H*…I*†J*‡K*ˆL*‰M*ŠN*‹O*ŒP*Q*ŽR*S*T*‘U*’V*“W*”X*•Y*–Z*—[*˜\*™]*š^*›_*œ`*a*žb*Ÿc* d*¡e*¢f*£g*¤h*¥i*¦j*§k*¨l*©m*ªn*«o*¬p*­q*®r*¯s*°t*±u*²v*³w*´x*µy*¶z*·{*¸|*¹}*º~*»*¼€*½*¾‚*¿ƒ*À„*Á…+†+‡+ˆ+‰+Š+‹+Œ++Ž+ + + ‘+ ’+ “+”+•+–+—+˜+™+š+›+œ++ž+Ÿ+ +¡+¢+£+¤+¥+ ¦+!§+"¨+#©+$ª+%«+&¬+'­+(®+)¯+*°++±+,²+-³+.´+/µ+0¶+1·+2¸+3¹+4º+5»+6¼+7½+8¾+9¿+:À+;Á+<Â+=Ã+>Ä+?Å+@Æ+AÇ+BÈ+CÉ+DÊ+EË+FÌ+GÍ+HÎ+IÏ+JÐ+KÑ+LÒ+MÓ+NÔ+OÕ+PÖ+Q×+RØ+SÙ+TÚ+UÛ+VÜ+WÝ+XÞ+Yß+Zà+[á+\â+]ã+^ä+_å+`æ+aç+bè+cé+dê+eë+fì+gí+hî+iï+jð+kñ+lò+mó+nô+oõ+pö+q÷+rø+sù+tú+uû+vü+wý+xþ+yÿ+z+{+|+}+~++€++‚+ƒ +„ +… +† +‡ +ˆ+‰+Š+‹+Œ++Ž+++‘+’+“+”+•+–+—+˜+™+š +›!+œ"+#+ž$+Ÿ%+ &+¡'+¢(+£)+¤*+¥++¦,+§-+¨.+©/+ª0+«1+¬2+­3+®4+¯5+°6+±7+²8+³9+´:+µ;+¶<+·=+¸>+¹?+º@+»A+¼B+½C+¾D+¿E+ÀF+ÁG,H,I,J,K,L,M,N,O,P, Q, R, S, T, U,V,W,X,Y,Z,¢ #/ @€ @€[,€\,€],€^,€_,€`,€a,€b,€c,€d,€e,€f,€g, €h,!.²à-preliminary stuff before we dump the monstersuld Ò¶# File: monster.txtÖT $ Ò¶Ö Ò¶Ö Ò¶J# This file is used to initialize the lib/Data/monster.raw; file, which isÖ Ò¶G# used to initialize the monster race information for the Angband game.Önt Ò¶Ö r Ò¶Öte Ò¶Ö  Ò¶# D: DescriptionÖÿÿÿÿ¨ÿÿÿÿÐÿÿÿÿàÿÿÿÿÐÿÿÿÿèÿÿÿÿÐÿÿÿÿ8ÿÿÿÿÿÿÿÿðÿÿÿÿÐÿÿÿÿ€ÿÿÿÿÿÿÿÿ ÿÿÿÿ¸ Ò¶E# Do not modify this file unless you know exactly what you are doing,Ö¶ Ò¶G# unless you wish to risk possible system crashes and broken savefiles.ÖAl Ò¶Ö¹ÿÿÿÿ@ Ò¶B# After modifying this file, delete the lib/Data/monster.raw file.Ö·' ÿÿÿÿÐ Ò¶## === Understanding monster.txt ===Ö¶ Ò¶!# N: serial number : monster nameÖ Ò¶# G: symbol : colorÖ Ò¶:# I: speed : hit points : vision : armor class : alertnessÖ Ò¶=# W: depth : rarity : unused (always 0) : experience for killÖ$þ Ò¶+# B: attack method : attack effect : damageÖ: Ò¶# S: spell frequency |Ö¶ Ò¶Ö1 Ò¶ÖtLÿÿÿÿ° Ò¶ # follows:Ökÿÿÿÿè Ò¶"# S: spell type | spell type | etcÖ Ò¶Ökÿÿÿÿ Ò¶# F: flag | flag | etcÖ Ò¶A# 'N' indicates the beginning of an entry. The serial number mustÖ Ò¶=# increase for each new item. Entry 0 is used for the player.Öà Ò¶A# 'G' is for graphics - symbol and color. There are 16 colors, asÖ Ò¶B# D - Dark Gray w - White s - Gray o - OrangeÖ Ò¶# color is d.)Ömp t Ò¶Ö Ò¶Öÿÿÿÿ  Ò¶ # intruders).Ö œ Ò¶Ö Ò¶Ökÿÿÿÿ` Ò¶A# r - Red g - Green b - Blue u - BrownÖ Ò¶B# d - Black W - Light Gray v - Violet y - YellowÖ Ò¶G# R - Light Red G - Light Green B - Light Blue U - Light BrownÖ Ò¶B# (note that black is the same color as the screen background, andÖ Ò¶@# thus the monster will appear to be an empty black space if itsÖ t Ò¶Ö Ò¶Öÿÿÿÿ Ò¶A# 'I' is for information - speed, health, vision in tens of feet,Ö Ò¶C# armor class, and alertness. 110 is normal speed. Alertness rangesÖ œ Ò¶@# from 0 (ever vigilant for intruders) to 255 (prefers to ignoreÖ Ò¶A# 'W' is for more information - level, rarity, and experience forÖ Ò¶.# killing. The third slot is currently unused.Ö Ò¶# damage are optional.ÖÖkÿÿÿÿà Ò¶C# 'B' is for blows - method of attack, effect of attack, and damageÖoncate Ò¶A# from attack. There may be up to four of these lines; effect andÖ Ò¶B# 'S' is for spells. The first S: line must be S:1_IN_X with X theÖ Ò¶C# number of monster turns, on average, before the monster will castÖth blo Ò¶D# one of its spells. X must not be zero. If X is 1, the monster willÖtensio Ò¶E# never move while the player is in sight, and will thus never attackÖion Ò¶G# in melee, as it will cast spells every turn: if the monster is to useÖgh Ò¶.# a melee attack, then X must be 2 or greater.Ö" & Ò¶A# 'F' is for flags. 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He's been sneaking, and he wants his 'precious.'A larger than normal feline, hissing loudly. Its velvet claws conceal a fistful of needles.It is a black spider that moves in fits and starts.It is a large slimy mass of worms.A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.A flying, screeching bird with a woman's face.He is leaving behind a trail of dropped spell components.He is tripping over his priestly robes.He looks inexperienced but tough.It is about four feet long and carnivorous.It is a smallish, slimy, icky, hungry creature.Yum! It looks quite tasty. It doesn't sound so nice, though...A large ant with powerful mandibles.It is a yapping snarling dog, dangerous when in a pack.It is a small lizard with a hardened hide.A disembodied eye, floating a few feet above the ground.It is a large slimy mass of worms.It is a small, dog-headed humanoid.It is a squat and ugly humanoid figure with a canine face.It is about three feet long with large teeth.It is a smallish, slimy, icky, blobby creature.It is a smallish, slimy, icky creature.It is about four feet long and carnivorous.It is about four feet long and carnivorous.He doesn't take to strangers kindly.The typical ponce around town, with purse jingling, and looking for more amulets of adornment to buy.A hardy, street-wise crook that knows an easy catch when it sees one.You feel it isn't safe to touch him.You just can't help feeling sorry for him.Drooling and comical, but then, what do you expect?Ugly doesn't begin to describe him.He's lost his dogs. He's had his mushrooms stolen. He's not a happy hobbit!A thin flea-ridden mutt, growling as you get close.A skinny little furball with sharp claws and a menacing look.He looks squalid and thoroughly revolting.¶3÷   ' '5)÷òâXXX3ÿtRF2XXX4ÿuRF2XXX5ÿvRF2XXX6ÿwRF2XXX7ÿxBRAIN1ÿyBRAIN2ÿzBRAIN3ÿ{BRA(nGrey moldmÿþs - GrayÿþSPOREÿþHURTÿþSPOREÿþHURT€ÿþA small strange grey growth.ÿþ0x9Aÿþ0x882ÿþ-19ÿþ0xA8ÿþ0x9Fÿþ0x8eÿþ0xC2ßÙÓÍÇÂÀº´ŠŠŠŠŠ„}wpfdRÿÿ?óÿ(n @o@Battle-scarred veterantÿþB - Light BlueÿþHITÿþHURTH@ 5ÿþ0x9Bÿþ0x9514ÿþ-12ÿþ0xAAÿþ0x8Bÿþ0x8bÿþ0x8BÔÎȼ·³­§›››››››•€~Rÿÿ3óÿ( n @o@ Mean-looking mercenarytÿþr - RedÿþHITÿþHURT€ÿþNo job is too low for him.ÿþ0x9Bÿþ0x944ÿþ-12ÿþ0xAAÿþ0x8Aÿþ0x8bÿþ0x8AçáÛÕÏÊȼ”””””””މ€~Rÿÿ3óÿ( n ào@Aimless-looking merchanttÿþo - OrangeÿþHITÿþHURTÊ@ 5ÿþ0x9Bÿþ0x933ÿþ-12ÿþ0xAAÿþ0x89ÿþ0x8bÿþ0x89ÒÌÆÀºµ³­§›››››››•„‚Rÿÿ3óÿ( n Singing, happy drunktÿþy - YellowÿþBEG €ÿþHe makes you glad to be sober.ÿþ0x9Bÿþ0x9211ÿþ-12ÿþ0xAAÿþ0x88ÿþ0x8bÿþ0x88æàÚÔÎÉÅ¿¹ˆ|zRÿ3óÿ( n ÀX@Squint-eyed roguetÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_ITEMÿþINSULTŠ@5ÿþ0x9Bÿþ0x916ÿþ-12ÿþ0xAAÿþ0x87ÿþ0x8bÿþ0x87ÛÕÏÉþ¼¶°¤¤¤¤œ’‹…€vtRÿÿóÿ( n I@Mangy-looking lepertÿþu - BrownÿþBEGH@5ÿþ0x9Bÿþ0x907ÿþ-12ÿþ0xAAÿþ0x86ÿþ0x8bÿþ0x86Á»µ¯©¤¢œ–ŠŠŠŠŠŠŠŠ…zxRÿ3óÿ(n D@Pitiful-looking beggartÿþU - Light BrownÿþBEGT@5ÿþ0x9Bÿþ0x8F15ÿþ-12ÿþ0xAAÿþ0x85ÿþ0x8bÿþ0x85ÏÉý·²®¨¢––––––––‘€~Rÿ3óÿ(xVillage idiottÿþG - Light GreenÿþDROOLf@5ÿþ0x9Bÿþ0x8E13ÿþ-12ÿþ0xAAÿþ0x84ÿþ0x8bÿþ0x84¿¹³­§¢ž˜’††††††††nlRÿ3óÿ(nBoil-covered wretchtÿþg - GreenÿþDROOLF@5ÿþ0x9Bÿþ0x8D5ÿþ-12ÿþ0xAAÿþ0x83ÿþ0x8bÿþ0x83ý·±«¦¤ž˜ŒŒŒŒŒŒŒŒ…zxRÿ3óÿ(nBlubbering idiottÿþW - Light GrayÿþDROOL€ÿþHe tends to blubber a lot.ÿþ0x9Bÿþ0x8C9ÿþ-12ÿþ0xAAÿþ0x82ÿþ0x8bÿþ0x82ÞØÒÌÆÁ¿¹³‹‹‹‹‹‹‹‹„trRÿ3óÿ(n# ( @Farmer Maggothÿþw - WhiteÿþMOANÿþMOANš@5ÿþ0x9Bÿþ0x8B1ÿþ-24ÿþ0xAAÿþ0x81ÿþ0x8bÿþ0x81¼¶°ª¤Ÿ—‘………………ynlRÿ7óÿ(n@Scruffy little dogCÿþU - Light BrownÿþBITEÿþHURTf@5ÿþ0x8Eÿþ0x9D15ÿþ-89ÿþ0x9Dÿþ0x9Aÿþ0x8fÿþ0xC8Îȼ¶±­§¡•••••••‰xvRÿÿ3óÿ(n$@Scrawny catfÿþU - Light BrownÿþCLAWÿþHURTz@5ÿþ0x98ÿþ0x8B15ÿþ-26ÿþ0xA7ÿþ0x82ÿþ0x90ÿþ0xB6Àº´®¨£Ÿ™“‡‡‡‡‡‡‡{jhRÿÿ3óÿ(nD@Filthy street urchintÿþD - Dark GrayÿþBEGÿþTOUCHÿþEAT_GOLDT@5ÿþ0x9Bÿþ0x8A8ÿþ-12ÿþ0xAAÿþ0x80ÿþ0x8bÿþ0x80ØÒÌÆÀ»¹³­¡¡¡¡¡—‹|zRÿ?óÿ 3èÙ Ï Û ç ò Ò²Åßìü $6;(x$@Fruit batbÿþo - OrangeÿþBITEÿþHURT€ÿþA fast-moving pest.ÿþ0x96ÿþ0x983ÿþ-30ÿþ0xA5ÿþ0x8Fÿþ0x90ÿþ0x81Êľ¸²­«¥Ÿ~~~~~~~xrfdRÿÿ3óÿ(n $@Soldier antaÿþW - Light GrayÿþBITEÿþHURTH@5ÿþ0x96ÿþ0x8F9ÿþ-31ÿþ0xA5ÿþ0x87ÿþ0x91ÿþ0x80½·±«¥ ž˜’†††††††€zjhRÿÿ3óÿ(n $@JackalCÿþU - Light BrownÿþBITEÿþHURTn@5ÿþ0x8Eÿþ0x9E15ÿþ-89ÿþ0x9Dÿþ0x9Bÿþ0x90ÿþ0xB1¶°ª¤ž™•‰}}}}}}}wq`^Rÿÿ3óÿ(n.@Rock lizardRÿþU - Light BrownÿþBITEÿþHURTT@5ÿþ0x93ÿþ0x8B15ÿþ-74ÿþ0xA2ÿþ0x86ÿþ0x93ÿþ0x8CÀº´®¨£Ÿ™“‡‡‡‡‡‡‡{jhRÿÿ3óÿ(n$@Floating eyeeÿþo - OrangeÿþGAZEÿþPARALYZEp@5ÿþ0x98ÿþ0x843ÿþ-27ÿþ0xA6ÿþ0x9Bÿþ0x92ÿþ0xC1¿¹³­§¢ š”ˆˆˆˆˆˆˆ~xljRÿÿ3óÿ(d$@White worm masswÿþw - WhiteÿþCRAWLÿþPOISOND@5ÿþ0x9Eÿþ0x881-9ÿþ0xACÿþ0x9Dÿþ0x91ÿþ0x90¼¶°ª¦¤ž˜ŒŒŒŒŒŒŒ„}rpRÿÿ3óÿ(n$@KoboldkÿþG - Light GreenÿþHITÿþHURTF@5ÿþ0x9Aÿþ0x8313ÿþ-21ÿþ0xA8ÿþ0x9Aÿþ0x8dÿþ0x8Cµ¯©£˜”Žˆ|||||||vq`^Rÿÿ3óÿ(n$@Small koboldkÿþy - YellowÿþHITÿþHURTt@5ÿþ0x9Aÿþ0x8211ÿþ-21ÿþ0xA8ÿþ0x99ÿþ0x8dÿþ0x8B¼¶°ª¤Ÿ›•ƒƒƒƒƒƒƒ}xljRÿÿ3óÿ(dÀX@Large white snakeJÿþw - WhiteÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about eight feet long.ÿþ0x93ÿþ0x8A1ÿþ-82ÿþ0xA2ÿþ0x85ÿþ0x90ÿþ0x93ïéãÝ×ÒÐÊÄššššš”‡vtRÿÿ?óÿ(d#ÀX@Large brown snakeJÿþu - BrownÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about eight feet long.ÿþ0x93ÿþ0x897ÿþ-82ÿþ0xA2ÿþ0x84ÿþ0x90ÿþ0x92ïéãÝ×ÒÐÊÄššššš”‡vtRÿÿ?óÿ(n4@Giant white mouserÿþw - WhiteÿþBITEÿþHURTZ@5ÿþ0x9Dÿþ0x8F1ÿþ-14ÿþ0xACÿþ0x85ÿþ0x8dÿþ0x98ľ¸²¬§¥Ÿ™‡vtRÿÿ3óÿ(n $@Clear icky thingiÿþw - WhiteÿþTOUCHÿþHURT^@5ÿþ0x99ÿþ0x8D1ÿþ-23ÿþ0xA8ÿþ0x84ÿþ0x8eÿþ0xCFý·±«¦¤ž˜ŒŒŒŒŒŒŒ†trRÿÿ3óÿ(n $@White icky thingiÿþw - WhiteÿþTOUCHÿþHURTN@ 5ÿþ0x99ÿþ0x8C1ÿþ-23ÿþ0xA8ÿþ0x83ÿþ0x8eÿþ0xCEý·±«¦¤ž˜ŒŒŒŒŒŒŒ†trRÿÿ3óÿ(n D@Giant white centipedecÿþw - WhiteÿþBITEÿþHURTÿþSTINGÿþHURTV@ 5ÿþ0x96ÿþ0x9E1ÿþ-29ÿþ0xA5ÿþ0x95ÿþ0x91ÿþ0xA1ÙÓÍÇÁ¼º´®¢¢¢¢¢œ•‰~|Rÿÿ?óÿ(n >@Giant yellow centipedecÿþy - YellowÿþBITEÿþHURTÿþSTINGÿþHURTV@ 5ÿþ0x96ÿþ0x9D11ÿþ-29ÿþ0xA5ÿþ0x94ÿþ0x91ÿþ0xA0ÞØÒÌÆÁ½·±¥¥¥¥¥Ÿ˜’Œ€~Rÿÿ?óÿ(nGrey mushroom patch,ÿþs - GrayÿþSPOREÿþCONFUSE€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x852-4ÿþ0x9Dÿþ0x85ÿþ0x8eÿþ0xD5çáÛÕÏËÉý”””””””‹„zxRÿÿ3óÿ}3ð ì ó Ü ð êÜн³²¶©ˆ‡ø‡øwøxˆ‡ˆø‡ˆ÷ˆˆxˆˆˆxˆˆwˆw‡ˆ‡øxø‡wˆxøˆøˆŒ ‰xˆÿøxxˆˆˆøˆøˆ‡x‡‡øx(.xGrip, Farmer Maggot's dogCÿþU - Light BrownÿþBITEÿþHURT®@5ÿþ0x8Eÿþ0x9F15ÿþ-89ÿþ0x9Dÿþ0x9Cÿþ0x8fÿþ0xC9ÜÖÐÊÄ¿»µ¯£££££££—†„Rÿÿ3óÿ(-n$@Blue yeekyÿþb - BlueÿþHITÿþHURT€ÿþA small humanoid figure.ÿþ0x9Eÿþ0x926-7ÿþ0xADÿþ0x87ÿþ0x8fÿþ0xBAËÅ¿¹³¯­§¡{{{{{{{upfdRÿÿ3óÿ(,n$@ð?@White harpyHÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT\@5ÿþ0x91ÿþ0x8C1ÿþ-84ÿþ0xA0ÿþ0x88ÿþ0x93ÿþ0x8AÐÊľ¸³±«¥™™™“‡{ujhRÿÿÿóÿ(+nT@ SalamanderRÿþo - OrangeÿþBITEÿþFIRE"€ÿþA small black and orange lizard.ÿþ0x93ÿþ0x8D3ÿþ-74ÿþ0xA2ÿþ0x88ÿþ0x93ÿþ0x8DÙÓÍÇÁ¼º´®€€€€€€€zthfRÿÿ3óÿ(*nT@Giant black antaÿþD - Dark GrayÿþBITEÿþHURT€ÿþIt is about three feet long.ÿþ0x96ÿþ0x908ÿþ-31ÿþ0xA5ÿþ0x88ÿþ0x91ÿþ0x81âÜÖÐÊÅý·‡rpRÿÿ3óÿ()n >@Giant green frogRÿþg - GreenÿþBITEÿþHURT€ÿþIt is as big as a wolf.ÿþ0x93ÿþ0x8C5ÿþ-74ÿþ0xA2ÿþ0x87ÿþ0x93ÿþ0x88ÛÕÏÉþ¼¶°‹‹‹‹‹‹‹…trRÿÿ3óÿ((xÀX@ White jellyjÿþw - WhiteÿþTOUCHÿþPOISON"€ÿþIts a large pile of white flesh.ÿþ0x99ÿþ0x931ÿþ-22ÿþ0xA8ÿþ0x8Aÿþ0x8fÿþ0x93Ý×ÑËÅÀ¾¸²„„„„„„„|ujhRÿÿ3óÿ('nYellow mushroom patch,ÿþy - YellowÿþSPOREÿþTERRIFY€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x8711-4ÿþ0x9Dÿþ0x87ÿþ0x8eÿþ0xD7ïéãÝ×ÓÏÉÃššššššš‘Š~|Rÿÿ3óÿ(&n@(@Novice magepÿþr - RedÿþHITÿþHURTr@5ÿþ0x9Bÿþ0x994ÿþ-16ÿþ0xAAÿþ0x8Fÿþ0x84ÿþ0x83µ¯©£˜–Š~~~~~~~xsjhRÿÿ3óÿ(%n $@(@Novice priestpÿþg - GreenÿþHITÿþHURTN@5ÿþ0x9Bÿþ0x985ÿþ-16ÿþ0xAAÿþ0x8Eÿþ0x84ÿþ0x82»µ¯©£žœ–„„„„„„„~ynlRÿÿ3óÿ($n @Novice roguepÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD€ÿþA rather shifty individual.ÿþ0x9Bÿþ0x976ÿþ-16ÿþ0xAAÿþ0x8Dÿþ0x84ÿþ0x81æàÚÔÎÉÇÁ»’’’’’ˆ{vljRÿÿ?óÿ(#n @Novice warriorpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTB@5ÿþ0x9Bÿþ0x967ÿþ-16ÿþ0xAAÿþ0x8Cÿþ0x84ÿþ0x80ȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ("x$@Metallic green centipedecÿþg - GreenÿþCRAWLÿþHURTV@5ÿþ0x96ÿþ0x9F5ÿþ-29ÿþ0xA5ÿþ0x96ÿþ0x91ÿþ0xA2ÓÍÇÁ»¶´®¨œœœœœœœ–„‚Rÿÿ3óÿ(!n$@Blubbering icky thingiÿþW - Light GrayÿþCRAWLÿþPOISONÿþCRAWLÿþEAT_FOOD^@5ÿþ0x99ÿþ0x8E9ÿþ-23ÿþ0xA8ÿþ0x85ÿþ0x8eÿþ0xD0åßÙÓÍÈÆÀº®®®®®¤•Ž~|Rÿÿ?óÿ( n@Shrieker mushroom patch,ÿþR - Light Red€@5ÿþ0x8Eÿþ0x8612-4ÿþ0x9Dÿþ0x86ÿþ0x8eÿþ0xD6Éý·±­©£‘‘‘‘‘‘‘‘‘‚€Rÿ?3óÿ¯3óß ò û  ùøëÿàÚéÛ_`a\Ib°cÜLabel553ÝS_ANGELê]:±×½|N¨Ša‰ Ùýj2]`øaŒFbxi«ÜCheck554ÝS_DEMONÞSumm(=n$@Scruffy looking hobbithÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD®@:ÿþ0x98ÿþ0x9C6ÿþ-24ÿþ0xA7ÿþ0x93ÿþ0x8dÿþ0x80Ý×ÑËÅÀ¾¸²¦¦¦¦¦œ•Š€~Rÿÿ?óÿ(<x ÀX@ 0@Yellow jellyjÿþy - YellowÿþTOUCHÿþPOISOND@:ÿþ0x99ÿþ0x9611ÿþ-22ÿþ0xA8ÿþ0x8Dÿþ0x8fÿþ0x8AÀº´®¨£Ÿ™“‡‡‡‡‡‡‡xljRÿÿ3óÿ(;x ÀX@ 0@Silver jellyjÿþW - Light GrayÿþTOUCHÿþEAT_LITEÿþTOUCHÿþEAT_LITEœ@:ÿþ0x99ÿþ0x959ÿþ-22ÿþ0xA8ÿþ0x8Cÿþ0x8fÿþ0x94ÕÏÉý¸¶°ªžžžžž”ƒ|ljRÿÿ?óÿ(:nSpotted mushroom patch,ÿþo - OrangeÿþSPOREÿþPOISON€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x883-4ÿþ0x9Dÿþ0x88ÿþ0x8eÿþ0xD8îèâÜÖÒÐÊÄ›››››››“Œ€~Rÿÿ3óÿ(9n(^@Black naganÿþD - Dark GrayÿþCRUSHÿþHURTb@:ÿþ0x9Aÿþ0x918ÿþ-18ÿþ0xA9ÿþ0x88ÿþ0x90ÿþ0x8D»µ¯©£žœ–„„„„„„„~whfRÿÿ3óÿ(8x$@Giant white louselÿþw - WhiteÿþBITEÿþHURT€ÿþIt is six inches long.ÿþ0x9Aÿþ0x861ÿþ-20ÿþ0xA8ÿþ0x9Dÿþ0x8fÿþ0xAAÜÖÐÊÄ¿½·±‡vtRÿÿ3óÿ(7x.@Metallic blue centipedecÿþb - BlueÿþCRAWLÿþHURTV@:ÿþ0x97ÿþ0x806ÿþ-29ÿþ0xA5ÿþ0x97ÿþ0x91ÿþ0xA3ÐÊľ¸³±«¥™™™™™™™“Œ‚€Rÿÿ3óÿ(6‚$@0@PoltergeistGÿþW - Light GrayÿþTOUCHÿþTERRIFY €ÿþIt is a ghastly, ghostly form.ÿþ0x90ÿþ0x9D9ÿþ-85ÿþ0x9Fÿþ0x99ÿþ0x94ÿþ0x97áÛÕÏÉļ¶ŠŠŠŠŠŠŠzjhRÿÿ3óÿ(5xT@Green oozejÿþg - GreenÿþCRAWLÿþACID€ÿþIt's green and it's oozing.ÿþ0x99ÿþ0x945ÿþ-22ÿþ0xA8ÿþ0x8Bÿþ0x8fÿþ0x80ÔÎȼ·µ¯©€€€€€€€zshfRÿÿ3óÿ(4‚ @2SmeagolhÿþB - Light BlueÿþTOUCHÿþEAT_GOLD”@#5ÿþ0x9Bÿþ0x9A6ÿþ-24ÿþ0xAAÿþ0x90ÿþ0x8fÿþ0xBCº´®¨¢›•ƒƒƒƒƒƒƒyrb`Rÿÿ3óÿ(3x( Wild catfÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURT¸@"5ÿþ0x98ÿþ0x8C15ÿþ-26ÿþ0xA7ÿþ0x83ÿþ0x90ÿþ0xB2ÆÀº´®©¥Ÿ™‡{udbRÿÿ?óÿ(2xT@Cave spiderSÿþD - Dark GrayÿþBITEÿþHURTf@!5ÿþ0x94ÿþ0x828ÿþ-73ÿþ0xA2ÿþ0x9Dÿþ0x8fÿþ0xB8¼¶°ª¤Ÿ—‘…………………yjhRÿÿ3óÿ(1d&ÀR@ Large yellow snakeJÿþy - YellowÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about ten feet long.ÿþ0x93ÿþ0x9111ÿþ-82ÿþ0xA2ÿþ0x89ÿþ0x90ÿþ0x94òìæàÚÕÑËÅ—Š„xvRÿÿ?óÿ(0d$@Green worm masswÿþg - GreenÿþCRAWLÿþACIDD@ 5ÿþ0x9Eÿþ0x895-9ÿþ0xACÿþ0x9Eÿþ0x91ÿþ0x91Àº´®¨¤¢œ–ŠŠŠŠŠŠŠ„}rpRÿÿ3óÿ(/xFang, Farmer Maggot's dogCÿþU - Light BrownÿþBITEÿþHURT®@5ÿþ0x8Fÿþ0x8015ÿþ-89ÿþ0x9Dÿþ0x9Dÿþ0x8fÿþ0xCBÜÖÐÊÄ¿»µ¯£££££££—†„Rÿÿ3óÿèLVAL%ªH¬hº Z ô ž Z  ² V  – F ö ² ÔbÂRþt&Êz6ÚŒJò@¤æ†@common a monster isú ²ß¹ç¢BB‰?^• Ú}þd5]`´aTbücÜRarity_LabelÝ Rarityêqc@¯<ŽJ—×2uøCQµým07W`°a¼büceukÜ UnusedÝ Unusedß UnusedúÚé·ÿy+ H¡]^‰ý}þd5]`´a¼It is a minor but aggressive demon.He is often found in huge numbers in deep caves.It is recognized by the hard-scaled end of its body that is often rattled to frighten its prey.He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin.It appears to be a pile of silver coins.It is an ugly dog-headed humanoid wielding a bow.A strange brown growth on the dungeon floor.He looks inexperienced but tough.He is tripping over his priestly robes.It has a copper head and sharp venomous fangs.It is a large slimy mass of worms.A disembodied eye, crackling with magic.It is a smallish, slimy, icky, nasty creature.It is a small animated kobold skeleton.It a man-sized figure with the all too recognizable face of a kobold.It is a large pile of pulsing green flesh.It is a very ugly green ghost with a voracious appetite.A large green serpent with a female's torso. Her green skin glistens with acid.He is leaving behind a trail of dropped spell components.He is a sturdy hobbit who is renowned for his unusual strength and vigour. He can prove a troublesome opponent.It is a large slimy mass of worms.It appears to be a pile of copper coins.It's a large pile of pulsing blue flesh.An adventurer both devoutly religious and skillful in combat.An agile hunter, ready and relaxed.It is an armoured lizard with a powerful bite.A disembodied eye, crackling with energy.It is a disgusting mass of poisonous worms.It is a large slimy mass of worms.It is about four feet long and carnivorous.It is a strange yellow growth on the dungeon floor.It is about two feet long and has sharp pincers.A short little guy, in bedraggled clothes. He appears to be looking for a good tavern.It's a large pile of yellow flesh.It is a large pile of silver flesh that sucks all light from its surroundings.A large black serpent's body with a female torso.It is about four feet long and carnivorous.03"$ * 7 @ W [b{pZlQD^N(Mn$@(@Novice magepÿþr - RedÿþHITÿþHURTr@:ÿþ0x9Bÿþ0x9D4ÿþ-16ÿþ0xAAÿþ0x8Fÿþ0x84ÿþ0x86µ¯©£˜–Š~~~~~~~xsjhRÿÿ3óÿ(Lx $@ZBullroarer the HobbithÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÞ@:ÿþ0x98ÿþ0x9D6ÿþ-24ÿþ0xA7ÿþ0x94ÿþ0x95ÿþ0x80ÜÖÐÊÄ¿½·±¥¥¥¥¥Ÿš”~|Rÿÿ?óÿ(Kd)I@Large grey snakeJÿþs - GrayÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about ten feet long.ÿþ0x93ÿþ0x902ÿþ-82ÿþ0xA2ÿþ0x8Bÿþ0x90ÿþ0x95êäÞØÒÍËÅ¿—————‘Š„~trRÿÿ?óÿ(Jd $@Blue worm masswÿþb - BlueÿþCRAWLÿþCOLDD@:ÿþ0x9Eÿþ0x8C6-9ÿþ0xADÿþ0x81ÿþ0x91ÿþ0x94½·±«¥¡Ÿ™“‡‡‡‡‡‡‡zpnRÿÿ3óÿ(In>@Giant white ratrÿþW - Light GrayÿþBITEÿþPOISON€ÿþIt is a very vicious rodent.ÿþ0x9Dÿþ0x909ÿþ-14ÿþ0xACÿþ0x86ÿþ0x8dÿþ0x9AåßÙÓÍÈÆÀºˆ‚rpRÿÿ3óÿ(Hd$@ Creeping copper coins$ÿþu - BrownÿþHITÿþHURTÿþTOUCHÿþPOISONP@:ÿþ0x8Eÿþ0x807ÿþ-47ÿþ0x9Dÿþ0x80ÿþ0x87ÿþ0x87ÚÔÎȽ»µ¯£££££›”މ~|Rÿÿ?óÿ(Gn ÀX@Blue jellyjÿþb - BlueÿþTOUCHÿþCOLDP@:ÿþ0x99ÿþ0x976ÿþ-22ÿþ0xA8ÿþ0x8Eÿþ0x8fÿþ0x86¶°ª¤ž™—‘‹yrhfRÿÿ3óÿ(Fn@"@Novice paladinpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTz@ :ÿþ0x9Bÿþ0x9C1ÿþ-16ÿþ0xAAÿþ0x92ÿþ0x84ÿþ0x85ȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ(En@"@Novice rangerpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTF@ :ÿþ0x9Bÿþ0x9B9ÿþ-16ÿþ0xAAÿþ0x91ÿþ0x84ÿþ0x84ËÅ¿¹³®¬¦ ”””””މƒ~nlRÿÿ?óÿ(DnT@Cave lizardRÿþu - BrownÿþBITEÿþHURT\@ :ÿþ0x93ÿþ0x8F7ÿþ-74ÿþ0xA2ÿþ0x8Aÿþ0x93ÿþ0x8E¸²¬¦ ›™“{ujhRÿÿ3óÿ(Cn$@&@Radiation eyeeÿþR - Light RedÿþGAZEÿþLOSE_STRR@ :ÿþ0x98ÿþ0x8512ÿþ-27ÿþ0xA6ÿþ0x9Cÿþ0x90ÿþ0x87ÆÀº´®©¥Ÿ™ƒ}nlRÿÿ3óÿ(Bd$@Clear worm masswÿþw - WhiteÿþCRAWLÿþPOISONV@ :ÿþ0x9Eÿþ0x8B1-9ÿþ0xADÿþ0x80ÿþ0x91ÿþ0x93¼¶°ª¦¤ž˜ŒŒŒŒŒŒŒ„}rpRÿÿ3óÿ(Ad$@Yellow worm masswÿþy - YellowÿþCRAWLÿþLOSE_DEXD@:ÿþ0x9Eÿþ0x8A11-9ÿþ0xACÿþ0x9Fÿþ0x91ÿþ0x92Éý·±­©£‘‘‘‘‘‘‘‡€trRÿÿ3óÿ(@x 4@ Metallic red centipedecÿþr - RedÿþCRAWLÿþHURTV@:ÿþ0x97ÿþ0x814ÿþ-29ÿþ0xA5ÿþ0x98ÿþ0x91ÿþ0xA4ÍÇÁ»µ°®¨¢–––––––‰€~Rÿÿ3óÿ(?n ÀX@ Yellow moldmÿþy - YellowÿþSPOREÿþHURTf@:ÿþ0x9Aÿþ0x8911ÿþ-19ÿþ0xA9ÿþ0x80ÿþ0x8eÿþ0xC6¼¶°ª¤Ÿ›•ƒƒƒƒƒƒƒ}vjhRÿÿ3óÿ(>nT@Giant white antaÿþw - WhiteÿþBITEÿþHURT`@:ÿþ0x96ÿþ0x911ÿþ-31ÿþ0xA5ÿþ0x89ÿþ0x91ÿþ0x82Àº´®¨£¡›•‰‰‰‰‰‰‰ƒ}rpRÿÿ3óÿ3   # : J Y _t~;OV?TF(]‚ >@ Giant brown batbÿþu - BrownÿþBITEÿþHURT€ÿþIt screeches as it attacks.ÿþ0x96ÿþ0x997ÿþ-30ÿþ0xA5ÿþ0x90ÿþ0x90ÿþ0x82Ý×ÑËÅÀ¾¸²‰‰‰‰‰‰‰ƒ}rpRÿÿ3óÿ(\n ÀX@Brown moldmÿþu - BrownÿþSPOREÿþCONFUSEX@:ÿþ0x9Aÿþ0x8A7ÿþ-19ÿþ0xA9ÿþ0x81ÿþ0x8eÿþ0xC7º´®¨¢›•ƒƒƒƒƒƒƒzshfRÿÿ3óÿ([n @Novice roguepÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD€ÿþA rather shifty individual.ÿþ0x9Cÿþ0x806ÿþ-16ÿþ0xAAÿþ0x8Dÿþ0x84ÿþ0x89æàÚÔÎÉÇÁ»’’’’’ˆ{vljRÿÿ?óÿ(Zn @Novice warriorpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTB@:ÿþ0x9Bÿþ0x9F7ÿþ-16ÿþ0xAAÿþ0x8Cÿþ0x84ÿþ0x88ȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ(Yn @(@Novice priestpÿþg - GreenÿþHITÿþHURTN@:ÿþ0x9Bÿþ0x9E5ÿþ-16ÿþ0xAAÿþ0x8Eÿþ0x84ÿþ0x87»µ¯©£žœ–„„„„„„„~ynlRÿÿ3óÿ(Xnð?@Purple mushroom patch,ÿþv - VioletÿþSPOREÿþLOSE_CONÿþSPOREÿþLOSE_CONÿþSPOREÿþLOSE_CON€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x8910-4ÿþ0x9Dÿþ0x89ÿþ0x8eÿþ0xD9 úöòìæ½½½³¬¢›‘Š~|Rÿÿÿóÿ(Wnð?Copperhead snakeJÿþo - OrangeÿþBITEÿþPOISON\@:ÿþ0x93ÿþ0x913ÿþ-82ÿþ0xA2ÿþ0x8Cÿþ0x90ÿþ0x96Å¿¹³­¨¦ šŽŽŽŽŽŽŽ†€trRÿÿ3óÿ(Vd $@Red worm masswÿþr - RedÿþCRAWLÿþFIRED@:ÿþ0x9Eÿþ0x8D4-9ÿþ0xADÿþ0x82ÿþ0x91ÿþ0x95º´®¨¢žœ–„„„„„„„~wnlRÿÿ3óÿ(Ud$@"@Disenchanter eyeeÿþv - VioletÿþGAZEÿþUN_BONUSP@:ÿþ0x98ÿþ0x8610ÿþ-27ÿþ0xA6ÿþ0x9Dÿþ0x90ÿþ0x86Éý·±¬¨¢œ†€trRÿÿ3óÿ(Tn .@ Grey icky thingiÿþs - GrayÿþTOUCHÿþHURT\@:ÿþ0x99ÿþ0x8F2ÿþ-23ÿþ0xA8ÿþ0x86ÿþ0x8eÿþ0xD1Àº´®¨£¡›•‰‰‰‰‰‰‰ƒ|rpRÿÿ3óÿ(SnD@ Skeleton koboldsÿþw - WhiteÿþHITÿþHURTN@:ÿþ0x9Dÿþ0x931ÿþ-13ÿþ0xACÿþ0x89ÿþ0x94ÿþ0xBB¿¹³­§¢ š”ˆˆˆˆˆˆˆ‚}rpRÿÿ3óÿ(Rn  >@ Large koboldkÿþb - BlueÿþHITÿþHURTŠ@:ÿþ0x9Aÿþ0x846ÿþ-21ÿþ0xA8ÿþ0x9Bÿþ0x8dÿþ0x8D¸²¬¦ ›™“{vljRÿÿ3óÿ(QxÀX@Green jellyjÿþg - GreenÿþTOUCHÿþACIDT@:ÿþ0x99ÿþ0x995ÿþ-22ÿþ0xA8ÿþ0x90ÿþ0x8fÿþ0x91¹³­§¡œš”Ž‚‚‚‚‚‚‚|ujhRÿÿ3óÿ(P‚ $@Green glutton ghostGÿþg - GreenÿþTOUCHÿþEAT_FOODp@:ÿþ0x90ÿþ0x9E5ÿþ-85ÿþ0x9Fÿþ0x9Aÿþ0x94ÿþ0x82ÍÇÁ»µ°®¨¢–––––––Œ…zxRÿÿ3óÿ(OnT@Blue oozejÿþb - BlueÿþCRAWLÿþCOLD€ÿþIt's blue and it's oozing.ÿþ0x99ÿþ0x986ÿþ-22ÿþ0xA8ÿþ0x8Fÿþ0x8fÿþ0x81ÐÊľ¸³±«¥}}}}}}}wpfdRÿÿ3óÿ(Nn (^@Green naganÿþg - GreenÿþCRUSHÿþHURTÿþSPITÿþACID @:ÿþ0x9Aÿþ0x925ÿþ-18ÿþ0xA9ÿþ0x89ÿþ0x90ÿþ0x8Eý·±«¦¤ž˜ŒŒŒŒŒ†€zshfRÿÿ?óÿi3! 8 N 4 X lxކ’—~—ÜColor_LabelÝ ColorêAá¹I—x2¾*àPýh1(mn>@#Night lizardRÿþb - BlueÿþBITEÿþHURTÿþBITEÿþHURT€@>ÿþ0x93ÿþ0x948ÿþ-74ÿþ0xA2ÿþ0x8Fÿþ0x93ÿþ0x8FÅ¿¹³­¨¦ šŽŽŽŽŽˆ‚|vljRÿÿ?óÿ(ln 4@$@Dark elfhÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTº@>ÿþ0x98ÿþ0x9E8ÿþ-24ÿþ0xA7ÿþ0x95ÿþ0x8dÿþ0x81Àº´®¨£¡›•‰‰‰‰‰ƒ~xsdbRÿÿ?óÿ(kn $@0@Lost soulGÿþB - Light BlueÿþHITÿþHURTÿþTOUCHÿþLOSE_WIS€ÿþIt is almost insubstantial.ÿþ0x90ÿþ0x9F14ÿþ-85ÿþ0x9Fÿþ0x9Bÿþ0x94ÿþ0x96èâÜÖÐËÇÁ»’’’’’ˆ{vfdRÿÿ?óÿ(jn>@Zombified koboldzÿþs - GrayÿþHITÿþHURTÿþHITÿþHURT²@>ÿþ0x9Eÿþ0x972-6ÿþ0xADÿþ0x8Cÿþ0x94ÿþ0x9BÊľ¸²®¬¦ ”””””މƒ~trRÿÿ?óÿ(in 4@Green icky thingiÿþg - GreenÿþTOUCHÿþACID^@>ÿþ0x99ÿþ0x905ÿþ-23ÿþ0xA8ÿþ0x87ÿþ0x8eÿþ0xD2ý·±«¦¤ž˜ŒŒŒŒŒŒŒ†trRÿÿ3óÿ(hn I@Giant red frogRÿþr - RedÿþBITEÿþLOSE_STR€ÿþIt looks poisonous.ÿþ0x93ÿþ0x9312ÿþ-74ÿþ0xA2ÿþ0x8Eÿþ0x93ÿþ0x89×ÑËÅ¿º¶°ª‰‰‰‰‰‰‰ypnRÿÿ3óÿ(gnÀX@Red jellyjÿþr - RedÿþTOUCHÿþLOSE_STRV@>ÿþ0x99ÿþ0x9A12ÿþ-22ÿþ0xA8ÿþ0x91ÿþ0x8fÿþ0x92¹³­§¡œ˜’Œ€€€€€€€vofdRÿÿ3óÿ(fn (^@( Red naganÿþr - RedÿþCRUSHÿþHURTÿþBITEÿþLOSE_STRN@>ÿþ0x9Aÿþ0x9312ÿþ-18ÿþ0xA9ÿþ0x8Aÿþ0x90ÿþ0x8Fý·±«¦¢œ–ŠŠŠŠŠ€ztmdbRÿÿ?óÿ(en $@@Bloodshot eyeeÿþr - RedÿþGAZEÿþBLINDN@>ÿþ0x98ÿþ0x874ÿþ-27ÿþ0xA6ÿþ0x9Eÿþ0x90ÿþ0x85»µ¯©£žœ–„„„„„„„}wnlRÿÿ3óÿ(dn >@Manesuÿþu - BrownÿþHITÿþHURTF@$:ÿþ0x91ÿþ0x967ÿþ-11ÿþ0xA0ÿþ0x91ÿþ0x8dÿþ0xA4«¥Ÿ™“ŽŒ†€tttttttni^\Rÿÿ3óÿ(cxT@Wood spiderSÿþU - Light BrownÿþBITEÿþHURTÿþSTINGÿþPOISON€ÿþIt scuttles towards you.ÿþ0x94ÿþ0x8315ÿþ-73ÿþ0xA2ÿþ0x9Eÿþ0x8fÿþ0xB5éãÝ×ÑÌȼ–––––އ{jhRÿÿ?óÿ(bn  >@Cave orcoÿþG - Light GreenÿþHITÿþHURT`@#:ÿþ0x9Aÿþ0x9813ÿþ-17ÿþ0xA9ÿþ0x8Fÿþ0x8dÿþ0x94¹³­§¡œ˜’Œ€€€€€€€zudbRÿÿ3óÿ(anð?RattlesnakeJÿþr - RedÿþBITEÿþPOISON¾@":ÿþ0x93ÿþ0x924ÿþ-82ÿþ0xA2ÿþ0x8Dÿþ0x90ÿþ0x97¸²¬¦ ›™“ysjhRÿÿ3óÿ(`n >@SnagaoÿþU - Light BrownÿþHITÿþHURTœ@!:ÿþ0x9Aÿþ0x9715ÿþ-17ÿþ0xA9ÿþ0x8Eÿþ0x8dÿþ0x93³­§¡›–’Œ†zzzzzzzto^\Rÿÿ3óÿ(_d $@Creeping silver coins$ÿþs - GrayÿþHITÿþHURTÿþTOUCHÿþPOISONP@ :ÿþ0x8Eÿþ0x812ÿþ-47ÿþ0x9Dÿþ0x81ÿþ0x87ÿþ0x88ÙÓÍÇÁ¼º´®¢¢¢¢¢š“ˆ~|Rÿÿ?óÿ(^n$@ @Kobold archerkÿþW - Light GrayÿþHITÿþHURTb@:ÿþ0x9Cÿþ0x819ÿþ-16ÿþ0xAAÿþ0x97ÿþ0x84ÿþ0x8AÀº´®¨£¡›•‰‰‰‰‰‰‰ƒ~nlRÿÿ3óÿŽLVAL²d°þ D Ä € Ä ì ¦ 6 Þ d  Êt(Âj¬ì(h¬^Ò„üzÚow#4Ó"”“ëîB¼‚ÀºÈ¥×榈ÝkO¨ÉO½ÖØfªòEffect #4 ¡ ¥ôË‚A¿:dɯQ麗ÝkO¨ÉO½ÖØfªòDamage He's just like his daddy! He knows mighty spells, but fortunately he is a yeek.A dark elven figure, dressed all in black, hurling spells at you.It is a vast black spider whose bulbous body is bloated with poison.It is a large snake with a hooded face.A nasty piece of work, Brodda picks on defenseless women and children.It is large and has venomous mandibles.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale red.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull black.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a sickly green.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale white.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale blue.An orc dressed in skins who gestures wildly.A woman's face on the body of a vicious black bird.It is a strange, slimy, icky creature.A large white figure covered in shaggy fur.He is a hardy well-weathered survivor.It is the larval form of a major demon.An adventurer both devoutly religious and skillful in combat.It is a strange growth on the dungeon floor.A large black and yellow lizard. You'd better run away!An agile hunter, ready and relaxed.A captain of a regiment of weaker orcs, Lagduf keeps his troop in order with displays of excessive violence.He's been spying for Saruman. He is a snivelling wretch with no morals and disgusting habits.Strong and powerful, for a kobold.It is a black lizard with overlapping scales and a powerful jaw.An elven figure with jet black skin and white hair, his eyes are large and twisted with evil.It is an animated kobold corpse. Flesh falls off in large chunks as it shambles forward.It is a smallish, slimy, icky, acidic creature.It is a large pulsating mound of red flesh.A large red snake with a woman's torso.A disembodied eye, bloodshot and nasty.´3é¶   š ž ¨ ½²¹Óñëøñà ¼ ? è ‰ * ÕÑH/+G\…EªÕÑCp¸#¸]ümonster a fixed quest monster?ôît¸ƒ¨-D”‹º ¯$~œþd5W`ðabHcÜQUESTOR_LabelÝQUE(|n 4@ Giant grey ratrÿþs - GrayÿþBITEÿþPOISON!€ÿþIt is a rodent of unusual size.ÿþ0x9Dÿþ0x912ÿþ-14ÿþ0xACÿþ0x87ÿþ0x8dÿþ0x99àÚÔÎÈÃÁ»µˆˆˆˆˆˆˆ€zpnRÿÿ3óÿ({n4@ &@Bloodshot icky thingiÿþr - RedÿþTOUCHÿþHURTÿþCRAWLÿþACIDL@>ÿþ0x99ÿþ0x914ÿþ-23ÿþ0xA8ÿþ0x88ÿþ0x8eÿþ0xD3ÖÐÊľ¹·±«ŸŸŸŸŸ™’Œ…|zRÿÿ?óÿ(zn $@ ð?@YetiYÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTV@>ÿþ0x95ÿþ0x996ÿþ-67ÿþ0xA4ÿþ0x91ÿþ0x8eÿþ0xB2¼¶°ª¥£—‹‹‹…ysmg\ZRÿÿÿóÿ(yn$@Banditpÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD€ÿþHe is after your cash!ÿþ0x9Cÿþ0x856ÿþ-16ÿþ0xAAÿþ0x9Bÿþ0x84ÿþ0x8DÕÏÉý¸¶°ª†††††|uoj`^Rÿÿ?óÿ(xn  >@ Hill orcoÿþu - BrownÿþHITÿþHURTL@>ÿþ0x9Aÿþ0x9A7ÿþ-17ÿþ0xA9ÿþ0x91ÿþ0x92ÿþ0x98±«¥Ÿ™”’Œ†zzzzzzztodbRÿÿ3óÿ(wn  >@LemureuÿþU - Light BrownÿþHITÿþHURTN@>ÿþ0x91ÿþ0x9715ÿþ-11ÿþ0xA0ÿþ0x92ÿþ0x8dÿþ0xA5µ¯©£˜”Žˆ|||||||vq`^Rÿÿ3óÿ(vn@"@Novice paladinpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTz@ >ÿþ0x9Bÿþ0x9C1ÿþ-16ÿþ0xAAÿþ0x92ÿþ0x84ÿþ0x8Cȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ(un $D@Skeleton orcsÿþw - WhiteÿþHITÿþHURT!€ÿþIt is an animated orc skeleton.ÿþ0x9Dÿþ0x941ÿþ-13ÿþ0xACÿþ0x8Aÿþ0x94ÿþ0xBEÚÔÎȽ»µ¯‚‚‚‚‚‚‚|wljRÿÿ3óÿ(tnÀR@Green moldmÿþg - GreenÿþSPOREÿþTERRIFYX@ >ÿþ0x9Aÿþ0x8B5ÿþ-19ÿþ0xA9ÿþ0x82ÿþ0x8eÿþ0xC9º´®¨¢›•ƒƒƒƒƒƒƒzshfRÿÿ3óÿ(sn(ð?2"@Giant salamanderRÿþy - YellowÿþBITEÿþFIREp@ >ÿþ0x93ÿþ0x9511ÿþ-74ÿþ0xA2ÿþ0x90ÿþ0x93ÿþ0x8DÅ¿¹³­¨¤ž˜ŒŒŒŒŒŒŒ†€trRÿÿ3óÿ(rn@"@Novice rangerpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTF@ >ÿþ0x9Cÿþ0x839ÿþ-16ÿþ0xAAÿþ0x91ÿþ0x84ÿþ0x8BËÅ¿¹³®¬¦ ”””””މƒ~nlRÿÿ?óÿ(qn$@ Brown yeekyÿþu - BrownÿþHITÿþHURT!€ÿþIt is a strange small humanoid.ÿþ0x9Eÿþ0x937-7ÿþ0xADÿþ0x88ÿþ0x8fÿþ0xB9ÕÏÉý¹·±«~~~~~~~xshfRÿÿ3óÿ(pn  >@P  ð?"@ð?"@Lagduf, the Snagaoÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTØ@ >ÿþ0x9Aÿþ0x993ÿþ-17ÿþ0xA9ÿþ0x90ÿþ0x95ÿþ0x83åßÙÓÍÈÆÀº®¨£˜’‡‚vtRÿÿÿÿÿ(on 4@–@Wormtongue, Agent of SarumanpÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEAT_GOLDÿþINSULT¼@>ÿþ0x9Cÿþ0x826ÿþ-16ÿþ0xAAÿþ0x98ÿþ0x95ÿþ0x82üöðêåãÝ×ËËù²¬§¡œŒŠRÿÿÿ÷ÿ(nn 4@d  ð?$@Mughash the Kobold Lordkÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTD@>ÿþ0x9Aÿþ0x856ÿþ-21ÿþ0xA8ÿþ0x9Cÿþ0x95ÿþ0x81æàÚÔÎÉÇÁ»¯¯¯©¤ž™“Ž‚€RÿÿÿóÿM3û  õ è Ü Õײ¼¦«’‘yB±h¨¦`èO¦ˆÝkO¨ÉO½ÖØfª(‹x Clear mushroom patch,ÿþw - WhiteÿþSPOREÿþHURT€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x8A1-4ÿþ0x9Dÿþ0x8Aÿþ0x8eÿþ0xDAçáÛÕÏËÉý”””””””އ|zRÿÿ3óÿ(Šn 4@ 2Dark elven warriorhÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTn@%ÿþ0x99ÿþ0x807ÿþ-24ÿþ0xA7ÿþ0x97ÿþ0x8dÿþ0x83ÐÊľ¸³±«¥™™™™™“ŽˆƒxvRÿÿ?óÿ(‰x $@ P @Orfax, Son of BoldoryÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþINSULTÿþINSULT @>ÿþ0x9Eÿþ0x946-7ÿþ0xADÿþ0x89ÿþ0x95ÿþ0x85èâÜÖÐÌÊľ²²ªª¢œ—‘Œ|zRÿÿ÷ÿ(ˆx 4@ 2@Dark elven magehÿþr - RedÿþHITÿþHURTÿþHITÿþHURT‚@>ÿþ0x98ÿþ0x9F10ÿþ-24ÿþ0xA7ÿþ0x96ÿþ0x8dÿþ0x82Êľ¸²­©£‘‘‘‘‘‹†€{rpRÿÿ?óÿ(‡n T@ # ð?@ð?$@Giant spiderSÿþv - VioletÿþBITEÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþHURTˆ@>ÿþ0x94ÿþ0x8410ÿþ-73ÿþ0xA2ÿþ0x9Fÿþ0x8fÿþ0xB4åßÙÓÍÈľ¸¬¦ ˜’Š„~xljRÿÿÿÿÿ(†n ð? King cobraJÿþg - GreenÿþSPITÿþBLINDÿþBITEÿþPOISONN@>ÿþ0x93ÿþ0x965ÿþ-82ÿþ0xA2ÿþ0x91ÿþ0x90ÿþ0x98Å¿¹³­¨¦ šŽŽŽŽŽ†€yshfRÿÿ?óÿ(…n 4@ d  ð?(@ð?(@Brodda, the EasterlingpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTŒ@>ÿþ0x9Cÿþ0x867ÿþ-16ÿþ0xAAÿþ0x9Cÿþ0x95ÿþ0x84ôîèâÜ×ÕÏɽ·²¬§¡œ–‘€~Rÿÿÿÿÿ(„n "N@ Giant red antaÿþr - RedÿþBITEÿþHURTÿþSTINGÿþLOSE_STRN@>ÿþ0x96ÿþ0x9212ÿþ-31ÿþ0xA5ÿþ0x8Dÿþ0x91ÿþ0x83ÍÇÁ»µ°¬¦ ”””””Šƒ}wnlRÿÿ?óÿ(ƒn €Q@ #ð?@(@Baby red dragondÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¼@>ÿþ0x97ÿþ0x8A4ÿþ-28ÿþ0xA6ÿþ0x81ÿþ0x8cÿþ0x85ÖÐÊľ¹·±«ŸŸŸ™“‡{rpRÿÿÿóÿ(‚n €Q@ #ð?@(@Baby black dragondÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÀ@>ÿþ0x97ÿþ0x892ÿþ-28ÿþ0xA6ÿþ0x80ÿþ0x8cÿþ0x84ÛÕÏÉþ¼¶°¤¤¤ž˜’Œ†€vtRÿÿÿóÿ(n €Q@ #ð?@(@Baby green dragondÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÄ@>ÿþ0x97ÿþ0x885ÿþ-28ÿþ0xA5ÿþ0x9Fÿþ0x8cÿþ0x83ÜÖÐÊÄ¿½·±¥¥¥Ÿ™“‡vtRÿÿÿóÿ(€n €Q@ #ð?@(@Baby white dragondÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÀ@>ÿþ0x97ÿþ0x871ÿþ-28ÿþ0xA5ÿþ0x9Eÿþ0x8cÿþ0x82ÜÖÐÊÄ¿½·±¥¥¥Ÿ™“‡vtRÿÿÿóÿ(n €Q@ #ð?@(@Baby blue dragondÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¾@>ÿþ0x97ÿþ0x866ÿþ-28ÿþ0xA5ÿþ0x9Dÿþ0x8cÿþ0x80ÙÓÍÇÁ¼º´®¢¢¢œ–Š„~trRÿÿÿóÿ(~n 4@  @Orc shamanoÿþr - RedÿþHITÿþHURTÿþHITÿþHURTX@>ÿþ0x9Aÿþ0x9B4ÿþ-17ÿþ0xA9ÿþ0x92ÿþ0x92ÿþ0x99¾¸²¬¦¡Ÿ™“‡‡‡‡‡|vqhfRÿÿ?óÿ(}x$@ ð?@Black harpyHÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTf@>ÿþ0x91ÿþ0x8D8ÿþ-84ÿþ0xA0ÿþ0x89ÿþ0x93ÿþ0x8BÔÎȼ·µ¯©—‘‹…yjhRÿÿÿóÿh3 ü  ï ðܹÊÝ—›´” @€ @€ @€ @€ @€E¹‡×”އþd5_`4a(2bHcÜBR_LITE_LabelÝ(Ön 2D@Fð?@Forest trollTÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT€ÿþHe is green skinned and ugly.ÿþ0x94ÿþ0x8E5ÿþ-72ÿþ0xA3ÿþ0x89ÿþ0x92ÿþ0xAEïéãÝ×ÒÐÊÄ™™™“‡‚|wljRÿÿÿóÿ(Õn4@7$@Impuÿþg - GreenÿþHITÿþPOISONÿþHITÿþPOISONN@Hÿþ0x91ÿþ0x9B5ÿþ-11ÿþ0xA0ÿþ0x96ÿþ0x8dÿþ0xAA¶°ª¤ž™—‘‹wrjeZXRÿÿ?óÿ(Ôn4@2ð?@$@Quasituÿþo - OrangeÿþBITEÿþLOSE_DEXÿþCLAWÿþHURTÿþCLAWÿþHURTP@Hÿþ0x91ÿþ0x9A3ÿþ-11ÿþ0xA0ÿþ0x95ÿþ0x8dÿþ0xA8ËÅ¿¹³®¬¦ ”””Žˆ‚|rl`^Rÿÿÿóÿ(Ón" (D@È@@@@Ulfast, Son of UlfangpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT!€ÿþA short and swarthy Easterling.ÿþ0x9Cÿþ0x8C15ÿþ-16ÿþ0xABÿþ0x82ÿþ0x95ÿþ0x8A ýøôî軵°ª¥Ÿš”~|Rÿÿÿÿÿ(Òx$@HummerhornIÿþy - YellowÿþBITEÿþCONFUSE\@Hÿþ0x90ÿþ0x9911ÿþ-83ÿþ0x9Fÿþ0x96ÿþ0x8fÿþ0xB0¼¶°ª¤Ÿ›•ƒƒƒƒƒƒƒzthfRÿÿ3óÿ(Ñn"<I@Ü @Fire giantPÿþr - RedÿþHITÿþFIREÿþHITÿþFIRE†@Hÿþ0x92ÿþ0x984ÿþ-76ÿþ0xA1ÿþ0x93ÿþ0x92ÿþ0x8C¾¸²¬¦¡Ÿ™“‡‡‡‡‡|vqhfRÿÿ?óÿ(Ðn I@A$@Giant green dragon flyFÿþg - GreenÿþBITEÿþPOISON"€ÿþA vast, foul-smelling dragonfly.ÿþ0x90ÿþ0x985ÿþ-86ÿþ0x9Fÿþ0x94ÿþ0x91ÿþ0xB9òìæàÚÕÓÍÇ™™™™™™™‘‹€~Rÿÿ3óÿ(Ïn$ ð?P  ð?$@Gelatinous cubejÿþG - Light GreenÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDØ@Hÿþ0x99ÿþ0x9E13ÿþ-22ÿþ0xA8ÿþ0x95ÿþ0x8fÿþ0x85ãÝ×ÑËÆÂ¼¶ªªª¤—ŠƒrpRÿÿÿóÿ(În ;4@P@@"@Orc captainoÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTR@Hÿþ0x9Bÿþ0x813ÿþ-17ÿþ0xA9ÿþ0x98ÿþ0x92ÿþ0x9CÎȼ¶±¯©£———‘Œ†{vjhRÿÿÿóÿ(Ín 2$@Kð?@@@Umber hulkXÿþU - Light BrownÿþGAZEÿþCONFUSEÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT¶@Hÿþ0x94ÿþ0x9E15ÿþ-68ÿþ0xA3ÿþ0x99ÿþ0x92ÿþ0xA1ãÝ×ÑËÆÂ¼¶ª¤ž˜“ˆyhfRÿÿÿÿÿ(Ìn $@<Clay golemgÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTt@-ÿþ0x98ÿþ0x9315ÿþ-25ÿþ0xA7ÿþ0x8Aÿþ0x92ÿþ0x81ȼ¶°«§¡›‰„~yhfRÿÿ?óÿ(Ën2ð? @Clear houndZÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT!€ÿþA completely translucent hound.ÿþ0x95ÿþ0x9D1ÿþ-66ÿþ0xA4ÿþ0x95ÿþ0x90ÿþ0xBAñëåßÙÔÒÌÆ™™™“‡{ujhRÿÿÿóÿ(Ên4@(@Gnome magehÿþr - RedÿþHITÿþHURT€ÿþA mage of short stature.ÿþ0x99ÿþ0x834ÿþ-24ÿþ0xA7ÿþ0x98ÿþ0x8dÿþ0x86ÍÇÁ»µ°®¨¢|||||||vqhfRÿÿ3óÿ(Én >@( Homunculusuÿþy - YellowÿþHITÿþPARALYZEÿþHITÿþHURTb@-ÿþ0x91ÿþ0x9911ÿþ-11ÿþ0xA0ÿþ0x94ÿþ0x8dÿþ0xA7ÇÁ»µ¯ª¦ šŽŽŽŽŽˆƒythfRÿÿ?óÿ(Èn $@FGriffonHÿþu - BrownÿþHITÿþHURTÿþBITEÿþHURT|@-ÿþ0x91ÿþ0x8F7ÿþ-84ÿþ0xA0ÿþ0x8Bÿþ0x91ÿþ0x8E»µ¯©£žœ–„„„„„~xrmb`Rÿÿ?óÿ× ƒ @€ @€ @€ @€ @€ @€ @€ @€€…€†€‡€ˆ€‰€Š€‹€Œ€€ Ž€ € € ‘€ ’€“€”€•€–€—€˜€™€š€›€œ€€ž€Ÿ€ €¡€¢€£€¤€ ¥€!¦€"§€#¨€$©€%ª€&«€'¬€(­€)®€*¯€+°€,±€-²€.³€/´€0µ€1¶€2·€3¸€4¹€5º€6»€7¼€8½€9¾€:¿€;À€<Á€=€>À?Ä€@Åüÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ†rYge SidNDD Y  readmeDDÿÿÖ»v1ì`€€LVAL|}!FThis database contains all the monster information for Angband 3.0.3. The user can easily make changes to a monster, add new monsters, sort the monsters, and print out a new list. It contains all the information to print out a monster.txt file, or updated graf.xxx files for the graphics preferences. It can be used as a spoiler file, development tool, or to do things like re-arranging the monsters in order of depth, a task that would take hours editing the monster.txt file. A few things about this database& It does not have a user interface that allows anyone to use it at the push of a button. Some knowledge of Access is required to do anything more than make changes to current monsters.& & & & & & & & 1) There are several main tables, titled Monsters (the basic monster info), Descriptor flags, and Spell Flags. 2) If field names are changed in the Monsters table, the macro that prints out the monster information needs to be changed. In the flags databases, the print macro prints out the name of the field, so that needs to prefectly match the defined constant in Angband (UNIQUE, DROP_GREAT, etc& ) However, if you add a new field to either of these tables, it will automaticallyget printed out for any monster with that flag checked. Any non-boolean flag added to descriptor or spells table will not print out. 3) to add a new monster, records have to be added to the monster, descriptor flags, and spell flags fields, and the field called "ID" have to have the same number associated with it. These three tables are tied together in a query called "Complete Monster Database". There is also a form with this title, this is where the user should spend most of their time editing the monster database. There are also buttons to print out the monster sections of the graf-{foo} files, or a new monster.txt file that can be dropped into Angband v. 3.0.3. 4) Visual Basic is a relatively slow language, and there is a lot of information to print out. The print monster macro takes about 10 seconds on a 733mhz PLVAL entium III computer. Thanks to Juergen Frieling for some great advice in making this database and the macros.ÛCëÄE|}!îLVALJø š > î   Î R  (þê‚âB|$_IN_Xê3ÅQÊ¡¨F•®Ê+>Ðéýj2U`8aœiÜ UNIQUEÝ UNIQUEÞ,Is the monster unique?ôáoz¡E¶Ø7³XdVþd5W`ðaœbHcÜUNIQUE_LabelÝ UNIQUEê?Òð YIt is eighteen feet tall and looking at you.A pile of rotting vegetation that slides towards you with a disgusting stench, waking all it nears.He is an orc of power and great cunning, leader of the garrison at Minas Morgul.He is an orc of power and great cunning, leader of the garrison at Cirith Ungol.A cunning orc of power, as tall as a man, and stronger. It fears little.A strange magical member of the canine race, its form seems to shimmer and fade in front of your very eyes.A strange creature that disguises itself as a discarded potion bottle to lure unsuspecting adventurers within reach of its venomous claws.Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting your fingers as energy builds up in the air around you.A hound as tall as a man, this creature appears to be composed of angular planes of ice. Cold radiates from it and freezes your breath in the air.Flames lick at its feet and its tongue is a blade of fire. You can feel a furnace heat radiating from the creature.A whirling form of sentient rock.A strange reptilian hybrid with two heads, guarding its hoard.The friend and companion of the dwarven king Thror, he went mad with grief after Thror's death at the hands of Azog the Orc. With torn beard and ragged clothes, he seems to have fixed on you as a convenient target to vent his anger.The lawful evil master's favourite pet.The chaotic evil master's favourite pet.A giant buzzing wasp, its stinger drips venom.A glowing fourteen foot tall giant. Flames drip from its red skin.It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well.An armoured orc with an air of authority.This bizarre creature has glaring eyes and large mandibles capable of slicing through rock.r3îó Þ » Æ µ ¸¹·´Èܹ˜ž @€ @€ @€ @€ @€themselvesôd¹3žç‰:Jµ‡Œ±±¡þd5W`xaÐ>btcÜHEAL(ånD@K@Shambling mound,ÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÆ@Hÿþ0x8Eÿþ0x8C9-4ÿþ0x9Dÿþ0x8Cÿþ0x8eÿþ0xDCÉý·±­«¥Ÿ“““““ˆ‚}rpRÿÿ?óÿ(än( <4@@@@@Gorbag, the Orc Captainoÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @Hÿþ0x9Bÿþ0x845ÿþ-17ÿþ0xA9ÿþ0x9Bÿþ0x95ÿþ0x8DðêäÞØÓÑËŹ³®¨£˜’‚€Rÿÿÿÿÿ(ãn( <4@@@@@Shagrat, the Orc Captainoÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @Hÿþ0x9Bÿþ0x835ÿþ-17ÿþ0xA9ÿþ0x9Aÿþ0x95ÿþ0x8CòìæàÚÕÓÍÇ»µ°ª¥Ÿš”„‚Rÿÿÿÿÿ(ân 24@<"@UrukoÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURT’@Hÿþ0x9Bÿþ0x8214ÿþ-17ÿþ0xA9ÿþ0x99ÿþ0x92ÿþ0x9D»µ¯©£žš”Ž‚‚‚‚‚|wql\ZRÿÿ?óÿ(áx$@2@Blink dogCÿþB - Light BlueÿþBITEÿþHURTÖ@Hÿþ0x8Fÿþ0x8414ÿþ-89ÿþ0x9Eÿþ0x81ÿþ0x90ÿþ0xAF»µ¯©£žš”Ž‚‚‚‚‚‚‚|vfdRÿÿ3óÿ(àn <@@@Potion mimic!ÿþw - WhiteÿþHITÿþPOISONÿþHITÿþHURTÿþHITÿþHURT@ Hÿþ0x8Eÿþ0x8F1ÿþ-110ÿþ0x9Dÿþ0x8Eÿþ0x88ÿþ0x86ÒÌÆÀº´²¬¦ššš”‰„|wljRÿÿÿóÿ(ßn F@@$@Energy houndZÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELEC@ Hÿþ0x96ÿþ0x806ÿþ-66ÿþ0xA4ÿþ0x98ÿþ0x90ÿþ0xCBÑËÅ¿¹´²¬¦ššš”Žˆ‚|vljRÿÿÿóÿ(Þn F@@$@Cold houndZÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLD&@ Hÿþ0x95ÿþ0x9F1ÿþ-66ÿþ0xA4ÿþ0x97ÿþ0x90ÿþ0xC4Îȼ¶±¯©£———‘‹…yshfRÿÿÿóÿ(Ýn F@@$@Fire houndZÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREè@ Hÿþ0x95ÿþ0x9E4ÿþ-66ÿþ0xA4ÿþ0x96ÿþ0x90ÿþ0xBDÌÆÀº´¯­§¡•••‰ƒ}wqhfRÿÿÿóÿ(Üx 4@KFire spiritEÿþr - RedÿþHITÿþFIREÿþHITÿþFIRE €ÿþA whirlwind of sentient flame.ÿþ0x90ÿþ0x864ÿþ-87ÿþ0x9Fÿþ0x82ÿþ0x8fÿþ0x98àÚÔÎÈÃÁ»µ‰‰‰‰‰ƒ~xsjhRÿÿ?óÿ(Ûx  (I@@Earth spiritEÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTB@ Hÿþ0x90ÿþ0x857ÿþ-87ÿþ0x9Fÿþ0x81ÿþ0x8fÿþ0x97ľ¸²¬§¥Ÿ™‡‚|wljRÿÿ?óÿ(Ún  ,4@>Giant red scorpionSÿþr - RedÿþBITEÿþHURTÿþSTINGÿþLOSE_STR€ÿþIt is fast and poisonous.ÿþ0x94ÿþ0x8812ÿþ-73ÿþ0xA3ÿþ0x83ÿþ0x92ÿþ0xC8òìæàÚÕÑËÅžžžžž”‡xvRÿÿ?óÿ(Ùx  D@:Water spiritEÿþb - BlueÿþHITÿþHURTÿþHITÿþHURT!€ÿþA whirlpool of sentient liquid.ÿþ0x90ÿþ0x842ÿþ-87ÿþ0x9Fÿþ0x80ÿþ0x8fÿþ0x96äÞØÒÌÇÅ¿¹ŒŒŒŒŒ†{vljRÿÿ?óÿ(Ønd<4@P&@2-headed hydraMÿþu - BrownÿþBITEÿþHURTÿþBITEÿþHURT|@Hÿþ0x93ÿþ0x987ÿþ-79ÿþ0xA2ÿþ0x93ÿþ0x90ÿþ0xA1Êľ¸²­«¥Ÿ“““““‡{pnRÿÿ?óÿ(×n- F9@ú@@@@@Nar, the Dwarfhÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÒ@Hÿþ0x99ÿþ0x8411ÿþ-24ÿþ0xA7ÿþ0x99ÿþ0x95ÿþ0x8BáÛÕÏÉÄÀº´¨¢—’Œ‡|pnRÿÿÿÿÿ®3ü    öîáÔ¸¬³×Úonster muliplies quicklyôèþ˜E iN”߯¦s³þd5W`¨ aT$b8cÜMULTIPLY_LabelÝMULTI(ôx($@´  @ @SasquatchYÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT|@ Kÿþ0x95ÿþ0x9A5ÿþ-67ÿþ0xA4ÿþ0x92ÿþ0x8eÿþ0xA8ÌÆÀº´¯­§¡•••‰ƒ}wqfdRÿÿÿóÿ(ón ú@QuylthulgQÿþy - YellowN@ Kÿþ0x92ÿþ0x9F11ÿþ-75ÿþ0xA1ÿþ0x9Aÿþ0x93ÿþ0x80«¥Ÿ™“ŽŠ„~rrrrrrrrrfdRÿ?3óÿ(òn $@È @@$@ChimaeraHÿþr - RedÿþBUTTÿþHURTÿþBITEÿþHURTÿþBITEÿþFIRE°@ Kÿþ0x91ÿþ0x904ÿþ-84ÿþ0xA0ÿþ0x8Cÿþ0x93ÿþ0x9Dȼ¶°«©£‘‘‘‹…ysmdbRÿÿÿóÿ(ñnÈ@@@@$@Water houndZÿþs - GrayÿþBITEÿþACIDÿþBITEÿþACIDÿþCLAWÿþHURTÿþCLAWÿþHURTê@ Kÿþ0x96ÿþ0x832ÿþ-66ÿþ0xA4ÿþ0x9Bÿþ0x90ÿþ0xC7ÛÕÏÉþ¼¶°¤ž˜’Œ†€ztjhRÿÿÿÿÿ(ðx(2x  ð?$@ð?$@Sabre-tooth tigerfÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÈ@Kÿþ0x98ÿþ0x8F11ÿþ-26ÿþ0xA7ÿþ0x86ÿþ0x90ÿþ0xB7ëåßÙÓÎÊľ²¬¦ š”Žˆ‚vtRÿÿÿÿÿ(ïnÈ@@@@$@Air houndZÿþg - GreenÿþBITEÿþPOISONÿþBITEÿþPOISONÿþCLAWÿþHURTÿþCLAWÿþHURTô@Kÿþ0x96ÿþ0x825ÿþ-66ÿþ0xA4ÿþ0x9Aÿþ0x90ÿþ0xBFÜÖÐÊÄ¿½·±¥Ÿ™“…wqfdRÿÿÿÿÿ(înÈ@@@@$@Earth houndZÿþu - BrownÿþBITEÿþHURTÿþBITEÿþHURTÿþCLAWÿþHURTÿþCLAWÿþHURTú@Kÿþ0x96ÿþ0x817ÿþ-66ÿþ0xA4ÿþ0x99ÿþ0x90ÿþ0xCAÜÖÐÊÄ¿½·±¥Ÿ™“‡{ujhRÿÿÿÿÿ(íxdA4@^@@"@3-headed hydraMÿþo - OrangeÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT€@Kÿþ0x93ÿþ0x993ÿþ-79ÿþ0xA2ÿþ0x94ÿþ0x90ÿþ0xA2×ÑËÅ¿º¸²¬   š”Žˆ‚|pnRÿÿÿóÿ(ìxT@<ð?@@Phase spiderSÿþB - Light BlueÿþBITEÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONÔ@Kÿþ0x94ÿþ0x8914ÿþ-73ÿþ0xA3ÿþ0x84ÿþ0x8fÿþ0xB2Ý×ÑËÅÀ¼¶°¤¤¤œ–Žˆ‚|ljRÿÿÿóÿ(ëx2 24@ @@@@Bolg, Son of Azogoÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTô@Kÿþ0x9Bÿþ0x854ÿþ-17ÿþ0xA9ÿþ0x9Cÿþ0x95ÿþ0x8EåßÙÓÍÈÆÀº®¨£˜’‡‚vtRÿÿÿÿÿ(êx I@K$@Giant gold dragon flyFÿþy - YellowÿþBITEÿþHURT²@Kÿþ0x90ÿþ0x9B11ÿþ-86ÿþ0x9Fÿþ0x97ÿþ0x91ÿþ0xBBÏÉý·²®¨¢–––––––Š~|Rÿÿ3óÿ(én€Q@@Red moldmÿþr - RedÿþSPOREÿþFIREš@Kÿþ0x9Aÿþ0x8E4ÿþ-19ÿþ0xA9ÿþ0x85ÿþ0x8eÿþ0xC4±«¥Ÿ™”’Œ†zzzzzzztmdbRÿÿ3óÿ(èd K$@d  Stone golemgÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURT"€ÿþIt is a massive animated statue.ÿþ0x98ÿþ0x949ÿþ-25ÿþ0xA7ÿþ0x8Bÿþ0x92ÿþ0x82éãÝ×ÑÌÊľЅzjhRÿÿ?óÿ(çx I@F$@Giant black dragon flyFÿþs - Grayl@Kÿþ0x90ÿþ0x9A2ÿþ-86ÿþ0x9Fÿþ0x96ÿþ0x91ÿþ0xBAÁ»µ¯©¤¢œ–ŠŠŠŠŠŠŠŠŠ€~Rÿ?3óÿ(æn#KI@!ú@Stone giantPÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTX@Hÿþ0x92ÿþ0x999ÿþ-76ÿþ0xA1ÿþ0x94ÿþ0x92ÿþ0x8DÇÁ»µ¯ª¨¢œŠ…zjhRÿÿ?óÿòLVAL”úHT €   J `°bæjü˜ v ÎTü¬2 @€ @€NETHÝBR_NETHÞ.Monster breathes netherôú} 6ºí@¨o Á³õþd5_`4aÀ0bHcÜBR_NETH_LabelÝBR_NETHêȳžû—B‰¤˜Jý­Lxýj2]`|a(2bxiiÜBR_LITEÝBR_LIt is a massive metal statue that moves steadily towards you.It is a giant beetle with vicious claws.It is an orcish figure covered in wrappings.A shimmering tornado of air, sparks crackle along its length.A caustic spinning whirlpool of water.A strange creature that disguises itself as a discarded scroll to lure unsuspecting adventurers within reach of its venomous claws.It is a glowing blue bat with a sharp tail.A strong and cunning orc warrior, the commander of Saruman's orcish horde.A large and powerful orc, captain of one of Saruman's orcish regiments.It is a twenty foot tall giant wreathed in clouds.A dark elven figure in armour and radiating evil power.It is a huge wolf with eyes that glow with manly intelligence.A tall shaggy, furry humanoid, it could call the yeti brother.It is a strange pulsing mound of flesh.It is a strange concoction of goat, lion and dragon, with the heads of all three beasts.Liquid footprints follow this hound as it pads around the dungeon. An acrid smell of acid rises from the dog's pelt.A fierce and dangerous cat, its huge tusks and sharp claws would lacerate even the strongest armour.Swirling vapours surround this beast as it floats towards you, seemingly walking on air. Noxious gases sting your throat.A beautiful crystalline shape does not disguise the danger this hound clearly presents. Your flesh tingles as it approaches.A strange reptilian hybrid with three heads, guarding its hoard.A spider that never seems quite there. Everywhere you look it is just half-seen in the corner of one eye.A large and powerful orc, he looks just like his father. He is tall and fast, but fortunately blessed with orcish brains.Large beating wings support this dazzling insect. A loud buzzing noise pervades the air.It is a strange red growth on the dungeon floor; it seems to burn with flame.The size of a large bird, this fly drips caustic acid.ë3  ñ  ñéýò & @€ @€ @€ @€ AºE¾‰,¸»á:ýj2U`ìah=bxiÜ HASTEÝ HASTEÞ8Monster can haste themselvesôÁCÞ[ÐëÌL£V¨•ˆÕþd5W`xah=btcÜHASTE_LabelÝ HASTEê{(n  &4@<Giant yellow scorpionSÿþy - YellowÿþBITEÿþHURTÿþSTINGÿþPOISONX@Mÿþ0x94ÿþ0x8A11ÿþ-73ÿþ0xA3ÿþ0x85ÿþ0x92ÿþ0xC9ÞØÒÌÆÁ½·±¥¥¥¥¥–Š~|Rÿÿ?óÿ(nP P$@  @Iron golemgÿþs - GrayÿþHITÿþHURTz@Kÿþ0x98ÿþ0x952ÿþ-25ÿþ0xA7ÿþ0x8Cÿþ0x92ÿþ0x83´®¨¢œ—•‰}}}}}}}wrhfRÿÿ3óÿ(n 7>@P  Killer stag beetleKÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTP@Kÿþ0x92ÿþ0x815ÿþ-81ÿþ0xA0ÿþ0x9Dÿþ0x93ÿþ0x92ÒÌÆÀºµ³­§›››››•‰ƒxvRÿÿ?óÿ(nÀR@8Mummified orczÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTX@Kÿþ0x92ÿþ0x8D1-6ÿþ0xA1ÿþ0x88ÿþ0x91ÿþ0xB0Å¿¹³­©§¡›‰„~ynlRÿÿ?óÿ(ÿn dd@Energy vortexvÿþb - BlueÿþENGULFÿþELECz@Kÿþ0x9Eÿþ0x816ÿþ-10ÿþ0xACÿþ0x97ÿþ0x92ÿþ0xA7½·±«¥ ž˜’†††††††€xnlRÿÿ3óÿ(þn dd@Cold vortexvÿþw - WhiteÿþENGULFÿþCOLD €ÿþA twisting whirlpool of frost.ÿþ0x9Eÿþ0x801ÿþ-10ÿþ0xACÿþ0x96ÿþ0x92ÿþ0xA6ÚÔÎȽ»µ¯ƒƒƒƒƒƒƒ}ujhRÿÿ3óÿ(ýn dd@Water vortexvÿþs - GrayÿþENGULFÿþACIDL@Kÿþ0x9Dÿþ0x9F2ÿþ-10ÿþ0xACÿþ0x95ÿþ0x92ÿþ0xA5»µ¯©£žœ–„„„„„„„~vljRÿÿ3óÿ(ün dd@Fire vortexvÿþr - RedÿþENGULFÿþFIRE€ÿþA whirling maelstrom of fire.ÿþ0x9Dÿþ0x9E4ÿþ-10ÿþ0xACÿþ0x94ÿþ0x92ÿþ0xA4×ÑËÅ¿º¸²¬{sjhRÿÿ3óÿ(ûn (F@@@@@Scroll mimic?ÿþw - WhiteÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþHURTÿþHITÿþHURT@Kÿþ0x8Eÿþ0x901ÿþ-107ÿþ0x9Dÿþ0x8Dÿþ0x87ÿþ0xCCßÙÓÍÇÁ¿¹³§¡œ–‘‰„|wljRÿÿÿÿÿ(ú‚ I@6@Blue dragon batbÿþb - BlueÿþBITEÿþELECV@Kÿþ0x96ÿþ0x9A6ÿþ-30ÿþ0xA5ÿþ0x91ÿþ0x90ÿþ0x83¿¹³­§¢ š”ˆˆˆˆˆˆˆ‚|rpRÿÿ3óÿ(ùnH _4@X@@@@Ugluk, the Urukoÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT”@Kÿþ0x9Bÿþ0x876ÿþ-17ÿþ0xA9ÿþ0x9Dÿþ0x95ÿþ0x90ßÙÓÍÇÂÀº´¨¢—’Œ‡|rpRÿÿÿÿÿ(øn@ Z4@&@@@@Lugdush, the Urukoÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTŽ@Kÿþ0x9Bÿþ0x866ÿþ-17ÿþ0xA9ÿþ0x9Eÿþ0x95ÿþ0x8FãÝ×ÑËÆÄ¾¸¬¦¡›–‹…€vtRÿÿÿÿÿ(÷n#<I@$ô @Cloud giantPÿþb - BlueÿþHITÿþELECÿþHITÿþELECd@Kÿþ0x92ÿþ0x9A6ÿþ-76ÿþ0xA1ÿþ0x96ÿþ0x92ÿþ0x8EÁ»µ¯©¤¢œ–ŠŠŠŠŠ„ytjhRÿÿ?óÿ(öx(>@ô@Dark elven lordhÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTn@Kÿþ0x99ÿþ0x858ÿþ-24ÿþ0xA7ÿþ0x9Cÿþ0x8dÿþ0x87Éý·±¬ª¤ž’’’’’Œ‡|rpRÿÿ?óÿ(õn€Q@–@$@WerewolfCÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT|@ Kÿþ0x8Fÿþ0x858ÿþ-89ÿþ0x9Eÿþ0x82ÿþ0x90ÿþ0xADÎȼ¶±¯©£———‘‹…ysdbRÿÿÿóÿ„LVAL¨P˜Hò h  F „  ¨ > î Œ & JÈnF¦Júd 8Ê€ @€ @€ÎIÙFš/ñR—ã0ýd5÷7`Õaô8b¼c,ÜLabel509ÝBolt Spellsê,\KJ˜L¿©äÝÖÞÏým7U`| aìOkšÜgWho knows why you are now facing an angel as an enemy? Is it a punishment from your own god for your sins, or a test of your mettle, or has this angel been sent by another god on behalf of someone who wishes to claim the glory for his own god? Perhaps you will never know: but it is here, and you must fight it.It is a tangible but ghostly form made of white fog.A giant orc-like figure with an awesomely muscled frame.It is smoking and burning with great heat.It is a huge black panther, clubbed tentacles sprouting from its shoulders.It is an ant encased in shaggy grey fur.It is a giant beetle with poisonous mandibles.A hideous centipede covered in slime and with glowing tentacles around its head.A huge wormlike shape dripping acid, twisted by evil sorcery into a foul monster that breeds on death.A troll who is so bright he knows how to read.He is a giant troll with scabrous black skin.A powerful dark elf, with mighty nature-controlling enchantments.A stumpy figure carved from stone, with glittering eyes, this sentinel strides towards you with deadly intent.It is a ghostly woman's form that wails mournfully.A Black Numenorean who hates the men of the west.A Black Numenorean with a blacker heart.A blood-sucking bat that flies at your neck hungrily.It is a human form encased in mouldy wrappings.A strange reptilian hybrid with four heads, guarding its hoard.One of the last of the Petty-Dwarves. Khim is a tricky sorcerous little being, full of mischief.One of the last of the Petty-Dwarves. Ibun is a tricky sorcerous little being, full of mischief.It is a ghostly apparition with a humanoid form.This vast gleaming bronze fly has wings which beat mesmerically fast.It is a sharp-tailed bat, wreathed in fire.A thief of great power and shifty speed.He is also known as the King of Khazad-dum. 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Its eyes stare deeply at you and your soul starts to wilt!An intensely irritating git of a monster.A humanoid form with a gruesome head, tentacular mouth, and piercing eyes. Claws reach out for you and you feel a presence invade your mind.A mage of some power - you can tell by the size of his hat.An evil and cunning man from the East. Having once sworn allegiance to the sons of Feanor, it was Uldor's treachery that turned the tide of the Battle of Unnumbered Tears in Morgoth's favour.He is a figure encased in deep black plate armour; he looks at you menacingly.A strange reptilian hybrid with five heads dripping venom.A wraithly snake-like form with the torso of a beautiful woman, it is the most powerful of its kind.A man-shaped form of living lightning, sparks and shocks crackle all over this madly capering figure, as it leaps and whirls around and about you.The result of evil experiments, this travesty of nature should never be alive. It has three heads - goat, dragon and gorgon - all attached to a lion's body.It is a humanoid with an aura of power. You notice a sharp set of front teeth.An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the leader of a large band of violent ogres.A hideous ogre wrapped in black sorcerous robes.A locus of conflicting points coalesce to form the vague shape of a huge hound. Or is it just your imagination?A blurry canine form which seems to be moving as fast as the eye can follow. You can feel the earth resonating beneath your feet.A powerful troll form. Venom drips from its needlelike claws.It appears to be a pile of coins made of precious adamant, slithering toward you on lots of tiny legs.It is a giant beetle wreathed in flames.The last of his race, Mim is a Petty-Dwarf. Petty-Dwarves are strange creatures, powerful in sorcery and originating in the East. They have been hunted nearly to extinction by the High Elves.3ÜÕ ¡ £ ‹ { x[MI[L12@€ @€ @€ @€ @€ @€Çÿ .(©…¸-€€€€€€€€€€€€ÀÀÀÿÿÿÿÿÿÿÿÿÿÿÿˆˆˆˆøøˆøÿˆˆˆˆˆøøˆˆˆÿˆøøøˆˆˆˆˆˆÿÿˆˆˆˆˆˆ(/x F$@ð@@ @Black knightpÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTœ@ Pÿþ0x9Cÿþ0x922ÿþ-16ÿþ0xABÿþ0x88ÿþ0x84ÿþ0x95Îȼ¶±¯©£———‘Œ†{vljRÿÿÿóÿ(.xdP4@Š@@@@@5-headed hydraMÿþg - GreenÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONt@ Pÿþ0x93ÿþ0x9B5ÿþ-79ÿþ0xA2ÿþ0x96ÿþ0x90ÿþ0xA4êäÞØÒÍËÅ¿³«¥—‰{pnRÿÿÿÿÿ(-nK^@<ð? @ð? @@Spirit naganÿþw - WhiteÿþCRUSHÿþHURTÿþCRUSHÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÈ@ Pÿþ0x9Aÿþ0x951ÿþ-18ÿþ0xA9ÿþ0x8Cÿþ0x90ÿþ0x91ÞØÒÌÆÁ¿¹³§¡›•‰‚|ujhRÿÿÿÿÿ(,xP P$@„@Colbrangÿþy - YellowÿþHITÿþELECÿþHITÿþELEC$@ Pÿþ0x98ÿþ0x9711ÿþ-25ÿþ0xA7ÿþ0x8Eÿþ0x92ÿþ0x85½·±«¥ œ–„„„„„~ysnb`Rÿÿ?óÿ(+n 7$@  @@ @GorgimaeraHÿþo - OrangeÿþBUTTÿþHURTÿþBITEÿþFIREÿþGAZEÿþPARALYZE:@ Pÿþ0x91ÿþ0x913ÿþ-84ÿþ0xA0ÿþ0x8Dÿþ0x93ÿþ0x9EÓÍÇÁ»¶´®¨œœœ’Œ†€zthfRÿÿÿóÿ(*n -$@¯@@@@"@VampireVÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_20ÿþBITEÿþEXP_20ž@Pÿþ0x94ÿþ0x9F10ÿþ-70ÿþ0xA3ÿþ0x9Aÿþ0x94ÿþ0xB2Ý×ÑËÅÀ¼¶°¤œ–Žˆ‚}wrb`Rÿÿÿÿÿ()xdd4@ Ü@@Lokkak, the Ogre ChieftainOÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTæ@Pÿþ0x92ÿþ0x945ÿþ-77ÿþ0xA1ÿþ0x90ÿþ0x95ÿþ0x98ìæàÚÔÏÍÇÁµµµ¯ª¤Ÿ™”ˆ†Rÿÿÿóÿ((n (>@,@ @@ @@Ogre mageOÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT`@Pÿþ0x92ÿþ0x934ÿþ-77ÿþ0xA1ÿþ0x8Eÿþ0x8dÿþ0x91ÒÌÆÀºµ³­§›•Š…ztofdRÿÿÿÿÿ('n ú@@@@@Nexus houndZÿþv - VioletÿþBITEÿþHURTÿþBITEÿþHURTÿþCLAWÿþHURTÿþCLAWÿþHURTà@Pÿþ0x8Fÿþ0x8612ÿþ-66ÿþ0xA4ÿþ0x9Dÿþ0x90ÿþ0xC5ßÙÓÍǾ¸²¦ š”Žˆ‚|vjhRÿÿÿÿÿ(&n ú@@@@@Vibration houndZÿþy - YellowÿþBITEÿþHURTÿþBITEÿþHURTÿþCLAWÿþHURTÿþCLAWÿþHURT@Pÿþ0x96ÿþ0x8411ÿþ-66ÿþ0xA4ÿþ0x9Cÿþ0x90ÿþ0xBBçáÛÕÏÊÆÀº®¨¢œ–Š„~rpRÿÿÿÿÿ(%n <D@–ð?@AlgrothTÿþo - OrangeÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþHURT|@Pÿþ0x94ÿþ0x913ÿþ-72ÿþ0xA3ÿþ0x8Cÿþ0x92ÿþ0xB1ÍÇÁ»µ°®¨¢–––Š‚|tnb`Rÿÿÿóÿ($x2$@<ð?(@ð?(@Creeping adamantite coins$ÿþG - Light GreenÿþBITEÿþPOISONÿþTOUCHÿþPOISONÿþHITÿþHURTÿþHITÿþHURTÌ@Pÿþ0x8Eÿþ0x8413ÿþ-47ÿþ0x9Dÿþ0x84ÿþ0x87ÿþ0x8Bý÷ñëæâÜÖÊÄ¿¹´¬¥—†„Rÿÿÿÿÿ(#n->@_Killer fire beetleKÿþR - Light RedÿþBITEÿþHURTÿþSPITÿþFIREP@Pÿþ0x92ÿþ0x844ÿþ-81ÿþ0xA1ÿþ0x80ÿþ0x93ÿþ0x95ÖÐÊľ¹·±«ŸŸŸŸŸ™“‡xvRÿÿ?óÿ("x dP4@è@ @@Mim, Betrayer of Turinhÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþUN_BONUS‚@Pÿþ0x99ÿþ0x893ÿþ-24ÿþ0xA8ÿþ0x80ÿþ0x95ÿþ0x97óíçáÛÖÔÎȼ²­§¢œ—‘Œ€~Rÿÿÿÿÿ%3áþ þ é ß Ø ÓǸ¨œ~eQ @€ @€ @€ @€(>nP d$@ô@@@@Mithril golemgÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT|@ Sÿþ0x98ÿþ0x9814ÿþ-25ÿþ0xA7ÿþ0x8Fÿþ0x92ÿþ0x86ãÝ×ÑËÆÂ¼¶ª¤Ÿ™”މƒ~nlRÿÿÿÿÿ(=n 2€Q@ô@@$@Young bronze dragondÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT*@Sÿþ0x97ÿþ0x9015ÿþ-28ÿþ0xA6ÿþ0x87ÿþ0x8cÿþ0x89èâÜÖÐËÇÁ»¯¯¯©£—‘‹zxRÿÿÿóÿ(<n 2€Q@ô@@$@Young green dragondÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTú@Sÿþ0x97ÿþ0x8F5ÿþ-28ÿþ0xA6ÿþ0x86ÿþ0x8cÿþ0x8BÞØÒÌÆÁ¿¹³§§§¡›•‰ƒxvRÿÿÿóÿ(;n 2€Q@ô@@$@Young white dragondÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT @Sÿþ0x97ÿþ0x8E1ÿþ-28ÿþ0xA6ÿþ0x85ÿþ0x8cÿþ0x8AÞØÒÌÆÁ¿¹³§§§¡›•‰ƒxvRÿÿÿóÿ(:n 2€Q@ô@@$@Young blue dragondÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTô@Sÿþ0x97ÿþ0x8D6ÿþ-28ÿþ0xA6ÿþ0x84ÿþ0x8cÿþ0x88ÛÕÏÉþ¼¶°¤¤¤ž˜’Œ†€vtRÿÿÿóÿ(9x #<Y@È@@@@@Ring mimic=ÿþw - WhiteÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþPOISON@Sÿþ0x82ÿþ0x811ÿþ-109ÿþ0xADÿþ0x9Eÿþ0x85ÿþ0x83ßÙÓÍÇÁ¿¹³§Ÿš’…€xshfRÿÿÿÿÿ(8n 7D@@@@(@Catoblepasqÿþg - GreenÿþGAZEÿþTERRIFYÿþGAZEÿþBLINDÿþBUTTÿþHURTÿþBITEÿþHURTì@Sÿþ0x9Dÿþ0x8B5ÿþ-15ÿþ0xACÿþ0x81ÿþ0x93ÿþ0x9BÞØÒÌÆÁ¿¹³§¡›•ˆ‚yshfRÿÿÿÿÿ(7n< Dào@"è@@@@@ArchangelAÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTæ@Sÿþ0x8Eÿþ0x9314ÿþ-91ÿþ0x9Dÿþ0x90ÿþ0x8eÿþ0xB7ÛÕÏÉþº´®¢œ—‘Œ†{vfdRÿÿÿÿÿ(6nAA>@ð? @Purple wormwÿþv - VioletÿþHITÿþHURTÿþBITEÿþACIDÿþSTINGÿþPOISON¨@Sÿþ0x9Eÿþ0x9010-9ÿþ0xADÿþ0x85ÿþ0x91ÿþ0x98ÔÎȼ¸´®¨œœœ”‡{vjhRÿÿÿóÿ(5n 8I@È@@@@Ice trollTÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþCOLDÿþBITEÿþCOLDb@Sÿþ0x94ÿþ0x921ÿþ-72ÿþ0xA3ÿþ0x8Dÿþ0x92ÿþ0xB2ÖÐÊľ¹·±«Ÿ™“‡|vqfdRÿÿÿÿÿ(4xZ>@, @(@@(@ @BasiliskRÿþs - GrayÿþGAZEÿþPARALYZEÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTä@Pÿþ0x93ÿþ0x9C6ÿþ-74ÿþ0xA2ÿþ0x97ÿþ0x91ÿþ0x88ÙÓÍÇÁ¼º´®¢œ–Š„~tndbRÿÿÿÿÿ(3x4 24@î@@@Draebor, the Impuÿþv - VioletÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþHURTÿþINSULTR@Pÿþ0x91ÿþ0x9C5ÿþ-11ÿþ0xA0ÿþ0x97ÿþ0x95ÿþ0x9AäÞØÒÌÇÅ¿¹­­¥Ÿš’…€trRÿÿÿ÷ÿ(2n <$@È @Mind flayerhÿþv - VioletÿþGAZEÿþLOSE_INTÿþGAZEÿþLOSE_WIS@Pÿþ0x9Cÿþ0x9512ÿþ-24ÿþ0xABÿþ0x8Bÿþ0x8dÿþ0x8AÏÉý·²®¨¢–––––Œ†|vjhRÿÿ?óÿ(1n($@–@Magepÿþr - RedÿþHITÿþHURTÿþHITÿþHURTv@Pÿþ0x9Cÿþ0x944ÿþ-16ÿþ0xABÿþ0x8Aÿþ0x84ÿþ0x96²¬¦ š•“‡{{{{{upje\ZRÿÿ?óÿ(0n dFD@X@@@@$@Uldor the AccursedpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT€@Pÿþ0x9Cÿþ0x9315ÿþ-16ÿþ0xABÿþ0x89ÿþ0x95ÿþ0x99îèâÜÖÑÍÇÁµ¯ª¤Ÿ™”މxvRÿÿÿÿÿ”LVALžö$ " .   ên ª¬öšœ4®BÎ @€ @€ @€ @€ @€ @€ @€ @€ @€A humanoid clothed in black who moves with blinding speed.It is a very unstable, strange pulsing mound of flesh.It is an ogre wrapped in furs and covered in grotesque body paints.It is a giant beetle that produces a chilling sound.You don't believe in it. But it believes in you...It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace.It is a ghostly form with eyes that haunt you.An armoured form moving with purpose. Powerful on its own, flee when hordes of them march.It is a giant ant that crackles with energy.It is a winged lion's body with a human torso and a tail covered in vicious spikes.It is a troll skeleton animated by dark dweomers.It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark, and it is surrounded by an aura of unearthly cold that chills the soul rather than the body.It is a massive statue of purest mithril. It looks expensive!It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape glitters with strange colours that confuse you.It has a form that legends are made of. Its still-tender scales are a deep green in hue. Foul gas seeps through its scales.It has a form that legends are made of. Its still-tender scales are a frosty white in hue. Icy blasts of cold air come from it as it breathes.It has a form that legends are made of. Its still-tender scales are a deep blue in hue. Sparks crackle along its length.A strange creature that disguises itself as a discarded ring to lure unsuspecting adventurers within reach of its venomous claws.A strange ox-like form with a huge head but a thin, weak neck, it looks likes the creation of some deranged alchemist.An angel protected by an aura of holiness. Its muscular form looks extremely powerful next to your own frail body.It is a massive worm form, many feet in length. Its vast maw drips acid and poison.He is a white troll with powerfully clawed hands.£3õð è ú ÿðæâú¾¿ÉÏ(Mx(<D@(è   @Storm giantPÿþB - Light BlueÿþHITÿþELECÿþHITÿþELECt@Uÿþ0x92ÿþ0x9B14ÿþ-76ÿþ0xA1ÿþ0x95ÿþ0x92ÿþ0x8FÉý·±¬¨¢œŠ…zjhRÿÿ?óÿ(Ln@ –@Memory moss,ÿþr - RedÿþHITÿþCONFUSEÿþHITÿþCONFUSEž@Uÿþ0x9Aÿþ0x8F4-4ÿþ0xA9ÿþ0x86ÿþ0x8eÿþ0xDDÅ¿¹³­©§¡›†xsjhRÿÿ?óÿ(Kx <$@ ,@@Ninjapÿþy - YellowÿþHITÿþPOISONÿþHITÿþLOSE_STRÿþHITÿþLOSE_STRt@Sÿþ0x9Cÿþ0x9611ÿþ-16ÿþ0xABÿþ0x8Cÿþ0x84ÿþ0x97Îȼ¶±­§¡•••‹†|woj^\Rÿÿÿóÿ(Jx#dxT@7xi@$@@@@Shelob, Spider of DarknessSÿþD - Dark GrayÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþPARALYZEÿþSTINGÿþLOSE_STRô@Uÿþ0x94ÿþ0x8B8ÿþ-73ÿþ0xA3ÿþ0x86ÿþ0x95ÿþ0x9B ÿùóîìæàÔÊù³«¥—ˆ†Rÿÿÿÿÿ(In  ,ð?Nexus quylthulgQÿþv - Violetl@Sÿþ0x93ÿþ0x8012ÿþ-75ÿþ0xA1ÿþ0x9Bÿþ0x93ÿþ0x81·±«¥Ÿš–Š~~~~~~~~~rpRÿ?3óÿ(Hn 7>@,@@@Ogre shamanOÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT†@Sÿþ0x92ÿþ0x953ÿþ-77ÿþ0xA1ÿþ0x8Fÿþ0x8dÿþ0x92ÓÍÇÁ»¶´®¨œœœ–‘‹†€{jhRÿÿÿóÿ(Gn <>@ÜDeath watch beetleKÿþD - Dark GrayÿþBITEÿþHURTÿþWAILÿþTERRIFYh@Sÿþ0x92ÿþ0x868ÿþ-81ÿþ0xA1ÿþ0x82ÿþ0x93ÿþ0x97ÙÓÍÇÁ¼º´®¢¢¢¢¢™“‡xvRÿÿ?óÿ(Fx $@^ð?@ð?@0@GhostGÿþw - WhiteÿþWAILÿþTERRIFYÿþTOUCHÿþEXP_20ÿþCLAWÿþLOSE_INTÿþCLAWÿþLOSE_WISf@Sÿþ0x91ÿþ0x821ÿþ-85ÿþ0x9Fÿþ0x9Eÿþ0x94ÿþ0x98ÞØÒÌÆÁ¿¹³§—‡xoi^\Rÿÿÿÿÿ(En <>@ÈKiller slicer beetleKÿþy - YellowÿþBITEÿþHURTÿþBITEÿþHURT˜@Sÿþ0x92ÿþ0x8511ÿþ-81ÿþ0xA1ÿþ0x81ÿþ0x93ÿþ0x96ÙÓÍÇÁ¼¸²¬     š”Žˆ|zRÿÿ?óÿ(Dn 2>@E @Grave wightWÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_20\@Sÿþ0x95ÿþ0x856ÿþ-69ÿþ0xA4ÿþ0x80ÿþ0x94ÿþ0x88ÐÊľ¸³±«¥™™™‘Š„ytjhRÿÿÿóÿ(Cx (D@Z Giant army antaÿþo - OrangeÿþBITEÿþHURT¶@Sÿþ0x96ÿþ0x953ÿþ-31ÿþ0xAEÿþ0x81ÿþ0x91ÿþ0x86¿¹³­§¢ š”ˆˆˆˆˆˆˆ‚|pnRÿÿ3óÿ(Bn 2N@PGiant blue antaÿþb - BlueÿþBITEÿþELECX@ Sÿþ0x96ÿþ0x946ÿþ-31ÿþ0xA5ÿþ0x8Bÿþ0x91ÿþ0x85½·±«¥ ž˜’†††††††€zpnRÿÿ3óÿ(Ax $@,@@@@@ManticoreHÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¦@ Sÿþ0x91ÿþ0x9211ÿþ-84ÿþ0xA0ÿþ0x8Eÿþ0x93ÿþ0x9F×ÑËÅ¿º¶°ªž˜“ˆ‚}wrfdRÿÿÿÿÿ(@n 74@á@@Skeleton trollsÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTb@ Sÿþ0x9Dÿþ0x961ÿþ-13ÿþ0xACÿþ0x8Cÿþ0x94ÿþ0xAAÔÎȼ·µ¯©—‘‹†€{pnRÿÿÿóÿ(?n F€Q@!L@@@Shadow drakedÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_10b@ Sÿþ0x97ÿþ0x918ÿþ-28ÿþ0xA6ÿþ0x88ÿþ0x8cÿþ0xA8ÚÔÎȽ»µ¯£££›•‰ƒ}ljRÿÿÿóÿ²LVAL n ú ˜ <  È \ Z ¸ÄÈl¼ø0즴pìIt is impossible to define its form but its violence is legendary.It is a towering tempest of water.It is an angel moving very quickly, wielding a holy war hammer and casting a volley of powerful spells in your direction.It is a towering inferno of flames.He is a troll that reeks of brine.A phantasmal shrieking spirit. Its wail drives the intense cold of pure evil deep within your body.A shadowy form clutches at you from the darkness. A powerful undead creature with a deadly touch.Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Bill.Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom.Big, brawny, powerful and with a taste for hobbit. He has friends called Bill and Tom.A dragon of great power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows.A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, and despises your feeble efforts to destroy evil.This dragon is clever and cunning. It laughs at your puny efforts to disturb it.A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes.It is the animated form of a massive two-headed troll.It is a ghostly nightmare of a entity.An adept at unarmed combat, the mystic strikes with stunning power. He can summon help from nature and is able to focus his power to ease any pain.A huge, ugly, half-human in search of plunder.He is a vicious monster, feared for his ferocity.It is a twenty-five foot tall giant wreathed in lightning.A mass of green vegetation. You don't remember seeing anything like it before.Shelob is an enormous bloated spider, the last daughter of Ungoliant the Unlight. Her poison is legendary, as is her ego. She normally guards the pass through Cirith Ungol, but occasionally goes out foraging for food to feed her voracious appetite.83÷ä à Ù È Ä À¸° ‚td(\n$ 2I@#¤  @@@@Water trollTÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTD@Uÿþ0x94ÿþ0x982ÿþ-72ÿþ0xA3ÿþ0x93ÿþ0x92ÿþ0xB5ßÙÓÍÇÂÀº´¨¢œ–Š…zjhRÿÿÿÿÿ([x$@"^@@0@SpectreGÿþU - Light BrownÿþWAILÿþTERRIFYÿþTOUCHÿþEXP_40ÿþCLAWÿþLOSE_WISÈ@Uÿþ0x91ÿþ0x8415ÿþ-85ÿþ0xA0ÿþ0x80ÿþ0x94ÿþ0x87ÚÔÎȽ¹³­¡¡¡—‘‰‚ysb`Rÿÿÿóÿ(Zx$@!^ð?$@0@ShadeGÿþD - Dark GrayÿþWAILÿþTERRIFYÿþTOUCHÿþEXP_40ÿþCLAWÿþLOSE_INTÄ@Uÿþ0x91ÿþ0x838ÿþ-85ÿþ0x9Fÿþ0x9Fÿþ0x94ÿþ0x95ÒÌÆÀºµ³­§›››‘‹ƒ|sm^\Rÿÿÿóÿ(Yx dFI@"Ð@$@@Tom the Stone TrollTÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT°@Uÿþ0x94ÿþ0x979ÿþ-72ÿþ0xA3ÿþ0x92ÿþ0x95ÿþ0x9EÝ×ÑËÅÀ¾¸²¦¦¦ š”‰„zxRÿÿÿóÿ(Xx dFI@"Ð@$@@Bill the Stone TrollTÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT®@ Uÿþ0x94ÿþ0x969ÿþ-72ÿþ0xA3ÿþ0x91ÿþ0x95ÿþ0x9DßÙÓÍÇÂÀº´¨¨¨¢œ–‘‹†|zRÿÿÿóÿ(Wx dFI@"Ð@$@@Bert the Stone TrollTÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT®@ Uÿþ0x94ÿþ0x959ÿþ-72ÿþ0xA3ÿþ0x90ÿþ0x95ÿþ0x9CßÙÓÍÇÂÀº´¨¨¨¢œ–‘‹†|zRÿÿÿóÿ(Vn( F€Q@!°@@@Ethereal drakedÿþo - OrangeÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTü@ Uÿþ0x97ÿþ0x953ÿþ-28ÿþ0xA6ÿþ0x8Cÿþ0x8cÿþ0xA7×ÑËÅ¿º¸²¬   š”Žˆ‚|pnRÿÿÿóÿ(Un< F€Q@!@@@@Balance drakedÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTô@ Uÿþ0x97ÿþ0x9410ÿþ-28ÿþ0xA6ÿþ0x8Bÿþ0x8cÿþ0xAD×ÑËÅ¿º¶°ªžžž˜’Œ†€znlRÿÿÿóÿ(Tn2 F€Q@!x@@@Law drakedÿþB - Light BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¢@ Uÿþ0x97ÿþ0x9314ÿþ-28ÿþ0xA6ÿþ0x8Aÿþ0x8cÿþ0xAAÓÍÇÁ»¶²¬¦ššš”Žˆ‚|vfdRÿÿÿóÿ(Sn2 F€Q@!x@@@Chaos drakedÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT@Uÿþ0x97ÿþ0x9210ÿþ-28ÿþ0xA6ÿþ0x89ÿþ0x8cÿþ0xA9ÓÍÇÁ»¶²¬¦ššš”Žˆ‚|vjhRÿÿÿóÿ(Rn- 24@!E  ð?@ð?@Skeleton ettinsÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTl@Uÿþ0x9Dÿþ0x971ÿþ-13ÿþ0xACÿþ0x8Dÿþ0x94ÿþ0xB7àÚÔÎÈÃÁ»µ©£—‘‹†€{pnRÿÿÿÿÿ(Qn ($@!w @Barrow wightWÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40L@Uÿþ0x95ÿþ0x8610ÿþ-69ÿþ0xA4ÿþ0x81ÿþ0x94ÿþ0x8AÖÐÊľ¹µ¯©•Žˆƒ}xljRÿÿÿóÿ(Px# 2@!ô  $@@$@@@Mysticpÿþo - OrangeÿþKICKÿþHURTÿþKICKÿþHURTÿþKICKÿþHURTÿþKICKÿþHURT(@Uÿþ0x9Cÿþ0x973ÿþ-16ÿþ0xABÿþ0x8Dÿþ0x84ÿþ0x98ÓÍÇÁ»¶´®¨œ–Š„~xrl`^Rÿÿÿÿÿ(On2I@"@@@@Half-trollTÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT\@Uÿþ0x94ÿþ0x9415ÿþ-72ÿþ0xA3ÿþ0x8Fÿþ0x92ÿþ0xB4âÜÖÐÊÅÁ»µ©£—‘‹…yhfRÿÿÿÿÿ(Nn 2I@!^ð? @ð? @Cave trollTÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTb@Uÿþ0x94ÿþ0x937ÿþ-72ÿþ0xA3ÿþ0x8Eÿþ0x92ÿþ0xB3ØÒÌÆÀ»¹³­¡›•‰ƒ~xshfRÿÿÿÿÿM3 ý ð è Ô ¹§’‹…y~yy(kn* 2I@$  @@@@OlogTÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTt@ Xÿþ0x94ÿþ0x9911ÿþ-72ÿþ0xA3ÿþ0x94ÿþ0x92ÿþ0xB6ÏÉý·²®¨¢–Š„~xsmh\ZRÿÿÿÿÿ(jdd }$@"°@@@@Eog golemgÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @ Xÿþ0x98ÿþ0x997ÿþ-25ÿþ0xA7ÿþ0x90ÿþ0x92ÿþ0x87ÔÎȼ·µ¯©—’Œ‡|vqfdRÿÿÿÿÿ(ix( P>@#X  @(@@HellhoundCÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREŽ@Xÿþ0x8Fÿþ0x864ÿþ-89ÿþ0x9Eÿþ0x83ÿþ0x90ÿþ0xABÊľ¸²­«¥Ÿ“““‡{uofdRÿÿÿóÿ(hx 2I@"† ð?$@ @Air elementalEÿþB - Light BlueÿþHITÿþHURTÿþHITÿþCONFUSEÿþHITÿþHURTD@Xÿþ0x90ÿþ0x8B14ÿþ-87ÿþ0x9Fÿþ0x87ÿþ0x8fÿþ0xA3ÛÕÏÉþº´®¢¢¢œ—މƒ~nlRÿÿÿóÿ(gd <€V@"w@@ @Earth elementalEÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT†@Xÿþ0x90ÿþ0x8A7ÿþ-87ÿþ0x9Fÿþ0x86ÿþ0x8fÿþ0x9CÕÏÉý¸¶°ªžžž˜“ˆ‚}rpRÿÿÿóÿ(fx 2D@"Giant grey scorpionSÿþs - GrayÿþBITEÿþHURTÿþSTINGÿþPOISONb@Xÿþ0x94ÿþ0x8C2ÿþ-73ÿþ0xA3ÿþ0x87ÿþ0x92ÿþ0xCAÖÐÊľ¹·±«ŸŸŸŸŸ—Š„zxRÿÿ?óÿ(en" <$@$î@@@@@Master vampireVÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_40ÿþBITEÿþEXP_40 @Xÿþ0x95ÿþ0x805ÿþ-70ÿþ0xA3ÿþ0x9Bÿþ0x94ÿþ0xB3äÞØÒÌÇÅ¿¹­¥Ÿ—‘‹†€{pnRÿÿÿÿÿ(dn <N@"è@ @@ @@LichLÿþo - OrangeÿþTOUCHÿþEXP_40ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEXŽ@Xÿþ0x92ÿþ0x883ÿþ-80ÿþ0xA1ÿþ0x83ÿþ0x94ÿþ0x90áÛÕÏÉļ¶ª ™ˆ~woh\ZRÿÿÿÿÿ(cx dZD@"°@@@@$@Ulfang the BlackpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@@Xÿþ0x9Cÿþ0x9915ÿþ-16ÿþ0xABÿþ0x8Fÿþ0x95ÿþ0x9FêäÞØÒÍÉý±«¦ ›•Š…trRÿÿÿÿÿ(b‚ D@"^@@@@@Master thiefpÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþEAT_GOLDÿþHITÿþEAT_ITEMŠ@Xÿþ0x9Cÿþ0x9814ÿþ-16ÿþ0xABÿþ0x8Eÿþ0x84ÿþ0x99ãÝ×ÑËÆÂ¼¶ª ›‘Œ†{vljRÿÿÿÿÿ(an ($@"dCarrion crawlercÿþo - OrangeÿþSTINGÿþPARALYZEÿþSTINGÿþPARALYZE @Xÿþ0x97ÿþ0x853ÿþ-29ÿþ0xA5ÿþ0x9Cÿþ0x91ÿþ0xA8×ÑËÅ¿º¸²¬     –…~rpRÿÿ?óÿ(`‚ .4@#,ð?@Invisible stalkerEÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT„@Uÿþ0x90ÿþ0x8911ÿþ-87ÿþ0x9Fÿþ0x85ÿþ0x8fÿþ0xA8ÜÖÐÊÄ¿»µ¯£££˜’‡‚vtRÿÿÿóÿ(_n (I@!E  ð?$@@Water elementalEÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTD@Uÿþ0x90ÿþ0x882ÿþ-87ÿþ0x9Fÿþ0x84ÿþ0x8fÿþ0x9AÔÎȼ·µ¯©—’Œ‡|rpRÿÿÿóÿ(^xd Dào@'Œ @@@ @@CherubAÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTò@Uÿþ0x8Eÿþ0x9413ÿþ-91ÿþ0x9Dÿþ0x91ÿþ0x8eÿþ0xB8ÖÐÊľ¹µ¯©—’Œ‡|vq`^Rÿÿÿÿÿ(]n 2I@!^@Fire elementalEÿþr - RedÿþHITÿþFIREÿþHITÿþFIREF@Uÿþ0x90ÿþ0x874ÿþ-87ÿþ0x9Fÿþ0x83ÿþ0x8fÿþ0x9BÆÀº´®©§¡›‰„~ypnRÿÿ?óÿºLVAL`Ö–  h  € < ® Ž  ÀŽ| ¨BØðIt has a form that legends are made of. Its still-tender scales are a darkest black hue. Acid drips from its body.It is a towering blackened form, crackling with heat.It is a towering mass of filth, an eyesore of ooze.It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it.A deep brown shape is visible before you, its canine form strikes you with an almost physical force. The dungeon floor buckles as if struck by a powerful blow as it stalks towards you.Bizarrely, this hound seems to be hardly moving at all, yet it approaches you with deadly menace. It makes you tired just to look at it.A disgusting animated blob of destruction. Flee its gruesome hunger!Unfettered by the usual constraints of gravity, these unnatural creatures are walking on the walls and even the ceiling! The earth suddenly feels rather less solid as you see gravity warp all round the monsters.A human warrior, moving with lightning speed.It is a massive intelligent troll with needle-sharp fangs.It is a massive deep brown statue, striding towards you with an all-too-familiar purpose. Your magic surprisingly feels much less powerful now.It is a giant dog that glows with heat. Flames pour from its nostrils.It is a towering tornado of winds.It is a towering form composed of rock with fists of awesome power.It is a giant grey scorpion. It looks poisonous.It is a humanoid form dressed in robes. Power emanates from its chilling frame.It is a skeletal form dressed in robes. It radiates vastly evil power.A short and swarthy Easterling dressed in black. He and his three sons once openly swore allegiance to the High Elves, but were secretly in the pay of Morgoth.Cool and confident, fast and lithe; protect your possessions quickly!A hideous centipede covered in slime and with glowing tentacles around its head..3ðÚ À ª › ¤ š“…‘€…pZ(zx4@$ð?$@ð?$@@PhantomGÿþv - VioletÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_40ÿþCLAWÿþLOSE_INTÿþCLAWÿþLOSE_WIS¸@Zÿþ0x91ÿþ0x8710ÿþ-85ÿþ0xA0ÿþ0x83ÿþ0x94ÿþ0x94åßÙÓÍÈľ¸¬¢œ’Œ„}unb`Rÿÿÿÿÿ(yx 4@$ð?$@ð?$@ @ShadowGÿþD - Dark GrayÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_40ÿþCLAWÿþLOSE_INTÿþCLAWÿþLOSE_WISt@Zÿþ0x91ÿþ0x868ÿþ-85ÿþ0xA0ÿþ0x82ÿþ0x94ÿþ0x86äÞØÒÌÇÅ¿¹­£“…~vo`^Rÿÿÿÿÿ(xn P$@$Šð?@ð?@XornXÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@Zÿþ0x95ÿþ0x977ÿþ-68ÿþ0xA4ÿþ0x8Fÿþ0x92ÿþ0xA2Êľ¸²­«¥Ÿ“ˆ‚}wrlg\ZRÿÿÿÿÿ(wn( F€Q@"°@ @"@Mature white dragondÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTZ@Zÿþ0x97ÿþ0x971ÿþ-28ÿþ0xA6ÿþ0x8Eÿþ0x8cÿþ0x92àÚÔÎÈÃÁ»µ©©©£—‘‹…zxRÿÿÿóÿ(vn 1D@#^  Giant fire antaÿþR - Light RedÿþBITEÿþFIREÿþBITEÿþFIREŠ@Zÿþ0x96ÿþ0x964ÿþ-31ÿþ0xA5ÿþ0x8Dÿþ0x91ÿþ0x87Îȼ¶±¯©£—————‘‹…pnRÿÿ?óÿ(unZ 7Y@#4@@Mumakqÿþs - GrayÿþBUTTÿþHURTÿþBUTTÿþHURTÿþCRUSHÿþHURTp@Zÿþ0x9Dÿþ0x8C2ÿþ-15ÿþ0xACÿþ0x82ÿþ0x91ÿþ0xBDľ¸²¬§¥Ÿ™‡€ztnh^\Rÿÿÿóÿ(tn <€Q@¼@ @$@Young black dragondÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTè@Xÿþ0x97ÿþ0x962ÿþ-28ÿþ0xA6ÿþ0x8Dÿþ0x8cÿþ0x8CÝ×ÑËÅÀ¾¸²¦¦¦ š”Žˆ‚xvRÿÿÿóÿ(sx P€V@$w@Smoke elementalEÿþR - Light RedÿþENGULFÿþHURTÿþENGULFÿþHURTj@Xÿþ0x90ÿþ0x8D12ÿþ-87ÿþ0x9Fÿþ0x89ÿþ0x8fÿþ0xA7ÖÐÊľ¹µ¯©—‰rpRÿÿ?óÿ(rn P€V@$,  ð?$@@Ooze elementalEÿþg - GreenÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDf@Xÿþ0x90ÿþ0x8C5ÿþ-87ÿþ0x9Fÿþ0x88ÿþ0x8fÿþ0x9FÙÓÍÇÁ¼º´®¢¢¢œ•ˆ‚{pnRÿÿÿóÿ(qx$@#X@@0@DreadGÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRb@Xÿþ0x91ÿþ0x853ÿþ-85ÿþ0xA0ÿþ0x81ÿþ0x94ÿþ0x80ÆÀº´®©§¡›…€zuoj^\Rÿÿÿóÿ(pn# #ô@ @@ @@Impact houndZÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTr@Xÿþ0x96ÿþ0x887ÿþ-66ÿþ0xA5ÿþ0x80ÿþ0x90ÿþ0xBCÞØÒÌÆÁ¿¹³§¡›•‰ƒ}wljRÿÿÿÿÿ(on# #ô@ @@ @@Inertia houndZÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT@Xÿþ0x96ÿþ0x879ÿþ-66ÿþ0xA4ÿþ0x9Fÿþ0x90ÿþ0xC1åßÙÓÍÈÆÀº®¨¢œ–Š„~nlRÿÿÿÿÿ(nx( ð?#´  ð?$@ð?$@Acidic cytoplasmjÿþs - GrayÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDŠ@ Xÿþ0x9Aÿþ0x802ÿþ-22ÿþ0xA8ÿþ0x97ÿþ0x8fÿþ0x84éãÝ×ÑÌÊľ²¬¥Ÿ˜’‹…~trRÿÿÿÿÿ(mn# #ô@ @@ @@Gravity houndZÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT¨@ Xÿþ0x96ÿþ0x869ÿþ-66ÿþ0xA4ÿþ0x9Eÿþ0x90ÿþ0xC9åßÙÓÍÈÆÀº®¨¢œ–Š„~nlRÿÿÿÿÿ(lx F$@#ô@@@@Dagashipÿþy - YellowÿþHITÿþPOISONÿþHITÿþLOSE_STRÿþHITÿþLOSE_STRÿþHITÿþPOISONZ@ Xÿþ0x9Cÿþ0x9A11ÿþ-16ÿþ0xABÿþ0x90ÿþ0x84ÿþ0x9AßÙÓÍǾ¸²¦ž™Š€{snb`RÿÿÿÿÿúLVAL¬¬ 8 € Ö ääÈx&ÒèøB¤(ˆ4She's upset because you hurt her children.It is a massive figure clothed in wrappings. You are wary of its massive fists.A figure twisted by evil standing in robes of deepest crimson.A mighty warrior from the east, Lorgan hates everything that he cannot control.A gaunt figure, clothed in black robes.It is a humanoid form composed of flames and hatred.A larger cousin of the lurker, this creature traps unsuspecting victims and paralyzes them, to be slowly digested later.It has a form that legends are made of. Its still-tender scales are a deepest red hue. Heat radiates from its form.A large dragon with scales of rich bronze.A large dragon, scales tinted deep green.A large dragon, scales tinted deep blue.A massive and cruel troll of great power, drool slides caustically down his muscular frame. Despite his bulk, he strikes with stunning speed.It has a form that legends are made of. Its still-tender scales are a tarnished gold hue, and light is reflected from its form.An enormous construct resembling a titan made from stone. It strides purposefully towards you, swinging its slow fists with earth-shattering power.It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it.A tangible but ghostly form, made of grey fog. The air around it feels deathly cold.An unholy creature of darkness, the aura emanating from this evil being saps your very soul.A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power.A huge creature of the element Earth. Able to merge with its element, it has four huge arms protruding from its enormous torso.A large dragon, scales gleaming bright white.A giant ant covered in shaggy fur. Its powerful jaws glow with heat.A massive elephantine form with eyes twisted by madness.ã3ÿã Ø È £ • „i`Wd<C (ˆxdd$@$°@ @@ @@Lorgan, Chief of the Easterlingspÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTž@Zÿþ0x9Cÿþ0x9C12ÿþ-16ÿþ0xABÿþ0x92ÿþ0x95ÿþ0xA1ÿùóíèäÞØÌÆÁ»¶°«¥ ”’Rÿÿÿÿÿ(‡n 2$@$v@NecromancerpÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTN@Zÿþ0x9Cÿþ0x9B12ÿþ-16ÿþ0xABÿþ0x91ÿþ0x84ÿþ0x9Bȼ¶°«§¡›‰„~yjhRÿÿ?óÿ(†n# <€V@%Š@@@Ice elementalEÿþw - WhiteÿþTOUCHÿþCOLDÿþHITÿþHURTÿþTOUCHÿþCOLD"€ÿþIt is a towering glacier of ice.ÿþ0x90ÿþ0x8E1ÿþ-87ÿþ0x9Fÿþ0x8Aÿþ0x92ÿþ0xC0÷ñëåßÚØÒÌžžž˜‘‹†€ynlRÿÿÿóÿ(…n# D€V@$î@Bodakuÿþr - RedÿþHITÿþFIREÿþHITÿþFIREÿþGAZEÿþEXP_20h@Zÿþ0x91ÿþ0x9D4ÿþ-11ÿþ0xA0ÿþ0x98ÿþ0x8dÿþ0xAB¼¶°ª¥£—‹‹‹ƒ}wrlg^\Rÿÿÿóÿ(„x< K$@$D.@ð?.@ð?Trapper.ÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþPARALYZEÿþHITÿþPARALYZEð@Zÿþ0x8Eÿþ0x8E1ÿþ-39ÿþ0xADÿþ0x9Fÿþ0x7dÿþ0x80ØÒÌÆÀ»¹³­¡—’ˆƒ}xrmb`Rÿÿÿÿÿ(ƒn <€Q@¼@ @$@Young red dragondÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTê@Zÿþ0x97ÿþ0x9D4ÿþ-28ÿþ0xA6ÿþ0x94ÿþ0x8cÿþ0x8DØÒÌÆÀ»¹³­¡¡¡›•‰ƒ}trRÿÿÿóÿ(‚n( F€Q@"°@ @"@Mature bronze dragondÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTT@ Zÿþ0x97ÿþ0x9C15ÿþ-28ÿþ0xA6ÿþ0x93ÿþ0x8cÿþ0x91êäÞØÒÍÉý±±±«¥Ÿ™“|zRÿÿÿóÿ(n( F€Q@"°@ @"@Mature green dragondÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTR@ Zÿþ0x97ÿþ0x9B5ÿþ-28ÿþ0xA6ÿþ0x92ÿþ0x8cÿþ0x93àÚÔÎÈÃÁ»µ©©©£—‘‹…zxRÿÿÿóÿ(€n( F€Q@"°@ @"@Mature blue dragondÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTP@ Zÿþ0x97ÿþ0x9A6ÿþ-28ÿþ0xA6ÿþ0x91ÿþ0x8cÿþ0x90Ý×ÑËÅÀ¾¸²¦¦¦ š”Žˆ‚xvRÿÿÿóÿ(xdFI@*ˆ@$@@ @@Rogrog the Black TrollTÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþSPITÿþACID@ Zÿþ0x94ÿþ0x9A8ÿþ-72ÿþ0xA3ÿþ0x95ÿþ0x95ÿþ0xA0ôîèâÜ×ÕÏɽ·±«¥Ÿš”€~Rÿÿÿÿÿ(~n <€Q@¼@ @$@Young gold dragondÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT@ Zÿþ0x97ÿþ0x9911ÿþ-28ÿþ0xA6ÿþ0x90ÿþ0x8cÿþ0x8EßÙÓÍǾ¸²¦¦¦ š”Žˆ‚vtRÿÿÿóÿ(}dd –$@$R @@@@ColossusgÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT(@Zÿþ0x98ÿþ0x9A13ÿþ-25ÿþ0xB2ÿþ0x89ÿþ0x92ÿþ0x88ÚÔÎȽ¹³­¡›–‹…€zudbRÿÿÿÿÿ(|n <€Q@ „@ @ @Young multi-hued dragondÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÊ@Zÿþ0x97ÿþ0x9810ÿþ-28ÿþ0xA6ÿþ0x8Fÿþ0x8cÿþ0x8FëåßÙÓÎÊľ²²²¬¦ š”Ž‚€Rÿÿÿóÿ({n 2$@$¼  @Grey wraithWÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ª@Zÿþ0x95ÿþ0x872ÿþ-69ÿþ0xA4ÿþ0x82ÿþ0x94ÿþ0x8DÐÊľ¸³±«¥™™™‘Š„ytjhRÿÿÿóÿ-3úî à Ù À  °¯¤’‹{]Y(—x< d$@&è@@@Death knightpÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT6@ ]ÿþ0x9Cÿþ0x9E8ÿþ-16ÿþ0xABÿþ0x94ÿþ0x84ÿþ0x9DÓÍÇÁ»¶´®¨œœœ–‘‹†€{ljRÿÿÿóÿ(–n< P€Q@&  @(@@Mature multi-hued dragondÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT^@ ]ÿþ0x98ÿþ0x8210ÿþ-28ÿþ0xA6ÿþ0x99ÿþ0x8cÿþ0x97íçáÛÕÐÌÆÀ´´´®¨¢œ–„‚Rÿÿÿóÿ(•n2 P€Q@$Ü  @$@"@Mature black dragondÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTZ@ ]ÿþ0x98ÿþ0x812ÿþ-28ÿþ0xA6ÿþ0x98ÿþ0x8cÿþ0x94ßÙÓÍÇÂÀº´¨¨¨¢œ–Š„zxRÿÿÿóÿ(”n- F€Q@!F@@@Crystal drakedÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTØ@]ÿþ0x98ÿþ0x8010ÿþ-28ÿþ0xA6ÿþ0x97ÿþ0x8cÿþ0xACÖÐÊľ¹µ¯©—‘‹…ynlRÿÿÿóÿ(“n2 P€Q@$Ü  @$@"@Mature gold dragondÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTX@]ÿþ0x97ÿþ0x9F11ÿþ-28ÿþ0xA6ÿþ0x96ÿþ0x8cÿþ0x96áÛÕÏÉÄÀº´¨¨¨¢œ–Š„xvRÿÿÿóÿ(’n2 P€Q@$Ü  @$@"@Mature red dragondÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTN@]ÿþ0x97ÿþ0x9E4ÿþ-28ÿþ0xA6ÿþ0x95ÿþ0x8cÿþ0x95ÚÔÎȽ»µ¯£££—‘‹…vtRÿÿÿóÿ(‘x d(% @Plasma vortexvÿþR - Light RedÿþENGULFÿþFIREÿþENGULFÿþELEC~@]ÿþ0x9Eÿþ0x834ÿþ-10ÿþ0xACÿþ0x98ÿþ0x92ÿþ0xA9ÐÊľ¸³±«¥™™™™™“‹…}nlRÿÿ?óÿ(x d(% @Nexus vortexvÿþv - VioletÿþENGULFÿþHURTJ@]ÿþ0x9Dÿþ0x9E12ÿþ-10ÿþ0xAEÿþ0x80ÿþ0x92ÿþ0xA8¿¹³­§¢ž˜’†††††††€xljRÿÿ3óÿ(n<>@%R  Killer iridescent beetleKÿþv - VioletÿþCLAWÿþELECÿþCLAWÿþELECÿþGAZEÿþPARALYZEˆ@]ÿþ0x92ÿþ0x826ÿþ-81ÿþ0xA0ÿþ0x9Eÿþ0x93ÿþ0x98ïéãÝ×ÒÐÊĸ¸¸®¨¢œ–„‚Rÿÿÿóÿ(Žn( ð?%2  ð?$@ð?$@Black puddingjÿþD - Dark GrayÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACID’@]ÿþ0x9Aÿþ0x818ÿþ-22ÿþ0xA8ÿþ0x98ÿþ0x8fÿþ0x83èâÜÖÐËÉý±«¤ž—‘Š„}nlRÿÿÿÿÿ(n# F€V@%¶@@@Magma elementalEÿþo - OrangeÿþHITÿþFIREÿþHITÿþHURTÿþHITÿþFIREZ@]ÿþ0x90ÿþ0x904ÿþ-87ÿþ0x9Fÿþ0x8Cÿþ0x8fÿþ0xA1ÖÐÊľ¹·±«ŸŸŸ™”މƒ~rpRÿÿÿóÿ(Œ‚ –&ô  ð?"@@Will o' the wispEÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHALLUV@]ÿþ0x90ÿþ0x8F9ÿþ-87ÿþ0x9Fÿþ0x8Bÿþ0x8fÿþ0x99Ý×ÑËÅÀ¾¸²¦¦¦Ÿš”‰„trRÿÿÿóÿ(‹xdd$@%Ð  @ @@ @@The Queen Antaÿþv - VioletÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTT@Zÿþ0x96ÿþ0x978ÿþ-31ÿþ0xA5ÿþ0x8Eÿþ0x95ÿþ0xA2áÛÕÏÉļ¶ª¤ž˜’Œ†€znlRÿÿÿÿÿ(Šn 2I@%¤Mummified trollzÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURT @Zÿþ0x92ÿþ0x8F1-6ÿþ0xA1ÿþ0x8Aÿþ0x91ÿþ0xB2Éý·±­«¥Ÿ“““““ˆ‚}rpRÿÿ?óÿ(‰x 2$@$¼@@@DemonologistpÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT|@Zÿþ0x9Cÿþ0x9D12ÿþ-16ÿþ0xABÿþ0x93ÿþ0x84ÿþ0x9CÕÏÉý¸´®¨œœœ–‘‹†€{ljRÿÿÿóÿzLVALªP¾ 6 ì n È ð – 8  bô~,† DжA form that hurts the eye, death permeates the air around it. As it nears you, a coldness saps your soul.It is a lesser demon of female form; however, she takes little time to show her true colours.A figure that seems made of void, its strangely human shape is cloaked in shadow. It reaches out at you.A towering fire elemental, Vargo burns everything beyond recognition.It is an angel, fast and strong. You are stunned by its extreme holiness and try to resist all desires to obey it.Your life force is torn from your body as this powerful unearthly being approaches.A vile creature with one huge central eye, twelve smaller eyes on stalks, and a huge mouth filled with sharp teeth.A huge draconic form enveloped in a cascade of colour.A huge draconic form. Lightning crackles along its length.A strange pillar of shining light that hurts your eyes. Its shape changes constantly as it cuts through the air towards you. It is like a beacon, waking monsters from their slumber.A Black Numenorean who usurped the throne of Gondor, he is treacherous and evil.It is a humanoid figure dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire.A large dragon, scales shimmering many colours.A large dragon, with scales of deepest black.A dragon of strange crystalline form. Light shines through it, dazzling your eyes with spectrums of colour.A large dragon with scales of gleaming gold.A large dragon, scales tinted deep red.A whirlpool of intense flame, charring the stones at your feet.A maelstrom of potent magical energy.It is a giant beetle, whose carapace shimmers with vibrant energies.A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.It is a towering glowing form of molten hate.A strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion.3ßÑ Ç · š nqV?N1?N0(¦xd PI@+š@@@@@Waldern, King of WaterEÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÖ@_ÿþ0x90ÿþ0x922ÿþ-87ÿþ0x9Fÿþ0x8Eÿþ0x95ÿþ0xA5íçáÛÕÐÎȶ°«¥ š•Š€~Rÿÿÿÿÿ(¥ndd>@&è@@EttinTÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT4@_ÿþ0x94ÿþ0x9C6ÿþ-72ÿþ0xA3ÿþ0x97ÿþ0x92ÿþ0xB8Àº´®¨£¡›•‰‰‰ƒ~xsmh^\Rÿÿÿóÿ(¤nK PI@% @@EldrakTÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTx@_ÿþ0x94ÿþ0x9B4ÿþ-72ÿþ0xA3ÿþ0x96ÿþ0x92ÿþ0xB7Á»µ¯©¤¢œ–ŠŠŠ„ytni`^Rÿÿÿóÿ(£x0 7$@'¤  @Nether wraithWÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_80Ô@]ÿþ0x95ÿþ0x8A13ÿþ-69ÿþ0xA4ÿþ0x85ÿþ0x94ÿþ0x8EìæàÚÔÏËÅ¿³«¤œ•Š„nlRÿÿÿÿÿ(¢n 2T@&è@ErinyesUÿþu - BrownÿþHITÿþHURTÿþTOUCHÿþLOSE_STRº@]ÿþ0x9Eÿþ0x9A7ÿþ-71ÿþ0xADÿþ0x8Fÿþ0x8dÿþ0x9EÀº´®¨£¡›•‰‰‰‰‰xrmb`Rÿÿ?óÿ(¡x2 7$@&¤  @Black wraithWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ÿþTOUCHÿþEXP_40Ò@]ÿþ0x95ÿþ0x898ÿþ-69ÿþ0xA4ÿþ0x84ÿþ0x94ÿþ0x93æàÚÔÎÉÇÁ»¯§ ˜‘‹†€{ljRÿÿÿÿÿ( xd 2I@+ @@@@@Vargo, Tyrant of FireEÿþr - RedÿþHITÿþFIREÿþHITÿþFIREÿþHITÿþFIREÿþHITÿþFIREŠ@]ÿþ0x90ÿþ0x914ÿþ-87ÿþ0x9Fÿþ0x8Dÿþ0x95ÿþ0xA4êäÞØÒÍËÅ¿³­¨¢—’Œ‡~|Rÿÿÿÿÿ(Ÿx– Dào@-ˆ@@@@&@SeraphAÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTæ@]ÿþ0x8Eÿþ0x954ÿþ-91ÿþ0x9Dÿþ0x92ÿþ0x8eÿþ0xBAÌÆÀº´¯­§¡•Š„ytni`^Rÿÿÿÿÿ(žx& ($@&@  @Emperor wightWÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_80¦@]ÿþ0x95ÿþ0x884ÿþ-69ÿþ0xA4ÿþ0x83ÿþ0x94ÿþ0x8BâÜÖÐÊÅý·«£œ”‡‚|wnlRÿÿÿÿÿ(xdP$@(p@@@@@BeholdereÿþU - Light BrownÿþGAZEÿþEXP_20ÿþGAZEÿþUN_POWERÿþGAZEÿþLOSE_INTÿþBITEÿþHURTæ@]ÿþ0x98ÿþ0x8815ÿþ-27ÿþ0xA6ÿþ0x9Fÿþ0x90ÿþ0x8AèâÜÖÐËÇÁ»¯©£™“‰ƒ{udbRÿÿÿÿÿ(œxH ZT@(Ð@ @@Ancient bronze dragonDÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTl@]ÿþ0x8Fÿþ0x8C15ÿþ-88ÿþ0x9Eÿþ0x89ÿþ0x8cÿþ0x99ìæàÚÔÏËÅ¿³³³­§¡›•~|Rÿÿÿóÿ(›xH ZT@(Ð@ @@Ancient blue dragonDÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELECv@]ÿþ0x8Fÿþ0x8B6ÿþ-88ÿþ0x9Eÿþ0x88ÿþ0x8cÿþ0x98ßÙÓÍÇÂÀº´¨¨¨¢œ–Š„zxRÿÿÿóÿ(šŒ d(& @Shimmering vortexvÿþo - OrangeÿþENGULFÿþBLINDÿþENGULFÿþBLINDn@ ]ÿþ0x9Eÿþ0x8510ÿþ-10ÿþ0xACÿþ0x9Aÿþ0x92ÿþ0xABÙÓÍÇÁ¼¸²¬     ™‘Š‚vtRÿÿ?óÿ(™‚ d(& @Time vortexvÿþB - Light BlueÿþENGULFÿþEXP_20€ÿþYou haven't seen it yet.ÿþ0x9Eÿþ0x8414ÿþ-10ÿþ0xACÿþ0x99ÿþ0x92ÿþ0xAAÝ×ÑËÅÀ¼¶°ŠŠŠŠŠŠŠ‚zjhRÿÿ3óÿ(˜xX ZD@&@@@@@@Castamir the UsurperpÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @ ]ÿþ0x9Cÿþ0x9F12ÿþ-16ÿþ0xABÿþ0x95ÿþ0x95ÿþ0xA3ðêäÞØÓÏÉ÷±¬¦¡›–‹|zRÿÿÿÿÿüLVALˆT~ t  ˆ  8 ¸ < ‚Žê|¶šÂ0It is a tougher relative of the Xorn. Its hide glitters with metal ores.A human figure in robes, he moves with magically improved speed, and his hands are ablur with spell casting.It seems that the more devout the person, the more likely they are to cross the boundary between piety and sanctimoniousness. And such is the case with the Order of the Knights Templar; they are among the most pious and powerful of the religious knightly orders, but noted for their intolerance. Thus it is Morgoth's will that is unwittingly done, as the forces of good are set against each other.This elusive female spellcaster has a special affinity for dragons, whom she rarely fights without.A strange reptilian hybrid with nine smouldering heads.It is a humanoid figure thirty feet tall that gives off an aura of power and hate.A weird ghostly troll-like being from the ethereal plane.It is a pulsing flesh mound that reeks of death and putrefaction.It is a strange mass of squirming worms. Magical energy crackles around its disgusting form.A huge draconic form. Pools of acid melt the floor around it.A foul wind chills your bones as this ghastly figure approaches.A fearsome skeletal horse with glowing eyes, that watch you with little more than a hatred of all that lives.A strange reptilian hybrid with seven heads dripping venom.A huge draconic form enveloped in clouds of poisonous vapour.A huge draconic form. Frost covers it from head to tail.A large dragon with a selection of heads, all shouting and arguing as they look for prey, but each with its own deadly breath weapon.A towering water elemental, Waldern is master of all things liquid. Wave after wave drowns your frail body.A massive two-headed troll of huge strength, ettins are stupid but violent. They are also living proof that two heads are not more intelligent than one...A massive troll, larger and stronger than many men together.3ÚÇ ² } m [UldJ95/1(µ‚4 <$@(f@ @@SorcererpÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTØ@_ÿþ0x9Dÿþ0x8210ÿþ-16ÿþ0xABÿþ0x98ÿþ0x84ÿþ0xA0ÍÇÁ»µ°¬¦ ”””މƒ~xsdbRÿÿÿóÿ(´x<<$@,Ð@@@Knight Templarpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@_ÿþ0x9Dÿþ0x8113ÿþ-16ÿþ0xABÿþ0x97ÿþ0x84ÿþ0x9FÕÏÉý¸´®¨œœœ–‘‹†€{pnRÿÿÿóÿ(³‚4 <$@(4@ @@EnchantresspÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÆ@_ÿþ0x9Dÿþ0x8012ÿþ-16ÿþ0xABÿþ0x96ÿþ0x84ÿþ0x9EÓÍÇÁ»¶²¬¦ššš”‰„~yjhRÿÿÿóÿ(²xd _4@(¸   @$@@$@@9-headed hydraMÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREn@_ÿþ0x93ÿþ0x9E4ÿþ-79ÿþ0xA2ÿþ0x99ÿþ0x90ÿþ0xA8àÚÔÎÈÃÁ»µ©£—‘‹…ypnRÿÿÿÿÿ(±xdP.@8p "@"@"@"@@Lesser titanPÿþy - YellowÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSE¤@ _ÿþ0x92ÿþ0x9C11ÿþ-76ÿþ0xA1ÿþ0x97ÿþ0x92ÿþ0x90éãÝ×ÑÌȼ°§¢™”‹†}xljRÿÿÿÿÿ(°n dZ@(„@@Spirit trollGÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTr@ _ÿþ0x94ÿþ0x9D14ÿþ-72ÿþ0xA3ÿþ0x98ÿþ0x92ÿþ0xB9×ÑËÅ¿º¶°ªžžž˜“ˆ‚}ljRÿÿÿóÿ(¯x0 -¸ @Rotting quylthulgQÿþu - Brown‚@ _ÿþ0x93ÿþ0x817ÿþ-75ÿþ0xA1ÿþ0x9Cÿþ0x93ÿþ0x82¸²¬¦ ›™“vtRÿ?3óÿ(®d $@(Disenchanter worm masswÿþv - VioletÿþCRAWLÿþUN_BONUSº@ _ÿþ0x9Eÿþ0x9110-9ÿþ0xADÿþ0x86ÿþ0x91ÿþ0x96ÕÏÉý¹µ¯©“Œ€~Rÿÿ3óÿ(­x dZT@)Ä   @"@@Ancient black dragonDÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþACID|@ _ÿþ0x8Fÿþ0x8F2ÿþ-88ÿþ0x9Eÿþ0x8Cÿþ0x8cÿþ0x9CáÛÕÏÉļ¶ªªª¤ž˜’Œ†|zRÿÿÿóÿ(¬xdF$@*@@@@@Vampire lordVÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_80ÿþBITEÿþEXP_80€@_ÿþ0x95ÿþ0x816ÿþ-70ÿþ0xA3ÿþ0x9Cÿþ0x94ÿþ0xB4ßÙÓÍÇÂÀº´¨ š’Œ†{vljRÿÿÿÿÿ(«xdU'T @ @@@Night mareqÿþG - Light GreenÿþBITEÿþEXP_80ÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþCONFUSEÚ@_ÿþ0x9Dÿþ0x8D8ÿþ-15ÿþ0xACÿþ0x83ÿþ0x93ÿþ0x9CâÜÖÐÊÅý·«¢—’Œ‡yhfRÿÿÿÿÿ(ªxd Z4@'Ð  @"@ð?@@7-headed hydraMÿþG - Light GreenÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONÿþSPITÿþBLINDv@_ÿþ0x93ÿþ0x9D13ÿþ-79ÿþ0xA2ÿþ0x98ÿþ0x90ÿþ0xA6ñëåßÙÔÐÊĸ±«£•‡pnRÿÿÿÿÿ(©xH ZT@(Ð@ @@Ancient green dragonDÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONz@_ÿþ0x8Fÿþ0x8E5ÿþ-88ÿþ0x9Eÿþ0x8Bÿþ0x8cÿþ0x9BäÞØÒÌÇÅ¿¹­­­¥Ÿ™“‡|zRÿÿÿóÿ(¨xH ZT@(Ð@ @@Ancient white dragonDÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLDr@_ÿþ0x8Fÿþ0x8D1ÿþ-88ÿþ0x9Eÿþ0x8Aÿþ0x8cÿþ0x9AâÜÖÐÊÅý·«««¥Ÿ™“‡|zRÿÿÿóÿ(§x dU>@'¸   @(@@(@@Kavlax the Many-Headeddÿþv - VioletÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT @_ÿþ0x98ÿþ0x8310ÿþ-28ÿþ0xA6ÿþ0x9Aÿþ0x95ÿþ0xA6õïéãÝØÔÎȼ¶°ª¤ž˜’Œ€~Rÿÿÿÿÿ3å ß ¿ ´ §“€‹€[G*?(Än4 (T@)Ä "@HezrouUÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTj@ bÿþ0x9Eÿþ0x9C10ÿþ-71ÿþ0xADÿþ0x91ÿþ0x8dÿþ0xA0º´®¨¢™“{vpk`^Rÿÿ?óÿ(ÃxdPI@)'@(@@(@@Master lichLÿþr - RedÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEX¤@ bÿþ0x92ÿþ0x894ÿþ-80ÿþ0xA1ÿþ0x84ÿþ0x94ÿþ0x8FìæàÚÔÏÍÇÁµ«¤š“‰‚zsjhRÿÿÿÿÿ(‚P F$@)¸ @ @@Dark elven sorcererhÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¼@ bÿþ0x99ÿþ0x8A10ÿþ-24ÿþ0xA8ÿþ0x81ÿþ0x8dÿþ0x89ãÝ×ÑËÆÂ¼¶ªªª¤Ÿ™”މzxRÿÿÿóÿ(ÁxdZ<$@+È2@@@@@Adunaphel the QuietWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_80¶@ bÿþ0x95ÿþ0x8C8ÿþ-69ÿþ0xA4ÿþ0x87ÿþ0x95ÿþ0xA9ôîèâÜ×ÕÏɽµ®¦Ÿ™”މzxRÿÿÿÿÿ(À‚, P(è@@$@Death quasituÿþD - Dark GrayÿþBITEÿþLOSE_DEXÿþCLAWÿþHURTÿþCLAWÿþHURT@ bÿþ0x91ÿþ0x9E8ÿþ-11ÿþ0xA0ÿþ0x99ÿþ0x8dÿþ0xACÚÔÎȽ»µ¯£££—‘‹{ljRÿÿÿóÿ(¿n( 2T@(Ð @(@ @VrockUÿþs - GrayÿþHITÿþHURTÿþCRUSHÿþHURTÿþCRUSHÿþHURT`@bÿþ0x9Eÿþ0x9B2ÿþ-71ÿþ0xADÿþ0x90ÿþ0x8dÿþ0x9Fľ¸²¬§¥Ÿ™‡€zsmh^\Rÿÿÿóÿ(¾xddT@-'  @$@@Great crystal drakeDÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT2@bÿþ0x8Fÿþ0x9310ÿþ-88ÿþ0x9Eÿþ0x90ÿþ0x8cÿþ0xACâÜÖÐÊÅÁ»µ©©©£—‘‹…zxRÿÿÿóÿ(½x dZT@)Ä   @"@@Ancient gold dragonDÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¦@bÿþ0x8Fÿþ0x9211ÿþ-88ÿþ0x9Eÿþ0x8Fÿþ0x8cÿþ0x9EãÝ×ÑËÆÂ¼¶ªªª¤ž˜’Œ†zxRÿÿÿóÿ(¼x dZT@)Ä   @"@@Ancient red dragonDÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREø@bÿþ0x8Fÿþ0x914ÿþ-88ÿþ0x9Eÿþ0x8Eÿþ0x8cÿþ0x9DÜÖÐÊÄ¿½·±¥¥¥Ÿ™“‡xvRÿÿÿóÿ(»xddT@-'  @$@@Death drakeDÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_80Ð@bÿþ0x8Fÿþ0x9013ÿþ-88ÿþ0x9Eÿþ0x8Dÿþ0x8cÿþ0xABÚÔÎȽ¹³­¡¡¡™“‡{jhRÿÿÿóÿ(ºxdd@((# @@ @@@Medusa, the Gorgonnÿþv - VioletÿþGAZEÿþEXP_80ÿþGAZEÿþPARALYZEÿþHITÿþHURTÿþHITÿþHURTJ@bÿþ0x9Aÿþ0x963ÿþ-18ÿþ0xA9ÿþ0x8Dÿþ0x95ÿþ0xA8ïéãÝ×ÒÐÊĸ²­§¢˜’Š„xvRÿÿÿÿÿ(¹‚d $@(4@@@@MinotaurHÿþs - GrayÿþBUTTÿþHURTÿþBUTTÿþHURTÿþBUTTÿþHURTÿþBUTTÿþHURTR@bÿþ0x91ÿþ0x932ÿþ-84ÿþ0xA0ÿþ0x8Fÿþ0x8dÿþ0x95ÕÏÉý¸¶°ªž˜’Œ†€ztndbRÿÿÿÿÿ(¸xdZ<$@('@@@@Uvatha the HorsemanWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþEXP_80ÿþHITÿþEXP_80¾@bÿþ0x95ÿþ0x8B8ÿþ-69ÿþ0xA4ÿþ0x86ÿþ0x95ÿþ0xA7ðêäÞØÓÑËŹ±¬¤Ÿ™”މzxRÿÿÿÿÿ(·nP F$@(è  (@(@Giant rocBÿþu - BrownÿþCRUSHÿþHURTÿþCRUSHÿþHURTÿþHITÿþELEC @bÿþ0x8Eÿþ0x9A7ÿþ-90ÿþ0x9Dÿþ0x97ÿþ0x91ÿþ0x8CÍÇÁ»µ°®¨¢–––‹…~xqfdRÿÿÿóÿ(¶x P$@(°@@@@XarenXÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT’@_ÿþ0x95ÿþ0x982ÿþ-68ÿþ0xA4ÿþ0x90ÿþ0x92ÿþ0xA3ËÅ¿¹³®¬¦ ”މƒ~xsmh^\RÿÿÿÿÿŠLVALà"Ð † ¶ ¾  æ†n¸üXî˜@ºIt is demon with arms and pincers, its form a true mockery of life.This sad creature - once a mighty warrior - betrayed his former friends to Morgoth's army in return for, he thought, safety for himself and his wife. And so he fell under Morgoth's power and became little more than a mindless servant of evil, even though the other side of his "bargain" was not kept.A mighty sorcerer King, Akhorahil was blind in life. With powerful enchantments, he created jewelled eyes that enabled him to see better than any ordinary man ever could.It is a demon of lizard form with cruel-looking jaws.A skeletal form wrapped in robes. Powerful magic crackles along its bony fingers.A dark elven figure, dressed in deepest black. Power seems to crackle from his slender frame.A sorceress in life, Adunaphel quickly fell under Sauron's sway and the power of the rings.It is a demon of small stature, but its armoured frame moves with lightning speed and its powers make it a tornado of death and destruction.It is a demon with a long neck and raking claws.A huge crystalline dragon. Its claws could cut you to shreds and its teeth are razor sharp. Strange colours ripple through it as it moves in the light.A huge draconic form wreathed in a nimbus of light. Its roar stuns and deafens you.A huge draconic form. Wisps of smoke steam from its nostrils and the extreme heat surrounding it makes you gasp for breath.It is a dragon-like form wrapped in darkness. You cannot make out its true form but you sense its evil.One of the original three ugly sisters. Her face could sink a thousand ships. Her scales rattle as she slithers towards you, venom dripping from her ghastly mouth.It is a cross between a human and a bull.A tall black cloaked Ringwraith, he is a master of horsemanship. He longs to taste your blood.A vast legendary bird, its iron talons rake the most impenetrable of surfaces and its screech echoes through the many winding dungeon corridors.ê3ܬ ¢ ¯ ’ ˜ w€‹ka>8(Ònd a€V@+”@@$@$@@Quaker, Master of EarthEÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþSHATTERÜ@ dÿþ0x90ÿþ0x937ÿþ-87ÿþ0x9Fÿþ0x8Fÿþ0x95ÿþ0xAEóíçáÛÖÔÎȼ³®¨£˜’‚€Rÿÿÿÿÿ(ÑxFKT@/X@@@@"@MarilithUÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT”@ dÿþ0x9Eÿþ0x9F11ÿþ-71ÿþ0xADÿþ0x94ÿþ0x8dÿþ0xA3ÕÏÉý¸´®¨œ–‘‹†€{updbRÿÿÿÿÿ(Ðx dZF$@4ðU@@@@@Ji Indur DawndeathWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ÿþTOUCHÿþEXP_40ª@dÿþ0x95ÿþ0x8F8ÿþ-69ÿþ0xADÿþ0x9Cÿþ0x95ÿþ0xADòìæàÚÕÓÍÇ»³¬¤—’Œ‡xvRÿÿÿÿÿ(ÏxddT@-'  @$@@Ethereal dragonDÿþo - OrangeÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT\@dÿþ0x8Fÿþ0x953ÿþ-88ÿþ0x9Eÿþ0x92ÿþ0x8cÿþ0xA6ÙÓÍÇÁ¼º´®¢¢¢œ–Š„~rpRÿÿÿóÿ(ÎxddT@+È2  @$@@Ancient multi-hued dragonDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¸@dÿþ0x8Fÿþ0x9410ÿþ-88ÿþ0x9Eÿþ0x91ÿþ0x8cÿþ0x9FïéãÝ×ÒÎȶ¶¶°ª¤ž˜’†„Rÿÿÿóÿ(ÍnZ 7Y@+4@@Mumakqÿþs - GrayÿþBUTTÿþHURTÿþBUTTÿþHURTÿþCRUSHÿþHURTp@dÿþ0x9Dÿþ0x8E2ÿþ-15ÿþ0xACÿþ0x82ÿþ0x91ÿþ0xBFľ¸²¬§¥Ÿ™‡€ztnh^\Rÿÿÿóÿ(Ìx$@*X@@0@DreadGÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRb@dÿþ0x91ÿþ0x883ÿþ-85ÿþ0xA0ÿþ0x81ÿþ0x94ÿþ0x85ÆÀº´®©§¡›…€zuoj^\Rÿÿÿóÿ(Ëxdd$@-@@@@@@Undead beholdereÿþu - BrownÿþGAZEÿþEXP_40ÿþGAZEÿþUN_POWERÿþGAZEÿþLOSE_INTÿþBITEÿþEXP_40 @dÿþ0x98ÿþ0x897ÿþ-27ÿþ0xA7ÿþ0x80ÿþ0x90ÿþ0x8BðêäÞØÓÑËŹ±«¡›‘‹ƒ}rpRÿÿÿÿÿ(ÊnZ 2T@-ˆ@@"@NalfeshneeUÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¬@dÿþ0x9Eÿþ0x9E4ÿþ-71ÿþ0xADÿþ0x93ÿþ0x8dÿþ0xA2Éý·±¬ª¤ž’’’Œ‡|vqhfRÿÿÿóÿ(ÉxdZF$@0PF@@@@@Ren the UncleanWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþWAILÿþTERRIFYx@dÿþ0x95ÿþ0x828ÿþ-69ÿþ0xADÿþ0x9Dÿþ0x95ÿþ0xACìæàÚÔÏÍÇÁµ¬¦ž—‘Œ†rpRÿÿÿÿÿ(ÈnF (T@+¸ "@GlabrezuUÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURT†@bÿþ0x9Eÿþ0x9D3ÿþ-71ÿþ0xADÿþ0x92ÿþ0x8dÿþ0xA1¼¶°ª¥£—‹‹‹‹‹…€zudbRÿÿ?óÿ(Ç‚d#Œào@7' @@ @@@ArchonAÿþy - YellowÿþGAZEÿþTERRIFYÿþGAZEÿþTERRIFYÿþHITÿþHURTÿþHITÿþHURT¦@dÿþ0x8Eÿþ0x9611ÿþ-91ÿþ0x9Dÿþ0x93ÿþ0x8eÿþ0xB9ÙÓÍÇÁ¼¸²¬ š•Š{rl`^Rÿÿÿÿÿ(ÆxdxD@)X@ @@ @@Gorlim, Betrayer of Barahirpÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSX@bÿþ0x9Dÿþ0x832ÿþ-16ÿþ0xABÿþ0x99ÿþ0x95ÿþ0xABÿùóíçâàÚÔȾ¹¯ª¤Ÿ™”ŠˆRÿÿÿÿÿ(ÅxdZF$@-˜:@@@@@Akhorahil the BlindWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþGAZEÿþEXP_80ÿþWAILÿþTERRIFYV@bÿþ0x95ÿþ0x8D8ÿþ-69ÿþ0xA4ÿþ0x88ÿþ0x95ÿþ0xAAóíçáÛÖÔÎȼ³­¥Ÿ™”މzxRÿÿÿÿÿdLVALZâ 6 , ÊZ¢Fœ,Ȥn’You feel a soul-tearing chill upon viewing this beast, a ghostly form of darkness in the shape of a large dog.An evil priest, dressed all in black. Deadly spells hit you at an alarming rate as his black spiked mace rains down blow after blow on your pitiful frame.A strange reptilian hybrid with eleven smouldering heads.A towering air elemental, Ariel, the sorceress, avoids your blows with her extreme speed.It is a massive humanoid demon wreathed in flames.A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances.She is a demon of female form with many arms, each bearing deadly weapons.This Ringwraith was a weak-minded sorcerer-king who fell easily under Sauron's power.A huge dragon emanating from the ethereal plane, this terrible dragon is a master of light and dark. Its form disappears from sight as it cloaks itself in unearthly shadows.A huge draconic form. Many colours ripple down its massive frame. Few live to see another.A massive elephantine form with eyes twisted by madness.It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it.A beholder which has cheated death. Black nether storms rage around the bloodshot pupil of its central giant eye, and light seems to bend as it sucks its power from the very air around it. Your soul chills as it drains your vitality for its evil enchantments.It is a large demon with the head of a giant boar. Flames run up and down its length.Ren was an insane eastern king who believed himself to be the son of a volcano god. At an early age his sanity was destroyed by a plague that wiped out his family, and he never recovered.Never a more heavenly being have you seen. The very holiness of its presence makes you deeply respect it. Few creatures can match the powers of an Archon; fewer still live to tell the tale after attacking one.…3è § ¥ ‘ Š pH-& ùد(àxdx€Q@/ N  @,@@,@@Itangast the Fire DrakeDÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIRE@ fÿþ0x8Fÿþ0x994ÿþ-88ÿþ0x9Eÿþ0x96ÿþ0x95ÿþ0xB3øòìæàÛÙÓÍÁ»µ¯©£—‘‚€Rÿÿÿÿÿ(ߌdÈ</è@@@@Death moldmÿþD - Dark GrayÿþSPOREÿþUN_BONUSÿþSPOREÿþUN_BONUSÿþSPOREÿþUN_BONUSÿþSPOREÿþEXP_80Ž@fÿþ0x9Aÿþ0x908ÿþ-19ÿþ0xA9ÿþ0x87ÿþ0x8eÿþ0xCAðêäÞØÓÑËŹ±ª ™ˆ~whfRÿÿÿÿÿ(Þx#dxT@7°6  @,@@DracoliskDÿþR - Light RedÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþFIREÿþGAZEÿþPARALYZE@fÿþ0x90ÿþ0x9413ÿþ-88ÿþ0x9Eÿþ0x94ÿþ0x8cÿþ0xB4âÜÖÐÊÅÁ»µ©Ÿ™“‡{ufdRÿÿÿÿÿ(Ýx&d}.@BÌ[ (@(@(@(@@Greater titanPÿþo - OrangeÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSE:@fÿþ0x92ÿþ0x9D3ÿþ-76ÿþ0xA1ÿþ0x98ÿþ0x92ÿþ0x91éãÝ×ÑÌÊľ²©¤›–ˆznlRÿÿÿÿÿ(Üx#dxT@7PF  @,@@DracolichDÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_80L@fÿþ0x8Fÿþ0x9813ÿþ-88ÿþ0x9Eÿþ0x95ÿþ0x8cÿþ0xB0ÖÐÊľ¹µ¯©•‰ƒ}wfdRÿÿÿóÿ(Ûxd‚€Q@0ØY  @,@@,@@Smaug the GoldenDÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIRE*@fÿþ0x8Fÿþ0x974ÿþ-88ÿþ0x9Eÿþ0x93ÿþ0x95ÿþ0xB2êäÞØÒÍËÅ¿³­§¡›•‰ƒtrRÿÿÿÿÿ(Úx(dZZ$@8¨a@@@@@Dwar, Dog Lord of WawWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_40ÿþWAILÿþTERRIFY@fÿþ0x95ÿþ0x8F8ÿþ-69ÿþ0xA4ÿþ0x89ÿþ0x95ÿþ0xB1÷ñëåßÚØÒÌÀ·±©£˜’~|Rÿÿÿÿÿ(Ùxd‚€Q@.hB  @,@@,@@Scatha the WormDÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþCLAWÿþCOLDÿþBITEÿþCOLD>@fÿþ0x98ÿþ0x9B1ÿþ-88ÿþ0xADÿþ0x9Bÿþ0x95ÿþ0xB0éãÝ×ÑÌÊľ²¬¦ š”Žˆ‚rpRÿÿÿÿÿ(Øxd‚>@,à.  @$@@$@@Drolemgÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISON°@fÿþ0x98ÿþ0x9B5ÿþ-25ÿþ0xA7ÿþ0x92ÿþ0x92ÿþ0x89ÖÐÊľ¹·±«Ÿ—‘‰ƒ}wqk`^Rÿÿÿÿÿ(×x dd$@,@@@@@"@DreadmasterGÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR†@fÿþ0x91ÿþ0x8911ÿþ-85ÿþ0xA0ÿþ0x85ÿþ0x94ÿþ0x83ãÝ×ÑËÆÂ¼¶ª ›‘Œ†{vjhRÿÿÿÿÿ(Öx4 <$@(@@@PatriarchpÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT6@dÿþ0x9Dÿþ0x8413ÿþ-16ÿþ0xABÿþ0x9Aÿþ0x84ÿþ0xA1ÑËÅ¿¹´°ª¤˜˜˜’‡‚|wfdRÿÿÿóÿ(Õxdd4@,p  @(@@(@@11-headed hydraMÿþR - Light RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREr@ dÿþ0x93ÿþ0x9F12ÿþ-79ÿþ0xA2ÿþ0x9Aÿþ0x90ÿþ0xA9êäÞØÒÍÉý±«¥Ÿ™“‡rpRÿÿÿÿÿ(Ô‚d 2I@+Ž@@@@@Ariel, Queen of AirEÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþCONFUSEÿþHITÿþCONFUSE²@ dÿþ0x90ÿþ0x9414ÿþ-87ÿþ0x9Fÿþ0x91ÿþ0x95ÿþ0xAFõïéãÝØÔÎȼ³®¥ š•ŠzxRÿÿÿÿÿ(Óxd2T@1'  @(@@Lesser BalrogUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWERd@ dÿþ0x9Fÿþ0x8012ÿþ-71ÿþ0xADÿþ0x95ÿþ0x8dÿþ0xBAçáÛÕÏÊÆÀº®¤—Š…znlRÿÿÿÿÿLVAL zÊ Œ | R̸*6Glaurung is the father of all dragons, and was for a long time the most powerful. Though this is no longer so, he still has full command over his brood and can command them to appear whenever he so wishes. He is the definition of dragonfire.A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of smoke curl up from his nostrils as he regards you with disdain.It is the epitome of all that is evil, in a mold. Its lifeless form draws power from sucking the souls of those that approach it, a nimbus of pure evil surrounds it. Luckily for you, it can't move.A mixture of dragon and basilisk, the dracolisk stares at you with deep piercing eyes, its evil breath burning the ground where it stands.A forty foot tall humanoid that shakes the ground as it walks. The power radiating from its frame shakes your courage, its hatred inspired by your defiance.The skeletal form of a once-great dragon, enchanted by magic most perilous. Its animated form strikes with speed and drains life from its prey to satisfy its hunger.Smaug is one of the Uruloki that still survive, a fire-drake of immense cunning and intelligence. His speed through air is matched by few other dragons and his dragonfire is what legends are made of; he is believed to be the greatest dragon still surviving into the Third Age.Dwar had a special affinity for dogs in life, and can still command them at will. He howls maniacally as he reaches out to destroy you.An ancient and wise Dragon. Scatha has grown clever over the long years. His scales are covered with frost, and his breath sends a shower of ice into the air.A constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets.It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crush rock and flesh with ease.83ů t ] K 8Q;Ü»™b(îx2dZd$@H@œ @@@@@Khamul, the Black EasterlingWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ÿþTOUCHÿþEXP_40ú@ hÿþ0x95ÿþ0x938ÿþ-69ÿþ0xA4ÿþ0x8Bÿþ0x95ÿþ0xB9úôîéçáÛÏÇÀ¸±«¦ ›ŒŠRÿÿÿÿÿ(í‚dP@9˜: 4@ð?.@ð?@Grand master mysticpÿþo - OrangeÿþKICKÿþHURTÿþKICKÿþHURTÿþHITÿþPOISONÿþHITÿþPARALYZER@ hÿþ0x9Dÿþ0x873ÿþ-16ÿþ0xABÿþ0x9Dÿþ0x84ÿþ0xA3ñëåßÙÔÒÌÆº°«£ž˜’Œ†zxRÿÿÿÿÿ(ìx-dZd$@@0u @@@@@Hoarmurath of DirWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþWAILÿþTERRIFYÞ@ hÿþ0x95ÿþ0x928ÿþ-69ÿþ0xA4ÿþ0x8Aÿþ0x95ÿþ0xB8ðêäÞØÓÑËŹ°ª¢›•Š…vtRÿÿÿÿÿ(ëŒd(Z3 N$@@ @@@Harowen the Black HandpÿþB - Light BlueÿþTOUCHÿþEAT_GOLDÿþTOUCHÿþEAT_ITEMÿþHITÿþBLINDÿþHITÿþPOISONð@hÿþ0x9Dÿþ0x8614ÿþ-16ÿþ0xABÿþ0x9Cÿþ0x95ÿþ0xB7þøòìçãÝ×Ëþ·²¨¡—€~Rÿÿÿÿÿ(ê‚/dx>@:À] $@$@$@$@@Baphomet the Minotaur LordHÿþv - VioletÿþBUTTÿþHURTÿþBUTTÿþHURTÿþHITÿþHURTÿþHITÿþHURT¸@hÿþ0x91ÿþ0x952ÿþ-84ÿþ0xA0ÿþ0x90ÿþ0x95ÿþ0xB6ùóíçáÜÚÔμ·±¬¦ š”ˆ†Rÿÿÿÿÿ(éx#d–T@? N  @,@@,@@Great Storm WyrmDÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELECÿþBITEÿþELECz@hÿþ0x8Fÿþ0x9B6ÿþ-88ÿþ0x9Eÿþ0x97ÿþ0x8cÿþ0xA1åßÙÓÍÈÆÀº®¨¢œ–Š„~trRÿÿÿÿÿ(èx0 -¸ @Demonic quylthulgQÿþr - RedÚ@hÿþ0x93ÿþ0x824ÿþ-75ÿþ0xA1ÿþ0x9Dÿþ0x93ÿþ0x83¶°ª¤ž™—‘‹vtRÿ?3óÿ(çx< d3ˆ  @(@@(@@Plasma houndZÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT@@hÿþ0x96ÿþ0x8B4ÿþ-66ÿþ0xA5ÿþ0x83ÿþ0x90ÿþ0xC6âÜÖÐÊÅý·«¥Ÿ™“‡{ljRÿÿÿÿÿ(æ‚< d3ˆ  @(@@(@@Time houndZÿþB - Light BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTH@hÿþ0x96ÿþ0x8A14ÿþ-66ÿþ0xA5ÿþ0x82ÿþ0x90ÿþ0xCCáÛÕÏÉÄÀº´¨¢œ–Š„~xhfRÿÿÿÿÿ(åx< d3ˆ  @(@@(@@Nether houndZÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÜ@dÿþ0x96ÿþ0x8913ÿþ-66ÿþ0xA5ÿþ0x81ÿþ0x90ÿþ0xC3æàÚÔÎÉÅ¿¹­§¡›•‰ƒ}ljRÿÿÿÿÿ(äx<<x$@='@ @@ @@NightwingWÿþD - Dark GrayÿþTOUCHÿþPOISONÿþTOUCHÿþPOISONÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSX@hÿþ0x8Fÿþ0x9E8ÿþ-69ÿþ0xADÿþ0x9Dÿþ0x94ÿþ0x8FèâÜÖÐËÉý±§¢˜“‹„|ufdRÿÿÿÿÿ(ã‚ddT@20u  @(@@The Balrog of MoriaUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWERz@hÿþ0x9Fÿþ0x813ÿþ-71ÿþ0xADÿþ0x96ÿþ0x95ÿþ0xB5ñëåßÙÔÒÌÆº°©£œ–‘‹†zxRÿÿÿÿÿ(â‚ d<@2p  4@ð?.@ð?@Master mysticpÿþo - OrangeÿþKICKÿþHURTÿþKICKÿþHURTÿþHITÿþPOISONÿþHITÿþPARALYZEF@hÿþ0x9Dÿþ0x853ÿþ-16ÿþ0xABÿþ0x9Bÿþ0x84ÿþ0xA2åßÙÓÍÈÆÀº®¤Ÿ—’Œ†€znlRÿÿÿÿÿ(á‚KdŒ€Q@FPà  @,@ @,@@Glaurung, Father of the DragonsDÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþFIREæ@ fÿþ0x8Fÿþ0x994ÿþ-88ÿþ0xADÿþ0x9Aÿþ0x95ÿþ0xB4 þøòíëåßÓÍÇ¿¹³­§¡’RÿÿÿÿÿLVAL º@ è   `† Td†4:DA pale green hound. Pulsing red lines and strange fluorescent light hints at internal organs best left to the imagination.A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning.He is one of the few true masters of the art, being extremely skillful in all forms of unarmed combat and controlling the world's natural creatures with disdainful ease.A Ringwraith powerful in fell sorcery, he yearns for the life he has lost for an unlife of everlasting torment.He is a master of disguise, an expert of stealth, a genius at traps, and moves with blinding speed. Check your pockets!A fearsome bull-headed monster, Baphomet swings a mighty axe as he curses all that defy him.A vast dragon of power. Storms and lightning crash around its titanic form. Deep blue scales reflect the flashes and highlight the creature's great muscles. It regards you with contempt.A pile of pulsing flesh that glows with an inner hellish fire. The world itself seems to cry out against it.The very air warps as pure elemental energy stalks towards you in the shape of a giant hound. Your hair stands on end and your palms itch as you sense trouble.You get a terrible sense of deja vu, or is it a premonition? All at once you see a little puppy and a toothless old dog. Perhaps you should give up and go to bed.Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being.A huge Balrog surrounded by raging pillars of fire, this is indeed a terrible opponent. Wielding a great whip of fire and a blazing sword, his fury blisters your skin and melts your flesh!A lord of all that is natural, skilled in the mystic ways. He is a master of martial arts and is at one with nature, able to summon help from the wild if need be.3åÒ É ¬ Ð û  ûß¿wdy_@(ý‚7d( $@=¨a  $@$@$@$@@Uriel, Angel of FireAÿþR - Light RedÿþHITÿþFIREÿþHITÿþFIREÿþHITÿþHURTÿþHITÿþHURTR@kÿþ0x8Eÿþ0x974ÿþ-91ÿþ0x9Dÿþ0x94ÿþ0x95ÿþ0xBEîèâÜÖÑÏÉ÷±¬¦¡›–‹|zRÿÿÿÿÿ(ü‚2dÃ$@; N @ @ @ @@Fundin BluecloakhÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT:@ jÿþ0x99ÿþ0x8B13ÿþ-24ÿþ0xA8ÿþ0x82ÿþ0x95ÿþ0xBDéãÝ×ÑÌȼ°ª¥Ÿš”‰„trRÿÿÿÿÿ(ûx0 -¸ @Draconic quylthulgQÿþg - Green@ jÿþ0x93ÿþ0x835ÿþ-75ÿþ0xA1ÿþ0x9Eÿþ0x93ÿþ0x84º´®¨¢›•ƒƒƒƒƒƒƒƒƒxvRÿ?3óÿ(úx&d–T@CØY  @,@@,@@Great Hell WyrmDÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIREz@ jÿþ0x8Fÿþ0x9D4ÿþ-88ÿþ0x9Eÿþ0x99ÿþ0x8cÿþ0xA0âÜÖÐÊÅý·«¥Ÿ™“‡{rpRÿÿÿÿÿ(ù‚2d‘$@CØY@@@@@Thuringwethil, the Vampire MessengerVÿþv - VioletÿþBITEÿþEXP_80ÿþBITEÿþEXP_80ÿþHITÿþCONFUSEÿþHITÿþCONFUSEb@ jÿþ0x95ÿþ0x828ÿþ-70ÿþ0xA3ÿþ0x9Dÿþ0x95ÿþ0xBC ÿúøòìà×ÒÉļ¶®¨œšRÿÿÿÿÿ(øx-dŒ4@9 N(@@(@@@The Lernaean HydraMÿþv - VioletÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþFIREÿþBITEÿþFIRE @jÿþ0x94ÿþ0x801ÿþ-79ÿþ0xA2ÿþ0x9Bÿþ0x95ÿþ0xBBïéãÝ×ÒÐÊĸ²¬¦ ˜’Š„xvRÿÿÿÿÿ(÷‚(d(<ˆ@@@@@Aether vortexvÿþv - VioletÿþENGULFÿþELECÿþENGULFÿþFIREÿþENGULFÿþACIDÿþENGULFÿþCOLD~@jÿþ0x9Eÿþ0x8710ÿþ-10ÿþ0xACÿþ0x9Cÿþ0x92ÿþ0xADëåßÙÓÎÊľ²¬¤ž–ˆ‚znlRÿÿÿÿÿ(öxdP5 @@@@@Chaos vortexvÿþv - VioletÿþENGULFÿþCONFUSEÿþENGULFÿþCONFUSEÿþENGULFÿþCONFUSEÿþENGULFÿþHALLUT@jÿþ0x9Eÿþ0x8610ÿþ-10ÿþ0xACÿþ0x9Bÿþ0x92ÿþ0xACóíçáÛÖÒÌÆº³«¢š‘‰€xljRÿÿÿÿÿ(õ‚dx$@;PFð?Skull drujsÿþo - Orange@jÿþ0x9Dÿþ0x9A3ÿþ-13ÿþ0xACÿþ0x90ÿþ0x92ÿþ0xA0«¥Ÿ™“ŽŒ†€ttttttttthfRÿ?3óÿ(ô‚ dZ$@:˜:ð?Eye drujsÿþr - Red¨@jÿþ0x9Dÿþ0x994ÿþ-13ÿþ0xACÿþ0x8Fÿþ0x92ÿþ0x9F¤ž˜’Œ‡…ymmmmmmmmmdbRÿ?3óÿ(ó‚< n$@9à.ð?Hand drujsÿþy - Yellowž@jÿþ0x9Dÿþ0x9811ÿþ-13ÿþ0xACÿþ0x8Eÿþ0x92ÿþ0x9E«¥Ÿ™“ŽŠ„~rrrrrrrrrfdRÿ?3óÿ(òxP< $@E˜:$@$@$@$@@NightcrawlerWÿþD - Dark GrayÿþSTINGÿþLOSE_CONÿþSTINGÿþLOSE_CONÿþBITEÿþACIDÿþBITEÿþACIDî@jÿþ0x95ÿþ0x948ÿþ-69ÿþ0xA4ÿþ0x8Cÿþ0x94ÿþ0x90ìæàÚÔÏÍÇÁµ¯©£“Œ‚{ljRÿÿÿÿÿ(ñx$d<‚6@œ  "@(@"@(@@The PhoenixBÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþHITÿþFIREÿþHITÿþFIREÄ@jÿþ0x8Eÿþ0x9B4ÿþ-90ÿþ0x9Dÿþ0x98ÿþ0x95ÿþ0xBAØÒÌÆÀ»¹³­¡›–‹…ysjhRÿÿÿÿÿ(ðx#d–T@? N  @,@@,@@Great Ice WyrmDÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLDÿþBITEÿþCOLD8@jÿþ0x8Fÿþ0x9C1ÿþ-88ÿþ0x9Eÿþ0x98ÿþ0x8cÿþ0xA2âÜÖÐÊÅý·«¥Ÿ™“‡{pnRÿÿÿÿÿ(ïx<d;X  @(@@(@@Ethereal houndZÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTö@ hÿþ0x96ÿþ0x8C13ÿþ-66ÿþ0xA5ÿþ0x84ÿþ0x90ÿþ0xC8êäÞØÒÍÉý±«¥Ÿ™“‡pnRÿÿÿÿÿtLVALÈ x Ð À l îNìrj0žMaster of all things feline, the Cat Lord moves with unsurpassed stealth.He is one of the greatest dwarven priests to walk the earth. Fundin has earned a high position in the church, and his skill with both weapon and spell only justify his position further. His combination of both dwarven strength and priestly wisdom are a true match for any adventurer.It looks like it was once a dragon corpse, now deeply infected with magical bacteria that make it pulse in a foul and degrading way.A vast dragon of immense power. Fire leaps continuously from its huge form. The air around it scalds you. Its slightest glance burns you, and you truly realize how insignificant you are.Chief messenger between Sauron and Morgoth, she is surely the most deadly of her vampire race. At first she is charming to meet, but her wings and eyes give away her true form.A massive legendary hydra. It has twelve powerful heads. Its many eyes stare at you as clouds of smoke and poisonous vapour rise from its seething form. And it grows new heads as fast as you chop them off.An awesome vortex of pure magic, power radiates from its frame.Void, nothingness, spinning destructively.A glowing skull possessed by sorcerous power. It need not move, but merely blast you with mighty magic as it speaks the words of power.A bloodshot eyeball floating in the air, you'd be forgiven for assuming it harmless.A skeletal hand floating in the air, motionless except for its flexing fingers.This intensely evil creature bears the form of a gargantuan black worm. Its gaping maw is a void of blackness, acid drips from its steely hide. It is like nothing you have ever seen before, and a terrible chill runs down your spine as you face it.A massive glowing eagle bathed in flames. The searing heat chars your skin and melts your armour.An immense dragon capable of awesome destruction. You have never felt such extreme cold, or witnessed such an icy stare. Begone quickly or feel its wrath!ºLVAL ®Ö ² 4 D†|pÚA constantly changing canine form, this hound rushes towards you as if expecting mayhem and chaos ahead. It appears to have an almost kamikaze relish for combat. You suspect all may not be as it seems."Beware the Jabberwock, my son! The jaws that bite, the claws that catch!" Run and run quickly, for death incarnate chases behind you!It is a massive form of animated death, its colour deeper than black. It drinks in light, and space around it is twisted and torn by the weight of its evil. It is unlife and it knows nothing but the stealing of souls and the stench of death. Flee its hunger!Originally known as the White, Saruman fell prey to Sauron's wiles. He seeks to emulate him and breeds orcs and trolls to fight for him. He searches forever for the One Ring, to become a mighty Sorcerer-King of the world.Commanding a legion of angels, Gabriel will destroy you for your sins. He will crush you like the pitiful insignificant being he sees you to be. Your very soul will be taken into judgement by his supreme authority as he cleanses the world of evil.A huge giant garbed in black, more massive than a titan and stronger than a dragon. With terrible blows, it breaks your armour from your back, leaving you defenseless against its evil wrath. It can smell your fear, and you in turn smell the awful stench of death as this ghastly figure strides towards you menacingly."Rushing Jaws" is his name, and death is his game; the greatest and most terrible of all dragonkind, his power dismayed even the Valar for a time.Azriel commands awesome power, his visage holy enough to shrivel your soul. You shriek with disbelief as his mastery of death draws you to your grave. It is truly beyond all but the mightiest of warriors to stand against him and live.A creature of godly appearance, you dare not challenge Uriel's supremacy. Those who stood against him before are but a memory, cremated by his mastery of elemental fire.3Ù¸ › v J ; áÁpB( x2d(ªY@Oy  @,@@,@@Great Wyrm of Many ColoursDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTl@mÿþ0x90ÿþ0x8210ÿþ-88ÿþ0x9Eÿþ0x9Eÿþ0x95ÿþ0xC5ý÷ñëåàÜÖÐľ¸²¬¦ š”ˆ†Rÿÿÿÿÿ( ‚Ad–$@D¸ˆ @@@@@Tselakus, the DreadlordGÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR"@mÿþ0x91ÿþ0x8B4ÿþ-85ÿþ0xA0ÿþ0x87ÿþ0x95ÿþ0xC4üöðêäßÝ×ÑÅ»¶¬§¡œ–‘‚€Rÿÿÿÿÿ( x2d(ªY@Oy  @,@@,@@Great Wyrm of BalanceDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÎ@mÿþ0x90ÿþ0x8110ÿþ-88ÿþ0x9Eÿþ0x9Dÿþ0x8cÿþ0xA5óíçáÛÖÒÌÆº´®¨¢œ–Š~|Rÿÿÿÿÿ(x-d(ªY@KHq  @,@@,@@Great Wyrm of LawDÿþB - Light BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT`@mÿþ0x90ÿþ0x8014ÿþ-88ÿþ0x9Eÿþ0x9Cÿþ0x8cÿþ0xA4ïéãÝ×ÒÎȶ°ª¤ž˜’Œ†vtRÿÿÿÿÿ(x-d(ªY@KHq  @,@@,@@Great Wyrm of ChaosDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTœ@mÿþ0x8Fÿþ0x9F10ÿþ-88ÿþ0x9Eÿþ0x9Bÿþ0x8cÿþ0xA3ïéãÝ×ÒÎȶ°ª¤ž˜’Œ†zxRÿÿÿÿÿ(x<d@'  @(@@(@@Chaos houndZÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT–@kÿþ0x96ÿþ0x8D10ÿþ-66ÿþ0xA5ÿþ0x85ÿþ0x90ÿþ0xBEßÙÓÍǾ¸²¦ š”Žˆ‚|vjhRÿÿÿÿÿ(‚ d#}ào@D8J $@$@$@$@@JabberwockHÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT @kÿþ0x91ÿþ0x9F10ÿþ-81ÿþ0xA0ÿþ0x9Aÿþ0x93ÿþ0x99Ý×ÑËÅÀ¼¶°¤ž˜’Œ†€zthfRÿÿÿÿÿ(‚0ddÈB0u  $@@.@ð?@The Cat Lordfÿþv - VioletÿþCLAWÿþCONFUSEÿþCLAWÿþLOSE_DEXÿþCLAWÿþBLINDÿþBITEÿþPARALYZE’@ jÿþ0x98ÿþ0x914ÿþ-26ÿþ0xA7ÿþ0x88ÿþ0x95ÿþ0xC3ëåßÙÓÎÌÆÀ´ª¤—‡~xljRÿÿÿÿÿ(xd–$@> N@@@@@DreadlordGÿþr - RedÿþHITÿþEXP_40ÿþHITÿþEXP_40ÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR @kÿþ0x91ÿþ0x8A4ÿþ-85ÿþ0xA0ÿþ0x86ÿþ0x94ÿþ0x84ÞØÒÌÆÁ¿¹³§˜Ž‰|tofdRÿÿÿÿÿ(x2ddd<¸ˆ@@@@@Saruman of Many Colourspÿþv - VioletÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþHURTÿþHITÿþHURT¾@kÿþ0x9Dÿþ0x8810ÿþ-16ÿþ0xABÿþ0x9Eÿþ0x95ÿþ0xC2ûõïéãÞÚÔμ·±¬¢“Ž‚€Rÿÿÿÿÿ(‚Kd(´$@@¸ˆ$@$@$@$@@Gabriel, the MessengerAÿþw - WhiteÿþHITÿþUN_BONUSÿþHITÿþFIREÿþHITÿþBLINDÿþHITÿþBLINDð@kÿþ0x8Eÿþ0x991ÿþ-91ÿþ0x9Dÿþ0x96ÿþ0x95ÿþ0xC1ôîèâÜ×ÕÏɽ¶±ª¥Ÿš‹€~Rÿÿÿÿÿ(‚2A¯$@I N @ @ @ @@NightwalkerWÿþD - Dark GrayÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_BONUS~@kÿþ0x95ÿþ0x958ÿþ-69ÿþ0xA4ÿþ0x8Dÿþ0x94ÿþ0x91ìæàÚÔÏÍÇÁµ«¦œ—ˆ~yjhRÿÿÿÿÿ(ÿ‚dd(ª€Q@Uȯ  $@,@$@,@@Ancalagon the BlackDÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT$@kÿþ0x8Fÿþ0x9E8ÿþ-88ÿþ0x9Eÿþ0x9Aÿþ0x95ÿþ0xC0ðêäÞØÓÑËŹ³­§¡›•‰zxRÿÿÿÿÿ(þ‚<d(ª$@>0u  $@$@$@$@@Azriel, Angel of DeathAÿþD - Dark GrayÿþHITÿþEXP_80ÿþHITÿþEXP_80ÿþHITÿþHURTÿþHITÿþHURTØ@kÿþ0x8Eÿþ0x988ÿþ-91ÿþ0x9Dÿþ0x95ÿþ0x95ÿþ0xBFöðêäÞÙ×ÑË¿¹´®©¡œ”€~RÿÿÿÿÿvLVAL d 6 ¨šzÀ¶nžA winged humanoid demon from the Planes of Hell, Pazuzu grins inhumanely at you as he decides your fate.A giant seething mass of flesh, overwhelming you with monster after monster.A beholder of great size and age, floating in the air. His gaze seems to shred your soul and his spells crush your will. He is ancient, his history steeped in forgotten evils, his atrocities numerous and sickening.A stench of corruption and decay surrounds this sorcerer, who has clearly risen from the dead to continue his foul plots and schemes.A massive pile of rotting flesh. A disgusting stench fills the air as it throbs and writhes.A massive mound of scaled flesh, throbbing and pulsating with multi-hued light.A massive pulsating mound of flesh, glowing with a hellish light.A humanoid form, black as night, advancing steadily and unstoppably, even the very rock of the dungeon cannot prevent it reaching you.A gigantic dragon whose scales shimmer in myriad hues.This huge affront to existence twists and tears at the fabric of space. A master of mighty magic, Tselakus hungers for your tender flesh. Darkness itself recoils from the touch of Tselakus as he leaves a trail of death and destruction. Tselakus is a being of sneering contempt, laughing at your pitiful efforts to defy him. Mighty claws rend reality as he annihilates all in his path to your soul!A massive dragon, one of the mightiest of dragonkind. It is thousands of years old and seeks to maintain the Cosmic Balance. It sees you as an upstart troublemaker without the wisdom to control your actions. It will destroy you.A massive dragon of powerful intellect. It seeks to dominate the universe and despises all other life. It sees all who do not obey it as mere insects to be crushed underfoot.A massive dragon of changing form. As you watch, it appears first fair and then foul. Its body is twisted by chaotic forces as it strives to stay real. Its very existence distorts the universe around it.”3áâ ß Þ ˜ d 0òüѹ¾(x( P>@NX  @(@@HellhoundCÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREŽ@oÿþ0x8Fÿþ0x874ÿþ-89ÿþ0x9Eÿþ0x83ÿþ0x90ÿþ0xACÊľ¸²­«¥Ÿ“““‡{uofdRÿÿÿóÿ(Œ7d(}$@R0u (@(@(@(@@Pazuzu, Lord of AirUÿþb - BlueÿþHITÿþELECÿþHITÿþELECÿþHITÿþELECÿþHITÿþELECÐ@ mÿþ0x8Eÿþ0x9C1ÿþ-90ÿþ0x9Dÿþ0x98ÿþ0x95ÿþ0xCDçáÛÕÏÊȼ°ª¥Ÿš”‰„zxRÿÿÿÿÿ(‚<dZx$@P`ê @@@@@The Witch-King of AngmarWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþEXP_80ÿþHITÿþEXP_80@oÿþ0x95ÿþ0x968ÿþ-69ÿþ0xA4ÿþ0x8Eÿþ0x95ÿþ0xCCúôîèâÝÛÕÏû¶®©£ž˜“„‚Rÿÿÿÿÿ(‚2dO Nð?Qlzqqlzuup, the Emperor QuylthulgQÿþv - Violetf@oÿþ0x93ÿþ0x883ÿþ-75ÿþ0xA2ÿþ0x83ÿþ0x95ÿþ0xCBÙÓÍÇÁ¼º´®¢¢¢¢¢¢¢¢¢–”Rÿ?3óÿ(xdL˜:ð?Master quylthulgQÿþB - Light Blue˜@ mÿþ0x93ÿþ0x871ÿþ-75ÿþ0xA2ÿþ0x82ÿþ0x95ÿþ0xCA»µ¯©£žœ–„„„„„„„„„trRÿ?3óÿ(‚Fd<d$@Ap”@@@@@The Mouth of Sauronpÿþv - VioletÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_POWERÿþHITÿþUN_POWERº@oÿþ0x9Dÿþ0x8910ÿþ-16ÿþ0xABÿþ0x9Fÿþ0x95ÿþ0xC9ûõïéãÞÚÔ賩¤š•‹†zxRÿÿÿÿÿ(x<(dJ'  @(@@(@@Aether houndZÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTL@oÿþ0x96ÿþ0x8E10ÿþ-66ÿþ0xA5ÿþ0x86ÿþ0x90ÿþ0xCDáÛÕÏÉÄÀº´¨¢œ–Š„~xljRÿÿÿÿÿ(‚‚d( T@K¸ˆ @$@ @@@Ungoliant, the UnlightSÿþD - Dark GrayÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþPARALYZEÿþSTINGÿþLOSE_STRj@oÿþ0x94ÿþ0x8D8ÿþ-73ÿþ0xA3ÿþ0x88ÿþ0x95ÿþ0xC8ý÷ñëæäÞØÌ»±«£•€~Rÿÿÿÿÿ(‚AdP$@I¨a@@ @ @@Omarax, the Eye Tyranteÿþv - VioletÿþGAZEÿþUN_BONUSÿþGAZEÿþUN_POWERÿþGAZEÿþLOSE_INTÿþBITEÿþEXP_80°@ mÿþ0x98ÿþ0x8A10ÿþ-27ÿþ0xA7ÿþ0x81ÿþ0x95ÿþ0xC7ý÷ñëæâÜÖʼ²¬¢œ’Œ€~Rÿÿÿÿÿ(‚2dUI@M0u  @(@@(@@Feagwath, the Undead SorcererLÿþy - YellowÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEX @ mÿþ0x92ÿþ0x8B12ÿþ-80ÿþ0xA1ÿþ0x86ÿþ0x95ÿþ0xC6 ýøôîèÜÒËÁº°©¡šŽŒRÿÿÿÿÿ(xdG)@Greater rotting quylthulgQÿþU - Light Brownº@mÿþ0x93ÿþ0x8615ÿþ-75ÿþ0xA2ÿþ0x81ÿþ0x93ÿþ0x87ÐÊľ¸³¯©£—————————†„Rÿ?3óÿ(xdG)@Greater draconic quylthulgQÿþG - Light Greenž@mÿþ0x93ÿþ0x8513ÿþ-75ÿþ0xA2ÿþ0x80ÿþ0x93ÿþ0x86ÒÌÆÀºµ±«¥™™™™™™™™™ˆ†Rÿ?3óÿ( xdG)@Greater demonic quylthulgQÿþR - Light Red‚@mÿþ0x93ÿþ0x8414ÿþ-75ÿþ0xA1ÿþ0x9Fÿþ0x93ÿþ0x85Îȼ¶±­§¡•••••••••†„Rÿ?3óÿ( x-dªI@JØY@@@@@Black reaverLÿþD - Dark GrayÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR@mÿþ0x92ÿþ0x8A8ÿþ-80ÿþ0xA1ÿþ0x85ÿþ0x94ÿþ0x93îèâÜÖÑÏÉ÷­¨ž™Š€{ljRÿÿÿÿÿŠLVAL – J * ŽF(Öº®The greatest of all undead sorcerers, even the gods once feared him. This ancient shadow of death wilts every living thing it passes.Draugluin provides Sauron with a fearsome personal guard. He is an enormous wolf inhabited with a human spirit. He is chief of all his kind.A massive form cloaked in flame. Lungorthin stares balefully at you with eyes that smoulder red. The dungeon floor where he stands is scorched by the heat of his body.The Tarrasque is a massive reptile of legend, rumoured to be unkillable and immune to magic. Fear its anger, for its devastation is unmatched!A legion of evil undead druj animating the skeleton of a once mighty sorcerer. His power is devastating and his speed unmatched in the underworld. Flee his wrath!It is a giant dog that glows with heat. Flames pour from its nostrils.The Chief of the Ringwraiths. A fell being of devastating power. His spells are lethal and his combat blows crushingly hard. He moves at speed, and commands legions of evil to do his bidding. It is said that he is fated never to die by the hand of mortal man.A gigantic seething mass of flesh, Qlzqqlzuup changes colours in front of your eyes. Pulsating first one colour then the next, it knows only it must bring help to protect itself.The Mouth of Sauron is a mighty spell caster. So old that even he cannot remember his own name, his power and evil are undeniable. He believes unshakably that he is unbeatable and laughs as he weaves his awesome spells.A shifting, swirling form. It seems to be all colours and sizes and shapes, though the dominant form is that of a huge dog. You feel very uncertain all of a sudden.This enormous, hideous spirit of void is in the form of a spider of immense proportions. She is surrounded by a cloud of Unlight as she sucks in all living light into her bloated body, and breathes out the blackest of darkness. She is always ravenously hungry and would even eat herself to avoid starvation.D3Ȭ h + ù Å”N ç6Gn('n  &D@-Giant silver antaÿþW - Light GrayÿþBITEÿþACIDN@rÿþ0x09ÿþ0x61¨¢œœœœœœœŠ„trRÿÿ3óÀ(&‚ I@ð?@Giant tan batbÿþU - Light BrownÿþBITEÿþTERRIFYÿþCLAWÿþHURTÿþCLAWÿþHURTš@rÿþ0x0Fÿþ0x62¾¸²²²²²²²¦¦¦ š”Ž…nlRÿÿÿóÀ(%xÀX@Rot jellyjÿþu - BrownÿþTOUCHÿþEAT_FOODÿþTOUCHÿþLOSE_CHR@qÿþ0x07ÿþ0x6A«¥ŸŸŸŸŸŸŸ“““““‰‚xqfdRÿÿ?óÀ($n4@Silver mouserÿþW - Light GrayÿþBITEÿþEAT_LITEà@qÿþ0x09ÿþ0x72¤ž˜˜˜˜˜˜˜ŒŒŒŒŒŒŒ‚|ljRÿÿ3óÀ(#ŒÈdd–d`ê  $@(@@Morgoth, Lord of DarknessPÿþD - Dark GrayÿþHITÿþSHATTERÿþHITÿþSHATTERÿþHITÿþLOSE_ALLÿþTOUCHÿþUN_POWERº@qÿþ0x92ÿþ0x9E8ÿþ-76ÿþ0xA1ÿþ0x99ÿþ0x8fÿþ0xC7üöðëéãÝÑÇÀ¶±¨£š•†„Rÿÿÿÿÿ("‚idd cPà @(@ @(@@Sauron, the Sorcererpÿþv - VioletÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_POWERÿþHITÿþUN_POWERº@qÿþ0x9Dÿþ0x8A10ÿþ-16ÿþ0xACÿþ0x80ÿþ0x8eÿþ0xDFý÷ñëåàÜÖÐ嵫¦œ—ˆ|zRÿÿÿÿÿ(!‚PddŒ_ø§ @(@@Gothmog, the High Captain of BalrogsUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWER*@qÿþ0x9Fÿþ0x8312ÿþ-71ÿþ0xADÿþ0x98ÿþ0x95ÿþ0xD5 ýøôîèÜÒËž¸³­¨œšRÿÿÿÿÿ( ‚Pd2 $@Z@œ "@(@"@(@@Carcharoth, the Jaws of ThirstCÿþr - RedÿþCLAWÿþFIREÿþCLAWÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREX@qÿþ0x8Fÿþ0x8A4ÿþ-89ÿþ0x9Eÿþ0x86ÿþ0x95ÿþ0xD4úôîèãáÛÕÉý·±«¥Ÿ™ŽRÿÿÿÿÿ(‚Pd2 $@Z@œ "@(@"@(@@Huan, Wolfhound of the ValarCÿþW - Light GrayÿþCLAWÿþCOLDÿþCLAWÿþCOLDÿþBITEÿþCOLDÿþBITEÿþCOLD@qÿþ0x8Fÿþ0x898ÿþ-89ÿþ0x9Eÿþ0x87ÿþ0x95ÿþ0xD3ý÷ñëæäÞØÌÆÀº´®¨¢œŒŠRÿÿÿÿÿ(‚<ddd\ȯ  @(@@(@@Vecna, the Emperor LichLÿþv - VioletÿþHITÿþEXP_80ÿþHITÿþLOSE_DEXÿþHITÿþUN_POWERÿþHITÿþUN_POWER @ oÿþ0x92ÿþ0x8C12ÿþ-80ÿþ0xA1ÿþ0x87ÿþ0x95ÿþ0xD2ûõïéäàÚÔȾ¹¯ª ›“Ž‚€Rÿÿÿÿÿ(‚FdPZ€V@S@œ@@@@@Draugluin, Sire of All WerewolvesCÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISON@ oÿþ0x8Fÿþ0x887ÿþ-89ÿþ0x9Eÿþ0x85ÿþ0x95ÿþ0xD1 úôïíçáÕÍÇ¿¹³­§¡–”Rÿÿÿÿÿ(‚Fd}T@Xˆ  @(@@Lungorthin, the Balrog of White FireUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWERR@oÿþ0x9Fÿþ0x821ÿþ-71ÿþ0xADÿþ0x97ÿþ0x95ÿþ0xD0 ûöôîèÜÒËž¸³­¨œšRÿÿÿÿÿ(‚Ud2¹4@V¸ˆ @The TarrasqueRÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþUN_POWERÿþTOUCHÿþUN_POWER@oÿþ0x94ÿþ0x8110ÿþ-74ÿþ0xA2ÿþ0x9Cÿþ0x95ÿþ0xCFëåßÙÓÎÊľ²¨¡—Š…znlRÿÿÿÿÿ(ŒKdxT@Tȯ@@@@@Cantoras, the Skeletal Lordsÿþv - VioletÿþGAZEÿþEXP_80ÿþGAZEÿþEXP_80ÿþTOUCHÿþPOISONÿþTOUCHÿþPOISONH@oÿþ0x9Dÿþ0x9B1ÿþ-13ÿþ0xACÿþ0x91ÿþ0x95ÿþ0xCEûõïêèâÜÐÈÁ¹²ª¤œ–ŠˆRÿÿÿÿÿúLVALò š p ¶üIt is a large pile of rotting flesh, whose touch spoils your food. The terrible smell it exudes is also very hard to get rid of...It is about three feet long with large teeth. As the light of your lamp falls on it, it seems to grow stronger.He is the Master of the Pits of Angband. His figure is like a black mountain crowned with lightning. He rages with everlasting anger, his body scarred by Fingolfin's eight mighty wounds. He can never rest from his pain, but seeks forever to dominate all that is light and good in the world. He is the origin of man's fear of darkness and created many foul creatures with his evil powers. Orcs, Dragons, and Trolls are his most foul corruptions, causing much pain and suffering in the world to please him. His disgusting visage, twisted with evil, is crowned with iron, the two remaining Silmarils forever burning him. Grond, the mighty Hammer of the Underworld, cries defiance as he strides towards you to crush you to a pulp!He is Morgoth's most powerful servant. Mighty in spells and enchantments, he created the One Ring. His eyes glow with power and his gaze seeks to destroy your soul. He has many servants, and rarely fights without them.Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned for slaying Feanor and Fingon, two of the High Kings of the Noldor Elves, and has never been defeated in combat. With his whip of flame and awesome fiery breath he saved his master from Ungoliant's rage.The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the greatest wolf to ever walk the earth. He is highly intelligent and a deadly opponent in combat.The wolfhound of the Valar, Huan has served many masters in his time, from Celegorm son of Feanor to Beren son of Barahir: but now he runs wild, and acknowledges no master save himself, as he hunts alone for his nemesis - Carcharoth, the terrible wolf of Angband.LVALf¼ 4 ¦ ú ~ 6 ž°Î^|DBeorn is only occasionally seen in human form these days, preferring to appear in the shape of a giant black bear: he also prefers the company of beasts to that of humans. He has never taken kindly to strangers, even in human form - and still less when in bear's shape, as he is now.In the eyes of this bear, there glimmers the faintest light of intelligence. And then its form begins to change... The combination of animal cunning, human intelligence and the great physical strength of the bear makes for a dangerous enemy.A huge, beastly bear, more savage than most of its kind.A large bear appears to have made its home in this cave. It is hungry, and you are trespassing in its territory.A terrifying sight: a winged creature greater than any bird you have ever seen, and with no feathers on its horrid black leathery wings. Descended from a creature of an older world perhaps, bred by Sauron to be a winged steed for his Ringwraiths.A type of crow, specially bred by the forces of evil as spies; their rudimentary intelligence guided by an evil mind has tracked you down, and now they seek to alert other evil creatures to your presence.Larger than a crow, and pitch black.It is a hooded crow, gray except for the black wings and head.A lich who has reached its ultimate evolutionary stage: a completely immaterial state.A lich who is partially immaterial, on its way to a new, ethereal form.A strange creature that disguises itself as a chest to lure unsuspecting adventurers within reach of its venomous claws. The first that most adventurers realise of the deception is when the seemingly invitingly open lid of the chest suddenly grows teeth and then slams shut on the adventurer's hand...A fast-moving and deadly draconian animal. Beware its poisonous sting!It is a strange growth on the dungeon floor, glowing and crackling with sparks.A giant bat which feeds on raw magical energy.A giant silver ant with a caustic bite.A giant bat, the beating of whose wings produces a strangely unnerving noise.3ú"C \ [ [ \ ‰¯Ýã5(8xd(ZT@=à."@"@@Bile DemonUÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþCRUSHÿþACIDà@tÿþ0x0Cÿþ0x55²¬¦¦¦¦¦¦¦ššš”‡‚|whfRÿÿÿóÀ(7xP <T@7¸   $@@@@$@BarbazuUÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_CONÿþSTINGÿþPOISONx@tÿþ0x8dÿþ0xa7¿¹³³³³³³³§Ÿ˜Ž‰ƒ~xsb`RÿÿÿÿÀ(6xF<9@è  @ @@@Beorn, the Shape-ChangerqÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþCRUSHÿþHURT8@rÿþ0x08ÿþ0x71ÜÖÐÐÐÐÐÐÐľ·±«¥Ÿ™“„‚RÿÿÿÿÀ(5n24@È  @ @@@WerebearqÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþCRUSHÿþHURTâ@rÿþ0x08ÿþ0x71¼¶°°°°°°°¤ž—‘‹…ysdbRÿÿÿÿÀ(4n #$@7ð?(@ð?$@Grizzly bearqÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþCRUSHÿþHURTp@ rÿþ0xB8ÿþ0x81ÿþ0x0Fÿþ0x71ÒÌÆÀººººº®¨¡›•‰ƒ}ljRÿÿÿÿð(3n #$@ ð? @Cave bearqÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTâ@ rÿþ0x07ÿþ0x71­§¡¡¡¡¡¡¡•••‰ƒ}wqfdRÿÿÿóÀ(2xPP@0 @@@@@Winged HorrorBÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_40ÿþBITEÿþEXP_40î@ rÿþ0x08ÿþ0x42Éý½½½½½½±©£›•‰ƒ}nlRÿÿÿÿÀ(1x(  @CrebainBÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURT˜@ rÿþ0x08ÿþ0x42¡›•••••••‰‰‰‰‰ƒ}wqb`Rÿÿ?óÀ(0x(  RavenBÿþD - Dark GrayÿþBITEÿþHURTÿþBITEÿþHURTH@ rÿþ0xB7ÿþ0x87ÿþ0x08ÿþ0x42©£—‘‘‘‘‘……………ysm^\Rÿÿ?óð(/x( CrowBÿþs - GrayÿþBITEÿþHURTÿþBITEÿþHURT|@rÿþ0xB7ÿþ0x86ÿþ0x02ÿþ0x42¢œ–ŠŠŠŠŠ~~~~~xrlf\ZRÿÿ?óð(.x(dxI@@ N @(@ @(@@ArchlichLÿþB - Light BlueÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEX¬@rÿþ0x94ÿþ0x8eÎȶ¬¥›”Šƒ{tdbRÿÿÿÿÀ(-x ddI@6Ô0@(@@(@@DemilichLÿþU - Light BrownÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEXŽ@rÿþ0x94ÿþ0x92ÏÉÃÃÃÃÃÃ÷­¦œ•‹„|udbRÿÿÿÿÀ(,n((#ú@@@@@Chest mimic~ÿþs - GrayÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBUTTÿþCONFUSEÿþSPITÿþBLIND\@rÿþ0xB9ÿþ0x88ÿþ0x87ÿþ0x83ÐÊľ¸¸¸¸¸¬¥Ÿ–ˆ‚ztjhRÿÿÿÿð(+xPBN@ú@@Wyverndÿþg - GreenÿþBITEÿþHURTÿþBITEÿþHURTÿþSTINGÿþPOISONŽ@rÿþ0xB1ÿþ0x83ÿþ0x8cÿþ0xaf¶°ª¤žžžžž’’’Šƒ}wqk`^Rÿÿÿóð(*n €Q@ŒShimmering moldmÿþb - BlueÿþSPOREÿþELECÿþSPOREÿþELECž@rÿþ0x06ÿþ0x6D®¨¢¢¢¢¢¢¢–––––‰ƒ|rpRÿÿ?óÀ()‚ I@KDisenchanter batbÿþv - VioletÿþHITÿþUN_BONUS\@rÿþ0x0Aÿþ0x62§¡›››››››…€trRÿÿ3óÀ((n 24@/Giant brown tickSÿþu - BrownÿþBITEÿþPOISONÿþSTINGÿþBLIND"€ÿþIt is moving slowly towards you.ÿþ0x07ÿþ0x53ÕÏÉÉÉÉÉÉÉ›››››”…trRÿÿ?óÀLVAL ˆ¨  ÌÈä0n°&A truly enormous dragon with great powers. The foul gases issuing from the beast nearly make you vomit; and while you may try to hold your breath as you fight it, it sees no reason to do likewise.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale gold.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull bronze.Originally of the semi-divine Maiar, this evil spirit swore allegiance to Morgoth at the beginning of time and is now one of his most terrible demonic servants. With its flaming whip and sword it seeks to destroy you.Appearing as a giant, clawed and winged humanoid with a scaly red body and massive fangs dripping a foul green liquid, the Pit Fiend is a dreadful enemy from the lowest depths of the hells. They are often the commanders of vast demon armies.A giant humanoid demon wielding a massive, heavy and sharp scythe. Feared by foes and friends alike when it flies into one of its berserk rages, the Horned Reaper will cut down anything in its path between it and you - even the minions it has just summoned.This demon from the ice planes is a truly terrifying sight. It has an extremely large, insect-like body towering a full twelve feet tall, with great claws on its hands and pincers on its mouth, and its head bulges with great multi-faceted eyes. Its tail is covered with razor-sharp spikes.It is a demon made almost entirely out of bones. It is humanoid, but with a large tail similar to that of a giant scorpion, and emits a foul smell of decay and rot. They are despised even in the hells.It's big. It's fat. It's red. It's ugly. It's got a severe attack of highly poisonous flatulence. And its insides are corrosive. All of which go together to make the single most repulsive sight - and smell - you have ever experienced.A foul, humanoid creature with a long tail, clawed hands and feet, and a disgusting, wiry, snaky beard. They are the elite shock troops of the hells, capable of a terrifying berserk fury.á3, ; B L _ cOZWˆ¼Îç(Hx<x4@-Ü @CyclopsPÿþu - BrownÿþHITÿþHURTÿþHITÿþHURT|@vÿþ0xBAÿþ0x81ÿþ0x07ÿþ0x50§¡›•ƒƒƒƒƒ}xrmb`Rÿÿ?óð(Gx<P$@-Ä @@@Berserkerpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT´@vÿþ0xB8ÿþ0x95ÿþ0x07ÿþ0x70¶°ª¤žžžžž’’’Œ‡|vqfdRÿÿÿóð(Fx2<$@)@@@@Ranger ChieftainpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@vÿþ0x09ÿþ0x70½·±±±±±±±¥¥¥Ÿš”‰„trRÿÿÿóÀ(En (D@7@Paladinpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURT$@vÿþ0x01ÿþ0x70›•ƒƒƒƒƒ}xrmb`Rÿÿ?óÀ(Dn (D@7@RangerpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURT@vÿþ0x09ÿþ0x70ž˜’’’’’’’†††††€{up`^Rÿÿ?óÀ(Cx#d–T@CØY  @,@@,@@Great Wyrm of ThunderDÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTv@vÿþ0x0Bÿþ0x44ÒÌÆÆÆÆÆÆÆº´®¨¢œ–Š~|RÿÿÿÿÀ(Bx#d–T@CØY  @,@@,@@Great Bile WyrmDÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþACIDÿþBITEÿþACID–@vÿþ0x02ÿþ0x44ľ¸¸¸¸¸¸¸¬¦ š”Žˆ‚|rpRÿÿÿÿÀ(Ax#d–T@? N  @,@@,@@Great Wyrm of PerplexityDÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCONFUSEÿþBITEÿþCONFUSE~@vÿþ0x0Fÿþ0x44ãÝ×××××××˼³­§¡›•„‚RÿÿÿÿÀ(@x#d–T@? N  @,@@,@@Great Swamp WyrmDÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONŠ@ tÿþ0x05ÿþ0x44ËÅ¿¿¿¿¿¿¿³«¥—‘‹…trRÿÿÿÿÀ(?n €Q@ #ð?@(@Baby gold dragondÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¾@tÿþ0x0Bÿþ0x64¼¶°°°°°°°¤¤¤ž˜’Œ†€trRÿÿÿóÀ(>n €Q@ #ð?@(@Baby bronze dragondÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÂ@tÿþ0x0Fÿþ0x64Å¿¹¹¹¹¹¹¹­­­§¡›•‰xvRÿÿÿóÀ(=‚2d(ŒT@O¨a  @(@@Greater BalrogUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWER´@tÿþ0x8dÿþ0xb6ȼ¼¼¼¼¼¼°¦Ÿ™’Œ‡|pnRÿÿÿÿÀ(<‚(dxÀR@MðU  @$@@$@@Pit FiendUÿþo - OrangeÿþCLAWÿþFIREÿþCLAWÿþFIREÿþBITEÿþPOISONÿþBITEÿþLOSE_CONä@tÿþ0x03ÿþ0x55Àº´´´´´´´¨ž˜Š„~xrfdRÿÿÿÿÀ(;‚&d(xT@HPF &@&@&@&@@Horned ReaperUÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@tÿþ0x0Eÿþ0x55¼¶¶¶¶¶¶¶ª¤Ÿ™”މƒ~nlRÿÿÿÿÀ(:‚#ddT@E°6"@"@@@@GelugonUÿþw - WhiteÿþCLAWÿþCOLDÿþCLAWÿþCOLDÿþBITEÿþCOLDÿþHITÿþPARALYZEF@tÿþ0x01ÿþ0x55¸²¬¬¬¬¬¬¬ –‘‹…ysmb`RÿÿÿÿÀ(9‚dKT@AÈ2 @ @@@@OsyluthUÿþW - Light GrayÿþHITÿþLOSE_CHRÿþHITÿþLOSE_CHRÿþBITEÿþPOISONÿþSTINGÿþLOSE_STR–@tÿþ0x09ÿþ0x55ÇÁ»»»»»»»¯¥ž–†wrb`RÿÿÿÿÀjLVAL ‚ì v d @ &röÀŒThe strongest of all the Titans. Legend has it that he used to hold the sky on his shoulders; and the mountain range that now does so is named after him.No ordinary cyclops, but the son of a sea-god: he wields the powers of elemental water as well as the considerable strength of a cyclops. His one eye was blinded long ago by the warrior Odysseus, but he has trained himself to hear so well that it nearly makes up for his disability.A gigantic ugly humanoid with but one eye and very thick skin.Even the strongest of normal human warriors fears the Berserker - the one who can drive himself into such a terrible battle-frenzy that he can survive blows which should kill him, and still apparently feel no pain. He tramples weaker creatures underfoot in his eagerness to get to his real enemy, and his battle-cry strikes terror into his foes.A chieftain among the Rangers. His understanding of nature gives him powerful elemental spells to use against you, in addition to his skills as an archer and a warrior. Furthermore, he is a master of camouflage, so you will need magically enhanced seeing to spot him.A warrior for a holy cause. Unfortunately, his god is not yours, and there is rivalry even between the various gods of Good, so he is your enemy.A warrior who is at one with nature. A master of both bow and sword, with minor spellcasting skills, and animals come to do his bidding.A dragon of gigantic proportions, with destructive abilities to match. The sheer loudness of its roar leaves you stunned and unable to think clearly enough to defend yourself adequately.A huge and very powerful dragon. Great steaming pools of acid drip from its form onto the ground. You shudder when you see the acid eating away the very stones of the dungeon - what could it do to you?A dragon of great size and power. Its polished bronze scales reflect the light in strange and confusing patterns, and you find it hard to keep your mind on the job of fighting for your life.y3úû æ   &  Ex‰qu—¥§(Xx 24@‚@@@@@Ghastzÿþu - BrownÿþCLAWÿþPARALYZEÿþCLAWÿþPARALYZEÿþBITEÿþLOSE_CONÿþBITEÿþLOSE_CHR @yÿþ0xB9ÿþ0x80ÿþ0x07ÿþ0x7AÍÇÁ»µµµµµ©Ÿ™‰yoi^\Rÿÿÿÿð(Wn 4@_ð?@"@GhoulzÿþU - Light BrownÿþCLAWÿþPARALYZEÿþCLAWÿþPARALYZEÿþBITEÿþPOISON|@ xÿþ0xB4ÿþ0x8Fÿþ0x94ÿþ0x9aÁ»µ¯©©©©©•…uo^\Rÿÿÿóð(Vx$@ð?@NighthawkBÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTL@ xÿþ0x07ÿþ0x42­§¡¡¡¡¡¡¡•••‰ƒ}wqfdRÿÿÿóÀ(UnP*P$@# @Silent watchergÿþr - RedÿþGAZEÿþTERRIFYÿþGAZEÿþPARALYZEÿþGAZEÿþLOSE_STRÿþGAZEÿþHALLUº@ xÿþ0xB1ÿþ0x8Eÿþ0x04ÿþ0x67ÙÓÍÇÁÁÁÁÁµ®¨ž˜ŽˆypnRÿÿÿÿð(TxdZ$@6”@@@@@Elder vampireVÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_80ÿþBITEÿþEXP_80¶@ xÿþ0x04ÿþ0x56Á»µµµµµµµ©¡›“‡‚|wnlRÿÿÿÿÀ(S‚<dFx4@Q¸ˆ @ @ @ @@Maeglin, the Traitor of GondolinhÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@xÿþ0x95ÿþ0xd7çáÛÛÛÛÛÛÛÏÉľ¹³®¨£”’RÿÿÿÿÀ(R‚PdN@1¨a@ @@Eol, the Dark ElfhÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÄ@xÿþ0x95ÿþ0xd6¾¸²²²²²²²¦¦¦ ›•Š…vtRÿÿÿóÀ(Qx$@Giant fireflyIÿþr - RedÿþBITEÿþBLINDÂ@xÿþ0x04ÿþ0x49œ–„„„„„„„}wnlRÿÿ3óÀ(Px$@(@NeekerbreekerIÿþD - Dark GrayÿþBITEÿþPOISONP@xÿþ0x08ÿþ0x49£———————‹‹‹‹‹‹‹ƒ}nlRÿÿ3óÀ(Ox#dP$@ChB@@@@@Beholder hive-mothereÿþb - BlueÿþBITEÿþEXP_80ÿþGAZEÿþPARALYZEÿþGAZEÿþLOSE_INTÿþGAZEÿþUN_POWERÀ@xÿþ0x06ÿþ0x65ÜÖÐÐÐÐÐÐÐĺ´ª¤š”Œ†|zRÿÿÿÿÀ(Nn24@$X@@@@@GautheÿþD - Dark GrayÿþGAZEÿþUN_BONUSÿþGAZEÿþUN_BONUSÿþGAZEÿþUN_POWERÿþGAZEÿþUN_POWERž@xÿþ0x08ÿþ0x65Å¿¹¹¹¹¹¹¹­£“ƒ}sm^\RÿÿÿÿÀ(Mn @–ð? @@SpectatoreÿþB - Light BlueÿþGAZEÿþPARALYZEÿþGAZEÿþCONFUSEÿþBITEÿþHURTN@xÿþ0xB1ÿþ0x9Bÿþ0x90ÿþ0x8cÅ¿¹³­­­­­¡¡¡›•Œ†|vfdRÿÿÿóð(Ln$@P@Evil eyeeÿþg - GreenÿþGAZEÿþEXP_10ÿþGAZEÿþEXP_10@xÿþ0x05ÿþ0x65£———————‹‹‹‹‹ƒ}uodbRÿÿ?óÀ(KxFd–.@W¤ (@(@(@(@@Kronos, Lord of the TitansPÿþv - VioletÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEä@xÿþ0x0Aÿþ0x50äÞØØØØØØØÌþµ°§¢™”ˆ†RÿÿÿÿÀ(Jx<d .@Lˆ *@*@*@*@@Atlas, the TitanPÿþs - GrayÿþHITÿþSHATTERÿþHITÿþCONFUSEÿþHITÿþSHATTERÿþHITÿþCONFUSE4@ vÿþ0x02ÿþ0x50Îȶ­¨Ÿš‘Œƒ~trRÿÿÿÿÀ(I‚5d(ŒD@EHq &@$@@Polyphemus, the Blind CyclopsPÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþSHATTER6@vÿþ0x05ÿþ0x50ÕÏÉÉÉÉÉÉɽ½½´¯©¤ž™ŽŒRÿÿÿóÀšLVAL Œ >   à Î úDŠ>ÂFlesh is falling off in chunks from this decaying abomination.Trained to hunt and kill without fear.A figure carved from stone, with three vulture faces whose eyes glow with a malevolent light.A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can summon the very shades of its victims from beyond the grave to come enslaved to its aid.The son of Eol the Dark Elf, Maeglin is every bit as evil as his father and more. His greed for gold led him to betray the Hidden Kingdom of Gondolin to Morgoth's forces. He is a mighty warrior himself, and some of Morgoth's greatest servants answer to his call.A lord of the Teleri, Eol is a mighty metalsmith, the only one to ever forge weapons of meteorite iron. The mortal enemy of the Eldar, he is currently fleeing their wrath, following the murder of Princess Aredhel of Gondolin.Clouds of these monsters light up the dungeon - so brightly that you can barely see through them.Believed to be an evil relative of the cricket, this creature gets its name from its incessant squeaking, which can best be described as "neek-breek, neek-breek". The noise can drive people frantic, and worse still, can be heard for quite some distance, alerting other monsters to your presence.A hive mother of the race of beholders, she can summon her brood to her aid whenever she wishes.Another lesser relative of the beholder, this six-eyed creature feeds on magic.A lesser relative of the beholder: a globular body with a large toothy mouth, a large central eye, and four smaller eyes on stalks protruding from the top of its body.A huge disembodied eye. As you stare into the black nothingness of its pupil, you feel your will and vitality draining away, and are unable to do anything except approach it in horrified fascination.The lord of the Titans, he has broken loose from his confinement in the nether hells to seek revenge on the world.*LVALö|ú „  ^ ” ì>¶èDVØZShimmering in rainbow hues, this hound is beautiful and deadly.Once a powerful ruler, now an even more powerful undead menace.Howling through the disintegrating dungeon, this whirlpool of Unmagic rips the enchantments from everything it touches.A howling blast of razor-sharp mountain fragments, kept intact by perilous magics.This troll's great strength and size have won it the place of chieftain of its tribe. It fears nothing.Last and proudest king of ancient Numenor. Corrupted by power and avarice, he fell victim to Sauron's wiles, tried to fight the Valar themselves, and condemned Numenor to oblivion.This ogre is leader of his tribe. He sneers at you as he advances towards you, wielding a huge club and pushing his own followers rudely aside.A gigantic four-armed animated bronze statue of demonic shape, glowing with great heat.A skeletal form, black as night, constructed from the bones of its previous victims.A great wolf-chieftain whose pack is in the service of the Dark Lord, and whose howls strike fear into even the boldest heart.It is a fast moving creature of chaos, a gigantic black bat surrounded by flickering bright red flames.Fed with horrid meats and grown to enormous size, this slavering creature seeks livelier prey.It is a kobold dressed in skins and gesturing wildly.A vast, bloated arachnid, master of its brood: among the more terrible of Ungoliant's descendants, this is a monster such as those who haunted the dread valley of Nan Dungortheb long ago.An intelligent arachnid whose hairy legs weave spells in the air.A large basilisk, whose shape resembles that of a great wyrm.This vile abomination is a relative of ghouls, and often leads packs of them. 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3C:\Program Files\Microsoft Office\Office\MSACC9.OLBAccess Yÿÿÿÿ ñ@0ÀFC:\WINDOWS\SYSTEM\StdOle2.TlbstdoleBA_ACID aÿÿÿÿ‰ÑP€ªm.¤4C:\PROGRAM FILES\COMMON FILES\SYSTEM\ADO\msado21.tlbADODB aÿÿÿÿ‰`SaveMonsterset €ªm.¤L€ªm.¤Module1PrintOutMonstersDumpMonsterListVBE6.DLL yÿÿÿÿˆ   WriteFlatFile SaveRecordsetU€ªm.¤ yÿÿÿÿ… Ø  ÁɤsÖИ¿ É ÈÙÀæÌh)a¯Nª? 1ÿÿÿÿ2 ÀFClass1^ÀF=C:\PROGRAM FILES\COMMON FILES\MICROSOFT SHARED\DAO\DAO360.DLLDAO Áÿÿÿÿéq ø Monster.txt tblMonsterq€ªm.¤1€ªm.¤ N: NrS€ªm.¤Q€ªm.¤ : Name Œ G: Symbol Color Monster Monsters ID yÿÿÿÿi 0  `The file you entered already exists. Would you $like to delete it? 4# Version stamp (required) ˆ V:3.0.6 :##### Non-race (contains the  Rarity Unused d##### Non-race (contains the player picture) ##### N:0:<player> G:@:w 2##### Town monsters ##### yÿÿÿÿS P yÿÿÿÿ p qryCustomers1 qryCustomers2 €ªm.¤ H € L Alertness W: 2File has been written to .An error has occurred:   ¸fĤŸI»xª8<»  yÿÿÿÿ­ ¨ monster.txt I: Speed HP Dice d Hp Sides HP dice Hp sides HP sides Vision Armor Class Depth Experience Blow #1 B: Effect #1 Damage Dice # 1 Damage Side # 1 Blow#1 Effect#1 Blow#2 Effect#2 Damage Dice # 2 Damage Side # 2 Effect #2 Blow#3 Effect #3 Damage Dice #žšKƒ[v 3 1_IN_ Damage Side # 3 JPlease enter a filename (no extension .txt Blow#4 Effect #4 Damage Dice # 4 Damage Side # 4 yÿÿÿÿT ˆ Description D: Descrption yÿÿÿÿw ¨ One_In_X S: &# File: monster.txt L# This file is used to initialize the ) œ# This file is used to initialize the lib / Data / monster.raw; file, which is 2# used to initialize the  t# I: speed : hit points : vision : armor class : alertnessBOULDER' ”# This file is used to initialize the lib/Data/monster.raw; file, which is% Ž# used to initialize the monster race information for the Angband game.$ Š# Do not modify this file unless you know exactly what you are doing,BR_GRAVBR_SHARBR_PLASBR_WALL% Ž# unless you wish to risk possible system crashes and broken savefiles.# „# After modifying this file, delete the lib/Data/monster.raw file. F# === Understanding monster.txt === B# N: serial number : monster name &# G: symbol : colorBR_INER z# W: depth : rarity : unused (always 0) : experience for kill V# B: attack method : attack effect : damage ,# S: spell frequency | D# S: spell type | spell type | etc ,# F: flag | flag | etc # D: DescriptionFRIENDBR_DISEBR_NEXUBR_TIME" ‚# 'N' indicates the beginning of an entry. The serial number must z# increase for each new item. Entry 0 is used for the player." ‚# 'G' is for graphics - symbol and color. There are 16 colors, as # follows:BR_LITEBR_DARKBR_CONFBR_SOUNBR_CHAO# „# D - Dark Gray w - White s - Gray o - Orange" ‚# r - Red g - Green b - Blue u - Brown# „# d - Black W - Light Gray v - Violet y - Yellow@Cž¼7ð͇ª?BR_ELECBR_FIREBR_COLDBR_POISBR_NETH% Ž# R - Light Red G - Light Green B - Light Blue U - Light Brown # (note that # „# (note that black is the same color as the screen background, and" €# thus the monster will appear to be an empty black space if its # color is d.)" ‚#žšKƒ[ 'I' is for information - speed, health, vision in tens of feet,# †# armor class, and alertness. 110 is normal speed. Alertness ranges" €# from 0 (ever vigilant for intruders) to 255 (prefers to ignore # intruders).ARROW_2ARROW_3ARROW_4BR_ACID" ‚# 'W' is for more information - level, rarity, and experience for \# killing. The third slot is currently unused.# †# 'B' is for blows - method of attack, effect of attack, and damage \# a melee attack, then X must be 2 or greater.ARROW_1ID" ‚# from attack. There may be up to four of these lines; effect and ,# damage are optional.# „# 'S' is for spells. The first S: line must be S:1_IN_X with X the# †# number of monster turns, on average, before the monster will castNO_SLEEPSHRIEK$ ˆ# one of its spells. X must not be zero. If X is 1, the monster will$ Š# never move while the player is in sight, and will thus never attack% Ž# in melee, as it will cast spells every turn: if the monster is to useIM_COLDIM_POISNO_FEARNO_STUNNO_CONF" ‚# 'F' is for flags. These are fairly self-explanatory. As many F:$ ˆ# lines may be used as are needed to specify all the flags and flags D# are separated by the '|' symbol. j# Morgoth is the final Quest (thus the QUESTOR flag).IM_ELECIM_FIRE$ ˆ# 'D' is for description. As many D: lines may be used as are needed 4# to describe the monster. R# === Understanding monster.txt flags === 6# UNIQUE monsters are just # „# as normal monsters that are just a little hard to see... if you % Œ# UNIQUE monsters are just special monster races, with the requirement& # that only one monster of that race can exist at a time, and when it is T# killed, it can never again be generated.DRAGONDEMONUNDEADEVILANIMAL HURT_LITE HURT_ROCKIM_ACID( ˜# ATTR_CLEAR monsters appear the same color as the floor, terrain feature or 2# object underneath them. 4# ATTR_MULTI monsters are ) œ# ATTR_MULTI monsters are multi - hued - they change color, every player turn. (graf-nežšKƒ[w 2nd dataset' –# CHAR_CLEAR monsters are totally invisible: the symbol shown on the screen' –# is the same as the floor (or other terrain feature) below it, or the item' –# that is lying on that floor. These monsters can currently be targetted as KILL_ITEMTROLL' –# normal monsters: perhaps this can be changed so that the player must KNOW& ’# the monster is there (by bumping into it, or having the monster wake up 2# and attack the player?) l# You must kill him to gain access to Morgoth's level. TAKE_ITEM( ˜# CHAR_MULTI monsters are those which look like objects, and use the symbols( š# of objects. They are in plain sight, but the character should not know that( ˜# a monster is there. At the moment, such monsters can be targetted normally KILL_BODY' –# (which means that this flag currently has no effect), but this may change Z# in the future, as with CHAR_CLEAR monsters.' ”# (Note that currently both CHAR_CLEAR and CHAR_MULTI monsters are treated :# can pick them as a target.) Command581ORC% Œ# as normal monsters that are just a little hard to see... if you look% Ž# for them, you will find them unless they are invisible and you cannot$ Š# see invisible, and if you use the * command for targetting mode you 2Morgoth, Lord of Darkness) œ# ToDo: Explain the other monster and spell flags. But maybe in another file. 8##### Dungeon monsters ##### Descriptor Flags Spell Flags  |  F: (Sauron, the Sorcerer h# Sauron is the basic Quest (thus the QUESTOR flag).# „# You must kill him to complete the final quest, and win the game.pref-file output t# monster section for the *Angband*\lib\pref\gref-xxx file V# This the output from this file should be  H# pasted over the old monster data. MOVE_BODYECž¼7ð͇ª?+ ¦Do not simply replace the old file. There is other data that is eneded in that file #  R: (graf-ibm 1st dataset / (graf-ibm 2nd datasetWriteGrafXXXMonsterData (graf-xxx 1st dataset (graf-xxx 2nd datasetWriteGrafibmMonsterData žšKƒ[KILL_WALLGIANT t# monster section for the *Angband*\lib\pref\gref-ibm fileWriteGrafNewMonsterData vPlease enter a filename - directory optional - no extension t# monster section for the *Angband*\lib\pref\gref-new file (graf-new 1st datasetWriteGrafDVGMonsterData PASS_WALL t# monster section for the *Angband*\lib\pref\graf-dvg file FDo not simply replace the old file. (graf-dvg 1st dataset (graf-dvg 2nd datasetForm_Complete Monster DatabasešœCŠÛH‰›y˜o)Ø8ÑÔ?OŠÓdæ†aaP™y«T­­N¯ŸuüF(V§QfÉkcL¸Œ:ÒàÒ§GCž¼7ð͇ª? REGENERATEPOWERFUL OPEN_DOOR BASH_DOORBA_ELECBA_FIREBA_COLDBA_POISBA_NETHBA_WATEBA_MANABA_DARKBO_ACIDBO_ELECBO_FIRENameBO_COLDBO_POISBO_NETHBO_WATEBO_MANABO_PLASBO_ICEEMISSILESCAREBLINDCONFSLOWHOLDHASTEHEALBLINKTPORTTELE_TO TELE_AWAY TELE_LEVELDARKNESSTRAPSFORGETACž¼7ð͇ª?Label467Label468Label469Label470Label471Label475BCž¼7ð͇ª?Box478Label479Box480Label485Box486Label491Box492SCž¼7ð͇ª? FormHeaderLabel495Box496SymbolBox498LCž¼7ð͇ª?ColorLabel499DetailSpeedBox502HP_diceBox504HP_sidesLabel505VisionLabel509 Armor_ClassBox508 Alertnessgraf_ibm__coor_1Depthgraf_ibmcoor_2Raritygraf_xxx_coor_2Unusedgraf_new__coor_1 Experiencegraf_dvg__coor_1Blow_1graf_dvg_coor_2Effect_1 FormFooterDamage_Dice___1graf_new_coor_2Damage_Side___1Label497Blow_2Box500 Effect__2Label501Damage_Dice___2Label503Damage_Side___2Label506Blow_3Box507 Effect__3graf_xxx_coor_1Damage_Dice___3ûÜ31Ï͇ª?FormDamage_Side___3Blow_4 Effect__4Damage_Dice___4Damage_Side___4ONE_IN_XUNIQUEQUESTORMALEFEMALE CHAR_CLEAR ATTR_CLEAR ATTR_MULTI FORCE_DEPTH FORCE_MAXHP FORCE_SLEEP FORCE_EXTRAFRIENDSESCORTESCORTS NEVER_BLOW NEVER_MOVERAND_25Check536Check538RAND_50 ONLY_GOLDCheck540 ONLY_ITEMCheck542DROP_60Check544Check546DROP_90Check548DROP_1D2Check550DROP_2D2DROP_3D2Check552Check554DROP_4D2Check556 DROP_GOOD DROP_GREAT Description DROP_CHESTCheck558Check562 DROP_CHOSENCheck564STUPIDSMARTCheck568HAS_LITELabel575Label576 INVISIBLECheck560 COLD_BLOOD EMPTY_MINDBox574 WEIRD_MINDMULTIPLYCommand579_ClickE)w˜;Å @˜:!bȲìCommand581_Click Detail_Click ¬וâ6F&LEŠòÝIñ¯Ñõ„•”‘ìöCžÇBÜgÉ`óußj¨I‰Te±<×Àq Command586 Command582 Command584 CžšKƒ[ommand585Command582_ClickCommand584_ClickCommand585_ClickCommand586_DblClick ¼ t# monster section for the *Angband*\lib\pref\graf-ibm fileð KpÌþB§ÒÎÖ[¼b†Ê Œ6äíjC² Ši®d8ÏÐ5—¶´œC‘ÕBù»9„ ´aÝãÛcØG„˜ñ Þ€ÚT£‹„GB¤qýýó¹»Check595Check597Check599 ÀerU€€€ ÿÿÿÿÿÿÿÿ$`ýÿÿÿÿÿÿÿÿÿÿÿ$©`ýÿÿÿÿÿÿÿÿÿÿÿ$Ñ`ýÿÿÿÿÿÿÿÿÿÿÿ$ù`ýÿÿÿÿÿÿÿÿÿÿÿnrU€€€ ÿÿÿÿÿÿÿÿ$`ýÿÿÿÿÿÿÿÿÿÿÿnäBP¼9Ç ÿÿ€¶ÿÿrU€€€ hÞ›ƒ©›ÿÿÿÿY›@4aƒñ郜œœÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@8aƒñá   ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@<aƒñÑ{¤¤¤ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@ @áwÙk$$$Iÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@DaƒñÁw¨¨¨ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@ 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R T $P Vœ <A@XTown md8|0k(k  °' < «Ìàset the monster recordsetsí¶Monsters $%&.þí¶Descriptor Flags $%&.°cifií¶ Spell Flags $%&.²à-preliminary stuff before we dump the monstersuld Ò¶# File: monster.txtÖT $ Ò¶Ö Ò¶Ö Ò¶J# This file is used to initialize the lib/Data/monster.raw; file, which isÖ Ò¶G# used to initialize the monster race information for the Angband game.Önt Ò¶Ö r Ò¶Öte Ò¶Ö  Ò¶# D: DescriptionÖÿÿÿÿ¨ÿÿÿÿÐÿÿÿÿàÿÿÿÿÐÿÿÿÿèÿÿÿÿÐÿÿÿÿ8ÿÿÿÿÿÿÿÿðÿÿÿÿÐÿÿÿÿ€ÿÿÿÿÿÿÿÿ ÿÿÿÿ¸ Ò¶E# Do not modify this file unless you know exactly what you are doing,Ö¶ Ò¶G# unless you wish to risk possible system crashes and broken savefiles.ÖAl Ò¶Ö¹ÿÿÿÿ@ Ò¶B# After modifying this file, delete the lib/Data/monster.raw file.Ö·' ÿÿÿÿÐ Ò¶## === Understanding monster.txt ===Ö¶ Ò¶!# N: serial number : monster nameÖ Ò¶# G: symbol : colorÖ Ò¶:# I: speed : hit points : vision : armor class : alertnessÖ Ò¶=# W: depth : rarity : unused (always 0) : experience for killÖ$þ Ò¶+# B: attack method : attack effect : damageÖ: Ò¶# S: spell frequency |Ö¶ Ò¶Ö1 Ò¶ÖtLÿÿÿÿ° Ò¶ # follows:Ökÿÿÿÿè Ò¶"# S: spell type | spell type | etcÖ Ò¶Ökÿÿÿÿ Ò¶# F: flag | flag | etcÖ Ò¶A# 'N' indicates the beginning of an entry. The serial number mustÖ Ò¶=# increase for each new item. Entry 0 is used for the player.Öà Ò¶A# 'G' is for graphics - symbol and color. There are 16 colors, asÖ Ò¶B# D - Dark Gray w - White s - Gray o - OrangeÖ Ò¶# color is d.)Ömp t Ò¶Ö Ò¶Öÿÿÿÿ  Ò¶ # intruders).Ö œ Ò¶Ö Ò¶Ökÿÿÿÿ` Ò¶A# r - Red g - Green b - Blue u - BrownÖ Ò¶B# d - Black W - Light Gray v - Violet y - YellowÖ Ò¶G# R - Light Red G - Light Green B - Light Blue U - Light BrownÖ Ò¶B# (note that black is the same color as the screen background, andÖ Ò¶@# thus the monster will appear to be an empty black space if itsÖ t Ò¶Ö Ò¶Öÿÿÿÿ Ò¶A# 'I!žšKƒ[' is for information - speed, health, vision in tens of feet,Ö Ò¶C# armor class, and alertness. 110 is normal speed. Alertness rangesÖ œ Ò¶@# from 0 (ever vigilant for intruders) to 255 (prefers to ignoreÖ Ò¶A# 'W' is for more information - level, rarity, and experience forÖ Ò¶.# killing. The third slot is currently unused.Ö Ò¶# damage are optional.ÖÖkÿÿÿÿà Ò¶C# 'B' is for blows - method of attack, effect of attack, and damageÖoncate Ò¶A# from attack. There may be up to four of these lines; effect andÖ Ò¶B# 'S' is for spells. The first S: line must be S:1_IN_X with X theÖ Ò¶C# number of monster turns, on average, before the monster will castÖth blo Ò¶D# one of its spells. X must not be zero. If X is 1, the monster willÖtensio Ò¶E# never move while the player is in sight, and will thus never attackÖion Ò¶G# in melee, as it will cast spells every turn: if the monster is to useÖgh Ò¶.# a melee attack, then X must be 2 or greater.Ö" & Ò¶A# 'F' is for flags. These are fairly self-explanatory. As many F:Ö Ò¶D# lines may be used as are needed to specify all the flags and flagsÖption Ò¶"# are separated by the '|' symbol.Ö Ò¶Öngkÿÿÿÿ` Ò¶D# 'D' is for description. As many D: lines may be used as are neededÖ the c Ò¶# to describe the monster.Ö Ò¶)# === Understanding monster.txt flags ===Ökÿÿÿÿ˜ Ò¶ÖkÿÿÿÿØ Ò¶Ö¶ Ò¶Ö$kÿÿÿÿp Ò¶*# killed, it can never again be generated.Ö Ò¶Ökÿÿÿÿp Ò¶F# UNIQUE monsters are just special monster races, with the requirementÖÿÿÿÿ` Ò¶H# that only one monster of that race can exist at a time, and when it isÖ~ Ò¶# object underneath them.Ö Ò¶Öe Ò¶Öÿÿÿÿ Ò¶# and attack the player?)Ökÿÿÿÿ0 Ò¶L# ATTR_CLEAR monsters appear the same color as the floor, terrain feature orÖ to in Ò¶N# ATTR_MULTI monsters are multi - hued - they change color, every player turn.Ög th Ò¶K# CHAR_CLEAR monsters are totally invisible: the symbol shown on the screenÖy this Ò¶K# is the same as the floor (or other terrain feature) below it, or the itemÖisk po Ò¶K# that is lying on that floor. These monsters can currently be targetted asÖize th Ò¶K# normal monsters: perhaps this can be changed so that the player must KNOWÖnster. Ò¶I# the monster is there (by bumping into it, or having the monster wake upÖ Ò¶L# CHAR_MULTI monsters are those which look like objects, and use the symbolsÖ : ale Ò¶M# of objects. They are in plain sight, but the character should not know thatÖ8 Ò¶L# a monster is there. At the moment, such monsters can be targetted normallyÖÖ Ò¶K# (which means that this flag currently has no effect), but this may changeÖ Ò¶-# in the future, as with CHAR_CLEAR monsters.Ödica Ò¶J# (Note that currently both CHAR_CLEAR and CHAR_MULTI monsters are treatedÖ Ò¶F# as normal monsters that are just a little hard to see... if you lookÖ for Ò¶G# for them, you will find them unless they are invisible and you cannotÖ Ò¶E# see invisible, and if you use the * command for targetting mode youÖgeÖ Ò¶# can pick them as a target.)Ö Ò¶Ö Ò¶N# ToDo: Explain the other monster and spell flags. But maybe in another file.ÖowÖ Ò¶ÖR Ò¶# Version stamp (required)Ö Ò¶Ö- Ò¶V:3.0.3Ö Ò¶Ö Ò¶Ö d Ò¶2##### Non-race (contains the player picture) #####Ö Ò¶ N:0:Ö Ò¶G:@:wÖ# 'I Ò¶Öma Ò¶Öhe Ò¶##### Town monsters #####Ö Ò¶Öas"žšKƒ[v Ò¶Öss þ!^ach unt¶ID$þ  œ þB@b# fràprint the records in orderÿ þ¬ ’ to igàgo to the first recorders) þB@ à%search until we find the right recordatioà"we want them to print out in order þ!^¶ID$þ ard þB@burrentàgot ità ,check for first dungeon monster, add messageethod ¦  ·¶Depth$þ¬œ Ò¶Öfr Ò¶##### Dungeon monsters #####Öe line Ò¶ÖÖàonly print this onceptionaà write the first four lines Ò¶N:¶ID$þ¶:¶Name$þÖ_I Ò¶G:¶Symbol$þ¶:¶Color$þ¬$ÜÖor¦ ' Ò¶I:¶Speed$þ¶:¶HP dice$þ¶d¶HP sides$þ¶:¶Vision$þ¶:¶ Armor Class$þ¶:¶ Alertness$þÖ attac¦  Ò¶W:¶Depth$þ¶:¶Rarity$þ¶:¶Unused$þ¶:¶ Experience$þÖà now do the blows, if applicableà blow # 1à is there a 1st blow?ese ar¶Blow#1$þ¬ œs ma¶B:¶Blow#1$þ'*may àis there an effect?pecify¶Effect#1$þ¬ œ *¶:¶Effect#1$þ'*|' sàis there HP damage?P¶Damage Dice # 1$þ¬ œany D:¦  *¶:¶Damage Dice # 1$þ¶d¶Damage Side # 1$þ'*Öànow dump the line Ò *Ör.à blow # 2Öà is there a 2nd blow?N# AT¶Blow#2$þ¬ œ- hu¶B:¶Blow#2$þ'*y plàis there an effect?H# th¶ Effect #2$þ¬ œ *¶:¶ Effect #2$þ'*àis there HP damage?an nev¶Damage Dice # 2$þ¬ œÖ¦  *¶:¶Damage Dice # 2$þ¶d¶Damage Side # 2$þ'*ànow dump the line Ò *ÖÖà blow # 3à is there a 3rd blow?nsters¶Blow#3$þ¬ œ to ¶B:¶Blow#3$þ'*@àis there an effect?_CLEAR¶ Effect #3$þ¬ œ *¶:¶ Effect #3$þ'*àis there HP damage?as the¶Damage Dice # 3$þ¬ œbelow ¦  *¶:¶Damage Dice # 3$þ¶d¶Damage Side # 3$þ'*tly ànow dump the line Ò *Önoà blow # 4 pà is there a 4th blow? so th¶Blow#4$þ¬ œ¶B:¶Blow#4$þ'* theàis there an effect? havin¶ Effect #4$þ¬ œ *¶:¶ Effect #4$þ'*àis there HP damage?_MULTI¶Damage Dice # 4$þ¬ œe obje¦  *¶:¶Damage Dice # 4$þ¶d¶Damage Side # 4$þ'*harakØkÐànow dump the line Ò *Ör k à %Now dump the descriptor sets of flagsted à go to the first record# (w °B@  that à set the flag counter effec¬'Àà %search until we find the right record futà "we want them to print out in order¦ °!^¶ID$° aat °B@b both ¹€à 3got it, now go through all the flags in that recordthem, ÿ œþ °!Z“ unlesà(don't print any field that isn't Boolean œ!l ¾œà(work with out only the flags set to trueng œ!`·œàcheck if a new line is neededget. À¬œ¶F: œ!'*# TodP *¶ |  œ!'*ell k(à!Count the flags added to the line À¬ 'Àà/If we have a full line, print it and start over À ´œ· Ò *Ö¬'Àkˆk€kxÿÇpà -we are done checking the descriptor flags, soà print out any remaining outputnste À¬ œÿÿÿÿ¸& Ò *Ö(nkà =If there is spell frequency, print it then do the spell flags# UN¶One_In_X$þ¬ œcial màNow do the spell flagsreme¬'Àÿÿÿÿ, Ò¶S:¶1_IN_¶One_In_X$þÖàGo to the first recordthe ²B@ #žšKƒ[rdàset the flag counterrdsetsà%search until we find the right recordà"we want them to print out in order¦ ²!^¶ID$² apr ²B@b order¹8à3got it, now go through all the flags in that record(ÿ œþ ²!Z“he flaà(don't print any field that isn't Boolean œ!l ¾œà(work with out only the flags set to true œ!`·œàcheck if a new line is neededanun À¬œe fl¶S: œ!'*dkÿÿÿÿð(ÿÿÿÿ0. À¬ 'ÀZ¬'Àÿÿÿÿ . *¶ |  œ!'* neeà!Count the flags added to the lineà/If we have a full line, print it and start over À ´œthe Ò *Ö tk¨k k˜ÿÇà-we are done checking the descriptor flags, so àprint out any remaining output0 À¬ œecki Ò *ÖtokkÿÿÿÿÈ,à And finally, the descriptionaÿÿÿÿ¨/à get the description length¶ Description$þ'Lÿÿÿÿ¨/à 4check to see if it is short enough to go on one linerd~ L Rœ~ Ò¶D:¶ Description$þÖà )or else split it up into a bunch of linesdð·'z¬'N z·b orderàselect a stretch of text  N R 'Pà are we at the end of the string?hr P Lœ flaàprint itor¦  Ò¶D:¶ Description$þ N L N ¬ $ úÖleanàwe are done with this one·'zàNot at the end of a stringd¸à&find a space to break and print a line¦ ¶ Description$þ P¬$ ú¶ b P¬ 'PMO¹8à3print the line up to the character before the space0¦  Ò¶D:¶ Description$þ N P N $ úÖàget set to start the next line P'Nkx¹pkhà add spaces between creaturest out Ò¶Öou Ò¶Öÿ þÈ þB@Bÿÿÿÿÿÿ8, Vt eacho°ÿÿÿÿÐ1ÿÿÿÿ85ÿÿÿÿp5ÿÿÿÿèàdump the questor messages¶Name$þ¶Sauron, the Sorcererœ Ò¶4# Sauron is the basic Quest (thus the QUESTOR flag).Ö Ò¶6# You must kill him to gain access to Morgoth's level.Ö Ò¶ÖkÿÿÿÿÿÿØ1ÿÿÿÿØk¶Name$þ¶Morgoth, Lord of Darknessœ Ò¶5# Morgoth is the final Quest (thus the QUESTOR flag).Ö~ Ò¶B# You must kill him to complete the final quest, and win the game.Ö Ò¶Ö~ÿÿÿÿØ3ÿÿÿÿ 5¶;Please enter a filename - directory optional - no extension$B¶.txt'<~ÿÿÿÿ5àgo to the first record þB@ ¬'àcalculate the highest ID numberàfind the highest ID numberàgo to next record¹ÿÿ 5¶ID$þ'ÿÿÿÿ 5kÿÿx6ÿÿÿÿp6]ò¸k¶ID$þ œà,make sure we found a monster before print itÿÿÿÿ(6ÿÿÿÿÚ·Attribute VB_Name = "PrintOutMonsters" Option Compare D€atabase`Explicit Sub Dump|Lis(t()0 Dim rs´ As DAO.Rec`ordse?$Descripto@rFlags,SPpell'iÕFileJInte`ger …8Cðount,—‚ er’HigheŒstqfld àfield‡GâBooleanƒ'variables forÀ the dš×`outpuˆ©¨L`ength'€SÀtartPo’PEndpCÁ‰ LINEWRAP@70ƒ'FLA`GSPER5ƒÃ‚KeepG€gÁŠ7ADungeonD@MessagBnBÓ = F "" 8The$WA# MsŽgbc you#€.a* . WoÆu`dA" _# á€& "like4dƒit?", vbExclam a¢–+àYesNäo)ÀOvb@ÌA `Kill ÆG E‰HEx`Subhànd Ifã dfÇ#†ŽÀQreeáB ÃOpen' îFyKJ#¥c£Ö' ¥‚}m#´ €;ã§ ¤0S@F¨¬= CuÄrrÀBDb.¡ Æ­ä("¤ks" ´Á $÷M¯8G ¯, 貘¢épreliminary s€tuff be øe w auS¤ d¦ æ&, "# ùa.: ä„\¡o _㬠Thià¯ÁÊàusƒ†initi0aliz SÀ²lib/¡æ/…raw;_, whic˜h iáìs# ´ „ race in #D^ DAn$žšKƒ[gÔba Sg€.¡_›Do not 0dify •un @gs 9knowA0@actly° aÖtRa‚d±],oáCrXwishq.ã%>'W'kD~e inmat€ion - lW„l,€nrityƒ‰experience €˜,killing. The third slot6currently u8nus€¤#˜/'BA†\blowsWmethod of attack,€ effect‰ÁëdamagªBkÃÂ/re may@ be upAefourthesÄe €9es;ŇX-ƒ€še opAY4alómSF?£ll€¨ÁYfirst ÄS:Â$ mu-S:1_IN_X€ with X@ca?numb©@Qmonst€tur¶n€Ä€„a€¯€N,€B/@Áu@FD w| cHast˜?onÀ=f° itsÁЂ-Xƒ)n€†€*zero.˜ If@)€Û1,Á*. Å!An×mo`ve whõÂplay€0in `sightñB+t|hu`z£=¸ ÀmÈele@…as`),llÂ$ Áy áa%: if  `{s@]ø a  FW`Kn  e82 `…greNa2?F0'F&FfXlagF Wa€[fair qself-|`“atory œs_ny F:o8â_dày $Á n ¤edf`Tcifúy ªl#"b¬"˜ Aásepard b,À‰'|' `symboŸg‘±'DF!descriû"q§Dãgaƒ~n=ƒ  Y`8…W6p6= == UnÃtÀŠÃ ©¦ txt ƒ(`¶ØUNIQUEõå s"’já…B5`Ü…nprace€B‡ár€equirem¸ÑØ thaÀ®n€JA~e `Ša `gn e xi@”@a ti’maknd€wen!lFiêÁËed,ácˆan cagaÀtá/gene"Fß.o ATTR_CLEARøppearÂ+same col9€.1floDor°JerrfeP:u`5orÖ†oTbj¡iuánh}±mÿ õ‰¯¦ò MULTIûmul¤tipqhuP8-ñðy ch¡Šã ðqð\üy 4R¡Kÿÿ€‹ËCHAÿðtotal invis`ible:1”; Àshown @eñP8een?6!T?Ó²Y (`o °Ýë)@j€",±SQðitem?6²)€üly¡6’  )Âb€ÐR”,sÒ+wŒ±>arghetta+E#¤u: à”hap~s¡,°C“o` ± Dò`KNO~W x Wy@ÐÀ(a°Sbump¡ @£oquhav!!D øwak‘ŽÐH„jå e$?)o¦Â#Ï+poð€|côh à5k P S3ðHÿuâ£`_W€G”‚€h B@Pdb|utâÐJ *uld0t knoúwÐaßW |´U0e3moS, s>uà ÅB$ª#óÅly ÿö(#mean¯A#Ò!àÁ` )h02ôno4©)ðš² pq¬Ÿã%?60ñ fu AíAYs“£>sÿBåïñ' Not±£° (4@<ž â¿! trþd/&â²ÚÆÒ=á„bnað$ttle har#Šee..â.‘›you'ïæcÀ¯¡"m, Á²¤fÖi kPm@Íl0ãñÿu&äO`>ð®ÿöüse¡Ød« ¥¡5/ò* \mmA²ÃG<ðmodeQ ßÖQF0pick" š t.<ïî_ToDào: ExÃ4#óX”RP…ಋ. ^BÐ(€( /&a h½ ºf »ï$ÿþV°òñêstamp ( Šd¿ ¿n”µt #iOutFile, "V:3.0.3"  Prin ø/`# Non-race (contains the player picture ) ,cN:0: <2>$G:@:w/I Town monstersS1ƒ­'ca€lculate‚„highest ID numbe rƒH Reco€rds = 0ƒ Áƒ'go t€¤èfir€r‚€MX.MoveFƒ ƒDo Until  EOFƒ‰Á€'find™(  IfH("ID ") > /ThüenC ÁN7‡"å‡ E!IfÇGAànext É?ˆ6 Á@NÀLoopsCC'p‚ºÁ¤Ãs0 in À\bFoÀr CounÀ@aþ1„Œ7ÃÁGÚh Ì(ÎiÁ'sea0rch ÀlweZ erˆÏ='€w6aÀî4mˆƒ7ouŽtŒ5A Or:þ=… Ëö,á g-¡à! €tç''makhe s A -d a¥n befovr@†5i‘Oæ «N‡ bcheck à *` dungeo&}, add messag¶eK€Dƒ„lM£€CFalse AV_kA'%("Depth e= àIÿŽc¡ïV²Áe£˜?$™„š‰'only Eiis 8oncì&'Tr>u°Ë í€á 'dÈumpB–qu`ª w D8s+ GName¢1"Sauron,BSorcer8er",I‘ 5°/ # @"AŒba sic Q (thuƒáQUESTOR flag ).. You mu@¿kill hi¢}gì acc@RMorgoth's levþ ’B¯ ƒ¿/7ÿ”YoO3°NCþS€Cs ñ_qSÿs_ƒ3õŠñ]?.^WWËoMz'D62†´ Ð'is there a 2nd blow? ˆIf (Len(rstMonster("BL#2"))) > 0 Then hÆOutputLine = "ÀB:" & D9§n effe\ct ¦qªE, ÇžVŽX_& "Ž^ˆ+W&“ dHP dàamagedf‰–D‚ Diceø # €½˜¼оÐ2¾_Ó'›ÀIdMy±Ä-SidÄ-ÓEŸIfÏÕO 'no@w dump´ l€ÏPrint #iÀCFile¼, F ‘K'Ê}@b3‹ÁOÁ ˆÙ3Êr«Ù3¿Ùw#€ïÿ/ßlaÙl½á‡.ƒÿˆÙl ¡ßl¡ÿaÚl ßl‡œpßlªÿ«{ÁßlŠ©Ëló"Õiçõ¯ßl ßl¤/Ñ{KÅl4/aŒÈl4ìth¿Ù¨Ù4ßl¿Ù€ÿï/ßlaÙl½á¨Qþ=ˆNPxßlÕl ‘0ŸO o6ßlq o6ÿoÕlPo6sT¿ ƒ…ÿ%Cß2æßli†°ÿßlSxÔlßÄ-ƒÿsßo6?o6—Ëo$ 'NÉsdescriptor sets of@ flags<go t he fiP recorVdKpDÖFA.àMoveF›Û'€‚| counnpR+ÑCPd0§Kparch áðil w¡ † ¯À right? ²'`wa€‚`m!pbƒout in erKDo Untðß.EOàF Or &á[¬À("ID")à b ?]¡"{/Ne„xtËLoopïO'gopt, ñ”!hroughP allst,haÿñFp#Ea@fld In€s.Fieldü$¡0? 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“wKQ+'add B8s€:tween c ituresK/9,]ç U#Ná-Coun@M#£a‡t.Clo…“B &LA  Sub #=22, 22, 441, 368, Z Class1=66, 66, 558, 404, pref-file output=88, 88, 580, 426, Form_Complete Monster Database=110, 110, 610, 456, PrintOutMonstersPrintOutMonstersClass1Class1pref-file outputpref-file outputForm_Complete Monster DatabaseForm_Complete Monster DatabaseAcessVBADataÿÿÿÿÿÿÿÿÿÿÿÿForms&žšKƒ[  €rvëÏÀrvëÏÃ0ÿÿÿÿÿÿÿÿ€rvëÏÀrvëÏÃBlob ÿÿÿÿÿÿÿÿÿÿÿÿ)o‚ƒ„…†‡ˆ‰Š‹ŒŽ‘’“”•–—˜™š›œžŸ ¡¢£¤¥¦§¨©ª«¬­®¯°±þÿÿÿäþÿÿÿç¶·¸¹º»¼½¾¿ÀÁÂÃÄÅÆÇÈþÿÿÿÊËÌÍÎÏÐÑÒÓÔÕÖרÙÚÛÜÝÞßàáâãþÿÿÿåæèþÿÿÿéêþÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ–08=Babcl*e gOh´i†jÐ 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Method] FROM [Blow Method]; à1440á6Monster's first blow method÷ Blow_1þd5]` aˆbHcÜBlow#1_LabelÝBlow #1åBlow_1_LabelêD‘ÄõPLšß;e¤vÞýo5Wb cÄdˆe°fh n ¼"";"";"10";"32"¾JÞ”iÔ#A³¾éò^˜®ÜEffect#1ÝEffect#1ÞTable/QueryßnSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect]; à1440á6Monster's first blow effect÷Effect_1þd5]`| aˆbHcÜEffect#1_LabelÝEffect #1åEffect_1_LabelêÛ~Q†MH„ˆŽìBAUIým07W`@aˆbÑceuk ÜDamage Dice # 1ÝDamage Dice # 1ß6Damage Dice of First AttackõDamage_Dice___1úûİêŸ7®C‰è-0«Kþd5]`ìaˆbTcÜ*Damage Dice # 1_LabelÝDamage Dice # 1å*Damage_Dice___1_Labelê{Uµ @Ë”Gš*)‡@Äåým07W`°"aˆbÑceuk ÜDamage Side # 1ÝDamage Side # 1ß6Damage Side of First AttackõDamage_Side___1úBDæ«c¤vB¨X „NSœþd5]`ÔaˆbÜcÜ*Damage Side # 1_LabelÝDamage Side # 1å*Damage_Side___1_Labelêõ@A9ºF¢úÛ&Oáèýo5Wb cTdhe°fh n¼"";"";"10";"32"¾+¢2îoõM­÷ZKà|?Ü Blow#2Ý Blow#2ÞTable/QueryßnSELECT [Blow Method].[Blow Method] FROM [Blow Method]; à1440á6Monster's first blow method÷ Blow_2þd5]` ahbHcÜBlow#2_LabelÝBlow 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[Blow Effect].[Blow Effect] FROM [Blow Effect]; à1440á6Monster's first blow effect÷Effect__3þd5]`| aHbHcÜEffect #3_LabelÝEffect #3åEffect__3_Labelêèkàï —ÁM·Q¶„M¥6ým07W`@aHbàce kÜDamage Dice # 3ÝDamage Dice # 3ß6Damage Dice of Third AttackõDamage_Dice___3ú q†NýoCïê©Óãhxþd5]`ìaHbTcÜ*Damage Dice # 3_LabelÝDamage Dice # 3å*Damage_Dice___3_Labelê_ÔžœbŸF½žD©Ç§Ëæým07W`°"aHbàce kÜDamage Side # 3ÝDamage Side # 3ß6Damage Side of Third AttackõDamage_Side___3ú h‚d˜K¿íÚ§P˜Pþd5]`ÔaHbÜcÜ*Damage Side # 3_LabelÝDamage Side # 3å*Damage_Side___3_Labelê…˜‡z-J­{Z Á_hýo5Wb cTd(e°fh n¼"";"";"10";"32"¾ËÉ5Y…Ðéýj2U`8aœiÜ UNIQUEÝ UNIQUEÞ,Is the monster unique?ôáoz¡E¶Ø7³XdVþd5W`ðaœbHcÜUNIQUE_LabelÝ UNIQUEê?Òð YöáF¦½Ôå!)¥çýj2U`8aiÜQUESTORÝQUESTORÞJIs the monster a fixed quest monster?ôît¸ƒ¨-D”‹º ¯$~œþd5W`ðabHcÜQUESTOR_LabelÝQUESTORêÆŽ}yl@¤FBPÚB>ýj2]`taˆiÜMALEÝMALEÞ(Is the monster male?ôS·>Ù' O¸À›ïLzZúþd5_`,aˆbHcÜMALE_LabelÝMALEê #K=4tnG¶„®‘.2¹ýj2]`taðiÜ FEMALEÝ FEMALEÞ,Is the monster female?ô«¢¼{ê¿Cšs=wây®¨þd5_`,aðbHcÜFEMALE_LabelÝ FEMALEê—ljov@Ÿp¨œ¤æðýj2U`0 ai ÜCHAR_CLEARÝCHAR_CLEARÞdMonster takes on symbol of terrain/object it is onôP)£íl:B¿âéZÈþd5W`ab(cÜ CHAR_CLEAR_LabelÝCHAR_CLEARêHF4 „+L“pUuÚìWýj2U`0 a|i!ÜATTR_CLEARÝATTR_CLEARÞbMonster takes on color of terrain/object it is onô.áø§·ácEµôÍ™ð"óþd5W`a|b(cÜ ATTR_CLEAR_LabelÝATTR_CLEARê(ÁÙ•oqC­¡ÿ›žýj2U`0 aäi"ÜATTR_MULTIÝATTR_MULTIÞ>Monster color changes each turnôE'ÏçK}ýDyìaYÖ)ôþd5W`aäb(cÜ ATTR_MULTI_LabelÝATTR_MULTIêÙü[´¦×J•[hÇj¢býj2]`°aØb™i#ÜFORCE_DEPTHÝFORCE_DEPTHÞNMonster only appears at their set depthôØKnXN£G£]ÒÁ·þd5W`aØb cÜ"FORCE_DEPTH_LabelÝFORCE_DEPTHê/n ÚoûE“ö_"=טýj2]`°a@b™i$ÜFORCE_MAXHPÝFORCE_MAXHPÞjMonster has maximum HP for their damage dice and sideôqê3êoÞH®EZðŒïÃuþd5W`a@b cÜ"FORCE_MAXHP_LabelÝFORCE_MAXHPên_EzE¤÷äÚ>]Êýj2]`°a¨b i%ÜFORCE_SLEEPÝFORCE_SLEEPÞlMonster is alseep and nice for at least its first turnôŸr¬;ŒÈçN¾›ËFå[:ôþd5W`a¨b cÜ"FORCE_SLEEP_LabelÝFORCE_SLEEPêOÁ]aJË:ê‘-ýj2]`°ab i&ÜFORCE_EXTRAÝFORCE_EXTRAÞ Unusedô7ÉÓ\b&D›Thõ>¶¹þd5W`ab cÜ"FORCE_EXTRA_LabelÝFORCE_EXTRAêzÇo^ºË®I¥zÓ_.[ýj2U`@ ab´i'Ü FRIENDÝ FRIENDÞ UnusedôâãÏ¿ëpUO¸¤ ¢*AÎþd5W`ab8cÜFRIEND_LabelÝ FRIENDê;ûð\+•åH¡—,Úܨû¯ýj2U`@ ahb´i(ÜFRIENDSÝFRIENDSÞ2Monster appears on groupsôã9˜ËxN£û)y”yÂþd5W`ahb8cÜFRIENDS_LabelÝFRIENDSê0nÏñ[?I†`ÿ|j—Éýj2U`@ aÐ b´i)Ü ESCORTÝ ESCORTÞ Place one escortô¨¢ä})K;M­¡úü+^:þd5W`aÐ b8cÜESCORT_LabelÝ ESCORTê¹¢«1_bÀA…‡¬W´úýj2U`@ a8"b´i*ÜESCORTSÝESCORTSÞ*Place several escortsô:sj{ÉhL¡½Ql„T«qþd5W`a8"b8cÜESCORTS_LabelÝESCORTSê¾Ê\¬8;A€â•¬4’öüýj2U`ìaxbxi+ÜNEVER_BLOWÝNEVER_BLOWÞ8Monster never hits in combatô뫤KYªN’Ô«;ƒ»þd5W`axbÜcÜ NEVER_BLOW_LabelÝNEVER_BLOWêLÝõd¿¦N¾cb¹\4ýj2U`ìaàbxi,ÜNEVER_MOVEÝNEVER_MOVEÞ&Monster never movesôxSèóOœà¼ù“Ø´¨þd5W`aàbÜcÜ NEVER_MOVE_LabelÝNEVER_MOVEêa3–ÏÚPB¡Nzâ\‚&¯ýj2U`ìaH!bxi-ÜRAND_25ÝRAND_25ÞTMonster movement is random 25% of the timeôˆ_£Ü ûDš„³Ý=¢š'þd5W`aH!bÜcÜRAND_25_LabelÝRAND_25ê|›<˜6ô?D­Õ¿%Œûýj2U`ìa°"bxi.ÜRAND_50ÝRAND_500žšKƒ[ÞTMonster movement is random 50% of the timeô(y=ÅéíO©¾G‚Öˆíþd5W`a°"bÜcÜRAND_50_LabelÝRAND_50êù‚= å²@…2÷*Sº”éýj2]`°"a” bxi/ÜONLY_GOLDÝONLY_GOLDÞ.Monster drops only goldô¨y{'‹CLžú^·ËtãÊþd5_`a” b cÜONLY_GOLD_LabelÝONLY_GOLDêûoÛêç•J³ÖS髤{:ýj2]`°"aôbxi0ÜONLY_ITEMÝONLY_ITEMÞ0Monster drops only itemsô°“§c€nG®ÕÈû¾2lDþd5_`aôb cÜONLY_ITEM_LabelÝONLY_ITEMê‹ÓÈ †BDHŸëë¯Eš¶ýj2]` aôbxi1ÜDROP_60ÝDROP_60Þ:Monster drops 60% of the timeô‡Z,!òE³.ÂÐn_vþd5_`€aôb cÜDROP_60_LabelÝDROP_60ê…¥µ±A«3pÒå¬ýj2]` a\bxi2ÜDROP_90ÝDROP_90Þ:Monster drops 90% of the timeô(–%2XÒ·M“‰œ~þd5_`€a\b cÜDROP_90_LabelÝDROP_90ê[&Á‚ïë¾B—a@:AÅ,ýj2]` aÄbxi3ÜDROP_1D2ÝDROP_1D2Þ.Monster drops 1d2 itemsô  µûÀtKœ„F´¿Žªùþd5_`€aÄb cÜDROP_1D2_LabelÝDROP_1D2êî‰"Ò‰½ÙC·Éº`N ± ýj2]` a,bxi4ÜDROP_2D2ÝDROP_2D2Þ.Monster drops 2d2 itemsôƒ"¸ÌüH²fôìiBþd5_`€a,b cÜDROP_2D2_LabelÝDROP_2D2ê¬J°ÎB¼@¦Ââྨûýj2]` a” bxi5ÜDROP_3D2ÝDROP_3D2Þ.Monster drops 3d2 itemsôú9ÿk,{Hˆ—IYt¹¶9þd5_`€a” b cÜDROP_3D2_LabelÝDROP_3D2êãÃÌk‰ÈÖLŠZFp\Îiýj2]` aü!bxi6ÜDROP_4D2ÝDROP_4D2Þ.Monster drops 4d2 itemsôø$wv{ F™Ý…4Z)þd5_`€aü!b cÜDROP_4D2_LabelÝDROP_4D2êÕ[®—íNEŽ¦ŽŸò€óÞýj2]`°"a\bxi7ÜDROP_GOODÝDROP_GOODÞMonster drops only great itemsô½0<Ž P CÜ2ø¯§Qþd5_`aÄb cÜ DROP_GREAT_LabelÝDROP_GREATêf¤¾ö‰sêN§w½šÐgrmýj2]`°"a,bxi9ÜDROP_CHOSENÝDROP_CHOSENÞZMonster drops chosen items (for Morgoth only)ô”hQ­d©§N‰žÙ8/þd5_`a,b cÜ"DROP_CHOSEN_LabelÝDROP_CHOSENêöžû¸ŽDµƒ•¹˜@áýj2]`tad#bxi:Ü STUPIDÝ STUPIDÞPStupid, doesn't learn by watching playerôÆÓ‹¶>2N6…UNnßxþd5_`,ad#bHcÜSTUPID_LabelÝ STUPIDêíM4÷—•Eõ;¾=8gýj2]`taÌ$bxi;Ü SMARTÝ SMARTÞtAlways learn by watching player, cast spells intelligenly.ô®óì¢ÐN…ñn™åKþd5_`,aÌ$bHcÜSMART_LabelÝ SMARTê|ÎißLxBë±æãJ€¸ýj2U`@ a #bxi<ÜINVISIBLEÝINVISIBLEÞ(Monster is invisibleô+ñç(7oN¬ ¿ €ª5þd5W`a #b8cÜINVISIBLE_LabelÝINVISIBLEês¬žÉàI¼Ì& ‹*7ýj2U`@ a%bxi=ÜCOLD_BLOODÝCOLD_BLOODÞÜEMPTY_MINDÝEMPTY_MINDÞ8Can't be seen with telepathyôÔ¢Lý,2N™W|êâTþd5_`„ap&btcÜ EMPTY_MIND_LabelÝEMPTY_MINDê9'ˆ‘ÊE­oöÍÞ¤ýj2]`øaØ'bXi?ÜWEIRD_MINDÝWEIRD_MINDÞN10% chance of being seen with telepathyôƒÄ_ཽ=Jˆ¿ê¥©VFþd5_`„aØ'btcÜ WEIRD_MIND_LabelÝWEIRD_MINDê?¹+ÞKL® &1Èmýj2U`àaT$bxi@ÜMULTIPLYÝMULTIPLYÞ2M1žšKƒ[onster muliplies quicklyôèþ˜E iN”߯¦s³þd5W`¨ aT$b8cÜMULTIPLY_LabelÝMULTIPLYêŠ9ÐȧSBE¦NÞÊOˆýj2U`àa¼%bxiAÜREGENERATEÝREGENERATEÞ6Monster regenerates quicklyô¶6#~dï O™è\Êá(þd5W`¨ a¼%b8cÜ REGENERATE_LabelÝREGENERATEê`À› MNšAô|£OCJýj2U`àa$'bxiBÜPOWERFULÝPOWERFULÞÈÃ>gÝB„cáTàs%<þd5W`<a¼%b8cÜKILL_ITEM_LabelÝKILL_ITEMêלŸgìE nÂP„ìýj2]`Àaô8bxiKÜORCÝORCÞ"Monster is an orcô¿Í .Ã"üB—™àÝbþd5_`xaô8bHcÜORC_LabelÝORCê>Ù„©ý)6M¾á¡Ñ7°¸ýj2]`Àa„0bxiLÜ TROLLÝ TROLLÞ$Monster is a trollôYwÚl7BŒpF&ŠTìþd5_`xa„0bHcÜTROLL_LabelÝ TROLLê]µ A·½BB«U«-Ê™âýj2]`Àaì1bxiMÜ GIANTÝ GIANTÞ$Monster is a giantô¥?C+G™Ä§m“V*Xþd5_`xaì1bHcÜGIANT_LabelÝ GIANTê6¨]ÛÐÙHJ•Â2E"uÛûýj2]`ÀaT3bxiNÜ DRAGONÝ DRAGONÞ&Monster is a dragonôúbWqåøL¹4ZlXþd5_`xaT3bHcÜDRAGON_LabelÝ DRAGONêQÈ ægÚJ·`›^4iýj2]`Àa¼4bxiOÜ DEMONÝ DEMONÞ$Monster is a demonô9U•˜˜O®óè¸e-þd5_`xa¼4bHcÜDEMON_LabelÝ DEMON꿦A(ÚANE¢°wLÂQýj2]`Àa$6bxiPÜ UNDEADÝ UNDEADÞ"Monster is undeadôó§è^XC¬ÈÀV-þd5_`xa$6bHcÜUNDEAD_LabelÝ UNDEADêDòõ§ùLI¾†CÊ–ýj2U`üa<-bxiQÜEVILÝEVILÞMonster is evilô6UaË£M„"M·zÓ„æþd5W`´a<-bHcÜEVIL_LabelÝEVILê2ëÅà“J–R“UÁÛýj2]`ÀaŒ7bxiRÜ ANIMALÝ ANIMALÞ(Monster is an animalôÑý­]ÅCCœz(¨¼$½ùþd5_`xaŒ7bHcÜANIMAL_LabelÝ ANIMALê=¾zÎG¢E§'±¿s"ý ýj2U`ìa˜:bxiSÜHURT_LITEÝHURT_LITEÞ>Monster is hurt by bright lightô«d™k)”C’uÁ¿Œ]þd5W`xa˜:btcÜHURT_LITE_LabelÝHURT_LITEêŽÔá$ʉûC¦,dŠº("ýj2U`ìaMonster is hurt by stone-to-mudô*`CwI­S$3«y †þd5W`xabxibÜARROW_4ÝARROW_4ÞArrow - dam 7d6ômÖ¬ ]I†*x(2êuþd5_`0 aÐ>bHcÜARROW_4_LabelÝARROW_4êå øZiìM«5*B*÷—ýj2]`aÀ0bxicÜBR_ACIDÝBR_ACIDÞ*Monster breathes acidôL ñVM¯F¿ûƯ{Ö+åþd5_`ÀaÀ0bHcÜBR_ACID_LabelÝBR_ACIDêªù<œ‡7D‡Ã®|Ö_o‚ýj2]`a(2bxidÜBR_ELECÝBR_ELECÞ8Monster breathes electricityôîKÑþM0ÒE¾Á;nS¿ þd5_`Àa(2bHcÜBR_ELEC_LabelÝBR_ELECê—‚לó,ùM–ô®DDþìfýj2]`a3bxieÜBR_FIREÝBR_FIREÞ*Monster breathes fireô—Š=문C“&è6$Xþþd5_`Àa3bHcÜBR_FIRE_LabelÝBR_FIREêtŽÁà³J«ÎúÕá·”<ýj2]`aø4bxifÜBR_COLDÝBR_COLDÞ*Monster breathes coldô'¦øœS­NºÿMãõmë²þd5_`Àaø4bHcÜBR_COLD_LabelÝBR_COLDêoάéãl.H±ÞC]QN_´ýj2]`a`6bxigÜBR_POISÝBR_POISÞ*Monster breathes poisôéÄ£¬p~J Ý.ñEjôþd5_`Àa`6bHcÜBR_POIS_LabelÝBR_POISê|†š‹È#þd5_`4a3bHcÜBR_DARK_LabelÝBR_DARKê0‹#6°H„IZxÕ#À{ýj2]`|aø4bxikÜBR_CONFÝBR_CONFÞ4Monster breathes confusionôñZØ ˆ¢Monster breathes disenchantmentô Ñ£b\41þd5_`àaÀ0bHcÜBR_SHAR_LabelÝBR_SHARêK핃Ð!ØE·="ãeÅŽýj2]`(#a(2bxitÜBR_PLASÝBR_PLASÞ.Monster breathes plasmaô‘˜˜Ã…UJ‘—ÀæËÓéþd5_`àa(2bHcÜBR_PLAS_LabelÝBR_PLASêoY P ¸áD¨`R3ظýj2]`(#a3bxiuÜBR_WALLÝBR_WALLÞ,Monster breathes forceô_ŸƒE~Ò—O²û79‹ØNþd5_`àa3bHcÜBR_WALL_LabelÝBR_WALLê# ›ýÍ`³Bk¢™Iýj2U`ha7bxivÜBOULDERÝBOULDERÞ0Monster throws a boulderô®0\°=ßB¥‰”„IÖ£þd5W` a7bHcÜBOULDER_LabelÝBOULDERê‘v³r; M£R:戺ýj2]`ca\:bxiwÜBA_ACIDÝBA_ACIDÞ:Monster can cast an Acid ballô‘+itb¨EL†ë5êë¬ iþd5_`a\:bHcÜBA_ACID_LabelÝBA_ACIDêyQ¶ÇJ•ä¥öä²gôýj2]`caÄ;bxixÜBA_ELECÝBA_ELECÞDMonster can cast a Lightening ballôLÙ&\çC¹ÒóZuÀ†þd5_`aÄ;bHcÜBA_ELEC_LabelÝBA_ELECê±0|Lè‚M´yALO¨é]ýj2]`ca,=bxiyÜBA_FIREÝBA_FIREÞ8Monster can cast a Fire ballôæÙ€±>ŒE¬í¥ 4\Eþd5_`a,=bHcÜBA_FIRE_LabelÝBA_FIREê‡X¹^[H™²?Ûýj2]`ca”>bxizÜBA_COLDÝBA_COLDÞ:Monster can cast a Frost Ballô DFÑ ±µH§Zê®Ë:¿þd5_`a”>bHcÜBA_COLD_LabelÝBA_COLDê0ì2?æ»Jœ Z™¸ýj2]`caü?bxi{ÜBA_POISÝBA_POISÞBMonster can cast a Stinking Cloudô°hñû”k}Lš—“•®Š<þd5_`aü?bHcÜBA_POIS_LabelÝBA_POISêÇè ïWS@ˆS—&…Äxýj2]`›a\:bxi|ÜBA_NETHÝBA_NETHÞbxiÜBA_DARKÝBA_DARKÞBMonster can cast a Darkness Stormôg‡dÁV@Ž’'ä…þd5_`Sa”>bHcÜBA_DARK_LabelÝBA_DARKê99 ÿ"G1O¾=í1+0hýj2]`xa\:bxi€ÜBO_ACIDÝBO_ACIDÞ:Monster can cast an acid boltôRpÀ_pC¹âh›Fqþd5_`0a\:bHcÜBO_ACID_LabelÝBO_ACIDêÑY™O‰`B @qäÒrVýj2]`xaÄ;bxiÜBO_ELECÝBO_ELECÞHMonster can cast an electricity boltô઴Fø­K½Ø¯ î )þd5_`0aÄ;bHcÜBO_ELEC_LabelÝBO_ELECêÞùÃfo‚@™­í CJX`ýj2]`xa,=bxi‚ÜBO_FIREÝBO_FIREÞ:Monster can cast an fire boltôX7ôîÿÓF›`Ùõ¶?ý}þd5_`0a,=bHcÜBO_FIRE_LabelÝBO_FIREêZÄ­€N‡:y3 ýj2]`xa”>bxiƒÜBO_COLDÝBO_COLDÞbHcÜBO_COLD_LabelÝBO_COLDêæ«0eÀ¨gLµ—Y˾Ÿÿýj2]`xaü?bxi„ÜBO_POISÝBO_POISÞdMonster can cast an poison bolt (unused in source)ôC•”1k~/B—sÌ3O“ þd5_`0aü?bHcÜBO_POIS_LabelÝBO_POISêžAÜe-јF–æ=ŒV¥ýj2]`d#a\:bxi…ÜBO_NETHÝBO_NETHÞ>Monster can cast an nether boltôòPn¥Ô”;B™?º“e„Éþd5_`¤a\:bÀcÜBO_NETH_LabelÝBO_NETHê;þ&CBC–ô<>çS<ýj2]`d#aÄ;bxi†ÜBO_WATEÝBO_WATEÞbxiˆÜBO_PLASÝBO_PLASÞ>Monster can cast an plasma boltôðôºêš9ZD¡¦4gdñþd5_`¤a”>bÀcÜBO_PLAS_LabelÝBO_PLASꑲÛ'=9ÞB‡IÐÚ>X€uýj2]`d#aü?bxi‰ÜBO_ICEEÝBO_ICEEÞ8Monster can cast an ice boltô­ÀÍ!Z? EŸHpؼ)iûþd5_`¤aü?bÀcÜBO_ICEE_LabelÝBO_ICEEêèl«×F«E¹È¥ÐÊSHýj2U`8aBbxiŠÜMISSILEÝMISSILEÞ@Monster can cast a magic missileô·#øÆXDGK¾éý1Œyšþd5W`ðaBbHcÜMISSILE_LabelÝMISSILEêõ™;‹óO¹÷úˆú[Yrýj2U`P aBbxi‹Ü SCAREÝ SCAREÞ0Monster can scare playerôeŸC »lD„ÔÞÿO÷þd5W`aBbHcÜSCARE_LabelÝ SCAREêši`T,ÝÍJ¦&x #ò4ýj2U`\aBbxiŒÜ BLINDÝ BLINDÞ0Monster can blind playerôx4«â;Œ—O‡ôtü)þd5W`aBbHcÜBLIND_LabelÝ BLINDêŠI…èþ6C‘ *Úͽýj2U`¬aBbxiÜCONFÝCONFÞ4Monster can confuse playerô´{n Ö±öB„ÐóhÊûþd5W`daBbHcÜCONF_LabelÝCONFêäæÛqMž\s’U(oýj2U`ÄaBbxiŽÜSLOWÝSLOWÞ.Monster can slow playerôf!ÉA7H¤3³½œëqþd5W`| aBbHcÜSLOW_LabelÝSLOWêÎMš™ÏI®Wö@¸#Nýj2U`Ð aBbxiÜHOLDÝHOLDÞ6Monster can paralyze playerô¯A`—ÏF±wMBÝ2fÈþd5W`ˆaBbHcÜHOLD_LabelÝHOLDê§çkš5žšKƒ[AºE¾‰,¸»á:ýj2U`ìah=bxiÜ HASTEÝ HASTEÞ8Monster can haste themselvesôÁCÞ[ÐëÌL£V¨•ˆÕþd5W`xah=btcÜHASTE_LabelÝ HASTEê{|¡) žM´¶×ï“ôŠÙýj2U`ìaÐ>bxi‘ÜHEALÝHEALÞ6Monster can heal themselvesôd¹3žç‰:Jµ‡Œ±±¡þd5W`xaÐ>btcÜHEAL_LabelÝHEALê‚Øx†.ÙûH²EÃK Ïýj2U`È a|8bxi’Ü BLINKÝ BLINKÞLMonster can blink up to 10 spaces awayô´a¨f6ZÞH‹-`qËdkþd5W`Ta|8btcÜBLINK_LabelÝ BLINKê.ˆŠ2&wL’šŠU½y9ýj2U`È aä9bxi“Ü TPORTÝ TPORTÞ2Monster can teleport awayôóè¡ ÛfJŠÔÈo8þd5W`Taä9btcÜTPORT_LabelÝ TPORTêÃŒ“ ­H‹V77™åYýj2U`È aL;bxi”ÜTELE_TOÝTELE_TOÞLMonster can teleport player to monsterôÒô}TUx@šÂÛÛ…!&²þd5W`TaL;btcÜTELE_TO_LabelÝTELE_TOê×F*Ïm] AŸ?A!ÏÛg‘ýj2U`È a´bxi–ÜTELE_LEVELÝTELE_LEVELÞ`Monster can teleport player up or down one levelô4síÑM¡Š¯±ü»™Kþd5W`Ta>btcÜ TELE_LEVEL_LabelÝTELE_LEVELê÷0ôXÉŸkF¯õhârÀ!ýj2U`ìa8@bxi—ÜDARKNESSÝDARKNESSÞ:Monster can make an area darkô÷[i0)q)NŒù0ì´¦nþd5W`xa8@btcÜDARKNESS_LabelÝDARKNESSê5”PûµD­ºšâ£5S—ýj2U`ìa Abxi˜Ü TRAPSÝ TRAPSÞ*Monster can set trapsôR'Þ¤ÞkD›1|ܺT&þd5W`xa AbtcÜTRAPS_LabelÝ TRAPSê#=ZÄÐ |E¿yyW0F>Wýj2U`È a8@bxi™Ü FORGETÝ FORGETÞ>Monster can causeplayer amnesiaôšÍ_ÌCíùLžñŽ|ŽvMkþd5W`Ta8@btcÜFORGET_LabelÝ FORGETêrð@mOF«5F‚á"ßÇýd5U7`¤a<bcÜLabel467ÝSpell Frequencyêډǒ ò%@ˆ=L០ýd5U7`ìaä bchd ÜLabel468ÝMonster Attacksê솟åJ•Ý]üá¥ýd5U7`œ axbœ cÜLabel469Ý"I" LineêHƛгNF¶ŠîÎ/"6ýd5U7`¥aHb®cÜLabel470Ý"W" Lineêß!“Óÿ¿Aª¡Ìmó:ÆÖýd5U7`)aøbÃchd ÜLabel471Ý Descriptor Flagsê6½4£×G«A§©kzwR¦ýd5]7`áaäb’cdeÜLabel475ÝGender (1 max)êާ¢×ÚT%O§-b›ùlkýe45÷`xalbdcdÜ Box478䯖p«­F±W«ÁšÞùÚýd5]7`øab| chd ÜLabel479Ý&Treasure Drop FlagsêXGJhO›H‹ïãØë87ýe45÷`aØbcŒ Ü Box480äí ž^OÌ¿M’ºä(Îà´ýd5]`´aÀ!b(cdeÜLabel485Ý(Intelligence (1 max)ê1½¨ªsÏF²­Ö”´…¤Šýe45÷`xaH!bdcdÜ 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S_KIN ´r÷„|†üE‘åaܰ×7ï8S_HI_DEMON ƒ'ÿ }bO P@NdoU6S_MONSTER  ªzOt£N¤“B!óO4Ï‹f)ŸLw—HA$ôIDöÀÚíµANŠÕøp:ÐÏ‹f)ŸLw—HA$ôUNIQUE΋kÀ1sDŸÁ™ ÷” ÕÏ‹f)ŸLw—HA$ôQUESTOR~ú8qO´ÕXB€•Ï‹f)ŸLw—HA$ôMALE[Aô'Ç?A‰pzúB JÏ‹f)ŸLw—HA$ôFEMALENCûppÑH³—Ç‚>û Ï‹f)ŸLw—HA$ôCHAR_CLEARË'Ã{UšØL¨3²é¨¥Ï‹f)ŸLw—HA$ôCHAR_MULTI# úÎ H¨© ­‰}¯PÏ‹f)ŸLw—HA$ôATTR_CLEAR]ý mCCC•.øupcÏ‹f)ŸLw—HA$ôATTR_MULTIúd‹ô ëC¼€ã„‹¶ÑÏ‹f)ŸLw—HA$ôFORCE_DEPTH}â'ý³w¦L‰•šòû@ÐÏ‹f)ŸLw—HA$ôFORCE_MAXHP\öh+ë—I¸¶¿ëpÐgÏ‹f)ŸLw—HA$ôFORCE_SLEEPúÜÚ›}ÚK‰]ÓYC})Ï‹f)ŸLw—HA$ôFORCE_EXTRAO¾t8ÿTD¶V…­ö5PaÏ‹f)ŸLw—HA$ôFRIEND†!ˆ¸ƒÀgI—µ˜Z€•,Ï‹f)ŸLw—HA$ôFRIENDSý2— ö ÐKµ5 MM_y=Ï‹f)ŸLw—HA$ôESCORT[äƒ_Z½O!—ÈÚ)Ï‹f)ŸLw—HA$ôESCORTS¼^{ôÒk™E‹ö°`ç>ÇÏ‹f)ŸLw—HA$ôNEVER_BLOW·JòYyî@¸"Éq‚0¯yÏ‹f)ŸLw—HA$ôNEVER_MOVEªýÔÄjzAªã¨ößCLMÏ‹f)ŸLw—HA$ôRAND_25¿ÇêÄìM»c-:ü¦#Ï‹f)ŸLw—HA$ôRAND_50}*b´™0.Gº*PÛmýsÏ‹f)ŸLw—HA$ôONLY_GOLDÞºò>?ýºJÁðÍcRåÏ‹f)ŸLw—HA$ôONLY_ITEMš„MÂN·T0ð;ë~Ï‹f)ŸLw—HA$ôDROP_60Áx +V¦åC˜#tâåSXÏ‹f)ŸLw—HA$ôDROP_90/MK€åAH'p1® · Ï‹f)ŸLw—HA$ôDROP_1D2U¨‹0·M±˜?m]*Ï‹f)ŸLw—HA$ôDROP_2D2O#š· UN¹Óø¥ QUÏ‹f)ŸLw—HA$ôDROP_3D2dÅV‘›ÞA˜ßÞ#ù^‹Ï‹f)ŸLw—HA$ôDROP_4D2ô,¡Á®tK“{þÛ2ÍÄßÏ‹f)ŸLw—HA$ôDROP_GOODÚ Æ©úHC¿Yv§›ôÏ‹f)ŸLw—HA$ôDROP_GREATßY˜[°äL²(M[ÖÝå˜Ï‹f)ŸLw—HA$ôDROP_USEFULj9ßp«_G€u²‰=]XÏ‹f)ŸLw—HA$ôDROP_CHOSEN½_ ÿ"JîOêz¾t½Ï‹f)ŸLw—HA$ôSTUPIDxBç|ÐG•¢Wè4™Ï‹f)ŸLw—HA$ôSMART^:ÁqVذO¦°.MïÍ-­Ï‹f)ŸLw—HA$ôRF2XXX1iæ®f`0¸N²"¶"Ï‹f)ŸLw—HA$ôRF2XXX2¿ö>Çm®1F¯qò„ö‚oùÏ‹f)ŸLw—HA$ôINVISIBLEš‚|‡wbûE…Ä(‹+Ï‹f)ŸLw—HA$ôCOLD_BLOODÿF'b‘š±Fµq1ÿTö“ÔÏ‹f)ŸLw—HA$ôEMPTY_MIND˜VeÍ‹HK¨®ÈO9²}ÇÏ‹f)ŸLw—HA$ôWEIRD_MIND'}íÅÑ"ÅA˜îiÉB7çÏ‹f)ŸLw—HA$ôMULTIPLYl­U_–èC½ÚÒ¡­IÏ‹f)ŸLw—HA$ôREGENERATEŠ÷ß5ÓÒSE·Á¥é}P<Ï‹f)ŸLw—HA$ôRF2XXX3+Yz™kâÏGŒ‰(†²qU•Ï‹f)ŸLw—HA$ôRF2XXX4¹ƒ;펋@±½tøÅEÏ‹f)ŸLw—HA$ôPOWERFULs õâH‰~‚E1ŒLÏ‹f)ŸLw—HA$ôRF2XXX5§~qÝªÄØO•Å2rÂ…EÏ‹f)ŸLw—HA$ôRF2XXX6Ž‘„÷ÎQO¬äjÚ~ ÉpÏ‹f)ŸLw—HA$ôRF2XXX7[c8¼hQü@žÝ«YÍS-Ï‹f)ŸLw—HA$ôOPEN_DOORý&ÝEÿ§O¸lâœSÏ‹f)ŸLw—HA$ôBASH_DOOR#ú´ü‘O·D(ª±C¡Ï‹f)ŸLw—HA$ôPASS_WALLsR)²`•ØC«ŒqI¢m¦Ï‹f)ŸLw—HA$ôKILL_WALL€ÿìNN*&K®dw Â,/×Ï‹f)ŸLw—HA$ôMOVE_BODYÊ»<U Õ@ªû<7 ‹ûÏ‹f)ŸLw—HA$ôKILL_BODYgã¢aáK¥74pÔý=8Ï‹f)ŸLw—HA$ôTLVALéAKE_ITEMä¼Uœ46K‡iŠ!xêå×Ï‹f)ŸLw—HA$ôKILL_ITEM@k©¨|ßYG†á¬åïÐåÏ‹f)ŸLw—HA$ôBRAIN1¤+’øüz@‘îàj={™òÏ‹f)ŸLw—HA$ôBRAIN2¹GÊ,µÐCmÙaŠÏ‹f)ŸLw—HA$ôBRAIN3.Å~ a–B©13©BÏ‹f)ŸLw—HA$ôBRAIN4žC:·…‚C„' ­ŒÜ‰Ï‹f)ŸLw—HA$ôBRAIN5åè%Óß¹A»Ñý¾-˜[„Ï‹f)ŸLw—HA$ôBRAIN6<@Ì8ãAI‘¹Ó:bD‡üÏ‹f)ŸLw—HA$ôBRAIN7Ì?D˜UþÃH¿d潬`>ŽÏ‹f)ŸLw—HA$ôBRAIN8¤¸W˜ÃóEµ¨Ì4Gx”Ï‹f)ŸLw—HA$ôORCÜ-*×ÀíyG¿àì¼$nSÏ‹f)ŸLw—HA$ôTROLL5 ä‘N· ÷±°ŽvÏ‹f)ŸLw—HA$ôGIANT/ƒ¥åþlG‡ºDI·Ï‹f)ŸLw—HA$ôDRAGONøV£Ðúm¥I‰¢gqü7Ï‹f)ŸLw—HA$ôDEMONf€åœLGH˜Êîƒrá<Ï‹f)ŸLw—HA$ôUNDEAD€ë@–ú›Fšú Ú¢5ÂÏ‹f)ŸLw—HA$ôEVILf¿i¸DŒ¤®Ml ¶Ï‹f)ŸLw—HA$ôANIMALzr!VÏ‹f)ŸLw—HA$ôRES_NEXUô­Õ/M«¥U$ÿJFÏ‹f)ŸLw—HA$ôRES_DISEÓ\cš¤¬@’¦æbüŽá Ï‹f)ŸLw—HA$ôRF3XXX6¸XóFÎ’IšMí0ØÝlÏ‹f)ŸLw—HA$ôNO_FEAR7R*§pB±h¨¦`èOÏ‹f)ŸLw—HA$ôNO_STUNÐ}4„kЉF‡¹£›©¦ðÏ‹f)ŸLw—HA$ôNO_CONFwêˆfÔM¸ÀÒæ |×Ï‹f)ŸLw—HA$ôNO_SLEEP}à€íè1QB´ÑÏc²jŒ¡5ˆâ@)ŸL÷`0Monsters!#š™0Þ’K4õT}@Ü}à€íè1QB´ÑÏc²jID Ï‹f)ŸLw—HA$ô´ UNIQUE ÿÿÿÿ  4 ,Is the monster unique? True/False   j öÀÚíµANŠÕøp:ÐÔQUESTOR ÿÿÿÿ  R JIs the monster a fixed quest monster? True/False   j ΋kÀ1sDŸÁ™ ÷” Õ¬MALE ÿÿÿÿ  0 (Is the monster male? True/False   j ~ú8qO´ÕXB€•´ FEMALE ÿÿÿÿ  4 ,Is the monster female? True/False   j [Aô'Ç?A‰pzúB JCHAR_CLEAR ÿÿÿÿ  l dMonster takes on symbol of terrain/object it is on True/False   j NCûppÑH³—Ç‚>û & Clear CharacterºCHAR_MULTI ÿÿÿÿ  2 *unused in source code True/False   j Ë'Ã{UšØL¨3²é¨¥ATTR_CLEAR ÿÿÿÿ  j bMonster takes on color of terrain/object it is on True/False   j # úÎ H¨© ­‰}¯P Clear ColorìATTR_MULTI ÿÿÿÿ  F >Monster color changes each turn True/FalsLVALêe   j ]ý mCCC•.øupc Multi-ColoràFORCE_DEPTH ÿÿÿÿ  V NMonster only appears at their set depth True/False   j úd‹ô ëC¼€ã„‹¶Ñ FORCE_MAXHP ÿÿÿÿ  r jMonster has maximum HP for their damage dice and side True/False   j }â'ý³w¦L‰•šòû@Ð$ Max Hit Points FORCE_SLEEP ÿÿÿÿ  t lMonster is alseep and nice for at least its first turn True/False   j \öh+ë—I¸¶¿ëpÐg" Create AsleepžFORCE_EXTRA ÿÿÿÿ    Unused True/False   j úÜÚ›}ÚK‰]ÓYC})” FRIEND ÿÿÿÿ    Unused True/False   j O¾t8ÿTD¶V…­ö5Pa¼FRIENDS ÿÿÿÿ  : 2Monster appears on groups True/False   j †!ˆ¸ƒÀgI—µ˜Z€•,¨ ESCORT ÿÿÿÿ  (  Place one escort True/False   j ý2— ö ÐKµ5 MM_y=´ESCORTS ÿÿÿÿ  2 *Place several escorts True/False   j [äƒ_Z½O!—ÈÚ)öNEVER_BLOW ÿÿÿÿ  @ 8Monster never hits in combat True/False   j ¼^{ôÒk™E‹ö°`ç>Ç. &No Physical AttacksÔNEVER_MOVE ÿÿÿÿ  . &Monster never moves True/False   j ·JòYyî@¸"Éq‚0¯y Never Moves RAND_25 ÿÿÿÿ  \ TMonster movement is random 25% of the time True/False   j ªýÔÄjzAªã¨ößCLM. &25% Random Movement RAND_50 ÿÿÿÿ  \ TMonster movement is random 50% of the time True/False   j ¿ÇêÄìM»c-:ü¦#. &50% Random Movement¼ONLY_GOLD ÿÿÿÿ  6 .Monster drops only gold True/False   j }*b´™0.Gº*PÛmýs¾ONLY_ITEM ÿÿÿÿ  8 0Monster drops only items True/False   j Þºò>?ýºJÁðÍcRåÜDROP_60 ÿÿÿÿ  B :Monster drops 60% of the time True/False   j š„MÂN·T0ð;ë~ 60% dropÜDROP_90 ÿÿÿÿ  B :Monster drops 90% of the time True/False   j Áx +V¦åC˜#tâåSX 90% dropºDROP_1D2 ÿÿÿÿ  6 .Monster drops 1d2 items True/False   j /MK€åAH'p1® · ºDROP_2D2 ÿÿÿÿ  6 .Monster drops 2d2 items True/False   j U¨‹0·M±˜?m]*ºDROP_3D2 ÿÿÿÿ  6 .Monster drops 3d2 items True/False   j LVALëO#š· UN¹Óø¥ QUºDROP_4D2 ÿÿÿÿ  6 .Monster drops 4d2 items True/False   j dÅV‘›ÞA˜ßÞ#ù^‹ÊDROP_GOOD ÿÿÿÿ  D <Monster drops only good items True/False   j ô,¡Á®tK“{þÛ2ÍÄßÎDROP_GREAT ÿÿÿÿ  F >Monster drops only great items True/False   j Ú Æ©úHC¿Yv§›ôžDROP_USEFUL ÿÿÿÿ    Unused True/False   j ßY˜[°äL²(M[ÖÝå˜ìDROP_CHOSEN ÿÿÿÿ  b ZMonster drops chosen items (for Morgoth only) True/False   j j9ßp«_G€u²‰=]XØ STUPID ÿÿÿÿ  X PStupid, doesn't learn by watching player True/False   j ½_ ÿ"JîOêz¾t½ú SMART ÿÿÿÿ  | tAlways learn by watching player, cast spells intelligenly. True/False   j xBç|ÐG•¢Wè4™–RF2XXX1 ÿÿÿÿ    Unused True/False   j ^:ÁqVذO¦°.MïÍ-­–RF2XXX2 ÿÿÿÿ    Unused True/False   j iæ®f`0¸N²"¶"¶INVISIBLE ÿÿÿÿ  0 (Monster is invisible True/False   j ¿ö>Çm®1F¯qò„ö‚oùÌCOLD_BLOOD ÿÿÿÿ  D <Can't be seen with infravision True/False   j š‚|‡wbûE…Ä(‹+ÈEMPTY_MIND ÿÿÿÿ  @ 8Can't be seen with telepathy True/False   j ÿF'b‘š±Fµq1ÿTö“ÔÞWEIRD_MIND ÿÿÿÿ  V N10% chance of being seen with telepathy True/False   j ˜VeÍ‹HK¨®ÈO9²}ǾMULTIPLY ÿÿÿÿ  : 2Monster muliplies quickly True/False   j '}íÅÑ"ÅA˜îiÉB7çÆREGENERATE ÿÿÿÿ  > 6Monster regenerates quickly True/False   j l­U_–èC½ÚÒ¡­I–RF2XXX3 ÿÿÿÿ    Unused True/False   j Š÷ß5ÓÒSE·Á¥é}P<–RF2XXX4 ÿÿÿÿ    Unused True/False   j +Yz™kâÏGŒ‰(†²qU•ÈPOWERFUL ÿÿÿÿ  D <Larger blast radius on breaths True/False   j ¹ƒ;펋@±½tøÅE–RF2XXX5 ÿÿÿÿ    Unused True/False   j s õâH‰~‚E1ŒL–RF2XXX6 ÿÿÿÿ    Unused True/False   j §~qÝªÄØO•Å2rÂ…E–RF2XXX7 ÿÿÿÿ    Unused True/False   j Ž‘„÷ÎQO¬äjÚ~ ÉpÖOPEN_DOOR ÿÿÿÿ  P HMonster can open doors if not jammed TruLVALìe/False   j [c8¼hQü@žÝ«YÍS-ÄBASH_DOOR ÿÿÿÿ  > 6Monster can bash down doors True/False   j ý&ÝEÿ§O¸lâœSÆPASS_WALL ÿÿÿÿ  @ 8monster can go through walls True/False   j #ú´ü‘O·D(ª±C¡ÈKILL_WALL ÿÿÿÿ  B :monster tunnels through walls True/False   j sR)²`•ØC«ŒqI¢m¦ÈMOVE_BODY ÿÿÿÿ  B :Can push past weaker monsters True/False   j €ÿìNN*&K®dw Â,/×äKILL_BODY ÿÿÿÿ  ^ VMonster crushes weaker monsters as he moves True/False   j Ê»<U Õ@ªû<7 ‹û¾TAKE_ITEM ÿÿÿÿ  8 0Picks up items off floor True/False   j gã¢aáK¥74pÔý=8ºKILL_ITEM ÿÿÿÿ  4 ,Crushes item off floor True/False   j ä¼Uœ46K‡iŠ!xêå×” BRAIN1 ÿÿÿÿ    Unused True/False   j @k©¨|ßYG†á¬åïÐå” BRAIN2 ÿÿÿÿ    Unused True/False   j ¤+’øüz@‘îàj={™ò” BRAIN3 ÿÿÿÿ    Unused True/False   j ¹GÊ,µÐCmÙaŠ” BRAIN4 ÿÿÿÿ    Unused True/False   j .Å~ a–B©13©B” BRAIN5 ÿÿÿÿ    Unused True/False   j žC:·…‚C„' ­ŒÜ‰” BRAIN6 ÿÿÿÿ    Unused True/False   j åè%Óß¹A»Ñý¾-˜[„” BRAIN7 ÿÿÿÿ    Unused True/False   j <@Ì8ãAI‘¹Ó:bD‡ü” BRAIN8 ÿÿÿÿ    Unused True/False   j Ì?D˜UþÃH¿d潬`>ޤ ORC ÿÿÿÿ  * "Monster is an orc True/False   j ¤¸W˜ÃóEµ¨Ì4Gx”ª TROLL ÿÿÿÿ  , $Monster is a troll True/False   j Ü-*×ÀíyG¿àì¼$nSª GIANT ÿÿÿÿ  , $Monster is a giant True/False   j 5 ä‘N· ÷±°Žv® DRAGON ÿÿÿÿ  . &Monster is a dragon True/False   j /ƒ¥åþlG‡ºDI·ª DEMON ÿÿÿÿ  , $Monster is a demon True/False   j øV£Ðúm¥I‰¢gqü7ª UNDEAD ÿÿÿÿ  * "Monster is undead True/False   j f€åœLGH˜Êîƒrá<¢EVIL ÿÿÿÿ  & Monster is evil True/False   j €ë@–ú›Fšú Ú¢5° ANIMAL ÿÿÿÿ  0 (Monster is an animal True/False   j f¿i¸DŒ¤®Ml ¶–RF3XXX1 ÿÿÿÿ    unuseLVALíd True/False   j zr!VMonster is hurt by bright light True/False   j ˜Q1¼ôÐ'C·RÃI:Kõ‘  Hurt by LiteÌHURT_ROCK ÿÿÿÿ  F >Monster is hurt by stone-to-mud True/False   j Ídž7o?@‘Ìz°dÓ¤wüHURT_FIRE ÿÿÿÿ  v nMonster takes extra damage from fire (unused in source) True/False   j Ûº æpç;E›ÆÏ%Ê@üHURT_COLD ÿÿÿÿ  v nMonster takes extra damage from cold (unused in source) True/False   j sGœ-°AD²z8Z­¾›ÉòIM_ACID ÿÿÿÿ  R JMonster takes little damage from acid True/False   j üyù8'ÎtFŸÌI%­±QŽ Resist AcidIM_ELEC ÿÿÿÿ  ` XMonster takes little damage from electricity True/False   j j™™ª@™“ôg~Ó, $Resist ElectricityòIM_FIRE ÿÿÿÿ  R JMonster takes little damage from fire True/False   j j¥‚Ú´A¶¢ï’Rê“ Resist FireòIM_COLD ÿÿÿÿ  R JMonster takes little damage from cold True/False   j xv1Xg‘Nœâ}?<æî¥ Resist ColdúIM_POIS ÿÿÿÿ  V NMonster takes little damage from poison True/False   j :áÚw@@J¬—±Q"" Resist Poison–RF3XXX5 ÿÿÿÿ    Unused True/False   j µçP«n"C´µð!Sð—ìRES_NETH ÿÿÿÿ  h `Monster takes little damage from nether (unused) True/False   j žC€·À± E¹´D<úBk¹êRES_WATE ÿÿÿÿ  f ^Monster takes little damage from water (unused) True/False   j …áʵ•|xBŒÆ(´ÙGìRES_PLAS ÿÿÿÿ  h `Monster takes little damage from plasma (unused) True/False   j oÙñð“mâCˆ¨U´ß©52êRES_NEXU ÿÿÿÿ  f ^Monster takes little damage from nexus (unused) True/False   j Põ܆rã(F¤P!Î[¡Z>üRES_DISE ÿÿÿÿ  x pMonster takes little damage from disenchantment (unused) True/False   j ô­Õ/M«¥U$ÿJF–RF LVAL 3XXX6 ÿÿÿÿ    Unused True/False   j Ó\cš¤¬@’¦æbüŽá ºNO_FEAR ÿÿÿÿ  8 0Monster cannot be scared True/False   j ¸XóFÎ’IšMí0ØÝl¼NO_STUN ÿÿÿÿ  : 2Monster cannot be stunned True/False   j 7R*§pB±h¨¦`èO¾NO_CONF ÿÿÿÿ  < 4Monster cannot be confused True/False   j Ð}4„kЉF‡¹£›©¦ðºNO_SLEEP ÿÿÿÿ  6 .Monster cannot be slept True/False   j wêˆfÔM¸ÀÒæ |×o ID ÿÿÿÿ    ÿ  0   m ­é>t£N¤“B!óO4LVALô}!ïMR2¶€ValidationRuleValidationTextOrientation FilterOrderByOrderByOnNameMapColumnWidthColumnOrderColumnHiddenDescription FormatCaptionDecimalPlacesInputMaskDefaultValueRequiredDisplayControlAllowZeroLength$UnicodeCompressionRowSourceTypeRowSourceBoundColumnColumnCountColumnHeadsColumnWidthsGUIDListRowsListWidthLimitToListv   @ 8 ÌU}à€íè1QB´ÑÏc²j q¬‹ˆâ@Monsters!#š™0Þ’K4õT}@Ü}à€íè1QB´ÑÏc²jIDû LTÿîØD½ÞL³6A.}à€íè1QB´ÑÏc²jNameš‚óbÎ9A¬…õE‚UÈ}à€íè1QB´ÑÏc²jSpeedÒZSQafxF¿^\HþZa}à€íè1QB´ÑÏc²jHP diceÝ6˜\‚:Eˆ?®Í–AŒ }à€íè1QB´ÑÏc²jHP sides7 ²ãú@Ñ@­špþ¥Y\}à€íè1QB´ÑÏc²jVision’>¸ô4¢C°Ä—pqŽ}à€íè1QB´ÑÏc²jArmor 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4·t}3Aœ^"=#º}à€íè1QB´ÑÏc²jDamage Side # 4[Çõj?îN…­ˆ€£¶[}à€íè1QB´ÑÏc²jDescriptionó…JXE>E¬øÓ—-}}à€íè1QB´ÑÏc²jONE_IN_X¹ËÃ…þE¡óF O¦Ü}à€íè1QB´ÑÏc²jgraf-xxx coor-14èÄŸÁFŽKÇÌéòj}à€íè1QB´ÑÏc²jgraf-xxx coor-2Rú°ÛÞG¬RÈ[»±·F}à€íè1QB´ÑÏc²jgraf-ibm coor-1¨¼pí>âMªÙ|xäwÃ}à€íè1QB´ÑÏc²jgraf-ibmcoor-2]ì&V « A„x•„«OŸ}à€íè1QB´ÑÏc²jgraf-new coor-1«,ݦ‰—ŒI†2odÑëO>}à€íè1QB´ÑÏc²jgraf-new coor-2È»‘QcŽE©üýÖIB}à€íè1QB´ÑÏc²jgraf-dvg coor-11AؼS-HŒÒñ¿6U@}à€íè1QB´ÑÏc²jgraf-dvg coor-2 }à€íè1QB´ÑÏc²j¶Name k   $ Monster's Name   m  û LTÿîØD½ÞL³6A.  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Unused ÿÿÿÿ    Unused    m XÂËÜÇLœªDèí£9†Experience ÿÿÿÿ   ¨  Used in determining the amount of experience a player gets for killing a monster    m Á"xÏ9…Lµºeš Äsá½$Damage Dice # 1 Û   > 6Damage Dice of First Attack    m ÙìÒ½éC´¬NoÖl-ä½$Damage Side # 1 ÿÿÿÿ   > 6Damage Side of First Attack    m JÁ®S¶@I‹'?Óž2¿$Damage Dice # 2 Û   @ 8Damage Dice of Second Attack    m ù»ÇØJ”x½Ÿ:¨ÀÁ$Damage Side # 2 ê   B :Damage Side of Second Attack    m %GgN þH³Ä"S+-¤Description ß   . &Monster Description    [Çõj?îN…­ˆ€£¶[ÁONE_IN_X ÿÿÿÿ   P HMonster casts a spell one in X times    m ó…JXE>E¬øÓ—-}* Color ½      o Table/Query  Colors    1440  1440twip   ûÒ;óLžE99|#é1* "The monster color¸ Blow#1 ÿÿÿÿ  LVALñ  Blow #1   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip  > 6Monster's first blow method ]à&ÓäaLˆù¤Â‘5ÀEffect#1 ÿÿÿÿ   > 6Monster's first blow effect   o  Effect #1 Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip  ÿ™ûÍûKšN»%¢P’¸ Blow#2 ÿÿÿÿ   > 6Monster's first blow method Blow #2   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip   :KüUz¼Ý@·Ô" ü‡âÂÂEffect #2 ÿÿÿÿ   > 6Monster's first blow effect Effect #2   o Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip   šÊw0 SlO»5<›ù<‰¸ Blow#3 ÿÿÿÿ   > 6Monster's first blow method Blow #3   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip   ÃgÜ(Çå¶A•¿_Æ‚f†ÂEffect #3 ÿÿÿÿ   > 6Monster's first blow effect Effect #3   o Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip   £Ú¿!YñO¸>„ù#Ó Ç¸ Blow#4 ÿÿÿÿ   > 6Monster's first blow method Blow #4   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip   ß2„îëÿJ’™  µ4ÂEffect #4 ÿÿÿÿ   > 6Monster's first blow effect Effect #4   o Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip   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2¤Ca¥e>S%‰·ÍÖ¤vD–ÆçÏTRAPSóž‚Ù².J¿ªÜ#ùéä·ÍÖ¤vD–ÆçÏFORGETAÙmA‰ÊK‘êÍ‹_?Ê\·ÍÖ¤vD–ÆçÏRF6XXX6¸ºöT…ðKDI£Ë’W)·ÍÖ¤vD–ÆçÏS_KINg—PÝ€äKK¸8H«LͤM·ÍÖ¤vD–ÆçÏS_HI_DEMON9½¯"êû¡N¿cb¾˜K)Ô·ÍÖ¤vD–ÆçÏS_MONSTERð“žÜ)gGˆ{ipÔ¢Pˆ·ÍÖ¤vD–ÆçÏS_MONSTERS'y™²»Iºü£éuEwg·ÍÖ¤vD–ÆçÏS_ANIMAL ¦ ‡ÐÚG‚¦{:„ϵ·ÍÖ¤vD–ÆçÏS_SPIDER­†Mÿ*CD‡4ŸûðÙ,·ÍÖ¤vD–ÆçÏS_HOUND8‹Ý³ÿí±Lšu96áHžR·ÍÖ¤vD–ÆçÏS_HYDRA#œÍYWA“g³47Å‚·ÍÖ¤vD–ÆçÏS_ANGEL>——N¿rN›u2ß̘öø·ÍÖ¤vD–ÆçÏS_DEMON‡¨/hbžC®âªÙ÷áP·ÍÖ¤vD–ÆçÏS_UNDEADh=L¡ŠD6E°D0dÿ¢‡Ã·ÍÖ¤vD–ÆçÏS_DRAGONtpÆÚÆyMšG#<‹PØ·ÍÖ¤vD–ÆçÏS_HI_UNDEADóÂe‘9nÆC°dùo¨ŸÄ·ÍÖ¤vD–ÆçÏS_HI_DRAGON^}Ë%LU»N»¹ÓWc ·ÍÖ¤vD–ÆçÏS_WRAITHöý<|`ǪK¢âŽ2„d(o·ÍÖ¤vD–ÆçÏS_UNIQUE}à€íè1QB´ÑÏc²jŒ¡5ˆâ@¤vD÷`0Monsters!#š™0Þ’K4õT}@Ü}à€íè1QB´ÑÏc²jID ·ÍÖ¤vD–ÆçÏ¸ SHRIEK ÿÿÿÿ  8 0Monster shrieks for help True/False   j 0ïqáÑN¿´Ã†F¼–RF4XXX2 ÿÿÿÿ    Unused True/False   j ôû}µ&ƒÕ@‰#ìšJ²ok–RF4XXX3 ÿÿÿÿ    Unused True/False   j 1ÙA>¾m³F¯G÷¡ÁS®]–RF4XXX4 ÿÿÿÿ    Unused True/False   j V¯ªñX¶´N úZÓSB…¨ARROW_1 ÿÿÿÿ  & Arrow - dam 1d6 True/False   j P0ÄlÜ(sI¯,ð[¿Œc¨ARROW_2 ÿÿÿÿ  & Arrow - dam 3d6 True/False   j Óõ\+J¸Ûà®ß}zî¨ARROW_3 ÿÿÿÿ  & Arrow - dam 5d6 True/False   j ®$£ŒoEˆKÐ×€„üà¨ARROW_4 ÿÿÿÿ  & Arrow - dam 7d6 True/False   j Yº©X®ÇGœF7nSZ^fÔBR_ACID ÿÿÿÿ  2 *Monster breathes acid True/False   j ŠnÅíÒÄJD”L]ár°V  Breathe AcidðBR_ELEC ÿÿÿÿ  @ 8Monster breathes electricity True/False   j ˆ®0Á½pH  Ž´q. &Breathe ElecrticityÔLVALd öBR_FIRE ÿÿÿÿ  2 *Monster breathes fire True/False   j ã„S…=z÷L¨/ú‹|€T  Breathe FireÔBR_COLD ÿÿÿÿ  2 *Monster breathes cold True/False   j Ìи©c®@©Åª$€ðžš  Breathe ColdØBR_POIS ÿÿÿÿ  2 *Monster breathes pois True/False   j ’pI¨èLOŒÅgԇô$ Breathe PoisonÜBR_NETH ÿÿÿÿ  6 .Monster breathes nether True/False   j ^Ö€Ö·] M¶Ȳ„ë÷Œ$ Breathe NetherÔBR_LITE ÿÿÿÿ  2 *Monster breathes lite True/False   j ¶/TG︤O³¤äPn¾z  Breathe LiteÔBR_DARK ÿÿÿÿ  2 *Monster breathes dark True/False   j PTâ¦ñ|Monster breathes disenchantment True/False   j >ð—â\5M¶Y= F&ÿ4 ,Breathe DisenchantmentØBR_NEXU ÿÿÿÿ  4 ,Monster breathes nexus True/False   j «LD’¼¦M‚ªÞbkÜ"" Breathe NexusÔBR_TIME ÿÿÿÿ  2 *Monster breathes time True/False   j ¢ïDÉjÊO¾{¬Eã%G  Breathe TimeâBR_INER ÿÿÿÿ  8 0Monster breathes inertia True/False   j w¤]Ù´.§H»(ö›ÌéÕþ( Breathe IntertiaàBR_GRAV ÿÿÿÿ  8 0Monster breathes gravity True/False   j ùk¾VÀ¬A¸õø?cB& Breathe GravityÜBR_SHAR ÿÿÿÿ  6 .Monster breathes shards True/False   j þV©Šf­K¬¡Ë¦hß>$ Breathe ShardsÜBR_PLAS ÿÿÿÿ  6 .Monster breathes plasma True/False   j ]KÈ0#‚SH­Ö­¬C6IÁ$ Breathe PlasmaØBR_WALL ÿÿÿÿ  4 ,Monster breathes force True/False   j €îÉthE°A9›½cµç" Breathe ForceÆBR_MANA ÿÿÿÿ  D <Monster breathes mana (unused) True/False   j šðÿã~UO¡ªóªo)–RF4XXX5 ÿÿÿÿ    unused True/False   j Uݲm÷B›~qLVAL÷†Ë>–RF4XXX6 ÿÿÿÿ    unused True/False   j |¶~» ‘Mªãè-=Àצ–RF4XXX7 ÿÿÿÿ    unused True/False   j ÆÊ¡š.ÓH¢X4*æuÜBOULDER ÿÿÿÿ  8 0Monster throws a boulder True/False   j þˆÉ!¾ÑB® ¯|÷íhÎ" Throw BoulderÞBA_ACID ÿÿÿÿ  B :Monster can cast an Acid ball True/False   j ¢ÞGȵï'J»Ì>À¤2åŒ Acid BallðBA_ELEC ÿÿÿÿ  J BMonster can cast a Lightning ball True/False   j Êþ›]÷ÁAÓèX1ë$ Lightning BallÜBA_FIRE ÿÿÿÿ  @ 8Monster can cast a Fire ball True/False   j o‹O¼Ø·”@˜ ¬ËS° Fire BallÞBA_COLD ÿÿÿÿ  B :Monster can cast a Frost Ball True/False   j hÂ;ÂbkHŸü®ÛZ Cold BallêBA_POIS ÿÿÿÿ  J BMonster can cast a Stinking Cloud True/False   j ¾ˆ®>xïŽJ¬T¼¡>*Ö& Poison BalläBA_NETH ÿÿÿÿ  D <Monster can cast a Nether Ball True/False   j Xe¾æ«uE™wx˜4§‚v Nether BallàBA_WATE ÿÿÿÿ  B :Monster can cast a Water Ball True/False   j ¦ûç°ÿ¡mN®; YÙúµò Water BallàBA_MANA ÿÿÿÿ  B :Monster can cast a Mana Storm True/False   j íà<< c¥F”{¢9~á‹; Mana StormðBA_DARK ÿÿÿÿ  J BMonster can cast a Darkness Storm True/False   j á´æyæÔL¥oRL§A-†$ Darkness Storm¼DRAIN_MANA ÿÿÿÿ  4 ,Monster can Drain Mana True/False   j n«b—o B¯šIÂöæ¦}ÌMIND_BLAST ÿÿÿÿ  D <Monster can cast mind blasting True/False   j %`r'š3ŒM¦‹êC«À*ÒÐBRAIN_SMASH ÿÿÿÿ  F >Monster can cast brain smashing True/False   j ±I­ü7AÜD¹Kfö>T—ÌCAUSE_1 ÿÿÿÿ  J BMonster can cast a curse, level 1 True/False   j s(ö›8(jD¸I¯ðjT²ÌCAUSE_2 ÿÿÿÿ  J BMonster can cast a curse, level 2 True/False   j /À Ò+ahH“Xôf&‘ÌCAUSE_3 ÿÿÿÿ  J BMonster can cast a curse, level 3 True/False   j šËP>žA¯a« 2§½0BðJ†ẨQ[( Electricity BoltÞBO_FIRE ÿÿÿÿ  B :Monster can cast an fire bolt True/False   j jŽë£m›OžE¿ÕÅnPß Fire BoltâBO_COLD ÿÿÿÿ  D <Monster can cast an frost bolt True/False   j  ÉÏÀTM¯œé{³n Frost Bolt BO_POIS ÿÿÿÿ  l dMonster can cast an poison bolt (unused in source) True/False   j Ô°çhmk+EµÏÇåæ%® Poison BoltæBO_NETH ÿÿÿÿ  F >Monster can cast an nether bolt True/False   j *ɇk;µAþT°eèÞØ Nether BoltâBO_WATE ÿÿÿÿ  D <Monster can cast an water bolt True/False   j à´l¬D§È³tÓ¨ÇV Water BoltÞBO_MANA ÿÿÿÿ  B :Monster can cast an mana bolt True/False   j qi-9s¯M’JÀ¿ï Mana BoltæBO_PLAS ÿÿÿÿ  F >Monster can cast an plasma bolt True/False   j cÔ^ò…ÑšL°*ËmßZ¾ Plasma BoltÚBO_ICEE ÿÿÿÿ  @ 8Monster can cast an ice bolt True/False   j –ašV:Æ5F™Ü¾$̦ Ice BoltìMISSILE ÿÿÿÿ  H @Monster can cast a magic missile True/False   j  aõ´´i¯E‹F8¹"d'" Magic Missile¶ SCARE ÿÿÿÿ  8 0Monster can scare player True/False   j ’ÄŸÏÂÒúKª\ÒÀ¥ù¶ BLIND ÿÿÿÿ  8 0Monster can blind player True/False   j &LâvWkCºxÖñó¸CONF ÿÿÿÿ  < 4Monster can confuse player True/False   j ½þ† <ùJ¶É»Ú βSLOW ÿÿÿÿ  6 .Monster can slow player True/False   j – 5±ÐñKšD_{“/ºHOLD ÿÿÿÿ  > 6Monster can paralyze player True/False   j T”áŒrþBŸÕh»t¿²Æ¾ HASTE ÿÿÿÿ  @ 8Monster can haste themselves True/False   j =‰ÿ…=K ²¡‡1>–RF6XXX1 ÿÿÿÿ    Unused True/False   j _&2+l @¯ô$ANPšºHEAL ÿÿÿÿ  > 6Monster can heal themselves True/False   j î4̯]«)NžÐNÂúú–RF6XXX2 ÿÿÿÿ    Unused True/False   j ¥D×ðsQéE” "> b#òÒ LVALùBLINK ÿÿÿÿ  T LMonster can blink up to 10 spaces away True/False   j ]´¯ë)’@…O7׬ݏ TPORT ÿÿÿÿ  : 2Monster can teleport away True/False   j Søš©M¾²˜žÝo¸g˜RF6XXXX3 ÿÿÿÿ    Unused True/False   j FˆÜBR1sC´„µœw¯§ó˜RF6XXXX4 ÿÿÿÿ    Unused True/False   j ‡òcGký–O¹‡.ÅùlÖTELE_TO ÿÿÿÿ  T LMonster can teleport player to monster True/False   j }›[îÔ½L®€ÄA¿¶ËžÎTELE_AWAY ÿÿÿÿ  H @Monster can teleport player away True/False   j ËÀäîB¨pAœšE¡_¥ðTELE_LEVEL ÿÿÿÿ  h `Monster can teleport player up or down one level True/False   j Äè“/#K³TOiíݡҖRF6XXX5 ÿÿÿÿ    Unused True/False   j µ¡ž3 &C±ÀÕÇ0Ùæ[ÆDARKNESS ÿÿÿÿ  B :Monster can make an area dark True/False   j /uN,ò[ºA€Þ`°fE}>Ê TRAPS ÿÿÿÿ  2 *Monster can set traps True/False   j áÕ– 2¤Ca¥e>S%‰ Set TrapsÞ FORGET ÿÿÿÿ  H @Monster can cause player amnesia True/False   j óž‚Ù².J¿ªÜ#ùéä Amnesia–RF6XXX6 ÿÿÿÿ    Unused True/False   j AÙmA‰ÊK‘êÍ‹_?Ê\è S_KIN ÿÿÿÿ  N FMonster can summon similar monsters True/False   j ¸ºöT…ðKDI£Ë’W) Summon KinÌS_HI_DEMON ÿÿÿÿ  D <Monster can summon high demons True/False   j g—PÝ€äKK¸8H«LͤMîS_MONSTER ÿÿÿÿ  D <Monster can summon one monster True/False   j 9½¯"êû¡N¿cb¾˜K)Ô$ Summon MonsterüS_MONSTERS ÿÿÿÿ  N FMonster can summon several monsters True/False   j ð“žÜ)gGˆ{ipÔ¢Pˆ& Summon MonstersäS_ANIMAL ÿÿÿÿ  < 4Monster can summon animals True/False   j 'y™²»Iºü£éuEwg$ Summon AnimalsäS_SPIDER ÿÿÿÿ  < 4Monster can summon spiders True/False   j  ¦ ‡ÐÚG‚¦{:„ϵ$ Summon SpidersÞS_HOUND ÿÿÿÿ  : 2Monster can summon hounds True/False   j ­†Mÿ*CD‡4ŸûðÙ," Summon HoundsÞS_HYDRA ÿÿÿÿ  : 2Monster can summon hydras True/False   j 8‹Ý³ÿí±Lšu96áHžR" SuLVALmmon HydrasÜS_ANGEL ÿÿÿÿ  < 4Monster can summon an ainu True/False   j #œÍYWA“g³47Å‚ Summon AinuÜS_DEMON ÿÿÿÿ  : 2Monster can summon demons True/False   j >——N¿rN›u2ß̘öø  Summon DemonàS_UNDEAD ÿÿÿÿ  : 2Monster can summon undead True/False   j ‡¨/hbžC®âªÙ÷áP" Summon UndeadæS_DRAGON ÿÿÿÿ  < 4Monster can summon dragons True/False   j h=L¡ŠD6E°D0dÿ¢‡Ã& Summon a dragonS_HI_UNDEAD ÿÿÿÿ  J BMonster can summon greater undead True/False   j tpÆÚÆyMšG#<‹PØ2 *Summon Greater Undead S_HI_DRAGON ÿÿÿÿ  L DMonster can summon ancient dragons True/False   j óÂe‘9nÆC°dùo¨ŸÄ4 ,Summon Ancient DragonsøS_WRAITH ÿÿÿÿ  F >Monster can summon Ring Wraiths True/False   j ^}Ë%LU»N»¹ÓWc . &Summon Ring WriathsàS_UNIQUE ÿÿÿÿ  : 2Monster can summon unique True/False   j öý<|`ǪK¢âŽ2„d(o" Summon Uniqueo ID ÿÿÿÿ    ÿ  0   m ‘ù ¬…’D·Yh’ÏÂ-angband-doc-3.0.3.5/Help-Info/user.hlp0000644000000000000000000000077311020366743014160 0ustar This file provides a simple "hot-link" method for the online help. Jump to what topic: (1) Spoiler -- Objects (1) Spoiler -- Monsters (3) Spoiler -- Magic Books (4) Spoiler -- Magic Effects (5) Spoiler -- Initial Stats (6) Spoiler -- Effects of Stats (7) Spoiler -- Attacks (8) Spoiler -- Store owners ***** [1] obj-desc.spo ***** [2] mon-desc.spo ***** [3] books.spo ***** [4] magic.spo ***** [5] initstat.spo ***** [6] stats.spo ***** [7] attack.spo ***** [8] store.spo angband-doc-3.0.3.5/Help-Info/magic.spo0000644000000000000000000016164111020366776014310 0ustar MAGIC.SPO, version 3.0.5, for Angband 3.0.5 (all systems) Release Date : June 3, 2005 Author : Hugo Kornelis (angband@hugo.isdit.com) Based on previous versions of MAGIC.SPO, author and release date unknown. This spoiler describes in detail how spells (and prayers) are gained, used, and lost. It also describes how intelligence or wisdom and level affect the number of spells available, the chance of failure, and the maximum number of mana points you have. This last section of this spoiler describes the effects of every spell and prayer. It also discloses in what book the spell may be found, what classes are able to use the spell, minimum level needed to use the spell, mana cost, and base chance of spell failure. A brief summary of the last section, listing only the books and what spells they contain, can be found in BOOKS.SPO. Previous versions of this spoiler file also included the effects of every staff, wand, and rod. These can now be found in OBJ-LONG.SPO and have therefore been removed from this spoiler file Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.5. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. NOTES ON NOTATION ----------------- The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24). Unless stated otherwise, "level" always refers to the character level. In the descriptions of learning and using spells, the term "spell" applies to both magic spells and holy prayers. LEARNING SPELLS --------------- Before a spell can be used, it must be learned. The number of spells you can learn depends on your level and your intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1. Rangers start gaining spells at level 3, rogues at level 5. Fractions are rounded to the nearest whole number. Example: a 9th level ranger with 18/73 intelligence has a maximum of 12 spells (from 3 up to 9 is 7 levels, multiplied by 1.7 = 11.9, rounded up to 12). The number of spells you can learn will never exceed the number of spells available to your class. Some spells in the spellbooks are not available to all classes. These are marked (illegible) when browsing the spellbook. When the number of spells you can learn increases, a message is shown ("You can learn xxx more spell(s)/prayer(s)") and the word "Study" is shown on the status bar. No message is given if the status "Study" was already activated. You can use the "gain" command to learn a new spell, provided you are not blind or confused and some light is available. For mages, rangers, and rogues, the game lets you choose which magic spell to learn. The chosen spell must meet the following criteria: 1. The spell must be available to your class (ie not "illegible"), 2. Your level must be equal to or higher than the minimum level of the spell selected (ie not "difficult"), and 3. You must not already know the spell. For priests and paladins, you can only choose a book to gain a prayer from. The game will then randomly choose a holy prayer from that book, governed by the same criteria as for magic spell above. If your intelligence, wisdom, or level decreases, you may forget some of the spells you have learned earlier. First, you will forget all spells with a minimum level higher than your new character level. Next, the number of spells you may know is determined from your new level and your new intelligence or wisdom; if you still know too many spells, you will forget as many spells as needed to lower the number of spells known to the new maximum. The order in which spells will be forgotten is the reverse of the order in which they were learned. A forgotten spell can not be used until it's remembered. If the number of spells you can learn increases after you have forgotten one or more spells, then you will start remembering those spells again. Spells will come back to you in the same order in which they were originally learned. You won't be able to learn new spells until there are no more previously forgotten spells to remember. (Note that there is one situation that allows you to learn new spells before all previously forgotten spells are remembered: if you lose a level, but increase your intelligence or wisdom, you won't be able to remember the spells that are still above your level, but you may learn other spells). MANA / SPELL POINTS ------------------- Mana is the magical energy a spellcaster has. The amounts of mana is measured in spell points (SP). For spellcasters, both the maximum and the current number of spell points are shown below the maximum and current hit points. The maximum number of spell points you may have is determined by level and intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1. Rangers start gaining mana at level 3, rogues at level 5. Fractions are rounded down. If you have at least 0.5 spell point (before rounding), you get one spell point bonus. Example: a 9th level ranger with 18/73 intelligence has a maximum of 18 spell points (from 3 up to 9 is 7 levels, multiplied by 2.5 = 17.5, rounded down to 17 plus 1 bonus = 18). Mages, rangers, and rogues may suffer a penalty to their maximum number of spell points when they wear gloves. Unless the gloves give you Free Action or a bonus to dexterity, the maximum number of spell points is reduced by 25%. All spellcasters may suffer a penalty to their maximum number of spell points from heavy armor. The maximal combined weight of all armor (equipment slots "g" through "l") for each class is given in table 2. Exceeding the limit results in a penalty of 1 spell point per pound of extra weight. Everytime you attempt to use a spell, whether successful or not, the mana required for that spell is subtracted from your current mana. If your current mana is insufficient, you may still attempt to use the spell but the failure chance will increase and you risk damage to your constitution, as described below. The mana required for each spell is given in the spell descriptions at the end of this spoiler. When your current number of spell points is below the maximum, it will slowly restore. To determine the amount of spell points regenerated each turn, first determine the regeneration percentage. This is usually 0.3%, but lack of food will lower this to 0.15% (weak), 0.05% (fainting) or even to 0% (starving). If you have regeneration, the regeneration percentage is doubled. The regeneration percentage is also doubled when you are resting or searching. After determining the regeneration percentage, the actual amount of spell points regenerated per turn follows from this calculation: SP regenerated = (Max SP * regeneration%) + 0.008 Note: Fractions of spell points are kept, but never shown. Example: a 9th level ranger with 18/73 intelligence has a maximum of 18 spell points. If she is resting while being well-fed and wearing an Amulet of Regeneration, the regeneration percentage is 1.2% (0.3% for being well-fed, doubled for regeneration and doubled again for resting). She will restore (18 * 1.2%) + 0.008 or 0.224 spell points per turn. USING SPELLS ------------ In order to use a spell, issue either the "cast" or the "pray" command. You may not be blind or confused and some light has to be available. You can only use spells from spellbooks that are available to you (either in your inventory or on the floor) and that you have already learned. Spells that you have forgotten can't be used until they are remembered again. If you try to use a spell that requires more mana than you currently have, you are asked to confirm if you really want to try that spell. Note that any attempt to use a spell that costs more mana than you have can damage your constitution! See below for details. Once you have selected which spell to use, the game will determine if the spell is succesful or not. The base chance of failure for each spell is given in the spell descriptions at the end of this spoiler (marked %Fail). This chance is reduced by 3 percent for each level above the minimum level required for your class to use that spell. The chance of failure is further reduced by an amount based on intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1. If you have insufficient mana, the chance of failure increases by 5% for every spell point you are short of the amount needed. Finally, if you are a priest wielding an edged weapon, another 25% is added to the chance of failure, unless the weapon is blessed. After correcting the chance of failure for level, intelligence or wisdom, lack of mana, and edged weapon use for priests, it is checked against the minimum chance of spell failure, which is dependant on intelligence (for mages, rangers, and rogues) or wisdom (for priests and paladins), as shown in table 1. After applying the minimum chance of spell failure, the stun condition is checked. Attempting to use spells while stunned will boost the chance of failure by 15% when stunned or by 25% when heavily stunned. If, after all these calculations, the failure chance exceeds 95%, it is lowered to 95%. Example: a 9th level ranger with 18/73 intelligence tries to cast a Stinking Cloud. For rangers, this spell has mimimum level 7, base chance of failure of 40% and the mana needed is 5 SP. Unfortunately, the current mana of this ranger is a mere 3 SP. Her chance of failure is determined as follows: base chance (40%) minus 3 times the number of levels above minimum level for the spell ((9-7) * 3 = 6%) minus adjustment for 18/73 INT (12%) plus 5 times the amount of SP she is short ((5-3) * 5 = 10%): 40 - 6 - 12 + 10 = 32%. Since the minimum chance of failure for 18/73 INT is 5% (for rangers - the 4% chance applies to mages and priests only), the calculated value of 32% will be used to determine if the spell of Stinking Cloud succeeds. After calculating the chance of failure, Angband checks if you succeed in using the spell. If the spell fails, a message is given to notify you of the failure. If the spell succeeds, the effects described in the spell descriptions at the end of this spoiler take place. If this is the first time you succeed in using the spell, you will gain an amount of experience equal to the experience points for the spell multiplied by the minimum level required for the spell. Regardless of success or failure, your mana will be reduced by the amount needed to cast the spell, but never below zero. If a spell was cast with insufficient mana, you will always faint (even if you have Free Action) and be paralyzed for 1d(5*short+1) turns (where short is the number of spell points you were short. There is also a 3 in 8 chance that your current constitution is reduced and a 1 in 8 chance that both your current and maximum constitution are reduced. In both cases, the amount of constitution lost is from 4 to 12.5%. TABLES ------ For easier reference, all modifiers used in the calculations above are gathered together in two tables. The first table lists all effects of intelligence or wisdom: number of spells per level, amount of mana per level, adjustment to chance of spell failure, and minimum chance of spell failure. The second table lists all class-dependent issues: minimum level for gaining and using spells, maximum armor weight, minimum chance of spell failure, and primary statistic (intelligence or wisdom). Table 1: Effect of intelligence or wisdom on spells and prayers. INT or WIS Spells/level Mana/level Fail% adj. Minimum fail% *) ------------- ------------ ---------- ---------- ------------- 3 - 3 no spells no mana + 5% 99% 4 - 4 no spells 0.1 + 4% 99% 5 - 5 0.1 0.2 + 3% 99% 6 - 6 0.2 0.3 + 3% 99% 7 - 7 0.3 0.4 + 2% 99% 8 - 8 0.4 0.5 + 1% 50% 9 - 9 0.5 0.6 0% 30% 10 -10 0.6 0.7 0% 20% 11 -11 0.7 0.8 0% 15% 12 -12 0.8 0.9 0% 12% 13 -13 0.85 1 0% 11% 14 -14 0.9 1.1 - 1% 10% 15 -15 0.95 1.2 - 2% 9% 16 -16 1 1.3 - 3% 8% 17 -17 1.05 1.4 - 4% 7% 18/00 -18/09 1.1 1.5 - 5% 6% 18/10 -18/19 1.15 1.6 - 6% 6% 18/20 -18/29 1.2 1.7 - 7% 5% 18/30 -18/39 1.3 1.8 - 8% 5% 18/40 -18/49 1.4 1.9 - 9% 5% 18/50 -18/59 1.5 2 -10% 4% / 5% 18/60 -18/69 1.6 2.25 -11% 4% / 5% 18/70 -18/79 1.7 2.5 -12% 4% / 5% 18/80 -18/89 1.8 3 -15% 4% / 5% 18/90 -18/99 1.9 3.5 -18% 3% / 5% 18/100-18/109 2 4 -21% 3% / 5% 18/110-18/119 2.1 4.5 -24% 2% / 5% 18/120-18/129 2.2 5 -27% 2% / 5% 18/130-18/139 2.3 5.5 -30% 2% / 5% 18/140-18/149 2.4 6 -33% 2% / 5% 18/150-18/159 2.5 6.5 -36% 1% / 5% 18/160-18/169 2.5 7 -39% 1% / 5% 18/170-18/179 2.5 7.5 -42% 1% / 5% 18/180-18/189 2.5 8 -45% 1% / 5% 18/190-18/199 2.5 8 -48% 1% / 5% 18/200-18/209 2.5 8 -51% 0% / 5% 18/210-18/219 2.5 8 -54% 0% / 5% 18/220+ 2.5 8 -57% 0% / 5% *) Note: For rangers, rogues, and paladins, the minimum fail% will never be less than 5%. Table 2: Effect of class on spells and prayers Class Min. level Max. armor weight Minimum fail% Primary stat ------- ---------- ----------------- ------------- ------------ Mage 1 300 pounds 0% Intelligence Paladin 1 400 pounds 5% Wisdom Priest 1 350 pounds 0% Wisdom Ranger 3 400 pounds 5% Intelligence Rogue 5 350 pounds 5% Intelligence STANDARD CHANCE TO RESIST ------------------------- The more powerful monsters are less likely to be affected by many of the effects of spells. The standard chance to resist an effect is based on the monster's monster level and your character level: * Monster levels up to and including 11 have no chance to resist; * Monster levels from 12 up to and including your character level resist if 1d(character level -10) < monster level - 10; * Monster levels > your character level always resist. In the spell descriptions below, "standard chance to resist" is used to indicate that this chance applies to the particular effect. BOOKS OF MAGIC SPELLS --------------------- This section of the spoiler describes the effects of every magic spell. A brief summary of all magic spells with only level, mana and fail% may be found in BOOKS.SPO. Many spells will produce some kind of ball. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, by 75% at range 3 (for large balls), and by 80% at range 4 (for giant balls). How monster resistances or sensitivities reduce or increase the damage of various spell effects will be described in the spoiler file MON-DAM.SPO. Book 1: Magic for Beginners (a) Magic Missile Mage : Level 1, Mana 1, %Fail 22, Exp 4 Ranger : Level 3, Mana 1, %Fail 30, Exp 1 Rogue : n/a Fires a magic missile that inflicts (3+(level-1)/5)d4 points of damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to (level-10)% for a mage, or (level/2-10)% for a rogue or ranger. (b) Detect Monsters Mage : Level 1, Mana 1, %Fail 23, Exp 4 Ranger : Level 3, Mana 2, %Fail 35, Exp 2 Rogue : Level 5, Mana 1, %Fail 50, Exp 1 Detects all non-invisible monsters on the current screen. (The area of effect depends on your screen size). (c) Phase Door Mage : Level 1, Mana 2, %Fail 24, Exp 4 Ranger : Level 3, Mana 2, %Fail 35, Exp 2 Rogue : Level 7, Mana 2, %Fail 55, Exp 1 Teleports you randomly up to 10 squares away. (d) Light Area Mage : Level 1, Mana 2, %Fail 26, Exp 4 Ranger : Level 5, Mana 3, %Fail 35, Exp 1 Rogue : Level 9, Mana 3, %Fail 60, Exp 1 Lights up an area with a radius of level/10+1 squares around you and inflicts 2d(level/2) points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. (e) Detect Treasure Mage : n/a Ranger : n/a Rogue : Level 10, Mana 3, %Fail 60, Exp 1 Detects all treasure on the current screen. (The area of effect depends on your screen size). (f) Cure Light Wounds Mage : Level 3, Mana 3, %Fail 25, Exp 3 Ranger : Level 5, Mana 3, %Fail 40, Exp 1 Rogue : Level 11, Mana 4, %Fail 65, Exp 1 Cures 2d8 points of damage and heals 15 points worth of cuts. (g) Detect Objects Mage : n/a Ranger : n/a Rogue : Level 12, Mana 4, %Fail 65, Exp 1 Detects all objects on the current screen. (The area of effect depends on your screen size). (h) Find Hidden Traps/Doors Mage : Level 3, Mana 3, %Fail 25, Exp 2 Ranger : Level 5, Mana 4, %Fail 45, Exp 2 Rogue : Level 8, Mana 3, %Fail 50, Exp 1 Detects all doors, stairs, and traps on the current screen. (The area of effect depends on your screen size). (i) Stinking Cloud Mage : Level 3, Mana 3, %Fail 27, Exp 3 Ranger : Level 7, Mana 5, %Fail 40, Exp 3 Rogue : Level 21, Mana 12, %Fail 50, Exp 10 Shoots a radius-2 ball that inflicts 10+level/2 points of poison damage at its center. Book 2: Conjurings and Tricks (a) Confuse Monster Mage : Level 5, Mana 4, %Fail 30, Exp 4 Ranger : Level 7, Mana 6, %Fail 40, Exp 2 Rogue : Level 15, Mana 6, %Fail 75, Exp 1 Attempts to confuse a single monster for 1+3d(level/2) turns, or half that amount if the monster is already confused. Uniques and monsters that resist confusion are never affected. Other monsters have the standard chance to resist. (b) Lightning Bolt Mage : Level 5, Mana 4, %Fail 30, Exp 4 Ranger : Level 9, Mana 7, %Fail 40, Exp 3 Rogue : n/a Fires a beam that inflicts (3+(level-5)/6)d6 points of lightning damage on each monster caught in it. (c) Trap/Door Destruction Mage : Level 5, Mana 5, %Fail 30, Exp 6 Ranger : Level 9, Mana 8, %Fail 45, Exp 3 Rogue : Level 14, Mana 7, %Fail 60, Exp 2 Destroys all traps and doors within a 1-square radius of you. (d) Cure Poison Mage : Level 5, Mana 5, %Fail 35, Exp 4 Ranger : Level 11, Mana 9, %Fail 45, Exp 3 Rogue : Level 21, Mana 9, %Fail 90, Exp 1 Neutralizes poison. (e) Sleep Monster Mage : Level 7, Mana 5, %Fail 30, Exp 4 Ranger : Level 11, Mana 8, %Fail 40, Exp 3 Rogue : Level 19, Mana 8, %Fail 85, Exp 1 Attempts to put to sleep a single monster. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. (f) Teleport Self Mage : Level 7, Mana 6, %Fail 35, Exp 5 Ranger : Level 13, Mana 10, %Fail 45, Exp 3 Rogue : Level 22, Mana 9, %Fail 50, Exp 1 Teleports you randomly up to level*5 squares away. (g) Spear of Light Mage : Level 7, Mana 6, %Fail 30, Exp 5 Ranger : Level 13, Mana 11, %Fail 55, Exp 4 Rogue : Level 23, Mana 10, %Fail 95, Exp 1 Produces a beam that lights up all squares caught in it and inflicts 6d8 points of damage on light-sensitive monsters on those squares. (h) Frost Bolt Mage : Level 7, Mana 6, %Fail 40, Exp 6 Ranger : Level 15, Mana 12, %Fail 50, Exp 4 Rogue : n/a Shoots a bolt that inflicts (5+(level-5)/4)d8 points of cold damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to (level-10)% for a mage, or (level/2-10)% for a ranger. (i) Wonder Mage : Level 7, Mana 10, %Fail 50, Exp 5 Ranger : Level 15, Mana 18, %Fail 80, Exp 10 Rogue : Level 20, Mana 10, %Fail 70, Exp 20 Invokes a random spell effect. The effect is determined by looking up the result of level/5+1d100 in the following table: 1- 7: Same effect as Wand of Clone Monster (see OBJ-LONG.SPO) 8- 13: Same effect as Wand of Haste Monster (see OBJ-LONG.SPO) 14- 25: Same effect as Wand of Heal Monster (see OBJ-LONG.SPO) 26- 30: Same effect as Wand of Polymorph (see OBJ-LONG.SPO) 31- 35: Magic missile inflicting (3+(level-1)/5)d4 points of damage; chance of beam is (level-10)% for mage, (level/2-10)% for ranger and rogue 36- 40: Same effect as magic spell Confuse Monster 41- 45: Radius-3 poison ball, inflicting 20+level/2 points of poison damage at its center 46- 50: Same effect as magic spell Spear of Light 51- 55: Lightning beam inficting (3+(level-5)/6)d6 points of lightning damage 56- 60: Frost bolt inflicting (5+(level-5)/4)d8 point of cold damage; chance of beam is (level-10)% for mage, (level/2-10)% for ranger and rogue 61- 65: Acid bolt inflicting (6+(level-5)/4)d8 points of acid damage; chance of beam is level% for mage, (level/2)% for ranger and rogue 66- 70: Fire bolt inflicting (8+(level-5)/4)d8 points of fire damage; chance of beam is level% for mage, (level/2)% for ranger and rogue 71- 75: Same effect as Wand of Drain Life (see OBJ-LONG.SPO), but for 75 points of damage 76- 80: Radius-2 lightning ball, inflicting (30+level)/2 points of lightning damage at its center 81- 85: Radius-2 acid ball, inflicting 40+level points of acid damage at its center 86- 90: Radius-3 cold ball, inflicting 70+level points of cold damage at its center 91- 95: Radius-3 fire ball, inflicting 80+level points of fire damage at its center 96-100: Same effect as Wand of Drain Life (see OBJ-LONG.SPO), but for 100+level points of damage 101-103: Same effect as magic spell Earthquake, but with a radius of 12 squares 104-105: Same effect as magic spell Word of Destruction 106-107: Same effect as magic spell Banishment 108-109: Same effect as Staff of Power (see OBJ-LONG.SPO) 110: Cures 300 points of damage, hits each monster within line of sight for 150 points of damage, and then attempts to slow and put to sleep each remaining monster within line of sight (see Staff of Sleep Monsters and Staff of Slow Monsters in OBJ-LONG.SPO). Book 3: Incantations and Illusions (a) Satisfy Hunger Mage : Level 9, Mana 7, %Fail 45, Exp 8 Ranger : Level 17, Mana 17, %Fail 55, Exp 3 Rogue : Level 25, Mana 12, %Fail 95, Exp 1 Magically renders you well-fed (but not satiated). This will also cure a bloated stomach. (b) Lesser Recharging Mage : Level 9, Mana 7, %Fail 75, Exp 10 Ranger : Level 29, Mana 17, %Fail 90, Exp 4 Rogue : Level 27, Mana 15, %Fail 99, Exp 1 Adds charges to a stack of wands or staves. Failure occurs 1 time in (102+level/5-level of wand or staff-10*(# of charges))/15, and destroys all wands or staves in the stack. If successful, the stack gains 2+1d((2+level/5)/(2+level of wand or staff)+1) charges. (c) Turn Stone to Mud Mage : Level 9, Mana 7, %Fail 44, Exp 8 Ranger : Level 15, Mana 13, %Fail 50, Exp 4 Rogue : Level 24, Mana 11, %Fail 70, Exp 1 Produces a beam that destroys the first section of wall it hits, unless it is a permanent wall. Each monster caught in the beam that is susceptible to rock remover takes 20+1d30 points of damage. (d) Fire Bolt Mage : Level 10, Mana 7, %Fail 50, Exp 7 Ranger : Level 25, Mana 20, %Fail 60, Exp 3 Rogue : n/a Shoots a bolt that inflicts (6+(level-5)/4)d8 points of fire damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to level% for a mage, or (level/2)% for a ranger. (e) Polymorph Other Mage : Level 11, Mana 7, %Fail 45, Exp 9 Ranger : Level 21, Mana 19, %Fail 60, Exp 3 Rogue : n/a Attempts to polymorph a single monster. Uniques are not affected. Other monsters have the standard chance to resist. If a monster fails this chance, it still gets a (monster level) in 90 chance to avoid the effect. If the monster fails this second chance as well, the game attempts to generate a new, single, non-unique monster (with monster generation level equal to the average of monster level and dungeon level + 5) that is no more than 20 monster levels away from the original monster; the original monster then transforms into the new monster, at full health. (f) Identify Mage : Level 11, Mana 7, %Fail 25, Exp 6 Ranger : Level 23, Mana 25, %Fail 90, Exp 3 Rogue : Level 18, Mana 18, %Fail 60, Exp 2 Reveals all normal (magical but non-hidden) powers of one object. (g) Detect Invisible Mage : Level 15, Mana 5, %Fail 40, Exp 6 Ranger : Level 25, Mana 15, %Fail 50, Exp 4 Rogue : Level 20, Mana 10, %Fail 50, Exp 4 Detects all invisible monsters on the current screen, for one turn only. (The area of effect depends on your screen size). (h) Acid Bolt Mage : Level 15, Mana 9, %Fail 50, Exp 8 Ranger : Level 20, Mana 16, %Fail 50, Exp 6 Rogue : n/a Shoots a bolt that inflicts (8+(level-5)/4)d8 points of acid damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to level% for a mage, or (level/2)% for a ranger. (i) Slow Monster Mage : Level 17, Mana 9, %Fail 50, Exp 7 Ranger : Level 25, Mana 21, %Fail 65, Exp 3 Rogue : Level 28, Mana 20, %Fail 70, Exp 4 Attempts to slow down a single monster, decreasing it's speed by -10 unless it's speed is already -40 or worse. This effect is permanent, and stacks with other slowing effects. Uniques are not affected. Other monsters have the standard chance to resist. Book 4: Sorcery and Evocations (a) Frost Ball Mage : Level 19, Mana 12, %Fail 55, Exp 8 Ranger : Level 27, Mana 21, %Fail 65, Exp 6 Rogue : n/a Shoots a radius-2 ball that inflicts 30+level points of cold damage at its center. (b) Teleport Other Mage : Level 23, Mana 12, %Fail 60, Exp 8 Ranger : Level 31, Mana 25, %Fail 70, Exp 3 Rogue : Level 31, Mana 25, %Fail 70, Exp 3 Produces a beam that teleports each monster caught in it up to 100 squares away. (c) Haste Self Mage : Level 25, Mana 12, %Fail 65, Exp 10 Ranger : Level 33, Mana 25, %Fail 75, Exp 4 Rogue : Level 32, Mana 25, %Fail 70, Exp 6 Hastes you (+10 to speed) for level+1d20 turns, or 5 additional turns if you already are temporarily hasted. (d) Mass Sleep Mage : Level 25, Mana 7, %Fail 50, Exp 6 Ranger : Level 23, Mana 20, %Fail 60, Exp 4 Rogue : Level 24, Mana 15, %Fail 80, Exp 10 Attempts to put to sleep each monster within line of sight. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. (e) Fire Ball Mage : Level 26, Mana 18, %Fail 65, Exp 12 Ranger : Level 34, Mana 28, %Fail 80, Exp 9 Rogue : n/a Shoots a radius-2 ball that inflicts 55+level points of fire damage at its center. (f) Detect Enchantment Mage : Level 30, Mana 10, %Fail 70, Exp 10 Ranger : Level 35, Mana 20, %Fail 70, Exp 10 Rogue : Level 27, Mana 10, %Fail 50, Exp 10 Detects all enchanted objects on the current screen. Enchanted objects include artifacts, ego items, amulets, rings, staffs, wands, rods, scrolls, potions, spellbooks, and all items that give a bonus to-hit, to-dam, or to AC. (The area of effect depends on your screen size). Book 5: Resistances of Scarabtarices (a) Resist Cold Mage : Level 10, Mana 5, %Fail 50, Exp 10 Ranger : Level 8, Mana 15, %Fail 50, Exp 30 Rogue : Level 16, Mana 12, %Fail 50, Exp 40 Grants you resistance to cold for 20+1d20 turns. The duration is cumulative with any other temporary cold resistance. (b) Resist Fire Mage : Level 10, Mana 5, %Fail 50, Exp 10 Ranger : Level 8, Mana 15, %Fail 50, Exp 30 Rogue : Level 19, Mana 12, %Fail 50, Exp 40 Grants you resistance to fire for 20+1d20 turns. The duration is cumulative with any other temporary temporary fire resistance. (c) Resist Poison Mage : Level 25, Mana 10, %Fail 45, Exp 20 Ranger : Level 26, Mana 25, %Fail 75, Exp 50 Rogue : Level 30, Mana 25, %Fail 75, Exp 60 Grants you resistance to poison for 20+1d20 turns. The duration is cumulative with any other temporary temporary poison resistance. (d) Resistance Mage : Level 28, Mana 20, %Fail 65, Exp 30 Ranger : Level 31, Mana 40, %Fail 85, Exp 70 Rogue : Level 31, Mana 30, %Fail 85, Exp 80 Grants you resistance to acid, cold, fire, lightning, and poison for 20+1d20 turns. The duration is cumulative with any other temporary acid, cold, fire, lightning, or poison resistance. (e) Shield Mage : Level 32, Mana 24, %Fail 75, Exp 30 Ranger : Level 35, Mana 30, %Fail 75, Exp 80 Rogue : Level 34, Mana 20, %Fail 75, Exp 80 Grants you +50 to AC for 30+1d20 turns. Book 6: Raal's Tome of Destruction (a) Shock Wave Mage : Level 16, Mana 10, %Fail 40, Exp 6 Ranger : n/a Rogue : Level 35, Mana 25, %Fail 80, Exp 50 Shoots a radius-2 ball that inflicts 10+level points of sound damage at its center, and has a chance to stun surviving monsters in the area of effect. (b) Explosion Mage : Level 20, Mana 20, %Fail 50, Exp 10 Ranger : n/a Rogue : n/a Shoots a radius-2 ball that inflicts 20+level*2 points of shards damage at its center. (c) Cloudkill Mage : Level 20, Mana 9, %Fail 50, Exp 8 Ranger : Level 22, Mana 19, %Fail 60, Exp 6 Rogue : Level 25, Mana 20, %Fail 60, Exp 15 Shoots a radius-3 ball that inflicts 40+level/2 points of poison damage at its center. (d) Acid Ball Mage : Level 20, Mana 15, %Fail 70, Exp 20 Ranger : Level 30, Mana 24, %Fail 70, Exp 6 Rogue : n/a Shoots a radius-2 ball that inflicts 40+level points of acid damage at its center. (e) Ice Storm Mage : Level 27, Mana 22, %Fail 75, Exp 24 Ranger : Level 35, Mana 35, %Fail 70, Exp 10 Rogue : n/a Shoots a radius-3 ball that inflicts 50+level*2 points of cold damage at its center. (f) Meteor Swarm Mage : Level 30, Mana 25, %Fail 85, Exp 34 Ranger : Level 36, Mana 45, %Fail 80, Exp 35 Rogue : n/a Shoots a swarm of 2+level/20 meteors. Meteors will travel until hitting a wall, a monster, or reaching the target location. Meteors will explode as a radius-1 ball, inflicting 30+level/2 points of damage at its center. If this kills the monster that blocked the path to the target location, the next meteor may continue to find another target. (g) Rift Mage : Level 35, Mana 30, %Fail 60, Exp 25 Ranger : n/a Rogue : n/a Fires a beam that inflicts 40+(level)d7 points of gravity damage on each monster caught in it, and has a chance to teleport surviving monsters in the area of effect up to 10 squares away. Book 7: Mordenkainen's Escapes (a) Door Creation Mage : Level 13, Mana 9, %Fail 40, Exp 12 Ranger : Level 20, Mana 17, %Fail 20, Exp 25 Rogue : Level 17, Mana 7, %Fail 30, Exp 15 A (closed) door is created on each empty floor space that is directly adjacent to you. (b) Stair Creation Mage : Level 24, Mana 20, %Fail 50, Exp 20 Ranger : Level 32, Mana 32, %Fail 50, Exp 40 Rogue : Level 25, Mana 12, %Fail 40, Exp 25 A stair (going up or down, chosen at random) is created on the space where you are standing. This will destroy any terrain feature that was there before. It will also destroy all items currently on the floor where the spell is cast. The stair will always be down from town, and always be up from level 99 if Sauron has not been killed, level 100 if Morgoth has not been killed, and level 127. The spell will fail when used on a space already occupied by a stair or by a shop door. It will also fail if an artifact is lying on the floor where the spell is cast. (c) Teleport Level Mage : Level 28, Mana 17, %Fail 65, Exp 20 Ranger : Level 34, Mana 27, %Fail 60, Exp 15 Rogue : Level 25, Mana 20, %Fail 60, Exp 20 Teleports you 1 level up or 1 level down (chosen at random). The direction will always be down from the town, and always up from level 99 if Sauron is still alive or level 100 if Morgoth is still alive. This spell has no effect when the option to restrict the use of stairs and recall is set. (d) Word of Recall Mage : Level 30, Mana 25, %Fail 75, Exp 15 Ranger : Level 35, Mana 35, %Fail 75, Exp 16 Rogue : Level 36, Mana 40, %Fail 80, Exp 18 Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This spell has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. (e) Rune of Protection Mage : Level 36, Mana 60, %Fail 70, Exp 40 Ranger : Level 40, Mana 75, %Fail 80, Exp 80 Rogue : n/a Inscribes a glyph of warding beneath you. Summoned monsters can't appear on the glyph. If a monster attempts to move onto the glyph or melee you while you are standing on the glyph, they must first succeed in breaking the glyph. Their chance to do so is (monster level) in 550. The glyph will remain where it is, until a monster succeeds in breaking it. Book 8: Tenser's Transformations (a) Heroism Mage : n/a Ranger : Level 18, Mana 15, %Fail 50, Exp 40 Rogue : Level 26, Mana 15, %Fail 50, Exp 40 Cures 10 points of damage, removes fear and grants you heroism (resistance to fear, and a bonus of +12 to-hit) for 25+1d25 turns. (b) Berserker Mage : n/a Ranger : Level 23, Mana 30, %Fail 80, Exp 35 Rogue : Level 28, Mana 20, %Fail 60, Exp 60 Cures 30 points of damage, removes fear, and grants you berserk strength (resistance to fear, a bonus of +12 to-hit, and a penalty of -10 to AC) for 25+1d25 turns. (c) Enchant Armor Mage : n/a Ranger : Level 33, Mana 45, %Fail 90, Exp 50 Rogue : Level 31, Mana 50, %Fail 95, Exp 90 Makes 1d3+level/20-1 attempts to improve the armour class bonus of a piece of armour. Each attempt might fail, based on the current armour class bonus, as detailed in OBJ-LONG.SPO. (d) Enchant Weapon Mage : n/a Ranger : Level 34, Mana 50, %Fail 90, Exp 60 Rogue : Level 35, Mana 55, %Fail 90, Exp 90 Makes 1d4+level/20-1 attempts to improve the to-hit bonus and 1d4+level/20-1 attempts to improve the to-dam bonus of a weapon. Each attempt might fail, based on the current to-hit or to-dam bonus, as detailed in OBJ-LONG.SPO. (e) Greater Recharging Mage : Level 30, Mana 30, %Fail 95, Exp 100 Ranger : Level 35, Mana 50, %Fail 95, Exp 115 Rogue : Level 35, Mana 40, %Fail 95, Exp 100 Adds charges to a stack of wands or staves. Failure occurs 1 time in (150+level-level of wand or staff-10*(# of charges))/15, and destroys all wands or staves in the stack. If successful, the stack gains 2+1d((50+level)/(2+level of wand or staff)+1) charges. (f) Elemental Brand Mage : Level 32, Mana 60, %Fail 95, Exp 120 Ranger : Level 31, Mana 60, %Fail 95, Exp 180 Rogue : Level 37, Mana 60, %Fail 80, Exp 120 One stack of ammunition is branded with fire, cold, or poison (selected at random). In addition, the game makes 1d3+4 attempts to improve the to-hit bonus and 1d3+4 attempts to improve the to-dam bonus of this stack. Each of these attempts might fail, based on the current to-hit or to-dam bonus and the size of the stack, as detailed in OBJ-LONG.SPO. The spell has no effect if the ammunition is already branded, has a slay, is broken, or is cursed. Book 9: Kelek's Grimoire of Power (a) Earthquake Mage : Level 20, Mana 18, %Fail 60, Exp 20 Ranger : Level 30, Mana 28, %Fail 60, Exp 16 Rogue : n/a Causes a 10-square radius earthquake around you. All spaces in the radius are darkened; all spaces (except the epicenter) have a 15% chance to be damaged. If a damaged space is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied space adjacent to the damaged space. If there is no space available, or if the monster can't move, the monster is removed. Each damaged non-floor space is replaced by floor. Each damaged floor space is replaced by a random type of wall and all objects on it are removed, unless one of them is an artifact (in that case, the damaged floor space is unaffected and all objects are retained). This spell has no effect when used in the town. (b) Bedlam Mage : Level 25, Mana 15, %Fail 60, Exp 24 Ranger : Level 32, Mana 30, %Fail 70, Exp 12 Rogue : Level 29, Mana 20, %Fail 70, Exp 20 Shoots a radius-4 confusion ball with power equal to your character level at its center. Uniques or monsters that resist confusion are not affected. Other monsters get a chance to save, based on monster level versus the power of the confusion ball: monster levels < 12 always fail to save, monster levels > power always save and all other monster levels save if 1d(power-10) < monster level - 10. If a monsters fails to save, it will be confused for 1+3d(power/2) turns, or for half that amount of additional turns if the monster is already confused. (c) Rend Soul Mage : Level 25, Mana 30, %Fail 80, Exp 30 Ranger : n/a Rogue : n/a Shoots a bolt that inflicts 11d(level) points of nether damage, with a chance of getting a beam that inflicts the same damage on each monster caught in it equal to (level/4)% for a mage, or (level/8)% for a ranger. (d) Banishment Mage : Level 30, Mana 45, %Fail 95, Exp 25 Ranger : n/a Rogue : n/a Removes all monsters represented by a chosen symbol from the level. Uniques are not affected. You take 1d4 points of damage for every monster removed. (e) Word of Destruction Mage : Level 33, Mana 21, %Fail 80, Exp 35 Ranger : Level 37, Mana 30, %Fail 95, Exp 30 Rogue : n/a All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This spell has no effect when used in the town. (f) Mass Banishment Mage : Level 35, Mana 75, %Fail 90, Exp 100 Ranger : n/a Rogue : n/a Removes all monsters within 20 squares of you. Uniques are not affected. You take 1d3 points of damage for every monster removed. (g) Chaos Strike Mage : Level 38, Mana 35, %Fail 90, Exp 40 Ranger : n/a Rogue : n/a Shoots a bolt that inflicts 13d(level) points of chaos damage, with a chance of getting a chaos beam that inflicts the same damage on each monster caught in it equal to level% for a mage, or (level/2)% for a ranger. (h) Mana Storm Mage : Level 42, Mana 30, %Fail 95, Exp 20 Ranger : n/a Rogue : n/a Shoots a radius-3 ball that inflicts 300+level*2 points of mana damage at its center. HOLY BOOKS OF PRAYER -------------------- This section of the spoiler describes the effects of every holy prayer. A brief summary of all holy prayers with only level, mana and fail% may be found in BOOKS.SPO. Many prayers will produce some kind of ball. For all ball effects, damage is reduced by range. The amount of damage at the center is listed in the descriptions. This damage is reduced by 50% at range 1, by 66% at range 2, and by 75% at range 3 (for large balls only). How monster resistances or sensitivities reduce or increase the damage of various prayer effects will be described in the spoiler file MON-DAM.SPO. Book 1: Beginners Handbook (a) Detect Evil Priest : Level 1, Mana 1, %Fail 10, Exp 4 Paladin: Level 1, Mana 1, %Fail 30, Exp 4 Detects all evil monsters on the current screen, for one turn only. (The area of effect depends on your screen size). (b) Cure Light Wounds Priest : Level 1, Mana 2, %Fail 15, Exp 4 Paladin: Level 2, Mana 2, %Fail 35, Exp 4 Cures 2d10 points of damage and heals 10 points worth of cuts. (c) Bless Priest : Level 1, Mana 2, %Fail 20, Exp 4 Paladin: Level 3, Mana 3, %Fail 35, Exp 4 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 12+1d12 turns. (d) Remove Fear Priest : Level 1, Mana 2, %Fail 25, Exp 4 Paladin: Level 5, Mana 3, %Fail 35, Exp 4 Removes fear. (e) Call Light Priest : Level 3, Mana 2, %Fail 25, Exp 1 Paladin: Level 5, Mana 4, %Fail 35, Exp 4 Lights up an area with a radius of level/10+1 squares around you and inflicts 2d(level/2) points of damage on each light-sensitive monster within the radius of the spell. If you are in a room, it lights up the entire room as well. (f) Find Traps Priest : Level 3, Mana 3, %Fail 27, Exp 2 Paladin: Level 7, Mana 5, %Fail 40, Exp 3 Detects all traps on the current screen. (The area of effect depends on your screen size). (g) Detect Doors/Stairs Priest : Level 3, Mana 3, %Fail 27, Exp 2 Paladin: Level 7, Mana 5, %Fail 40, Exp 3 Detects all doors and stairs on the current screen. (The area of effect depends on your screen size). (h) Slow Poison Priest : Level 3, Mana 3, %Fail 28, Exp 4 Paladin: Level 9, Mana 7, %Fail 40, Exp 3 Halves the remaining duration of any current poisoning. Book 2: Words of Wisdom (a) Scare Monster Priest : Level 5, Mana 4, %Fail 29, Exp 3 Paladin: Level 9, Mana 7, %Fail 40, Exp 3 Attempts to scare a single monster, causing it to flee in terror for 1+3d(level/2) turns, or the same amount of additional turns if the monster already is scared. Uniques and monsters that resist fear are never affected. Other monsters have the standard chance to resist. (b) Portal Priest : Level 5, Mana 4, %Fail 30, Exp 4 Paladin: Level 9, Mana 8, %Fail 40, Exp 3 Teleports you randomly up to level*3 squares away. (c) Cure Serious Wounds Priest : Level 5, Mana 4, %Fail 32, Exp 4 Paladin: Level 11, Mana 9, %Fail 40, Exp 3 Cures 4d10 points of damage and heals half of all cut damage plus another 20 points. (d) Chant Priest : Level 5, Mana 5, %Fail 34, Exp 4 Paladin: Level 11, Mana 10, %Fail 45, Exp 3 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 24+1d24 turns. (e) Sanctuary Priest : Level 7, Mana 5, %Fail 36, Exp 3 Paladin: Level 11, Mana 10, %Fail 45, Exp 3 Attempts to put to sleep each monster directly adjacent to you. Uniques and monsters that resist sleep are not affected. Other monsters have the standard chance to resist. (f) Satisfy Hunger Priest : Level 7, Mana 5, %Fail 38, Exp 4 Paladin: Level 13, Mana 10, %Fail 45, Exp 3 Magically renders you well-fed (but not satiated). This will also cure a bloated stomach. (g) Remove Curse Priest : Level 7, Mana 6, %Fail 38, Exp 5 Paladin: Level 13, Mana 11, %Fail 45, Exp 4 Removes all ordinary curses from all equipped items. Heavy or permanent curses are not affected. (h) Resist Heat and Cold Priest : Level 7, Mana 7, %Fail 38, Exp 5 Paladin: Level 15, Mana 13, %Fail 45, Exp 4 Gives you temporary resistance to cold and fire, for 10+1d10 turns each. Book 3: Chants and Blessings (a) Neutralize Poison Priest : Level 9, Mana 6, %Fail 38, Exp 4 Paladin: Level 15, Mana 15, %Fail 50, Exp 4 Neutralizes poison. (b) Orb of Draining Priest : Level 9, Mana 7, %Fail 40, Exp 4 Paladin: Level 17, Mana 15, %Fail 50, Exp 4 Shoots a radius-2 or radius-3 ball that inflicts 3d6+level*1.5 (for priests) or 3d6+level*1.25 (for paladins) points of holy damage at its center. Evil monsters take double damage. All cursed items in the area of effect are destroyed. The bigger area of effect is attained at character level 30. (c) Cure Critical Wounds Priest : Level 9, Mana 7, %Fail 38, Exp 4 Paladin: Level 17, Mana 15, %Fail 50, Exp 4 Cures 6d10 points of damage and heals all cut damage. (d) Sense Invisible Priest : Level 11, Mana 8, %Fail 42, Exp 4 Paladin: Level 19, Mana 15, %Fail 50, Exp 4 Enables you to see invisible monsters for 24+1d24 turns. (e) Protection from Evil Priest : Level 11, Mana 8, %Fail 42, Exp 4 Paladin: Level 19, Mana 15, %Fail 50, Exp 4 Protects you from evil for 1d25+level*3 turns: all melee attacks by evil monsters have a chance of 50 in (your character level + 1d100) to be repelled, unless the monster's level is higher than your character level. (f) Earthquake Priest : Level 11, Mana 9, %Fail 55, Exp 5 Paladin: Level 21, Mana 17, %Fail 50, Exp 3 Causes a 10-square radius earthquake around you. All spaces in the radius are darkened; all spaces (except the epicenter) have a 15% chance to be damaged. If a damaged space is occupied by a monster that can't bore through rock or pass through walls, the monster takes 4d8 points of damage and moves to a non-damaged, nonoccupied space adjacent to the damaged space. If there is no space available, or if the monster can't move, the monster is removed. Each damaged non-floor space is replaced by floor. Each damaged floor space is replaced by a random type of wall and all objects on it are removed, unless one of them is an artifact (in that case, the damaged floor space is unaffected and all objects are retained). This prayer has no effect when used in the town. (g) Sense Surroundings Priest : Level 13, Mana 10, %Fail 45, Exp 4 Paladin: Level 23, Mana 17, %Fail 50, Exp 3 Maps out a portion of the level that is slightly larger than the current screen. (The area of effect depends on your screen size). (h) Cure Mortal Wounds Priest : Level 13, Mana 11, %Fail 45, Exp 4 Paladin: Level 25, Mana 20, %Fail 50, Exp 3 Cures 8d10 points of damage, cures all stunning and heals all cut damage. (i) Turn Undead Priest : Level 15, Mana 12, %Fail 50, Exp 5 Paladin: Level 27, Mana 21, %Fail 50, Exp 3 Attempts to scare each undead monster within line of sight, causing it to flee in terror for 1+3d(level/2) turns, or the same amount of additional turns if the monster already is scared. All undead monsters have the standard chance to resist. Book 4: Exorcism and Dispelling (a) Prayer Priest : Level 15, Mana 14, %Fail 50, Exp 5 Paladin: Level 29, Mana 22, %Fail 50, Exp 3 Blesses you, giving a bonus of +5 to AC and +10 to-hit, for 48+1d48 turns. (b) Dispel Undead Priest : Level 17, Mana 14, %Fail 55, Exp 7 Paladin: Level 31, Mana 24, %Fail 60, Exp 3 Inflicts 1d(level*3) points of damage on each undead monster within line of sight. (c) Heal Priest : Level 21, Mana 16, %Fail 60, Exp 7 Paladin: Level 33, Mana 28, %Fail 60, Exp 3 Cures 300 points of damage, cures all stunning and heals all cut damage. (d) Dispel Evil Priest : Level 25, Mana 20, %Fail 70, Exp 12 Paladin: Level 35, Mana 32, %Fail 70, Exp 4 Inflicts 1d(level*3) points of damage on each evil monster within line of sight. (e) Glyph of Warding Priest : Level 33, Mana 55, %Fail 90, Exp 15 Paladin: n/a Inscribes a glyph of warding beneath you. Summoned monsters can't appear on the glyph. If a monster attempts to move onto the glyph or melee you while you are standing on the glyph, they must first succeed in breaking the glyph. Their chance to do so is (monster level) in 550. The glyph will remain where it is, until a monster succeeds in breaking it. (f) Holy Word Priest : Level 39, Mana 32, %Fail 95, Exp 20 Paladin: n/a Inflicts 1d(level*4) points of damage on each evil monster within line of sight, cures 1000 points of damage, cures all stunning, heals all cut damage, neutralizes poison, and removes fear. Book 5: Ethereal Openings (a) Blink Priest : Level 3, Mana 3, %Fail 50, Exp 6 Paladin: Level 7, Mana 7, %Fail 50, Exp 2 Teleports you randomly up to 10 squares away. (b) Teleport Self Priest : Level 10, Mana 10, %Fail 50, Exp 8 Paladin: Level 20, Mana 20, %Fail 50, Exp 4 Teleports you randomly up to level*8 squares away. (c) Teleport Other Priest : Level 20, Mana 20, %Fail 80, Exp 16 Paladin: Level 25, Mana 25, %Fail 80, Exp 12 Produces a beam that teleports each monster caught in it up to 100 squares away. (d) Teleport Level Priest : Level 30, Mana 40, %Fail 75, Exp 133 Paladin: Level 35, Mana 50, %Fail 75, Exp 115 Teleports you 1 level up or 1 level down (chosen at random). The direction will always be down from the town, and always up from level 99 if Sauron is still alive or level 100 if Morgoth is still alive. This prayer has no effect when the option to restrict the use of stairs and recall is set. (e) Word of Recall Priest : Level 35, Mana 50, %Fail 75, Exp 11 Paladin: Level 40, Mana 60, %Fail 75, Exp 10 Teleports you from the dungeon to the town or from the town to the deepest level you have visited in the dungeon. If you are in the dungeon but above the deepest level you have visited, you are given the option to reset the recall depth. If you do so, future recalls will take you to your current level, or to the deepest level you have visited after resetting recall depth. The recall effect is not immediate; it is delayed by 14+1d20 turns. During that delay, the spell can be canceled by invoking the spell of recall again. This prayer has no effect when the option to restrict the use of stairs and recall is set, unless Morgoth is dead. (f) Alter Reality Priest : Level 40, Mana 60, %Fail 75, Exp 250 Paladin: n/a The current level will be discarded and a new dungeon level (on the same dungeon depth) will be generated. This has exactly the same side effects as leaving and re-entering the level through a stair, except that you won't start on a square with a stair. Book 6: Godly Insights (a) Detect Monsters Priest : Level 3, Mana 3, %Fail 50, Exp 2 Paladin: Level 5, Mana 5, %Fail 50, Exp 1 Detects all non-invisible monsters on the current screen. (The area of effect depends on your screen size). (b) Detection Priest : Level 10, Mana 10, %Fail 80, Exp 20 Paladin: Level 15, Mana 15, %Fail 80, Exp 12 Detects all treasure, objects, doors, stairs, traps, and monsters on the current screen. (The area of effect depends on your screen size). (c) Perception Priest : Level 20, Mana 20, %Fail 80, Exp 20 Paladin: Level 25, Mana 25, %Fail 80, Exp 16 Reveals all normal (magical but non-hidden) powers of one object. (d) Probing Priest : Level 25, Mana 10, %Fail 80, Exp 150 Paladin: Level 30, Mana 15, %Fail 80, Exp 135 Probes each monster within line of sight, giving information on the current hit points of the monster and many of its characteristics and abilities (excluding its melee, spellcasting, and breath attacks). (e) Clairvoyance Priest : Level 35, Mana 50, %Fail 80, Exp 230 Paladin: n/a Lights up, maps out, and detects all objects on the complete current dungeon level. Book 7: Purifications and Healing (a) Cure Serious Wounds Priest : Level 15, Mana 5, %Fail 50, Exp 25 Paladin: Level 17, Mana 15, %Fail 50, Exp 25 Cures 4d10 points of damage and heals all cut damage. (b) Cure Mortal Wounds Priest : Level 17, Mana 7, %Fail 60, Exp 45 Paladin: Level 23, Mana 25, %Fail 60, Exp 35 Cures 8d10 points of damage, cures all stunning and heals all cut damage. (c) Healing Priest : Level 30, Mana 50, %Fail 80, Exp 130 Paladin: n/a Cures 2000 points of damage, cures all stunning and heals all cut damage. (d) Restoration Priest : Level 35, Mana 70, %Fail 90, Exp 230 Paladin: Level 45, Mana 80, %Fail 90, Exp 250 Restores to maximum all stats that are currently below maximum. (e) Remembrance Priest : Level 35, Mana 70, %Fail 90, Exp 250 Paladin: n/a Restores experience points to maximum if it is currently below maximum. Book 8: Holy Infusions (a) Unbarring Ways Priest : Level 5, Mana 6, %Fail 50, Exp 40 Paladin: Level 10, Mana 16, %Fail 50, Exp 20 Destroys all traps and doors within a 1-square radius of you. (b) Recharging Priest : Level 15, Mana 20, %Fail 80, Exp 25 Paladin: Level 25, Mana 30, %Fail 80, Exp 15 Adds charges to a stack of wands or staves. Failure occurs 1 time in (115-level of wand or staff-10*(# of charges))/15, and destroys all wands or staves in the stack. If successful, the stack gains 2+1d(15/(2+level of wand or staff)+1) charges. (c) Dispel Curse Priest : Level 25, Mana 40, %Fail 80, Exp 160 Paladin: n/a Removes all ordinary and heavy curses from all equipped objects. Permanent curses are not affected. (d) Enchant Weapon Priest : Level 35, Mana 50, %Fail 80, Exp 230 Paladin: Level 40, Mana 70, %Fail 80, Exp 200 Makes 1d4 attempts to improve the to-hit bonus and 1d4 attempts to improve the to-dam bonus of a weapon. Each attempt might fail, based on the current to-hit or to-dam bonus, as detailed in OBJ-LONG.SPO. (e) Enchant Armour Priest : Level 37, Mana 60, %Fail 85, Exp 250 Paladin: Level 42, Mana 80, %Fail 85, Exp 250 Makes 1d3+1 attempts to improve the armour class bonus of a piece of armour. Each attempt might fail, based on the current armour class bonus, as detailed in OBJ-LONG.SPO. (f) Elemental Brand Priest : Level 45, Mana 95, %Fail 85, Exp 250 Paladin: Level 47, Mana 95, %Fail 85, Exp 250 The currently wielded melee weapon is branded with fire (25% chance) or frost (75% chance). In addition, the game makes 1d3+4 attempts to improve the to-hit bonus and 1d3+4 attempts to improve the to-dam bonus of this weapon. Each of these attempts might fail, based on the current to-hit or to-dam bonus, as detailed in OBJ-LONG.SPO. The spell has no effect if the weapon is an artifact or ego item, is already branded, has a slay, is broken, or is cursed. Book 9: Wrath of God (a) Dispel Undead Priest : Level 15, Mana 7, %Fail 70, Exp 25 Paladin: Level 20, Mana 13, %Fail 70, Exp 20 Inflicts 1d(level*4) points of damage on each undead monster within line of sight. (b) Dispel Evil Priest : Level 20, Mana 10, %Fail 75, Exp 60 Paladin: n/a Inflicts 1d(level*4) points of damage on each evil monster within line of sight. (c) Banish Evil Priest : Level 25, Mana 25, %Fail 80, Exp 250 Paladin: Level 30, Mana 35, %Fail 80, Exp 200 Teleports each evil monster within line of sight up to 100 squares away. (d) Word of Destruction Priest : Level 35, Mana 35, %Fail 80, Exp 115 Paladin: Level 40, Mana 40, %Fail 80, Exp 100 All spaces in a 15-square radius around you are darkened and all monsters in the area of effect are removed. Each space (except the epicenter) in the area of effect that is not a stair, a permanent wall, of currently holding an artifact, is destroyed, removing all objects from it and replacing it by either a random type of wall or by floor. You will also be blinded for 10+1d10 turns, unless you have resistance to blindness or light. This prayer has no effect when used in the town. (e) Annihilation Priest : Level 45, Mana 60, %Fail 75, Exp 250 Paladin: n/a Inflicts 200 points of damage on a single monster that is not undead, a demon, an elemental, a golem, or a vortex. angband-doc-3.0.3.5/Help-Info/monsters.hlp0000644000000000000000000000125011020366743015043 0ustar What do you want to spoil about monsters? Please choose one of the following spoiler files: (1) mon-info.spo -- complete monster information, by index (3) mon-desc.spo -- brief monster table, by index (4) mon-name.spo -- brief monster table, by name (5) mon-race.spo -- brief monster table, by level (normals) (6) mon-uniq.spo -- brief monster table, by level (uniques) (7) mon-view.spo -- brief monster table, by char, attr, level (9) mon-blow.spo -- some info on monster attacks ***** [1] mon-info.spo ***** [3] mon-desc.spo ***** [4] mon-name.spo ***** [5] mon-race.spo ***** [6] mon-uniq.spo ***** [7] mon-view.spo ***** [9] mon-blow.spo angband-doc-3.0.3.5/Help-Info/books.spo0000644000000000000000000003111311020366776014333 0ustar BOOKS.SPO, version 3.0.5, for Angband 3.0.5 (all systems) Release Date : June 3, 2005 Author : Hugo Kornelis (angband@hugo.isdit.com) Based on previous versions of BOOKS.SPO, authors and release date unknown. This spoiler lists the contents of all spellbooks. It also gives a short breakdown of level required, mana used, and base chance of failure for each spell or prayer. A longer listing of all spells and prayers, with a description of all spell effects and a discussion of how intelligence, wisdom and level affect spells can be found in MAGIC.SPO. Please notify the author of any errors (however minor) that you find. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.5. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. NOTES ON NOTATION ----------------- In the tables that follow, the following column headings will be used: Lvl: Minimum level required to be able to learn the spell or prayer. SP: Spell Points (aka mana) required to cast the spell or prayer. %fail: Base chance of failure for the spell or prayer. Book 1: Magic for Beginners MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Magic Missile 1 1 22 3 1 30 XXXXXXXXXXXX b) Detect Monsters 1 1 23 3 2 35 5 1 50 c) Phase Door 1 2 24 3 2 35 7 2 55 d) Light Area 1 2 26 5 3 35 9 3 60 e) Treasure Detection XXXXXXXXXXXX XXXXXXXXXXXX 10 3 60 f) Cure Light Wounds 3 3 25 5 3 40 11 4 65 g) Detect Objects XXXXXXXXXXXX XXXXXXXXXXXX 12 4 65 h) Find Hidden Traps/Doors 3 3 25 5 4 45 8 3 50 i) Stinking Cloud 3 3 27 7 5 40 21 12 50 Book 2: Conjurings and Tricks MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Confuse Monster 5 4 30 7 6 40 15 6 75 b) Lightning Bolt 5 4 30 9 7 40 XXXXXXXXXXXX c) Trap/Door Destruction 5 5 30 9 8 45 17 7 60 d) Cure Poison 5 5 35 11 9 45 21 9 90 e) Sleep Monster 7 5 30 11 8 40 19 8 85 f) Teleport Self 7 6 35 13 10 45 22 9 50 g) Spear of Light 7 6 30 13 11 55 23 10 95 h) Frost Bolt 7 6 40 15 12 50 XXXXXXXXXXXX i) Wonder 7 10 50 15 18 80 20 10 70 Book 3: Incantations and Illusions MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Satisfy Hunger 9 7 45 17 17 55 25 12 95 b) Lesser Recharging 9 7 75 29 17 90 27 15 99 c) Turn Stone to Mud 9 7 44 15 13 50 24 11 70 d) Fire Bolt 10 7 50 25 20 60 XXXXXXXXXXXX e) Polymorph Other 11 7 45 21 19 60 XXXXXXXXXXXX f) Identify 11 7 25 23 25 90 18 18 60 g) Detect Invisible 15 5 40 25 15 50 20 10 50 h) Acid Bolt 15 9 50 20 16 50 XXXXXXXXXXXX i) Slow Monster 17 9 50 25 21 65 28 20 70 Book 4: Sorcery and Evocations MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Frost Ball 19 12 55 27 21 65 XXXXXXXXXXXX b) Teleport Other 23 12 60 31 25 70 31 25 70 c) Haste Self 25 12 65 33 25 75 32 25 70 d) Mass Sleep 25 7 50 23 20 60 24 15 80 e) Fire Ball 26 18 65 34 28 80 XXXXXXXXXXXX f) Detect Enchantment 30 10 70 35 20 70 27 10 50 Book 5: Resistances of Scarabtarices MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Resist Cold 10 5 50 8 15 50 16 12 50 b) Resist Fire 10 5 50 8 15 50 19 12 50 c) Resist Poison 25 10 45 26 25 75 30 25 75 d) Resistance 28 20 65 31 40 85 31 30 85 e) Shield 32 24 75 35 30 75 34 20 75 Book 6: Raal's Tome of Destruction MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Shock Wave 16 10 40 XXXXXXXXXXXX 35 25 80 b) Explosion 20 20 50 XXXXXXXXXXXX XXXXXXXXXXXX c) Cloudkill 12 9 50 22 19 60 25 20 60 d) Acid Ball 20 15 70 30 24 70 XXXXXXXXXXXX e) Ice Storm 27 22 75 35 35 70 XXXXXXXXXXXX f) Meteor Swarm 30 25 85 36 45 80 XXXXXXXXXXXX g) Rift 35 30 60 XXXXXXXXXXXX XXXXXXXXXXXX Book 7: Mordenkainen's Escapes MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Door Creation 13 9 40 20 17 20 17 7 30 b) Stair Creation 24 20 50 32 32 50 25 12 40 c) Teleport Level 28 17 65 34 27 60 25 20 60 d) Word of Recall 30 25 75 35 35 75 36 40 80 e) Rune of Protection 36 60 70 40 75 80 XXXXXXXXXXXX Book 8: Tenser's Transformations MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Heroism XXXXXXXXXXXX 18 15 50 26 15 50 b) Berserker XXXXXXXXXXXX 23 30 80 28 20 60 c) Enchant Armor XXXXXXXXXXXX 33 45 90 31 50 95 d) Enchant Weapon XXXXXXXXXXXX 34 50 90 35 55 90 e) Greater Recharging 30 30 95 35 50 95 35 40 95 f) Elemental Brand 32 60 95 31 60 95 37 60 80 Book 9: Kelek's Grimoire of Power MAGE RANGER ROGUE Spell Lvl SP %fail Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ ------------ a) Earthquake 20 18 60 30 28 60 XXXXXXXXXXXX b) Bedlam 25 15 60 32 30 70 29 20 70 c) Rend Soul 25 30 80 XXXXXXXXXXXX XXXXXXXXXXXX d) Banishment 30 45 95 XXXXXXXXXXXX XXXXXXXXXXXX e) Word of Destruction 33 21 80 37 30 95 XXXXXXXXXXXX f) Mass Banishment 35 75 90 XXXXXXXXXXXX XXXXXXXXXXXX g) Chaos Strike 38 35 90 XXXXXXXXXXXX XXXXXXXXXXXX h) Mana Storm 42 30 95 XXXXXXXXXXXX XXXXXXXXXXXX Book 1: Beginners Handbook PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Detect Evil 1 1 10 1 1 30 b) Cure Light Wounds 1 2 15 2 2 35 c) Bless 1 2 20 3 3 35 d) Remove Fear 1 2 25 5 3 35 e) Call Light 3 2 25 5 4 35 f) Find Traps 3 3 27 7 5 40 g) Detect Doors/Stairs 3 3 27 7 5 40 h) Slow Poison 3 3 28 9 7 40 Book 2: Words of Wisdom PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Scare Monster 5 4 29 9 7 40 b) Portal 5 4 30 9 8 40 c) Cure Serious Wounds 5 4 32 11 9 40 d) Chant 5 5 34 11 10 45 e) Sanctuary 7 5 36 11 10 45 f) Satisfy Hunger 7 5 38 13 10 45 g) Remove Curse 7 6 38 13 11 45 h) Resist Heat and Cold 7 7 38 15 13 45 Book 3: Chants and Blessings PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Neutralize Poison 9 6 38 15 15 50 b) Orb of Draining 9 7 40 17 15 50 c) Cure Critical Wounds 9 7 38 17 15 50 d) Sense Invisible 11 8 42 19 15 50 e) Protection from Evil 11 8 42 19 15 50 f) Earthquake 11 9 55 21 17 50 g) Sense Surroundings 13 10 45 23 17 50 h) Cure Mortal Wounds 13 11 45 25 20 50 i) Turn Undead 15 12 50 27 21 50 Book 4: Exorcism and Dispelling PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Prayer 15 14 50 29 22 50 b) Dispel Undead 17 14 55 31 24 60 c) Heal 21 16 60 33 28 60 d) Dispel Evil 25 20 70 35 32 70 e) Glyph of Warding 33 55 90 XXXXXXXXXXXX f) Holy Word 39 32 95 XXXXXXXXXXXX Book 5: Ethereal Openings PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Blink 3 3 50 7 7 50 b) Teleport Self 10 10 50 20 20 50 c) Teleport Other 20 20 80 25 25 80 d) Teleport Level 30 40 75 35 50 75 e) Word of Recall 35 50 75 40 60 75 f) Alter Reality 40 60 75 XXXXXXXXXXXX Book 6: Godly Insights PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Detect Monsters 3 3 50 5 5 50 b) Detection 10 10 80 15 15 80 c) Perception 20 20 80 25 25 80 d) Probing 25 10 80 30 15 80 e) Clairvoyance 35 50 80 XXXXXXXXXXXX Book 7: Purifications and Healing PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Cure Serious Wounds 15 5 50 17 15 50 b) Cure Mortal Wounds 17 7 60 23 25 60 c) Healing 30 50 80 XXXXXXXXXXXX d) Restoration 35 70 90 45 80 90 e) Remembrance 35 70 90 XXXXXXXXXXXX Book 8: Holy Infusions PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Unbarring Ways 5 6 50 10 16 50 b) Recharging 15 20 80 25 30 80 c) Dispel Curse 25 40 80 XXXXXXXXXXXX d) Enchant Weapon 35 50 80 40 70 80 e) Enchant Armour 37 60 85 42 80 85 f) Elemental Brand 45 95 85 47 95 85 Book 9: Wrath of God PRIEST PALADIN Prayer Lvl SP %fail Lvl SP %fail ----------------------- ------------ ------------ a) Dispel Undead 15 7 70 20 13 70 b) Dispel Evil 20 10 75 XXXXXXXXXXXX c) Banish Evil 25 25 80 30 35 80 d) Word of Destruction 35 35 80 40 40 80 e) Annihilation 45 60 75 XXXXXXXXXXXX angband-doc-3.0.3.5/Help-Info/artifact.spo0000644000000000000000000014736411020366776015033 0ustar ARTIFACT.SPO, version 3.0, for Angband 3.0.5 (all systems) Release Date : June 3, 2005 Author : Hugo Kornelis (angband@hugo.isdit.com) This spoiler describes the properties of all artifacts in Angband. For a long listing of normal items and a description of the item generation process, please refer to OBJ-LONG.SPO. For just a short list of items, use OBJ-DESC.SPO. Finally, a listing of ego-items, a description of the way good, great and ego items and artifacts are generated, and an explanation of all properties items may have, see OBJ-GOOD.SPO. Please notify the author of any errors (however minor) that you find. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). This spoiler was written for Angband 3.0.5. If you want only the most accurate information for another version of Angband, you may wish to acquire another version of this spoiler. NOTE: This file can also be generated by Angband, using one of the Debug mode commands (^A " 2). This will mark your savefile as "Wizard", preventing entry in the high score table for the character *and* all future characters that use the same savefile. ------------------------------------------------------------------------------- Artifact Spoilers for Angband 3.0.5 =================================== Edged Weapons ============= The Main Gauche of Maedhros (2d5) (+12,+15) ------------------------------------------- It increases your intelligence and dexterity by 3. It increases your speed by 3. It slays trolls and giants. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 15, Rarity 30, 3.0 lbs, 20000 AU The Dagger 'Angrist' (2d4) (+10,+15) [+5] ----------------------------------------- It increases your dexterity by 4. It increases your speed by 4. It slays orcs, trolls, and all evil creatures. It is branded with acid. It provides resistance to acid and dark. It sustains your dexterity. It grants you immunity to paralysis. It cannot be harmed by the elements. Level 20, Rarity 80, 1.2 lbs, 100000 AU The Dagger 'Narthanc' (2d4) (+4,+6) ----------------------------------- It is branded with fire. It provides resistance to fire. It activates for fire bolt (9d8) every 8+d8 turns. It cannot be harmed by the elements. Level 4, Rarity 3, 1.2 lbs, 12000 AU The Dagger 'Nimthanc' (2d4) (+4,+6) ----------------------------------- It is branded with frost. It provides resistance to cold. It activates for frost bolt (6d8) every 7+d7 turns. It cannot be harmed by the elements. Level 4, Rarity 3, 1.2 lbs, 11000 AU The Dagger 'Dethanc' (2d4) (+4,+6) ---------------------------------- It is branded with electricity. It provides resistance to lightning. It activates for lightning bolt (4d8) every 6+d6 turns. It cannot be harmed by the elements. Level 4, Rarity 3, 1.2 lbs, 13000 AU The Dagger of Rilia (2d4) (+4,+3) --------------------------------- It slays orcs. It is branded with poison. It provides resistance to poison and disenchantment. It activates for stinking cloud (12) every 4+d4 turns. It cannot be harmed by the elements. Level 5, Rarity 40, 1.2 lbs, 15000 AU The Dagger 'Belangil' (2d4) (+6,+9) ----------------------------------- It increases your dexterity by 2. It is branded with frost. It provides resistance to cold. It slows your metabolism and speeds your regeneration. It grants you the ability to see invisible things. It activates for frost ball (48) every 5+d5 turns. It cannot be harmed by the elements. Level 10, Rarity 40, 1.2 lbs, 40000 AU The Bastard Sword 'Calris' (5d4) (-20,+20) ------------------------------------------ It increases your constitution by 5. It slays trolls, demons, and all evil creatures, and is especially deadly against dragons. It provides resistance to disenchantment. It aggravates creatures around you and is heavily cursed. It cannot be harmed by the elements. Level 30, Rarity 15, 14.0 lbs, 100000 AU The Broad Sword 'Arunruth' (3d5) (+20,+12) ------------------------------------------ It increases your dexterity by 4. It slays orcs and demons. It provides resistance to cold. It slows your metabolism and makes you fall like a feather. It grants you immunity to paralysis. It activates for frost bolt (12d8) every 50 turns. It cannot be harmed by the elements. Level 20, Rarity 45, 15.0 lbs, 50000 AU The Broad Sword 'Glamdring' (2d5) (+10,+15) ------------------------------------------- It increases your searching by 1. It slays orcs, demons, and all evil creatures. It is branded with fire. It provides resistance to fire and light. It is blessed by the gods, slows your metabolism, and lights the dungeon around you. It cannot be harmed by the elements. Level 20, Rarity 20, 15.0 lbs, 40000 AU The Broad Sword 'Aeglin' (2d5) (+12,+16) ---------------------------------------- It increases your searching by 1. It slays orcs, trolls, and giants. It is branded with electricity. It provides resistance to lightning and blindness. It is blessed by the gods, slows your metabolism, and lights the dungeon around you. It cannot be harmed by the elements. Level 20, Rarity 30, 15.0 lbs, 45000 AU The Broad Sword 'Orcrist' (2d5) (+10,+15) ----------------------------------------- It increases your searching by 3. It slays orcs, dragons, and all evil creatures. It is branded with frost. It provides resistance to cold and dark. It is blessed by the gods, slows your metabolism, and lights the dungeon around you. It cannot be harmed by the elements. Level 20, Rarity 20, 15.0 lbs, 40000 AU The Two-Handed Sword 'Gurthang' (3d6) (+13,+17) ----------------------------------------------- It increases your strength by 2. It is especially deadly against dragons. It is branded with fire and poison. It provides resistance to fire and poison. It slows your metabolism and speeds your regeneration. It grants you immunity to paralysis. It cannot be harmed by the elements. Level 30, Rarity 30, 20.0 lbs, 100000 AU The Two-Handed Sword 'Zarcuthra' (4d6) (+19,+21) ------------------------------------------------ It increases your strength and charisma by 4. It increases your infravision by 4. It slays animals, orcs, trolls, giants, demons, undead, and all evil creatures, and is especially deadly against dragons. It is branded with fire. It provides resistance to fire and chaos. It grants you immunity to paralysis and the ability to see invisible things, but it also aggravates creatures around you. It cannot be harmed by the elements. Level 30, Rarity 180, 25.0 lbs, 200000 AU The Two-Handed Sword 'Mormegil' (3d6) (-15,-15) [-10] ----------------------------------------------------- It decreases your speed by 10. It slays undead, and is especially deadly against dragons. It is branded with poison. It provides resistance to life draining. It grants you the ability to see invisible things, but it also aggravates creatures around you, drains experience, and is heavily cursed. It cannot be harmed by the elements. Level 30, Rarity 15, 25.0 lbs, 10000 AU The Cutlass 'Gondricam' (1d7) (+10,+11) --------------------------------------- It increases your dexterity by 3. It increases your stealth by 3. It provides resistance to acid, lightning, fire, and cold. It makes you fall like a feather and speeds your regeneration. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 8, 11.0 lbs, 28000 AU The Executioner's Sword 'Crisdurian' (4d5) (+18,+19) ---------------------------------------------------- It slays orcs, trolls, giants, dragons, undead, and all evil creatures. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 40, Rarity 25, 26.0 lbs, 100000 AU The Katana 'Aglarang' (8d4) (+0,+0) ----------------------------------- It increases your dexterity by 5. It increases your speed by 5. It sustains your dexterity. It cannot be harmed by the elements. Level 30, Rarity 25, 5.0 lbs, 40000 AU The Long Sword 'Ringil' (4d5) (+22,+25) --------------------------------------- It increases your speed by 10. It slays trolls, undead, and all evil creatures, and is especially deadly against demons. It is branded with frost. It provides resistance to cold, fear, and light. It is blessed by the gods, slows your metabolism, lights the dungeon around you, and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for frost ball (100) every 40 turns. It cannot be harmed by the elements. Level 20, Rarity 120, 13.0 lbs, 300000 AU The Long Sword 'Anduril' (3d5) (+10,+15) [+10] ---------------------------------------------- It increases your strength and dexterity by 4. It slays orcs, trolls, undead, and all evil creatures. It is branded with fire. It provides resistance to fire, fear, and disenchantment. It sustains your strength and dexterity. It is blessed by the gods. It grants you immunity to paralysis and the ability to see invisible things. It activates for fire ball (72) every 40 turns. It cannot be harmed by the elements. Level 20, Rarity 40, 13.0 lbs, 80000 AU The Long Sword 'Anguirel' (2d5) (+8,+12) ---------------------------------------- It increases your strength and constitution by 2. It increases your speed by 2. It slays demons and all evil creatures. It is branded with poison. It provides resistance to lightning, light, and dark. It lights the dungeon around you. It grants you immunity to paralysis and the ability to see invisible things, but it also aggravates creatures around you. It cannot be harmed by the elements. Level 20, Rarity 30, 13.0 lbs, 40000 AU The Long Sword 'Elvagil' (2d5) (+2,+7) -------------------------------------- It increases your dexterity and charisma by 2. It increases your stealth by 2. It slays orcs and trolls. It makes you fall like a feather. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 8, 13.0 lbs, 30000 AU The Rapier 'Forasgil' (1d6) (+12,+19) ------------------------------------- It slays animals. It is branded with frost. It provides resistance to cold and light. It lights the dungeon around you. It cannot be harmed by the elements. Level 15, Rarity 8, 4.0 lbs, 15000 AU The Sabre 'Careth Asdriag' (1d7) (+6,+8) ---------------------------------------- It increases your attack speed by 1. It slays animals, orcs, trolls, giants, and dragons. It cannot be harmed by the elements. Level 15, Rarity 8, 5.0 lbs, 25000 AU The Small Sword 'Sting' (1d6) (+7,+8) ------------------------------------- It increases your strength, dexterity, and constitution by 2. It increases your speed and attack speed by 2. It slays animals, orcs, undead, and all evil creatures. It provides resistance to fear and light. It lights the dungeon around you. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 15, 7.5 lbs, 100000 AU The Scimitar 'Haradekket' (2d5) (+9,+11) ---------------------------------------- It increases your dexterity by 2. It increases your attack speed by 2. It slays animals, undead, and all evil creatures. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 15, 13.0 lbs, 30000 AU The Short Sword 'Gilettar' (1d7) (+3,+7) ---------------------------------------- It increases your attack speed by 2. It slays animals. It is branded with poison. It slows your metabolism and speeds your regeneration. It cannot be harmed by the elements. Level 20, Rarity 8, 8.0 lbs, 15000 AU The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-50] ----------------------------------------------------- It slays animals, trolls, demons, and all evil creatures, and is especially deadly against dragons. It is branded with frost. It provides resistance to acid, lightning, fire, cold, and chaos. It grants you immunity to paralysis, the power of telepathy, and the ability to see invisible things, but it also aggravates creatures around you. It cannot be harmed by the elements. Level 70, Rarity 25, 18.0 lbs, 200000 AU The Main Gauche of Azaghal (2d5) (+12,+14) ------------------------------------------ It is especially deadly against dragons. It provides immunity to fire. It provides resistance to acid and fear. It cannot be harmed by the elements. Level 18, Rarity 30, 3.0 lbs, 50000 AU The Broken Sword 'Narsil' (3d2) (+6,+10) ---------------------------------------- It increases your strength and dexterity by 2. It increases your attack speed by 2. It slays orcs and trolls. It provides resistance to fire. It is blessed by the gods. It cannot be harmed by the elements. Level 10, Rarity 4, 3.0 lbs, 2000 AU The Bastard Sword of Eowyn (4d4) (+12,+16) ------------------------------------------ It increases your strength and charisma by 4. It increases your stealth and speed by 4. It slays animals, giants, and all evil creatures, and is especially deadly against undead. It provides resistance to cold, fear, dark, and nether. It cannot be harmed by the elements. Level 30, Rarity 100, 14.0 lbs, 120000 AU Polearms ======== The Spear of Melkor (4d6) (-12,+20) ----------------------------------- It decreases your wisdom by 4. It decreases your stealth by 4. It is branded with poison. It provides resistance to light, dark, blindness, and nether. It aggravates creatures around you, drains experience, and is heavily cursed. It cannot be harmed by the elements. Level 65, Rarity 45, 20.0 lbs, 100000 AU The Beaked Axe of Theoden (2d6) (+8,+10) ---------------------------------------- It increases your wisdom and constitution by 3. It slays dragons. It slows your metabolism. It grants you the power of telepathy. It activates for drain life (120) every 40 turns. It cannot be harmed by the elements. Level 20, Rarity 15, 18.0 lbs, 40000 AU The Glaive of Pain (9d6) (+0,+30) --------------------------------- It provides resistance to fear. It cannot be harmed by the elements. Level 30, Rarity 25, 30.0 lbs, 50000 AU The Halberd 'Osondir' (3d5) (+6,+9) ----------------------------------- It increases your charisma by 3. It slays giants and undead. It is branded with fire. It provides resistance to fire and sound. It makes you fall like a feather. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 8, 19.0 lbs, 22000 AU The Pike 'Til-i-arc' (2d5) (+10,+12) [+10] ------------------------------------------ It increases your intelligence by 2. It slays trolls, giants, and demons. It is branded with fire and frost. It provides resistance to fire and cold. It sustains your intelligence. It slows your metabolism. It cannot be harmed by the elements. Level 20, Rarity 15, 16.0 lbs, 32000 AU The Spear 'Aeglos' (3d6) (+15,+25) [+5] --------------------------------------- It increases your wisdom and dexterity by 4. It slays orcs, trolls, and all evil creatures, and is especially deadly against undead. It is branded with frost. It provides resistance to cold and fear. It is blessed by the gods and slows your metabolism. It grants you immunity to paralysis. It activates for frost ball (100) every 35 turns. It cannot be harmed by the elements. Level 15, Rarity 45, 5.0 lbs, 140000 AU The Spear of Orome (4d6) (+15,+15) ---------------------------------- It increases your intelligence by 4. It increases your infravision and speed by 4. It slays animals and giants. It is branded with fire. It provides resistance to fire and light. It is blessed by the gods, makes you fall like a feather, and lights the dungeon around you. It grants you the ability to see invisible things. It activates for stone to mud every 5 turns. It cannot be harmed by the elements. Level 15, Rarity 45, 5.0 lbs, 60000 AU The Spear 'Nimloth' (1d6) (+11,+13) ----------------------------------- It increases your stealth and speed by 3. It slays undead. It is branded with frost. It provides resistance to cold. It is blessed by the gods. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 15, Rarity 12, 5.0 lbs, 30000 AU The Lance of Eorlingas (3d8) (+13,+21) -------------------------------------- It increases your strength and dexterity by 2. It increases your speed by 2. It slays orcs, trolls, and all evil creatures. It provides resistance to fear. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 23, 36.0 lbs, 55000 AU The Great Axe of Durin (4d4) (+10,+20) [+15] -------------------------------------------- It increases your strength and constitution by 3. It increases your tunneling by 3. It slays orcs, trolls, and demons, and is especially deadly against dragons. It is branded with acid and fire. It provides resistance to acid, fire, fear, light, dark, confusion, and chaos. It grants you immunity to paralysis. It cannot be harmed by the elements. Level 30, Rarity 90, 23.0 lbs, 150000 AU The Great Axe of Eonwe (5d4) (+15,+18) [+8] ------------------------------------------- It increases all your stats by 2. It slays orcs, undead, and all evil creatures, and is especially deadly against demons. It is branded with frost. It provides immunity to cold. It provides resistance to fear. It is blessed by the gods. It grants you immunity to paralysis and the ability to see invisible things. It activates for mass banishment every 1000 turns. It cannot be harmed by the elements. Level 30, Rarity 120, 23.0 lbs, 200000 AU The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5] ----------------------------------------------------- It increases your strength and constitution by 3. It increases your stealth by 3. It slays orcs, trolls, and demons. It provides resistance to acid, lightning, fire, cold, and blindness. It makes you fall like a feather and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 30, Rarity 15, 17.0 lbs, 90000 AU The Battle Axe 'Lotharang' (2d8) (+4,+3) ---------------------------------------- It increases your strength and dexterity by 1. It slays orcs and trolls. It activates for cure wounds (4d7) every 3+d3 turns. It cannot be harmed by the elements. Level 30, Rarity 15, 17.0 lbs, 21000 AU The Lochaber Axe 'Mundwine' (3d8) (+12,+17) ------------------------------------------- It slays animals, demons, and all evil creatures. It provides resistance to acid, lightning, fire, and cold. It cannot be harmed by the elements. Level 30, Rarity 8, 25.0 lbs, 30000 AU The Broad Axe 'Barukkheled' (2d6) (+13,+19) ------------------------------------------- It increases your constitution by 3. It slays orcs, trolls, giants, and all evil creatures. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 8, 16.0 lbs, 50000 AU The Trident of Wrath (3d8) (+16,+18) ------------------------------------ It increases your strength and dexterity by 2. It slays all evil creatures, and is especially deadly against undead. It is branded with poison. It provides resistance to light and dark. It is blessed by the gods. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 15, Rarity 35, 30.0 lbs, 90000 AU The Trident of Ulmo (4d8) (+15,+19) ----------------------------------- It increases your dexterity by 4. It slays animals and dragons. It provides immunity to acid. It provides resistance to nether and life draining. It is blessed by the gods, slows your metabolism, and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for teleport away every 50 turns. It cannot be harmed by the elements. Level 30, Rarity 90, 7.0 lbs, 120000 AU The Scythe 'Avavir' (5d3) (+8,+8) [+10] --------------------------------------- It increases your dexterity and charisma by 3. It is branded with fire and frost. It provides resistance to fire, cold, and light. It lights the dungeon around you. It grants you immunity to paralysis and the ability to see invisible things. It activates for word of recall every 200 turns. It cannot be harmed by the elements. Level 40, Rarity 8, 25.0 lbs, 18000 AU The Beaked Axe of Hurin (3d6) (+12,+15) --------------------------------------- It increases your strength and constitution by 2. It slays trolls and dragons, and is especially deadly against demons. It is branded with acid. It provides resistance to acid, fire, and dark. It lights the dungeon around you. It activates for berserk rage (50+d50 turns) every 80+d80 turns. It cannot be harmed by the elements. Level 20, Rarity 15, 18.0 lbs, 90000 AU Hafted Weapons ============== The Mighty Hammer 'Grond' (9d9) (+5,+25) [+10] ---------------------------------------------- It slays animals, orcs, trolls, and all evil creatures, and is especially deadly against dragons, demons, and undead. It creates earthquakes on impact. It grants you the power of telepathy and the ability to see invisible things, but it also aggravates creatures around you. It cannot be harmed by the elements. Level 100, Rarity 1, 100.0 lbs, 500000 AU The Flail 'Totila' (3d6) (+6,+8) -------------------------------- It increases your stealth by 2. It slays all evil creatures. It is branded with fire. It provides resistance to fire and confusion. It activates for confuse monster every 15 turns. It cannot be harmed by the elements. Level 20, Rarity 8, 15.0 lbs, 55000 AU The Two-Handed Flail 'Thunderfist' (4d6) (+5,+18) ------------------------------------------------- It increases your strength and constitution by 4. It slays animals, orcs, and trolls. It is branded with electricity and fire. It provides resistance to lightning, fire, fear, and dark. It cannot be harmed by the elements. Level 45, Rarity 38, 30.0 lbs, 160000 AU The Morning Star 'Bloodspike' (2d6) (+8,+22) -------------------------------------------- It increases your strength by 4. It slays animals, orcs, and trolls. It is branded with poison. It provides resistance to nexus. It grants you the ability to see invisible things. It cannot be harmed by the elements. Level 20, Rarity 30, 15.0 lbs, 30000 AU The Morning Star 'Firestar' (2d6) (+5,+7) [+2] ---------------------------------------------- It is branded with fire. It provides resistance to fire. It activates for fire ball (72) every 20 turns. It cannot be harmed by the elements. Level 20, Rarity 15, 15.0 lbs, 35000 AU The Mace 'Taratol' (3d4) (+12,+12) ---------------------------------- It is especially deadly against dragons. It is branded with electricity. It provides immunity to lightning. It activates for haste self (20+d20 turns) every 100+d100 turns. It cannot be harmed by the elements. Level 20, Rarity 15, 20.0 lbs, 50000 AU The War Hammer of Aule (9d3) (+19,+21) [+5] ------------------------------------------- It increases your wisdom by 4. It increases your tunneling by 4. It slays demons, undead, and all evil creatures, and is especially deadly against dragons. It is branded with acid. It provides resistance to acid, lightning, fire, cold, fear, and nexus. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 40, Rarity 75, 12.0 lbs, 250000 AU The Quarterstaff 'Nar-i-vagil' (1d9) (+10,+20) ---------------------------------------------- It increases your intelligence by 3. It slays animals. It is branded with fire. It provides resistance to fire. It cannot be harmed by the elements. Level 20, Rarity 18, 15.0 lbs, 70000 AU The Quarterstaff 'Eriril' (1d9) (+3,+5) --------------------------------------- It increases your intelligence and wisdom by 4. It slays all evil creatures. It provides resistance to light. It lights the dungeon around you. It grants you the ability to see invisible things. It activates for identify every 10 turns. It cannot be harmed by the elements. Level 20, Rarity 18, 15.0 lbs, 20000 AU The Quarterstaff of Olorin (2d9) (+10,+13) ------------------------------------------ It increases your intelligence, wisdom, and charisma by 4. It slays orcs, trolls, and all evil creatures, and is especially deadly against demons. It is branded with fire. It provides resistance to fire, nether, and life draining. It grants you the ability to see invisible things. It activates for probing every 20 turns. It cannot be harmed by the elements. Level 30, Rarity 105, 15.0 lbs, 130000 AU The Mace of Disruption 'Deathwreaker' (7d8) (+18,+18) ----------------------------------------------------- It increases your strength by 6. It increases your tunneling by 6. It slays animals, dragons, and all evil creatures, and is especially deadly against undead. It is branded with fire. It provides immunity to fire. It provides resistance to dark, chaos, and disenchantment. It aggravates creatures around you. It cannot be harmed by the elements. Level 80, Rarity 38, 40.0 lbs, 400000 AU The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8] ----------------------------------------------- It increases your wisdom by 4. It increases your infravision by 4. It slays orcs. It is branded with frost. It provides resistance to cold and light. It lights the dungeon around you and speeds your regeneration. It activates for drain life (90) every 40 turns. It cannot be harmed by the elements. Level 20, Rarity 15, 12.0 lbs, 30000 AU The Whip of Gothmog (6d3) (+13,+15) ----------------------------------- It decreases your intelligence, wisdom, and dexterity by 3. It slays animals, trolls, and giants, and is especially deadly against dragons. It is branded with fire. It provides immunity to fire. It provides resistance to lightning and dark. It lights the dungeon around you. It aggravates creatures around you and is heavily cursed. It activates for large fire ball (120) every 15 turns. It cannot be harmed by the elements. Level 60, Rarity 25, 9.0 lbs, 25000 AU The Ball-and-Chain of Fundin Bluecloak (4d4) (+13,+17) [+10] ------------------------------------------------------------ It increases your strength and wisdom by 4. It increases your speed by 4. It slays undead and all evil creatures. It provides resistance to lightning, fire, nether, and life draining. It lights the dungeon around you. It activates for dispel evil (x5) every 100+d100 turns. It cannot be harmed by the elements. Level 65, Rarity 100, 13.0 lbs, 60000 AU Bows ==== The Long Bow 'Belthronding' (x3) (+20,+22) ------------------------------------------ It increases your dexterity by 1. It increases your stealth, speed, and shooting speed by 1. It provides resistance to disenchantment. It cannot be harmed by the elements. Level 40, Rarity 20, 4.0 lbs, 35000 AU The Long Bow of Bard (x3) (+17,+19) ----------------------------------- It increases your dexterity by 2. It increases your speed and shooting power by 2. It grants you immunity to paralysis. It cannot be harmed by the elements. Level 30, Rarity 20, 4.0 lbs, 20000 AU The Light Crossbow 'Cubragol' (x3) (+10,+14) -------------------------------------------- It increases your speed by 10. It provides resistance to fire. It activates for fire branding of bolts every 999 turns. It cannot be harmed by the elements. Level 50, Rarity 25, 11.0 lbs, 50000 AU The Heavy Crossbow of Umbar (x4) (+18,+18) ------------------------------------------ It increases your strength and constitution by 2. It increases your shooting power by 2. It provides resistance to lightning, light, dark, and blindness. It aggravates creatures around you. It activates for a magical arrow (150) every 20+d20 turns. It cannot be harmed by the elements. Level 60, Rarity 20, 20.0 lbs, 35000 AU The Short Bow of Amrod (x2) (+12,+15) ------------------------------------- It increases your strength and constitution by 2. It increases your shooting power by 2. It provides resistance to lightning, fire, and cold. It speeds your regeneration. It cannot be harmed by the elements. Level 25, Rarity 10, 3.0 lbs, 9000 AU The Short Bow of Amras (x2) (+12,+15) ------------------------------------- It increases your intelligence, wisdom, and dexterity by 1. It increases your speed, shooting speed, and shooting power by 1. It provides resistance to lightning, fire, and cold. It slows your metabolism. It cannot be harmed by the elements. Level 25, Rarity 10, 3.0 lbs, 9000 AU Diggers ======= The Mattock of Nain (2d8) (+12,+18) ----------------------------------- It increases your strength by 6. It increases your searching, infravision, and tunneling by 6. It slays orcs, trolls, giants, and dragons. It provides resistance to dark and disenchantment. It activates for stone to mud every 2 turns. It cannot be harmed by the elements. Level 60, Rarity 8, 25.0 lbs, 30000 AU The Dwarven Pick of Erebor (3d4) (+5,+20) ----------------------------------------- It increases your strength and constitution by 5. It increases your tunneling by 5. It slays orcs, trolls, and demons. It is branded with acid. It provides resistance to light, dark, and chaos. It sustains your strength. It lights the dungeon around you. It cannot be harmed by the elements. Level 55, Rarity 5, 20.0 lbs, 30000 AU Body Armor ========== The Hard Leather Armour of Himring [6,+15] ------------------------------------------ It provides resistance to poison, nether, and chaos. It activates for protection from evil every 100+d100 turns. It cannot be harmed by the elements. Level 50, Rarity 20, 10.0 lbs, 35000 AU The Soft Leather Armour 'Hithlomir' [4,+20] ------------------------------------------- It increases your stealth by 4. It provides resistance to acid, lightning, fire, cold, and dark. It cannot be harmed by the elements. Level 20, Rarity 3, 8.0 lbs, 45000 AU The Leather Scale Mail 'Thalkettoth' (-1) [11,+25] -------------------------------------------------- It increases your dexterity by 3. It increases your speed by 3. It provides resistance to acid and shards. It cannot be harmed by the elements. Level 20, Rarity 3, 6.0 lbs, 25000 AU The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] ---------------------------------------------------- It increases your constitution by 2. It provides resistance to acid, cold, fear, dark, confusion, nexus, nether, chaos, and life draining. It sustains your constitution. It activates for heal (1000) every 444 turns. It cannot be harmed by the elements. Level 75, Rarity 9, 42.0 lbs, 300000 AU The Full Plate Armour of Isildur [25,+25] ----------------------------------------- It increases your constitution by 1. It provides resistance to acid, lightning, fire, cold, confusion, sound, and nexus. It cannot be harmed by the elements. Level 30, Rarity 3, 30.0 lbs, 50000 AU The Metal Brigandine Armour of the Rohirrim [19,+15] ---------------------------------------------------- It increases your strength and dexterity by 2. It provides resistance to acid, lightning, fire, cold, fear, confusion, and sound. It cannot be harmed by the elements. Level 30, Rarity 3, 20.0 lbs, 30000 AU The Mithril Chain Mail 'Belegennon' (-1) [28,+20] ------------------------------------------------- It increases your stealth by 4. It provides resistance to acid, lightning, fire, cold, and poison. It activates for phase door every 2 turns. It cannot be harmed by the elements. Level 40, Rarity 3, 15.0 lbs, 105000 AU The Mithril Plate Mail of Celeborn (-3) [35,+25] ------------------------------------------------ It increases your strength and charisma by 4. It provides resistance to acid, lightning, fire, cold, dark, and disenchantment. It activates for banishment every 500 turns. It cannot be harmed by the elements. Level 40, Rarity 3, 25.0 lbs, 150000 AU The Chain Mail of Arvedui (-2) [14,+15] --------------------------------------- It increases your strength and charisma by 2. It provides resistance to acid, lightning, fire, cold, shards, and nexus. It cannot be harmed by the elements. Level 20, Rarity 3, 22.0 lbs, 32000 AU The Augmented Chain Mail of Caspanion (-2) [16,+20] --------------------------------------------------- It increases your intelligence, wisdom, and constitution by 3. It provides resistance to acid, poison, and confusion. It activates for door and trap destruction every 10 turns. It cannot be harmed by the elements. Level 25, Rarity 9, 27.0 lbs, 40000 AU The Multi-Hued Dragon Scale Mail 'Razorback' (-4) [30,+25] ---------------------------------------------------------- It provides immunity to lightning. It provides resistance to acid, fire, cold, poison, light, and dark. It lights the dungeon around you. It grants you immunity to paralysis and the ability to see invisible things, but it also aggravates creatures around you. It activates for star ball (150) every 50 turns. It cannot be harmed by the elements. Level 90, Rarity 9, 50.0 lbs, 400000 AU The Power Dragon Scale Mail 'Bladeturner' (-8) [50,+35] ------------------------------------------------------- It provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, blindness, confusion, sound, shards, nexus, nether, chaos, disenchantment, and life draining. It speeds your regeneration. It activates for berserk rage, bless, and resistance every 400 turns. It cannot be harmed by the elements. Level 100, Rarity 16, 60.0 lbs, 500000 AU The Balance Dragon Scale Mail 'Mediator' (-4) [30,+25] ------------------------------------------------------ It provides resistance to confusion, sound, shards, nexus, chaos, and disenchantment. It slows your metabolism and speeds your regeneration. It grants you immunity to paralysis, but it also aggravates creatures around you. It activates for star ball (150) every 50 turns. It cannot be harmed by the elements. Level 95, Rarity 12, 50.0 lbs, 400000 AU Cloaks ====== The Cloak 'Colluin' [1,+15] --------------------------- It provides resistance to acid, lightning, fire, cold, and poison. It activates for resistance (20+d20 turns) every 111 turns. It cannot be harmed by the elements. Level 5, Rarity 45, 1.0 lbs, 50000 AU The Cloak 'Holcolleth' [1,+4] ----------------------------- It increases your intelligence and wisdom by 2. It increases your stealth and speed by 2. It provides resistance to acid. It activates for sleep II every 55 turns. It cannot be harmed by the elements. Level 5, Rarity 25, 1.0 lbs, 18000 AU The Cloak of Thingol [1,+18] ---------------------------- It increases your dexterity and charisma by 3. It provides resistance to acid, fire, and cold. It grants you immunity to paralysis. It activates for recharge item I every 70 turns. It cannot be harmed by the elements. Level 5, Rarity 50, 1.0 lbs, 35000 AU The Cloak of Thorongil [1,+10] ------------------------------ It provides resistance to acid and fear. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 5, Rarity 10, 1.0 lbs, 8000 AU The Cloak 'Colannon' [1,+15] ---------------------------- It increases your stealth and speed by 3. It provides resistance to nexus. It activates for teleport every 45 turns. It cannot be harmed by the elements. Level 5, Rarity 20, 1.0 lbs, 20000 AU The Shadow Cloak of Luthien [6,+20] ----------------------------------- It increases your intelligence, wisdom, and charisma by 2. It increases your stealth and speed by 2. It provides resistance to acid, fire, and cold. It activates for restore life levels every 250 turns. It cannot be harmed by the elements. Level 40, Rarity 40, 0.5 lbs, 45000 AU The Shadow Cloak of Tuor [6,+12] -------------------------------- It increases your dexterity by 4. It increases your stealth by 4. It provides immunity to acid. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 40, Rarity 40, 0.5 lbs, 35000 AU Shields ======= The Shield of Deflection of Gil-galad [10,+20] ---------------------------------------------- It increases your wisdom and charisma by 5. It provides resistance to acid, lightning, dark, and disenchantment. It sustains your wisdom, dexterity, and charisma. It lights the dungeon around you. It activates for starlight (10d8) every 100 turns. It cannot be harmed by the elements. Level 70, Rarity 4, 8.0 lbs, 65000 AU The Small Metal Shield of Thorin [3,+25] ---------------------------------------- It increases your strength and constitution by 4. It provides immunity to acid. It provides resistance to fear, sound, and chaos. It grants you immunity to paralysis. It cannot be harmed by the elements. Level 40, Rarity 6, 6.5 lbs, 60000 AU The Large Leather Shield of Celegorm [4,+20] -------------------------------------------- It provides resistance to acid, lightning, fire, cold, light, and dark. It cannot be harmed by the elements. Level 30, Rarity 3, 6.0 lbs, 12000 AU The Large Metal Shield of Anarion [5,+20] ----------------------------------------- It provides resistance to acid, lightning, fire, and cold. It sustains all your stats. It cannot be harmed by the elements. Level 40, Rarity 9, 12.0 lbs, 160000 AU The Large Leather Shield of the Haradrim [4,+15] ------------------------------------------------ It increases your strength and constitution by 2. It provides resistance to poison, fear, and blindness. It sustains your strength and constitution. It aggravates creatures around you. It activates for berserk rage (50+d50 turns) every 50 turns. It cannot be harmed by the elements. Level 35, Rarity 12, 12.0 lbs, 25000 AU Helms/Crowns ============ The Metal Cap of Celebrimbor [3,+18] ------------------------------------ It increases your intelligence, dexterity, and charisma by 3. It increases your searching by 3. It provides resistance to acid, fire, shards, and disenchantment. It cannot be harmed by the elements. Level 55, Rarity 12, 2.0 lbs, 45000 AU The Hard Leather Cap of Thranduil [2,+10] ----------------------------------------- It increases your intelligence and wisdom by 2. It provides resistance to blindness. It grants you the power of telepathy. It cannot be harmed by the elements. Level 20, Rarity 2, 1.5 lbs, 50000 AU The Metal Cap of Thengel [3,+12] -------------------------------- It increases your wisdom and charisma by 3. It provides resistance to confusion. It cannot be harmed by the elements. Level 10, Rarity 2, 2.0 lbs, 22000 AU The Steel Helm of Hammerhand [6,+20] ------------------------------------ It increases your strength, dexterity, and constitution by 3. It provides resistance to acid, cold, dark, and nexus. It sustains your strength, dexterity, and constitution. It aggravates creatures around you. It cannot be harmed by the elements. Level 20, Rarity 8, 6.0 lbs, 45000 AU The Iron Helm of Dor-Lomin [5,+20] ---------------------------------- It increases your strength, dexterity, and constitution by 4. It provides resistance to acid, lightning, fire, cold, and fear. It lights the dungeon around you. It grants you the power of telepathy and the ability to see invisible things. It cannot be harmed by the elements. Level 40, Rarity 20, 7.5 lbs, 300000 AU The Iron Helm 'Holhenneth' [5,+10] ---------------------------------- It increases your intelligence and wisdom by 2. It increases your searching by 2. It provides resistance to blindness and confusion. It grants you the ability to see invisible things. It activates for detection every 55+d55 turns. It cannot be harmed by the elements. Level 20, Rarity 5, 7.5 lbs, 100000 AU The Iron Helm of Gorlim (+8,+8) [5,+10] --------------------------------------- It decreases your intelligence and wisdom by 5. It decreases your searching by 5. It provides resistance to fear. It grants you immunity to paralysis and the ability to see invisible things, but it also aggravates creatures around you and is heavily cursed. It cannot be harmed by the elements. Level 20, Rarity 5, 7.5 lbs, 1 AU The Massive Iron Crown of Morgoth [0,+0] ---------------------------------------- It increases all your stats by 125. It increases your infravision by 125. It provides resistance to acid, lightning, fire, cold, poison, fear, light, dark, confusion, nexus, and nether. It lights the dungeon around you. It grants you the power of telepathy and the ability to see invisible things, but it also is permanently cursed. It cannot be harmed by the elements. Level 100, Rarity 1, 40.0 lbs, 10000000 AU The Iron Crown of Beruthiel [0,+20] ----------------------------------- It decreases your strength, dexterity, and constitution by 5. It grants you immunity to paralysis, the power of telepathy, and the ability to see invisible things, but it also is heavily cursed. It cannot be harmed by the elements. Level 40, Rarity 12, 2.0 lbs, 1 AU The Golden Crown of Gondor [0,+15] ---------------------------------- It increases your strength, wisdom, and constitution by 3. It increases your speed by 3. It provides resistance to fire, cold, light, blindness, confusion, sound, and chaos. It lights the dungeon around you and speeds your regeneration. It grants you the ability to see invisible things. It activates for heal (500) every 250 turns. It cannot be harmed by the elements. Level 40, Rarity 40, 3.0 lbs, 100000 AU The Jewel Encrusted Crown of Numenor [0,+18] -------------------------------------------- It increases your intelligence, dexterity, and charisma by 3. It increases your searching and speed by 3. It provides resistance to cold, light, dark, blindness, sound, and shards. It lights the dungeon around you. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 60, Rarity 30, 4.0 lbs, 50000 AU Gloves ====== The Set of Gauntlets of Eol (-5,-5) [2,+15] ------------------------------------------- It increases your intelligence by 3. It provides resistance to lightning, poison, and dark. It makes you fall like a feather. It grants you immunity to paralysis, but it also aggravates creatures around you. It activates for mana bolt (12d8) every 30+d30 turns. It cannot be harmed by the elements. Level 55, Rarity 35, 2.5 lbs, 40000 AU The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15] ---------------------------------------------------- It increases your strength and constitution by 2. It grants you immunity to paralysis. It cannot be harmed by the elements. Level 10, Rarity 6, 0.5 lbs, 36000 AU The Set of Leather Gloves 'Cammithrim' [1,+10] ---------------------------------------------- It provides resistance to light. It sustains your constitution. It lights the dungeon around you. It grants you immunity to paralysis. It activates for magic missile (2d6) every 2 turns. It cannot be harmed by the elements. Level 10, Rarity 3, 0.5 lbs, 30000 AU The Set of Gauntlets 'Paurhach' [2,+15] --------------------------------------- It provides resistance to fire. It speeds your regeneration. It activates for fire bolt (9d8) every 8+d8 turns. It cannot be harmed by the elements. Level 10, Rarity 3, 2.5 lbs, 15000 AU The Set of Gauntlets 'Paurnimmen' [2,+15] ----------------------------------------- It provides resistance to cold. It slows your metabolism. It activates for frost bolt (6d8) every 7+d7 turns. It cannot be harmed by the elements. Level 10, Rarity 3, 2.5 lbs, 13000 AU The Set of Gauntlets 'Pauraegen' [2,+15] ---------------------------------------- It provides resistance to lightning. It lights the dungeon around you. It activates for lightning bolt (4d8) every 6+d6 turns. It cannot be harmed by the elements. Level 10, Rarity 3, 2.5 lbs, 11000 AU The Set of Gauntlets 'Paurnen' [2,+15] -------------------------------------- It provides resistance to acid. It makes you fall like a feather. It activates for acid bolt (5d8) every 5+d5 turns. It cannot be harmed by the elements. Level 10, Rarity 3, 2.5 lbs, 12000 AU The Set of Gauntlets 'Camlost' (-12,-12) [2,+0] ----------------------------------------------- It decreases your strength and dexterity by 3. It provides resistance to fire and disenchantment. It grants you immunity to paralysis, but it also aggravates creatures around you, drains experience, and is heavily cursed. It cannot be harmed by the elements. Level 10, Rarity 20, 2.5 lbs, 0 AU The Set of Cesti of Fingolfin (+10,+10) [5,+20] ----------------------------------------------- It increases your dexterity by 4. It provides resistance to acid. It grants you immunity to paralysis. It activates for a magical arrow (150) every 30+d30 turns. It cannot be harmed by the elements. Level 40, Rarity 15, 4.0 lbs, 110000 AU Boots ===== The Pair of Hard Leather Boots of Feanor [3,+20] ------------------------------------------------ It increases your speed by 15. It provides resistance to nexus. It activates for haste self (20+d20 turns) every 200 turns. It cannot be harmed by the elements. Level 40, Rarity 120, 4.0 lbs, 300000 AU The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15] ------------------------------------------------------ It increases your dexterity by 5. It provides resistance to confusion, nether, and chaos. It sustains your constitution. It grants you immunity to paralysis. It activates for remove fear and cure poison every 5 turns. It cannot be harmed by the elements. Level 10, Rarity 25, 2.0 lbs, 40000 AU The Pair of Metal Shod Boots of Thror [6,+20] --------------------------------------------- It increases your strength and constitution by 3. It increases your speed by 3. It provides resistance to fear. It cannot be harmed by the elements. Level 30, Rarity 25, 8.0 lbs, 12000 AU The Pair of Soft Leather Boots of Wormtongue (-8,-8) [2,+0] ----------------------------------------------------------- It increases your intelligence and dexterity by 3. It increases your stealth and speed by 3. It makes you fall like a feather. It activates for phase door every 20 turns. It cannot be harmed by the elements. Level 10, Rarity 15, 2.0 lbs, 17000 AU Light Sources ============= The Phial of Galadriel ---------------------- It lights the dungeon around you. It activates for illumination every 10+d10 turns. It cannot be harmed by the elements. Level 5, Rarity 5, 1.0 lbs, 10000 AU The Star of Elendil ------------------- It lights the dungeon around you. It grants you the ability to see invisible things. It activates for magic mapping every 50+d50 turns. It cannot be harmed by the elements. Level 30, Rarity 25, 0.5 lbs, 30000 AU The Arkenstone of Thrain ------------------------ It provides resistance to light, dark, and life draining. It lights the dungeon around you. It grants you the ability to see invisible things. It activates for detection every 30+d30 turns. It cannot be harmed by the elements. Level 50, Rarity 50, 0.5 lbs, 50000 AU The Palantir of Westernesse --------------------------- It increases your intelligence and wisdom by 2. It increases your searching and infravision by 2. It provides resistance to blindness and chaos. It lights the dungeon around you. It grants you the power of telepathy and the ability to see invisible things, but it also aggravates creatures around you and drains experience. It activates for clairvoyance every 50+d50 turns. It cannot be harmed by the elements. Level 75, Rarity 60, 20.0 lbs, 100000 AU Amulets ======= The Amulet of Carlammas ----------------------- It increases your constitution by 2. It provides resistance to fire. It activates for protection from evil every 225+d225 turns. It cannot be harmed by the elements. Level 50, Rarity 10, 0.3 lbs, 60000 AU The Amulet of Ingwe ------------------- It increases your intelligence, wisdom, and charisma by 3. It increases your infravision by 3. It provides resistance to acid, lightning, and cold. It grants you immunity to paralysis and the ability to see invisible things. It activates for dispel evil (x5) every 50+d50 turns. It cannot be harmed by the elements. Level 65, Rarity 30, 0.3 lbs, 90000 AU The Necklace of the Dwarves --------------------------- It increases your strength and constitution by 3. It increases your infravision by 3. It provides resistance to fear. It lights the dungeon around you and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It cannot be harmed by the elements. Level 70, Rarity 50, 0.3 lbs, 75000 AU The Elfstone 'Elessar' (+7,+7) [+10] ------------------------------------ It increases your strength, wisdom, and charisma by 2. It increases your speed by 2. It provides resistance to fire, poison, and fear. It activates for heal (500) every 200 turns. It cannot be harmed by the elements. Level 60, Rarity 60, 0.3 lbs, 40000 AU The Jewel 'Evenstar' -------------------- It provides resistance to cold, dark, and life draining. It sustains your intelligence, wisdom, and constitution. It activates for restore life levels every 150 turns. It cannot be harmed by the elements. Level 40, Rarity 40, 0.3 lbs, 25000 AU Rings ===== The Ring of Barahir ------------------- It increases all your stats by 1. It increases your stealth by 1. It provides resistance to poison and dark. It cannot be harmed by the elements. Level 50, Rarity 25, 0.2 lbs, 65000 AU The Ring of Tulkas ------------------ It increases your strength, dexterity, and constitution by 4. It provides resistance to fear. It activates for haste self (75+d75 turns) every 150+d150 turns. It cannot be harmed by the elements. Level 70, Rarity 50, 0.2 lbs, 150000 AU The Ring of Power 'Narya' (+6,+6) --------------------------------- It increases all your stats by 1. It increases your speed by 1. It provides immunity to fire. It provides resistance to fear and nether. It sustains your strength, wisdom, constitution, and charisma. It slows your metabolism and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for large fire ball (120) every 20+d20 turns. It cannot be harmed by the elements. Level 70, Rarity 60, 0.2 lbs, 100000 AU The Ring of Power 'Nenya' (+8,+8) --------------------------------- It increases all your stats by 2. It increases your speed by 2. It provides immunity to cold. It provides resistance to blindness and life draining. It sustains your intelligence, wisdom, and charisma. It makes you fall like a feather and speeds your regeneration. It grants you immunity to paralysis, the power of telepathy, and the ability to see invisible things. It activates for large frost ball (200) every 20+d20 turns. It cannot be harmed by the elements. Level 80, Rarity 70, 0.2 lbs, 200000 AU The Ring of Power 'Vilya' (+10,+10) ----------------------------------- It increases all your stats by 3. It increases your speed by 3. It provides immunity to lightning. It provides resistance to poison, disenchantment, and life draining. It sustains your strength, dexterity, and constitution. It slows your metabolism, makes you fall like a feather, and speeds your regeneration. It grants you immunity to paralysis and the ability to see invisible things. It activates for large lightning ball (250) every 20+d20 turns. It cannot be harmed by the elements. Level 90, Rarity 80, 0.2 lbs, 300000 AU The Ring of Power 'The One Ring' (+15,+15) ------------------------------------------ It increases all your stats by 5. It increases your speed by 5. It provides immunity to acid, lightning, fire, and cold. It provides resistance to poison, fear, blindness, nether, and disenchantment. It sustains all your stats. It speeds your regeneration. It grants you the power of telepathy and the ability to see invisible things, but it also aggravates creatures around you, drains experience, and is permanently cursed. It activates for bizarre things every 30+d30 turns. It cannot be harmed by the elements. 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Õ!Ö!×!Ø!Ù!Ú!Û!Ü!Ý!Þ!ß!à!á!â!ã!ä!å!æ!ç! è!!!"ÿ)   ¨ ° ¸ € ÿÿÿÿÀ € ÿÿÿÿÈ € ÿÿÿÿ€ Ø 3ø € ÿÿÿÿ€ 4HP˜:¨2è 2ˆ0€ ÿÿÿÿ€ &@h€ ÿÿÿÿ€ p € ÿÿÿÿ  € ÿÿÿÿ€ 8 P°€ ÿÿÿÿ€ `8À´LVAL`ò†"º J ^ ¬  ¢ " ˜Â: ̈À~ú.ØFØTúó^Ëx%Ò‰½Y Y Y Y Y Y Y It is a vicious insect with a tough carapace.A dark elven torso merged with the bloated form of a giant spider.A strange jelly thing, covered in discoloured blotches.It is a vast armoured centipede with massive mandibles and a spiked tail.A ghostly apparition that shrieks horribly.One of the largest of its species, a sleek orange and black shape creeps towards you, ready to pounce.It is a shambling human corpse dropping chunks of flesh behind it.It is an animated human skeleton.A dark elven figure, dressed all in black, chanting curses and waiting to deliver your soul to hell.A robed man, dedicated to his god.A small humanoid that radiates some power.A leader of a band of raiding orcs, he picks on hobbits.It is a disgusting mass of dark worms, eating each other, the floor, the air, you....Yum! It looks quite tasty. It is a pulsing mound of glowing flesh.A large and muscled wolf from the northern wastes. Its breath is cold and icy and its fur coated in frost.It has glistening black skin, a sleek body and highly venomous fangs.It is a shambling orcish corpse leaving behind a trail of flesh.A strange hybrid of eagle and horse. It looks weird.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales shimmering with hints of many different colours.A large black cat, stalking you with intent. It thinks you're its next meal.It appears to be a pile of gold coins, until it starts crawling towards you on tiny legs.It is a fast-moving demon that blinks quickly in and out of existence; no other demon matches its teleporting mastery.A small relative of the dragon that inhabits dark caves.It is a strange glowing growth on the dungeon floor.It is a strange hairy growth on the dungeon floor.He is a cunning and devious orc with a chaotic nature.A dark elven figure in armour and ready with his sword.He's just like his daddy! 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It flies menacingly towards you.A twelve foot tall giant covered in furs.A strong and powerful spider from Mirkwood forest. Cunning and evil, it seeks to taste your juicy insides.It is about four feet long and carnivorous.A giant spider with hairy black and red legs.He is a hideous deformed cross-breed with man and orc, combining man's strength and cunning with orcish evil. The traitorous wizard Saruman is generally believed to be responsible for this abomination.A hole in the air in the shape of a huge hound. No light falls upon its form.A brilliant canine form whose light hurts your eyes, even at this distance.A giant snake-like figure with a woman's torso.Yum! It looks quite tasty. It seems to glow with an unusual light.A massive orc-like figure with black skin and powerful arms.A large rat with glowing red eyes. The wererat is a disgusting creature, relishing in filth and disease.A strange creature that merges with the dungeon floor, trapping its victims by enveloping them within its perfectly disguised form.It makes you itch just to look at it.It is a large wolf with eyes full of cunning.A shambling humanoid monster with long scars.A ten foot tall humanoid with powerful muscles.It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty.It is a large fly that drips frost.A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders.It makes you itch just to look at it.A fast moving highly acidic jelly thing, that is eating away the floor it rests on.He is a large orc with powerful arms and deep black skin.It appears to be a pile of sentient mithril coins that doesn't like being picked up.A hideous, smallish giant that is often found near or with orcs.A great yeek, powerful in magic and sorcery, but a yeek all the same.#0 €Z,/))))))) ) ) ) ) ) ) ))))))))))))))))) )!) 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Y " Y!# Y"$ Y#% Y$& Y%' Y&( Y') Y(* Y)+ Y*, Y+- Y,. Y-/ Y.0 Y/1 Y02 Y13 Y24 Y35 Y46 Y57 Y68 Y79 Y8: Y9; Y:< Y;= Y<> Y=? Y>@ Y?A Y@B YAC YBD YCE YDF YEG YFH YGI YHJ YIK YJL YKM YLN YMO YNP YOQ YPR YQS YRT YSU YTV YUW YVX YWY YXZ YY[ YZ\ Y[] Y\^ Y]_ Y^` Y_a Y`b ID UNIQUEQUESTORMALE FEMALECHAR_CLEARCHAR_MULTIATTR_CLEARATTR_MULTIFORCE_DEPTHFORCE_MAXHPFORCE_SLEEPFORCE_EXTRA FRIENDFRIENDS ESCORTESCORTSNEVER_BLOWNEVER_MOVERAND_25RAND_50ONLY_GOLDONLY_ITEMDROP_60DROP_90DROP_1D2DROP_2D2DROP_3D2DROP_4D2DROP_GOODDROP_GREATDROP_CHESTDROP_CHOSEN STUPID SMARTHAS_LITERF2XXX2INVISIBLECOLD_BLOODEMPTY_MINDWEIRD_MINDMULTIPLYREGENERATERF2XXX3RF2XXX4POWERFULRF2XXX5RF2XXX6RF2XXX7OPEN_DOORBASH_DOORPASS_WALLKILL_WALLMOVE_BODYKILL_BODYTAKE_ITEMKILL_ITEM BRAIN1 BRAIN2 BRAIN3 BRAIN4 BRAIN5 BRAIN6 BRAIN7 BRAIN8ORC TROLL GIANT DRAGON DEMON UNDEADEVIL ANIMALRF3XXX1RF3XXX2RF3XXX3RF3XXX4HURT_LITEHURT_ROCKHURT_FIREHURT_COLDIM_ACIDIM_ELECIM_FIREIM_COLDIM_POISRF3XXX5RES_NETHRES_WATERES_PLASRES_NEXURES_DISERF3XXX!×YtN((44tittY  Y þY Y Y Y  Y  Y  Y  Y  dY  Y  Y  Y   Y ( Y (Y  Y " Y ( Y (Y $Y & Y ( Y (Y  (Y  0 Y  ( Y  (Y  8Y  @ Y  Y H Y !  Y! "  Y"#  Y#$  Y$%  Y%&  Y&'  Y'( IDName SpeedHP diceHP sides VisionArmor ClassAlertness Symbol Color Depth Rarity UnusedExperience Blow#1Effect#1Damage Dice # 1Damage Side # 1 Blow#2Effect #2Damage Dice # 2Damage Side # 2 Blow#3Effect #3Damage Dice # 3Damage Side # 3 Blow#4Effect #4Damage Dice # 4Damage Side # 4DescriptionONE_IN_Xgraf-xxx coor-1graf-xxx coor-2 graf-ibm coor-1graf-ibmcoor-2 graf-new coor-1graf-new coor-2 graf-dvg coor-1graf-dvg coor-2ƒÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ4~€ƒÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ4ƒ‰Y#YÆYÿÿÿÿYÿÿÿÿ.rC.rDNamePrimaryKey44ÿÿÒ¶Ö Ò¶N# ToDo: Explain the other monster and spell flags. But maybe in another file.ÖowÖ Ò¶ÖR Ò¶# Version stamp (required)Ö Ò¶Ö- Ò¶V:3.0.6Ö Ò¶Ö Ò¶Ö d Ò¶2##### Non-race (contains the player picture) #####Ö Ò¶ N:0:Ö Ò¶G:@:wÖ# 'I Ò¶Öma Ò¶Öhe Ò¶##### Town monsters #####Ö Ò¶Öas Ò¶Öss þ!^ach unt¶ID$þ  œ þB@b# fràprint the records in orderÿ þ¬ ’ to igàgo to the first recorders) þB@ à%search until we find the right recordatioà"we want them to print out in order þ!^¶ID$þ ard þB@burrentàgot ità ,check for first dungeon monster, add messageethod ¦  ·¶Depth$þ¬œ Ò¶Öfr Ò¶##### Dungeon monsters #####Öe line Ò¶ÖÖàonly print this onceptionaà write the first four lines Ò¶N:¶ID$þ¶:¶Name$þÖ_I Ò¶G:¶Symbol$þ¶:¶Color$þ¬$ÜÖor¦ ' Ò¶I:¶Speed$þ¶:¶HP dice$þ¶d¶HP sides$þ¶:¶Vision$þ¶:¶ Armor Class$þ¶:¶ Alertness$þÖ attac¦  Ò¶W:¶Depth$þ¶:¶Rarity$þ¶:¶Unused$þ¶:¶ Experience$þÖà now do the blows, if applicableà blow # 1à is there a 1st blow?ese ar¶Blow#1$þ¬ œs ma¶B:¶Blow#1$þ'*may àis there an effect?pecify¶Effect#1$þ¬ œ *¶:¶Effect#1$þ'*|' sàis there HP damage?P¶Damage Dice # 1$þ¬ œany D:¦ žšH»v1ì§b @€ @€ @€ @€ *¶:¶Damage Dice # 1$þ¶d¶Damage Side # 1$þ'*Öànow dump the line Ò *Ör.à blow # 2Öà is there a 2nd blow?N# AT¶Blow#2$þ¬ œ- hu¶B:¶Blow#2$þ'*y plàis there an effect?H# th¶ Effect #2$þ¬ œ *¶:¶ Effect #2$þ'*àis there HP damage?an nev¶Damage Dice # 2$þ¬ œÖ¦  *¶:¶Damage Dice # 2$þ¶d¶Damage Side # 2$þ'*ànow dump the line Ò *ÖÖà blow # 3à is there a 3rd blow?nsters¶Blow#3$þ¬ œ to ¶B:¶Blow#3$þ'*@àis there an effect?_CLEAR¶ Effect #3$þ¬ œ *¶:¶ Effect #3$þ'*àis there HP damage?as the¶Damage Dice # 3$þ¬ œbelow ¦  *¶:¶Damage Dice # 3$þ¶d¶Damage Side # 3$þ'*tly ànow dump the line Ò *Önoà blow # 4 pà is there a 4th blow? so th¶Blow#4$þ¬ œ¶B:¶Blow#4$þ'* theàis there an effect? havin¶ Effect #4$þ¬ œ *¶:¶ Effect #4$þ'*àis there HP damage?_MULTI¶Damage Dice # 4$þ¬ œe obje¦  *¶:¶Damage Dice # 4$þ¶d¶Damage Side # 4$þ'*harakØkÐànow dump the line Ò *Ör k à %Now dump the descriptor sets of flagsted à go to the first record# (w °B@  that à set the flag counter effec¬'Àà %search until we find the right record futà "we want them to print out in order¦ °!^¶ID$° aat °B@b both ¹€à 3got it, now go through all the flags in that recordthem, ÿ œþ °!Z“ unlesà(don't print any field that isn't Boolean œ!l ¾œà(work with out only the flags set to trueng œ!`·œàcheck if a new line is neededget. À¬œ¶F: œ!'*# TodP *¶ |  œ!'*ell k(à!Count the flags added to the line À¬ 'Àà/If we have a full line, print it and start over À ´œ· Ò *Ö¬'Àkˆk€kxÿÇpà -we are done checking the descriptor flags, soà print out any remaining outputnste À¬ œÿÿÿÿ¸& Ò *Ö(nkà =If there is spell frequency, print it then do the spell flags# UN¶One_In_X$þ¬ œcial màNow do the spell flagsreme¬'Àÿÿÿÿ, Ò¶S:¶1_IN_¶One_In_X$þÖàGo to the first recordthe ²B@ rdàset the flag counterrdsetsà%search until we find the right recordà"we want them to print out in order¦ ²!^¶ID$² apr ²B@b order¹8à3got it, now go through all the flags in that record(ÿ œþ ²!Z“he flaà(don't print any field that isn't Boolean œ!l ¾œà(work with out only the flags set to true œ!`·œàcheck if a new line is neededanun À¬œe fl¶S: œ!'*dkÿÿÿÿð(ÿÿÿÿ0. À¬ 'ÀZ¬'Àÿÿÿÿ . *¶ |  œ!'* neeà!Count the flags added to the lineà/If we have a full line, print it and start over À ´œthe Ò *Ö tk¨k k˜ÿÇà-we are done checking the descriptor flags, so àprint out any remaining output0 À¬ œecki Ò *ÖtokkÿÿÿÿÈ,à And finally, the descriptionaÿÿÿÿ¨/à get the descript8À D%*¥Tµj À»ÚÕZ«J•*øLVAL#¬2̪ d þ ª b Ø  Æ p  Ì n   Z¦R䜾h&Øf \®jLÿˆxˆÿ÷ˆøˆˆˆˆˆˆˆˆxˆÿˆ‡xˆxxÿ‡÷ˆˆxx÷‡ˆxøˆˆˆøˆ‡ÿ‡ÿˆ‡ø‡ˆðˆˆˆˆˆ‡øxˆˆ‡øø÷÷ˆøˆ‡xÿˆ‡øxwø‡ˆˆˆˆˆˆˆø‡ÿˆøxˆÿ‡ˆˆxˆøÿˆxxˆ‡ˆˆˆ‡ˆˆ‡x‡xxˆ‡ˆøÿˆwwwˆˆˆˆˆ‡ˆˆøˆÿw÷÷ÿ‡ˆˆˆ‡‡ˆˆ‡ˆˆˆøˆxÿˆˆˆ‡ˆ‡ø÷øøxˆxwxˆÿø÷‡ÿˆÿˆˆˆˆøˆˆˆøˆˆøÿ‡xøˆA larger than normal feline, hissing loudly. Its velvet claws conceal a fistful of needles.It is a black spider that moves in fits and starts.It is a large slimy mass of worms.A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms.A flying, screeching bird with a woman's face.He is leaving behind a trail of dropped spell components.He is tripping over his priestly robes.He looks inexperienced but tough.It is about four feet long and carnivorous.It is a smallish, slimy, icky, hungry creature.Yum! It looks quite tasty. It doesn't sound so nice, though...A large ant with powerful mandibles.It is a yapping snarling dog, dangerous when in a pack.It is a small lizard with a hardened hide.A disembodied eye, floating a few feet above the ground.It is a large slimy mass of worms.It is a small, dog-headed humanoid.It is a squat and ugly humanoid figure with a canine face.It is about three feet long with large teeth.It is a smallish, slimy, icky, blobby creature.It is a smallish, slimy, icky creature.It is about four feet long and carnivorous.It is about four feet long and carnivorous.He doesn't take to strangers kindly.The typical ponce around town, with purse jingling, and looking for more amulets of adornment to buy.A hardy, street-wise crook that knows an easy catch when it sees one.You feel it isn't safe to touch him.You just can't help feeling sorry for him.Drooling and comical, but then, what do you expect?Ugly doesn't begin to describe him.A wicked, power-hungry hobbit who's bitten off more than he can chew. He is absolutely drunk with power. He won't be "Chief Shirriff" for long!A thin flea-ridden mutt, growling as you get close.A skinny little furball with sharp claws and a menacing look.He looks squalid and thoroughly revolting.¹3    * *8,úõåøøˆøˆˆˆÿˆˆøˆˆˆˆÿøwˆÿÿˆÿˆ€÷wˆˆˆˆ÷ø‡ˆˆˆxˆ÷øˆ‡ˆwÿˆøø÷÷‡øˆw÷‡ˆø‡ˆwøøˆwˆÿ‡ˆ÷ˆøˆ‡ˆ‡ˆˆxˆx‡÷ÿøxˆ÷øx÷xˆtÿ÷øøˆˆˆx‡÷ˆ(nGrey moldmÿþs - GrayÿþSPOREÿþHURTÿþSPOREÿþHURT€ÿþA small strange grey growth.ÿþ0x9Aÿþ0x882ÿþ-19ÿþ0xA8ÿþ0x9Fÿþ0x8eÿþ0xC2ßÙÓÍÇÂÀº´ŠŠŠŠŠ„}wpfdRÿÿ?óÿ(n @o@Battle-scarred veterantÿþB - Light BlueÿþHITÿþHURTH@ 5ÿþ0x9Bÿþ0x9514ÿþ-12ÿþ0xAAÿþ0x8Bÿþ0x8bÿþ0x8BÔÎȼ·³­§›››››››•€~Rÿÿ3óÿ( n @o@ Mean-looking mercenarytÿþr - RedÿþHITÿþHURT€ÿþNo job is too low for him.ÿþ0x9Bÿþ0x944ÿþ-12ÿþ0xAAÿþ0x8Aÿþ0x8bÿþ0x8AçáÛÕÏÊȼ”””””””މ€~Rÿÿ3óÿ( n ào@Aimless-looking merchanttÿþo - OrangeÿþHITÿþHURTÊ@ 5ÿþ0x9Bÿþ0x933ÿþ-12ÿþ0xAAÿþ0x89ÿþ0x8bÿþ0x89ÒÌÆÀºµ³­§›››››››•„‚Rÿÿ3óÿ( n Singing, happy drunktÿþy - YellowÿþBEG €ÿþHe makes you glad to be sober.ÿþ0x9Bÿþ0x9211ÿþ-12ÿþ0xAAÿþ0x88ÿþ0x8bÿþ0x88æàÚÔÎÉÅ¿¹ˆ|zRÿ3óÿ( n ÀX@Squint-eyed roguetÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_ITEMÿþINSULTŠ@5ÿþ0x9Bÿþ0x916ÿþ-12ÿþ0xAAÿþ0x87ÿþ0x8bÿþ0x87ÛÕÏÉþ¼¶°¤¤¤¤œ’‹…€vtRÿÿóÿ( n I@Mangy-looking lepertÿþu - BrownÿþBEGH@5ÿþ0x9Bÿþ0x907ÿþ-12ÿþ0xAAÿþ0x86ÿþ0x8bÿþ0x86Á»µ¯©¤¢œ–ŠŠŠŠŠŠŠŠ…zxRÿ3óÿ(n D@Pitiful-looking beggartÿþU - Light BrownÿþBEGT@5ÿþ0x9Bÿþ0x8F15ÿþ-12ÿþ0xAAÿþ0x85ÿþ0x8bÿþ0x85ÏÉý·²®¨¢––––––––‘€~Rÿ3óÿ(xVillage idiottÿþG - Light GreenÿþDROOLf@5ÿþ0x9Bÿþ0x8E13ÿþ-12ÿþ0xAAÿþ0x84ÿþ0x8bÿþ0x84¿¹³­§¢ž˜’††††††††nlRÿ3óÿ(nBoil-covered wretchtÿþg - GreenÿþDROOLF@5ÿþ0x9Bÿþ0x8D5ÿþ-12ÿþ0xAAÿþ0x83ÿþ0x8bÿþ0x83ý·±«¦¤ž˜ŒŒŒŒŒŒŒŒ…zxRÿ3óÿ(nBlubbering idiottÿþW - Light GrayÿþDROOL€ÿþHe tends to blubber a lot.ÿþ0x9Bÿþ0x8C9ÿþ-12ÿþ0xAAÿþ0x82ÿþ0x8bÿþ0x82ÞØÒÌÆÁ¿¹³‹‹‹‹‹‹‹‹„trRÿ3óÿ(n i@@Lotho Pimplehÿþw - WhiteÿþHITÿþHURTÿþTOUCHÿþEAT_ITEM"@5ÿþ0x9Bÿþ0x8B1ÿþ-24ÿþ0xAAÿþ0x81ÿþ0x8bÿþ0x81Êľ¸²­«¥Ÿ“““““‰‚|wljRÿÿ?óÿ(n@Scruffy little dogCÿþU - Light BrownÿþBITEÿþHURTf@5ÿþ0x8Eÿþ0x9D15ÿþ-89ÿþ0x9Dÿþ0x9Aÿþ0x8fÿþ0xC8Îȼ¶±­§¡•••••••‰xvRÿÿ3óÿ(n$@Scrawny catfÿþU - Light BrownÿþCLAWÿþHURTz@5ÿþ0x98ÿþ0x8B15ÿþ-26ÿþ0xA7ÿþ0x82ÿþ0x90ÿþ0xB6Àº´®¨£Ÿ™“‡‡‡‡‡‡‡{jhRÿÿ3óÿ(nD@Filthy street urchintÿþD - Dark GrayÿþBEGT@5ÿþ0x9Bÿþ0x8A8ÿþ-12ÿþ0xAAÿþ0x80ÿþ0x8bÿþ0x80ÇÁ»µ¯ª¨¢œ‹|zRÿ3óÿ 3èÙ Ï Û ç ò Ò²Åßìü $6;(x$@Fruit batbÿþo - OrangeÿþBITEÿþHURT€ÿþA fast-moving pest.ÿþ0x96ÿþ0x983ÿþ-30ÿþ0xA5ÿþ0x8Fÿþ0x90ÿþ0x81Êľ¸²­«¥Ÿ~~~~~~~xrfdRÿÿ3óÿ(n $@Soldier antaÿþW - Light GrayÿþBITEÿþHURTH@5ÿþ0x96ÿþ0x8F9ÿþ-31ÿþ0xA5ÿþ0x87ÿþ0x91ÿþ0x80½·±«¥ ž˜’†††††††€zjhRÿÿ3óÿ(n $@JackalCÿþU - Light BrownÿþBITEÿþHURTn@5ÿþ0x8Eÿþ0x9E15ÿþ-89ÿþ0x9Dÿþ0x9Bÿþ0x90ÿþ0xB1¶°ª¤ž™•‰}}}}}}}wq`^Rÿÿ3óÿ(n.@Rock lizardRÿþU - Light BrownÿþBITEÿþHURTT@5ÿþ0x93ÿþ0x8B15ÿþ-74ÿþ0xA2ÿþ0x86ÿþ0x93ÿþ0x8CÀº´®¨£Ÿ™“‡‡‡‡‡‡‡{jhRÿÿ3óÿ(n$@Floating eyeeÿþo - OrangeÿþGAZEÿþPARALYZEp@5ÿþ0x98ÿþ0x843ÿþ-27ÿþ0xA6ÿþ0x9Bÿþ0x92ÿþ0xC1¿¹³­§¢ š”ˆˆˆˆˆˆˆ~xljRÿÿ3óÿ(d$@White worm masswÿþw - WhiteÿþCRAWLÿþPOISOND@5ÿþ0x9Eÿþ0x881-9ÿþ0xACÿþ0x9Dÿþ0x91ÿþ0x90¼¶°ª¦¤ž˜ŒŒŒŒŒŒŒ„}rpRÿÿ3óÿ(n$@KoboldkÿþG - Light GreenÿþHITÿþHURTF@5ÿþ0x9Aÿþ0x8313ÿþ-21ÿþ0xA8ÿþ0x9Aÿþ0x8dÿþ0x8Cµ¯©£˜”Žˆ|||||||vq`^Rÿÿ3óÿ(n$@Small koboldkÿþy - YellowÿþHITÿþHURTt@5ÿþ0x9Aÿþ0x8211ÿþ-21ÿþ0xA8ÿþ0x99ÿþ0x8dÿþ0x8B¼¶°ª¤Ÿ›•ƒƒƒƒƒƒƒ}xljRÿÿ3óÿ(dÀX@Large white snakeJÿþw - WhiteÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about eight feet long.ÿþ0x93ÿþ0x8A1ÿþ-82ÿþ0xA2ÿþ0x85ÿþ0x90ÿþ0x93ïéãÝ×ÒÐÊÄššššš”‡vtRÿÿ?óÿ(d#ÀX@Large brown snakeJÿþu - BrownÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about eight feet long.ÿþ0x93ÿþ0x897ÿþ-82ÿþ0xA2ÿþ0x84ÿþ0x90ÿþ0x92ïéãÝ×ÒÐÊÄššššš”‡vtRÿÿ?óÿ(n4@Giant white mouserÿþw - WhiteÿþBITEÿþHURTZ@5ÿþ0x9Dÿþ0x8F1ÿþ-14ÿþ0xACÿþ0x85ÿþ0x8dÿþ0x98ľ¸²¬§¥Ÿ™‡vtRÿÿ3óÿ(n $@Clear icky thingiÿþw - WhiteÿþTOUCHÿþHURT^@5ÿþ0x99ÿþ0x8D1ÿþ-23ÿþ0xA8ÿþ0x84ÿþ0x8eÿþ0xCFý·±«¦¤ž˜ŒŒŒŒŒŒŒ†trRÿÿ3óÿ(n $@White icky thingiÿþw - WhiteÿþTOUCHÿþHURTN@ 5ÿþ0x99ÿþ0x8C1ÿþ-23ÿþ0xA8ÿþ0x83ÿþ0x8eÿþ0xCEý·±«¦¤ž˜ŒŒŒŒŒŒŒ†trRÿÿ3óÿ(n D@Giant white centipedecÿþw - WhiteÿþBITEÿþHURTÿþSTINGÿþHURTV@ 5ÿþ0x96ÿþ0x9E1ÿþ-29ÿþ0xA5ÿþ0x95ÿþ0x91ÿþ0xA1ÙÓÍÇÁ¼º´®¢¢¢¢¢œ•‰~|Rÿÿ?óÿ(n >@Giant yellow centipedecÿþy - YellowÿþBITEÿþHURTÿþSTINGÿþHURTV@ 5ÿþ0x96ÿþ0x9D11ÿþ-29ÿþ0xA5ÿþ0x94ÿþ0x91ÿþ0xA0ÞØÒÌÆÁ½·±¥¥¥¥¥Ÿ˜’Œ€~Rÿÿ?óÿ(nGrey mushroom patch,ÿþs - GrayÿþSPOREÿþCONFUSE€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x852-4ÿþ0x9Dÿþ0x85ÿþ0x8eÿþ0xD5çáÛÕÏËÉý”””””””‹„zxRÿÿ3óÿ}3ð ì ó Ü ð êÜн³²¶©²`•ØC«ŒqI¢m¦¦ˆÝkO¨ÉO½ÖØfªòKILL_WALL€ÿìNN*&K®dw Â,/×(.xGrip, Farmer Maggot's dogCÿþU - Light BrownÿþBITEÿþHURT®@5ÿþ0x8Eÿþ0x9F15ÿþ-89ÿþ0x9Dÿþ0x9Cÿþ0x8fÿþ0xC9ÜÖÐÊÄ¿»µ¯£££££££—†„Rÿÿ3óÿ(-n$@Blue yeekyÿþb - BlueÿþHITÿþHURT€ÿþA small humanoid figure.ÿþ0x9Eÿþ0x926-7ÿþ0xADÿþ0x87ÿþ0x8fÿþ0xBAËÅ¿¹³¯­§¡{{{{{{{upfdRÿÿ3óÿ(,n$@ð?@White harpyHÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT\@5ÿþ0x91ÿþ0x8C1ÿþ-84ÿþ0xA0ÿþ0x88ÿþ0x93ÿþ0x8AÐÊľ¸³±«¥™™™“‡{ujhRÿÿÿóÿ(+nT@ SalamanderRÿþo - OrangeÿþBITEÿþFIRE"€ÿþA small black and orange lizard.ÿþ0x93ÿþ0x8D3ÿþ-74ÿþ0xA2ÿþ0x88ÿþ0x93ÿþ0x8DÙÓÍÇÁ¼º´®€€€€€€€zthfRÿÿ3óÿ(*nT@Giant black antaÿþD - Dark GrayÿþBITEÿþHURT€ÿþIt is about three feet long.ÿþ0x96ÿþ0x908ÿþ-31ÿþ0xA5ÿþ0x88ÿþ0x91ÿþ0x81âÜÖÐÊÅý·‡rpRÿÿ3óÿ()n >@Giant green frogRÿþg - GreenÿþBITEÿþHURT€ÿþIt is as big as a wolf.ÿþ0x93ÿþ0x8C5ÿþ-74ÿþ0xA2ÿþ0x87ÿþ0x93ÿþ0x88ÛÕÏÉþ¼¶°‹‹‹‹‹‹‹…trRÿÿ3óÿ((xÀX@ White jellyjÿþw - WhiteÿþTOUCHÿþPOISON"€ÿþIts a large pile of white flesh.ÿþ0x99ÿþ0x931ÿþ-22ÿþ0xA8ÿþ0x8Aÿþ0x8fÿþ0x93Ý×ÑËÅÀ¾¸²„„„„„„„|ujhRÿÿ3óÿ('nYellow mushroom patch,ÿþy - YellowÿþSPOREÿþTERRIFY€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x8711-4ÿþ0x9Dÿþ0x87ÿþ0x8eÿþ0xD7ïéãÝ×ÓÏÉÃššššššš‘Š~|Rÿÿ3óÿ(&n@(@Novice magepÿþr - RedÿþHITÿþHURTr@5ÿþ0x9Bÿþ0x994ÿþ-16ÿþ0xAAÿþ0x8Fÿþ0x84ÿþ0x83µ¯©£˜–Š~~~~~~~xsjhRÿÿ3óÿ(%n $@(@Novice priestpÿþg - GreenÿþHITÿþHURTN@5ÿþ0x9Bÿþ0x985ÿþ-16ÿþ0xAAÿþ0x8Eÿþ0x84ÿþ0x82»µ¯©£žœ–„„„„„„„~ynlRÿÿ3óÿ($n @Novice roguepÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD€ÿþA rather shifty individual.ÿþ0x9Bÿþ0x976ÿþ-16ÿþ0xAAÿþ0x8Dÿþ0x84ÿþ0x81æàÚÔÎÉÇÁ»’’’’’ˆ{vljRÿÿ?óÿ(#n @Novice warriorpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTB@5ÿþ0x9Bÿþ0x967ÿþ-16ÿþ0xAAÿþ0x8Cÿþ0x84ÿþ0x80ȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ("x$@Metallic green centipedecÿþg - GreenÿþCRAWLÿþHURTV@5ÿþ0x96ÿþ0x9F5ÿþ-29ÿþ0xA5ÿþ0x96ÿþ0x91ÿþ0xA2ÓÍÇÁ»¶´®¨œœœœœœœ–„‚Rÿÿ3óÿ(!n$@Blubbering icky thingiÿþW - Light GrayÿþCRAWLÿþPOISONÿþCRAWLÿþEAT_FOOD^@5ÿþ0x99ÿþ0x8E9ÿþ-23ÿþ0xA8ÿþ0x85ÿþ0x8eÿþ0xD0åßÙÓÍÈÆÀº®®®®®¤•Ž~|Rÿÿ?óÿ( n@Shrieker mushroom patch,ÿþR - Light Red€@5ÿþ0x8Eÿþ0x8612-4ÿþ0x9Dÿþ0x86ÿþ0x8eÿþ0xD6Éý·±­©£‘‘‘‘‘‘‘‘‘‚€Rÿ?3óÿ¯3óß ò û  ùøëÿàÚéÛˆwøw‡wˆxˆˆˆøøˆÿÿøøw÷øÿˆxˆ÷ˆˆˆˆxˆˆˆˆ÷‡xÿwx÷ÿˆ‡øˆø÷øøøˆ‡ÿxˆˆxˆˆxx‡ˆ€xˆˆøˆøˆwˆˆˆøøˆˆ‡ˆxwˆ‡ÿ‡ÿÿ‡ÿÿø÷øˆˆˆxˆˆˆ(=n$@Scruffy looking hobbithÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD®@:ÿþ0x98ÿþ0x9C6ÿþ-24ÿþ0xA7ÿþ0x93ÿþ0x8dÿþ0x80Ý×ÑËÅÀ¾¸²¦¦¦¦¦œ•Š€~Rÿÿ?óÿ(<x ÀX@ 0@Yellow jellyjÿþy - YellowÿþTOUCHÿþPOISOND@:ÿþ0x99ÿþ0x9611ÿþ-22ÿþ0xA8ÿþ0x8Dÿþ0x8fÿþ0x8AÀº´®¨£Ÿ™“‡‡‡‡‡‡‡xljRÿÿ3óÿ(;x ÀX@ 0@Silver jellyjÿþW - Light GrayÿþTOUCHÿþEAT_LITEÿþTOUCHÿþEAT_LITEœ@:ÿþ0x99ÿþ0x959ÿþ-22ÿþ0xA8ÿþ0x8Cÿþ0x8fÿþ0x94ÕÏÉý¸¶°ªžžžžž”ƒ|ljRÿÿ?óÿ(:nSpotted mushroom patch,ÿþo - OrangeÿþSPOREÿþPOISON€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x883-4ÿþ0x9Dÿþ0x88ÿþ0x8eÿþ0xD8îèâÜÖÒÐÊÄ›››››››“Œ€~Rÿÿ3óÿ(9n(^@Black naganÿþD - Dark GrayÿþCRUSHÿþHURTb@:ÿþ0x9Aÿþ0x918ÿþ-18ÿþ0xA9ÿþ0x88ÿþ0x90ÿþ0x8D»µ¯©£žœ–„„„„„„„~whfRÿÿ3óÿ(8x$@Giant white louselÿþw - WhiteÿþBITEÿþHURT€ÿþIt is six inches long.ÿþ0x9Aÿþ0x861ÿþ-20ÿþ0xA8ÿþ0x9Dÿþ0x8fÿþ0xAAÜÖÐÊÄ¿½·±‡vtRÿÿ3óÿ(7x.@Metallic blue centipedecÿþb - BlueÿþCRAWLÿþHURTV@:ÿþ0x97ÿþ0x806ÿþ-29ÿþ0xA5ÿþ0x97ÿþ0x91ÿþ0xA3ÐÊľ¸³±«¥™™™™™™™“Œ‚€Rÿÿ3óÿ(6‚$@0@PoltergeistGÿþW - Light GrayÿþTOUCHÿþTERRIFY €ÿþIt is a ghastly, ghostly form.ÿþ0x90ÿþ0x9D9ÿþ-85ÿþ0x9Fÿþ0x99ÿþ0x94ÿþ0x97áÛÕÏÉļ¶ŠŠŠŠŠŠŠzjhRÿÿ3óÿ(5xT@Green oozejÿþg - GreenÿþCRAWLÿþACID€ÿþIt's green and it's oozing.ÿþ0x99ÿþ0x945ÿþ-22ÿþ0xA8ÿþ0x8Bÿþ0x8fÿþ0x80ÔÎȼ·µ¯©€€€€€€€zshfRÿÿ3óÿ(4‚ @2SmeagolhÿþB - Light BlueÿþTOUCHÿþEAT_GOLD”@:ÿþ0x9Bÿþ0x9A6ÿþ-24ÿþ0xAAÿþ0x90ÿþ0x8fÿþ0xBCº´®¨¢›•ƒƒƒƒƒƒƒyrb`Rÿÿ3óÿ(3x( Wild catfÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURT¸@"5ÿþ0x98ÿþ0x8C15ÿþ-26ÿþ0xA7ÿþ0x83ÿþ0x90ÿþ0xB2ÆÀº´®©¥Ÿ™‡{udbRÿÿ?óÿ(2xT@Cave spiderSÿþD - Dark GrayÿþBITEÿþHURTf@!5ÿþ0x94ÿþ0x828ÿþ-73ÿþ0xA2ÿþ0x9Dÿþ0x8fÿþ0xB8¼¶°ª¤Ÿ—‘…………………yjhRÿÿ3óÿ(1d&ÀR@ Large yellow snakeJÿþy - YellowÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about ten feet long.ÿþ0x93ÿþ0x9111ÿþ-82ÿþ0xA2ÿþ0x89ÿþ0x90ÿþ0x94òìæàÚÕÑËÅ—Š„xvRÿÿ?óÿ(0d$@Green worm masswÿþg - GreenÿþCRAWLÿþACIDD@ 5ÿþ0x9Eÿþ0x895-9ÿþ0xACÿþ0x9Eÿþ0x91ÿþ0x91Àº´®¨¤¢œ–ŠŠŠŠŠŠŠ„}rpRÿÿ3óÿ(/xFang, Farmer Maggot's dogCÿþU - Light BrownÿþBITEÿþHURT®@5ÿþ0x8Fÿþ0x8015ÿþ-89ÿþ0x9Dÿþ0x9Dÿþ0x8fÿþ0xCBÜÖÐÊÄ¿»µ¯£££££££—†„Rÿÿ3óÿúLVAL$l´Ô & Æ ` Æ p   |  ² b  >Ì,¼hÞ4ä Dö´\úªPË-öL«Ñ6yÜU‡ãým07W`xa„b„ceukÜHP diceÝHP diceß,Monster Hit Point DiceõHP_diceú—ê;…šêJ’0 $ñý¹þd5]`œ a„bÜcÜHP dice_LabelÝHP diceåHP_dice_LabelꋚIt is recognized by the hard-scaled end of its body that is often rattled to frighten its prey.He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin.It appears to be a pile of silver coins.It is an ugly dog-headed humanoid wielding a bow.A strange brown growth on the dungeon floor.He looks inexperienced but tough.He is tripping over his priestly robes.It has a copper head and sharp venomous fangs.It is a large slimy mass of worms.A disembodied eye, crackling with magic.It is a smallish, slimy, icky, nasty creature.It is a small animated kobold skeleton.It a man-sized figure with the all too recognizable face of a kobold.It is a large pile of pulsing green flesh.It is a very ugly green ghost with a voracious appetite.A large green serpent with a female's torso. Her green skin glistens with acid.He is leaving behind a trail of dropped spell components.He is a sturdy hobbit who is renowned for his unusual strength and vigour. He can prove a troublesome opponent.It is a large slimy mass of worms.It appears to be a pile of copper coins.It's a large pile of pulsing blue flesh.An adventurer both devoutly religious and skillful in combat.An agile hunter, ready and relaxed.It is an armoured lizard with a powerful bite.A disembodied eye, crackling with energy.It is a disgusting mass of poisonous worms.It is a large slimy mass of worms.It is about four feet long and carnivorous.It is a strange yellow growth on the dungeon floor.It is about two feet long and has sharp pincers.A short little guy, in bedraggled clothes. He appears to be looking for a good tavern.It's a large pile of yellow flesh.It is a large pile of silver flesh that sucks all light from its surroundings.A large black serpent's body with a female torso.It is about four feet long and carnivorous.Usually known as Gollum. He's been sneaking, and he wants his 'precious.'03"$ * 7 @ W [b{pZlQD^(Mn$@(@Novice magepÿþr - RedÿþHITÿþHURTr@:ÿþ0x9Bÿþ0x9D4ÿþ-16ÿþ0xAAÿþ0x8Fÿþ0x84ÿþ0x86µ¯©£˜–Š~~~~~~~xsjhRÿÿ3óÿ(Lx $@ZBullroarer the HobbithÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTà@:ÿþ0x98ÿþ0x9D6ÿþ-24ÿþ0xA7ÿþ0x94ÿþ0x95ÿþ0x80ÜÖÐÊÄ¿½·±¥¥¥¥¥Ÿš”~|Rÿÿ?óÿ(Kd)I@Large grey snakeJÿþs - GrayÿþBITEÿþHURTÿþCRUSHÿþHURT€ÿþIt is about ten feet long.ÿþ0x93ÿþ0x902ÿþ-82ÿþ0xA2ÿþ0x8Bÿþ0x90ÿþ0x95êäÞØÒÍËÅ¿—————‘Š„~trRÿÿ?óÿ(Jd $@Blue worm masswÿþb - BlueÿþCRAWLÿþCOLDD@:ÿþ0x9Eÿþ0x8C6-9ÿþ0xADÿþ0x81ÿþ0x91ÿþ0x94½·±«¥¡Ÿ™“‡‡‡‡‡‡‡zpnRÿÿ3óÿ(In>@Giant white ratrÿþW - Light GrayÿþBITEÿþPOISON€ÿþIt is a very vicious rodent.ÿþ0x9Dÿþ0x909ÿþ-14ÿþ0xACÿþ0x86ÿþ0x8dÿþ0x9AåßÙÓÍÈÆÀºˆ‚rpRÿÿ3óÿ(Hd$@ Creeping copper coins$ÿþu - BrownÿþHITÿþHURTÿþTOUCHÿþPOISONP@:ÿþ0x8Eÿþ0x807ÿþ-47ÿþ0x9Dÿþ0x80ÿþ0x87ÿþ0x87ÚÔÎȽ»µ¯£££££›”މ~|Rÿÿ?óÿ(Gn ÀX@Blue jellyjÿþb - BlueÿþTOUCHÿþCOLDP@:ÿþ0x99ÿþ0x976ÿþ-22ÿþ0xA8ÿþ0x8Eÿþ0x8fÿþ0x86¶°ª¤ž™—‘‹yrhfRÿÿ3óÿ(Fn@"@Novice paladinpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTz@:ÿþ0x9Bÿþ0x9C1ÿþ-16ÿþ0xAAÿþ0x92ÿþ0x84ÿþ0x85ȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ(En@"@Novice rangerpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTF@ :ÿþ0x9Bÿþ0x9B9ÿþ-16ÿþ0xAAÿþ0x91ÿþ0x84ÿþ0x84ËÅ¿¹³®¬¦ ”””””މƒ~nlRÿÿ?óÿ(DnT@Cave lizardRÿþu - BrownÿþBITEÿþHURT\@ :ÿþ0x93ÿþ0x8F7ÿþ-74ÿþ0xA2ÿþ0x8Aÿþ0x93ÿþ0x8E¸²¬¦ ›™“{ujhRÿÿ3óÿ(Cn$@&@Radiation eyeeÿþR - Light RedÿþGAZEÿþLOSE_STRR@ :ÿþ0x98ÿþ0x8512ÿþ-27ÿþ0xA6ÿþ0x9Cÿþ0x90ÿþ0x87ÆÀº´®©¥Ÿ™ƒ}nlRÿÿ3óÿ(Bd$@Clear worm masswÿþw - WhiteÿþCRAWLÿþPOISONV@ :ÿþ0x9Eÿþ0x8B1-9ÿþ0xADÿþ0x80ÿþ0x91ÿþ0x93¼¶°ª¦¤ž˜ŒŒŒŒŒŒŒ„}rpRÿÿ3óÿ(Ad$@Yellow worm masswÿþy - YellowÿþCRAWLÿþLOSE_DEXD@ :ÿþ0x9Eÿþ0x8A11-9ÿþ0xACÿþ0x9Fÿþ0x91ÿþ0x92Éý·±­©£‘‘‘‘‘‘‘‡€trRÿÿ3óÿ(@x 4@ Metallic red centipedecÿþr - RedÿþCRAWLÿþHURTV@:ÿþ0x97ÿþ0x814ÿþ-29ÿþ0xA5ÿþ0x98ÿþ0x91ÿþ0xA4ÍÇÁ»µ°®¨¢–––––––‰€~Rÿÿ3óÿ(?n ÀX@ Yellow moldmÿþy - YellowÿþSPOREÿþHURTf@:ÿþ0x9Aÿþ0x8911ÿþ-19ÿþ0xA9ÿþ0x80ÿþ0x8eÿþ0xC6¼¶°ª¤Ÿ›•ƒƒƒƒƒƒƒ}vjhRÿÿ3óÿ(>nT@Giant white antaÿþw - WhiteÿþBITEÿþHURT`@:ÿþ0x96ÿþ0x911ÿþ-31ÿþ0xA5ÿþ0x89ÿþ0x91ÿþ0x82Àº´®¨£¡›•‰‰‰‰‰‰‰ƒ}rpRÿÿ3óÿ3   # : J Y _t~;OV?TF(]‚ >@ Giant brown batbÿþu - BrownÿþBITEÿþHURT€ÿþIt screeches as it attacks.ÿþ0x96ÿþ0x997ÿþ-30ÿþ0xA5ÿþ0x90ÿþ0x90ÿþ0x82Ý×ÑËÅÀ¾¸²‰‰‰‰‰‰‰ƒ}rpRÿÿ3óÿ(\n ÀX@Brown moldmÿþu - BrownÿþSPOREÿþCONFUSEX@:ÿþ0x9Aÿþ0x8A7ÿþ-19ÿþ0xA9ÿþ0x81ÿþ0x8eÿþ0xC7º´®¨¢›•ƒƒƒƒƒƒƒzshfRÿÿ3óÿ([n @Novice roguepÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD€ÿþA rather shifty individual.ÿþ0x9Cÿþ0x806ÿþ-16ÿþ0xAAÿþ0x8Dÿþ0x84ÿþ0x89æàÚÔÎÉÇÁ»’’’’’ˆ{vljRÿÿ?óÿ(Zn @Novice warriorpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTB@:ÿþ0x9Bÿþ0x9F7ÿþ-16ÿþ0xAAÿþ0x8Cÿþ0x84ÿþ0x88ȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ(Yn @(@Novice priestpÿþg - GreenÿþHITÿþHURTN@:ÿþ0x9Bÿþ0x9E5ÿþ-16ÿþ0xAAÿþ0x8Eÿþ0x84ÿþ0x87»µ¯©£žœ–„„„„„„„~ynlRÿÿ3óÿ(Xnð?@Purple mushroom patch,ÿþv - VioletÿþSPOREÿþLOSE_CONÿþSPOREÿþLOSE_CONÿþSPOREÿþLOSE_CON€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x8910-4ÿþ0x9Dÿþ0x89ÿþ0x8eÿþ0xD9 úöòìæ½½½³¬¢›‘Š~|Rÿÿÿóÿ(Wnð?Copperhead snakeJÿþo - OrangeÿþBITEÿþPOISON\@:ÿþ0x93ÿþ0x913ÿþ-82ÿþ0xA2ÿþ0x8Cÿþ0x90ÿþ0x96Å¿¹³­¨¦ šŽŽŽŽŽŽŽ†€trRÿÿ3óÿ(Vd $@Red worm masswÿþr - RedÿþCRAWLÿþFIRED@:ÿþ0x9Eÿþ0x8D4-9ÿþ0xADÿþ0x82ÿþ0x91ÿþ0x95º´®¨¢žœ–„„„„„„„~wnlRÿÿ3óÿ(Ud$@"@Disenchanter eyeeÿþv - VioletÿþGAZEÿþUN_BONUSP@:ÿþ0x98ÿþ0x8610ÿþ-27ÿþ0xA6ÿþ0x9Dÿþ0x90ÿþ0x86Éý·±¬¨¢œ†€trRÿÿ3óÿ(Tn .@ Grey icky thingiÿþs - GrayÿþTOUCHÿþHURT\@:ÿþ0x99ÿþ0x8F2ÿþ-23ÿþ0xA8ÿþ0x86ÿþ0x8eÿþ0xD1Àº´®¨£¡›•‰‰‰‰‰‰‰ƒ|rpRÿÿ3óÿ(SnD@ Skeleton koboldsÿþw - WhiteÿþHITÿþHURTN@:ÿþ0x9Dÿþ0x931ÿþ-13ÿþ0xACÿþ0x89ÿþ0x94ÿþ0xBB¿¹³­§¢ š”ˆˆˆˆˆˆˆ‚}rpRÿÿ3óÿ(Rn  >@ Large koboldkÿþb - BlueÿþHITÿþHURTŠ@:ÿþ0x9Aÿþ0x846ÿþ-21ÿþ0xA8ÿþ0x9Bÿþ0x8dÿþ0x8D¸²¬¦ ›™“{vljRÿÿ3óÿ(QxÀX@Green jellyjÿþg - GreenÿþTOUCHÿþACIDT@:ÿþ0x99ÿþ0x995ÿþ-22ÿþ0xA8ÿþ0x90ÿþ0x8fÿþ0x91¹³­§¡œš”Ž‚‚‚‚‚‚‚|ujhRÿÿ3óÿ(P‚ $@Green glutton ghostGÿþg - GreenÿþTOUCHÿþEAT_FOODp@:ÿþ0x90ÿþ0x9E5ÿþ-85ÿþ0x9Fÿþ0x9Aÿþ0x94ÿþ0x82ÍÇÁ»µ°®¨¢–––––––Œ…zxRÿÿ3óÿ(OnT@Blue oozejÿþb - BlueÿþCRAWLÿþCOLD€ÿþIt's blue and it's oozing.ÿþ0x99ÿþ0x986ÿþ-22ÿþ0xA8ÿþ0x8Fÿþ0x8fÿþ0x81ÐÊľ¸³±«¥}}}}}}}wpfdRÿÿ3óÿ(Nn (^@Green naganÿþg - GreenÿþCRUSHÿþHURTÿþSPITÿþACID @:ÿþ0x9Aÿþ0x925ÿþ-18ÿþ0xA9ÿþ0x89ÿþ0x90ÿþ0x8Eý·±«¦¤ž˜ŒŒŒŒŒ†€zshfRÿÿ?óÿi3! 8 N 4 X lxކ’—~—0ïqáÑN¿´Ã†F¼¦ˆÝkO¨ÉO½ÖØfªòSHRIEKP(mn>@#Night lizardRÿþb - BlueÿþBITEÿþHURTÿþBITEÿþHURT€@>ÿþ0x93ÿþ0x948ÿþ-74ÿþ0xA2ÿþ0x8Fÿþ0x93ÿþ0x8FÅ¿¹³­¨¦ šŽŽŽŽŽˆ‚|vljRÿÿ?óÿ(ln 4@$@Dark elfhÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTº@>ÿþ0x98ÿþ0x9E8ÿþ-24ÿþ0xA7ÿþ0x95ÿþ0x8dÿþ0x81Àº´®¨£¡›•‰‰‰‰‰ƒ~xsdbRÿÿ?óÿ(kn $@0@Lost soulGÿþB - Light BlueÿþHITÿþHURTÿþTOUCHÿþLOSE_WIS€ÿþIt is almost insubstantial.ÿþ0x90ÿþ0x9F14ÿþ-85ÿþ0x9Fÿþ0x9Bÿþ0x94ÿþ0x96èâÜÖÐËÇÁ»’’’’’ˆ{vfdRÿÿ?óÿ(jn>@Zombified koboldzÿþs - GrayÿþHITÿþHURTÿþHITÿþHURT²@>ÿþ0x9Eÿþ0x972-6ÿþ0xADÿþ0x8Cÿþ0x94ÿþ0x9BÊľ¸²®¬¦ ”””””މƒ~trRÿÿ?óÿ(in 4@Green icky thingiÿþg - GreenÿþTOUCHÿþACID^@>ÿþ0x99ÿþ0x905ÿþ-23ÿþ0xA8ÿþ0x87ÿþ0x8eÿþ0xD2ý·±«¦¤ž˜ŒŒŒŒŒŒŒ†trRÿÿ3óÿ(hn I@Giant red frogRÿþr - RedÿþBITEÿþLOSE_STR€ÿþIt looks poisonous.ÿþ0x93ÿþ0x9312ÿþ-74ÿþ0xA2ÿþ0x8Eÿþ0x93ÿþ0x89×ÑËÅ¿º¶°ª‰‰‰‰‰‰‰ypnRÿÿ3óÿ(gnÀX@Red jellyjÿþr - RedÿþTOUCHÿþLOSE_STRV@>ÿþ0x99ÿþ0x9A12ÿþ-22ÿþ0xA8ÿþ0x91ÿþ0x8fÿþ0x92¹³­§¡œ˜’Œ€€€€€€€vofdRÿÿ3óÿ(fn (^@( Red naganÿþr - RedÿþCRUSHÿþHURTÿþBITEÿþLOSE_STRN@>ÿþ0x9Aÿþ0x9312ÿþ-18ÿþ0xA9ÿþ0x8Aÿþ0x90ÿþ0x8Fý·±«¦¢œ–ŠŠŠŠŠ€ztmdbRÿÿ?óÿ(en $@@Bloodshot eyeeÿþr - RedÿþGAZEÿþBLINDN@>ÿþ0x98ÿþ0x874ÿþ-27ÿþ0xA6ÿþ0x9Eÿþ0x90ÿþ0x85»µ¯©£žœ–„„„„„„„}wnlRÿÿ3óÿ(dn >@Manesuÿþu - BrownÿþHITÿþHURTF@>ÿþ0x91ÿþ0x967ÿþ-11ÿþ0xA0ÿþ0x91ÿþ0x8dÿþ0xA4«¥Ÿ™“ŽŒ†€tttttttni^\Rÿÿ3óÿ(cxT@Wood spiderSÿþU - Light BrownÿþBITEÿþHURTÿþSTINGÿþPOISON€ÿþIt scuttles towards you.ÿþ0x94ÿþ0x8315ÿþ-73ÿþ0xA2ÿþ0x9Eÿþ0x8fÿþ0xB5éãÝ×ÑÌȼ–––––އ{jhRÿÿ?óÿ(bn  >@Cave orcoÿþG - Light GreenÿþHITÿþHURT`@>ÿþ0x9Aÿþ0x9813ÿþ-17ÿþ0xA9ÿþ0x8Fÿþ0x8dÿþ0x94¹³­§¡œ˜’Œ€€€€€€€zudbRÿÿ3óÿ(anð?RattlesnakeJÿþr - RedÿþBITEÿþPOISON¾@#:ÿþ0x93ÿþ0x924ÿþ-82ÿþ0xA2ÿþ0x8Dÿþ0x90ÿþ0x97¸²¬¦ ›™“ysjhRÿÿ3óÿ(`n >@SnagaoÿþU - Light BrownÿþHITÿþHURTœ@":ÿþ0x9Aÿþ0x9715ÿþ-17ÿþ0xA9ÿþ0x8Eÿþ0x8dÿþ0x93³­§¡›–’Œ†zzzzzzzto^\Rÿÿ3óÿ(_d $@Creeping silver coins$ÿþs - GrayÿþHITÿþHURTÿþTOUCHÿþPOISONP@!:ÿþ0x8Eÿþ0x812ÿþ-47ÿþ0x9Dÿþ0x81ÿþ0x87ÿþ0x88ÙÓÍÇÁ¼º´®¢¢¢¢¢š“ˆ~|Rÿÿ?óÿ(^n$@ @Kobold archerkÿþW - Light GrayÿþHITÿþHURTb@ :ÿþ0x9Cÿþ0x819ÿþ-16ÿþ0xAAÿþ0x97ÿþ0x84ÿþ0x8AÀº´®¨£¡›•‰‰‰‰‰‰‰ƒ~nlRÿÿ3óÿ†LVAL  Z ¾h X ž  Ú  F 8 ¾p$΂ÄF‚¸,ÞVÔIDÞPStupid, doesn't learn by watching playerôÆÓ‹¶>2N6…UNnßxþd5_`,ad#bHA dark elven figure, dressed all in black, hurling spells at you.It is a vast black spider whose bulbous body is bloated with poison.It is a large snake with a hooded face.A nasty piece of work, Brodda picks on defenseless women and children.It is large and has venomous mandibles.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale red.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull black.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a sickly green.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale white.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale blue.An orc dressed in skins who gestures wildly.A woman's face on the body of a vicious black bird.It is a strange, slimy, icky creature.A large white figure covered in shaggy fur.He is a hardy well-weathered survivor.It is the larval form of a major demon.An adventurer both devoutly religious and skillful in combat.It is a strange growth on the dungeon floor.A large black and yellow lizard. You'd better run away!An agile hunter, ready and relaxed.A captain of a regiment of weaker orcs, Lagduf keeps his troop in order with displays of excessive violence.He's been spying for Saruman. He is a snivelling wretch with no morals and disgusting habits.Strong and powerful, for a kobold.It is a black lizard with overlapping scales and a powerful jaw.An elven figure with jet black skin and white hair, his eyes are large and twisted with evil.It is an animated kobold corpse. Flesh falls off in large chunks as it shambles forward.It is a smallish, slimy, icky, acidic creature.It is a large pulsating mound of red flesh.A large red snake with a woman's torso.A disembodied eye, bloodshot and nasty.It is a minor but aggressive demon.He is often found in huge numbers in deep caves.´3é¶   š ž ¨ ½²¹Óñëøñàa playerúºÂ”¬J•ø…K˼Zµþd5]`œ a$ bÜcÜAlertness_LabelÝAlertnessêø¥!ØAõMž¾jFízjým07W`°(|n 4@ Giant grey ratrÿþs - GrayÿþBITEÿþPOISON!€ÿþIt is a rodent of unusual size.ÿþ0x9Dÿþ0x912ÿþ-14ÿþ0xACÿþ0x87ÿþ0x8dÿþ0x99àÚÔÎÈÃÁ»µˆˆˆˆˆˆˆ€zpnRÿÿ3óÿ({n4@ &@Bloodshot icky thingiÿþr - RedÿþTOUCHÿþHURTÿþCRAWLÿþACIDL@>ÿþ0x99ÿþ0x914ÿþ-23ÿþ0xA8ÿþ0x88ÿþ0x8eÿþ0xD3ÖÐÊľ¹·±«ŸŸŸŸŸ™’Œ…|zRÿÿ?óÿ(zn $@ ð?@YetiYÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTV@>ÿþ0x95ÿþ0x996ÿþ-67ÿþ0xA4ÿþ0x91ÿþ0x8eÿþ0xB2¼¶°ª¥£—‹‹‹…ysmg\ZRÿÿÿóÿ(yn$@Banditpÿþb - BlueÿþHITÿþHURTÿþTOUCHÿþEAT_GOLD€ÿþHe is after your cash!ÿþ0x9Cÿþ0x856ÿþ-16ÿþ0xAAÿþ0x9Bÿþ0x84ÿþ0x8DÕÏÉý¸¶°ª†††††|uoj`^Rÿÿ?óÿ(xn  >@ Hill orcoÿþu - BrownÿþHITÿþHURTL@>ÿþ0x9Aÿþ0x9A7ÿþ-17ÿþ0xA9ÿþ0x91ÿþ0x92ÿþ0x98±«¥Ÿ™”’Œ†zzzzzzztodbRÿÿ3óÿ(wn  >@LemureuÿþU - Light BrownÿþHITÿþHURTN@>ÿþ0x91ÿþ0x9715ÿþ-11ÿþ0xA0ÿþ0x92ÿþ0x8dÿþ0xA5µ¯©£˜”Žˆ|||||||vq`^Rÿÿ3óÿ(vn@"@Novice paladinpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTz@>ÿþ0x9Bÿþ0x9C1ÿþ-16ÿþ0xAAÿþ0x92ÿþ0x84ÿþ0x8Cȼ¶°«©£‘‘‘‘‘‹†€{pnRÿÿ?óÿ(un $D@Skeleton orcsÿþw - WhiteÿþHITÿþHURT!€ÿþIt is an animated orc skeleton.ÿþ0x9Dÿþ0x941ÿþ-13ÿþ0xACÿþ0x8Aÿþ0x94ÿþ0xBEÚÔÎȽ»µ¯‚‚‚‚‚‚‚|wljRÿÿ3óÿ(tnÀR@Green moldmÿþg - GreenÿþSPOREÿþTERRIFYX@>ÿþ0x9Aÿþ0x8B5ÿþ-19ÿþ0xA9ÿþ0x82ÿþ0x8eÿþ0xC9º´®¨¢›•ƒƒƒƒƒƒƒzshfRÿÿ3óÿ(sn(ð?2"@Giant salamanderRÿþy - YellowÿþBITEÿþFIREp@ >ÿþ0x93ÿþ0x9511ÿþ-74ÿþ0xA2ÿþ0x90ÿþ0x93ÿþ0x8DÅ¿¹³­¨¤ž˜ŒŒŒŒŒŒŒ†€trRÿÿ3óÿ(rn@"@Novice rangerpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTF@ >ÿþ0x9Cÿþ0x839ÿþ-16ÿþ0xAAÿþ0x91ÿþ0x84ÿþ0x8BËÅ¿¹³®¬¦ ”””””މƒ~nlRÿÿ?óÿ(qn$@ Brown yeekyÿþu - BrownÿþHITÿþHURT!€ÿþIt is a strange small humanoid.ÿþ0x9Eÿþ0x937-7ÿþ0xADÿþ0x88ÿþ0x8fÿþ0xB9ÕÏÉý¹·±«~~~~~~~xshfRÿÿ3óÿ(pn  >@P  ð?"@ð?"@Lagduf, the Snagaoÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTØ@ >ÿþ0x9Aÿþ0x993ÿþ-17ÿþ0xA9ÿþ0x90ÿþ0x95ÿþ0x83åßÙÓÍÈÆÀº®¨£˜’‡‚vtRÿÿÿÿÿ(os 4@ ª@Wormtongue, Agent of SarumanpÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEAT_GOLDÿþINSULT¼@ >ÿþ0x9Cÿþ0x826ÿþ-16ÿþ0xAAÿþ0x98ÿþ0x95ÿþ0x82üöðêåãÝ×ËËù²¬§¡œŒŠRÿÿÿ÷ÿ(nn 4@d  ð?$@Mughash the Kobold Lordkÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTD@ >ÿþ0x9Aÿþ0x856ÿþ-21ÿþ0xA8ÿþ0x9Cÿþ0x95ÿþ0x81æàÚÔÎÉÇÁ»¯¯¯©¤ž™“Ž‚€RÿÿÿóÿM3û  õ è Ü Õײ¼¦«’‘y6ôìy —‹tC´YåOï5þd5_`0(‹x Clear mushroom patch,ÿþw - WhiteÿþSPOREÿþHURT€ÿþYum! It looks quite tasty.ÿþ0x8Eÿþ0x8A1-4ÿþ0x9Dÿþ0x8Aÿþ0x8eÿþ0xDAçáÛÕÏËÉý”””””””އ|zRÿÿ3óÿ(Šn 4@ 2Dark elven warriorhÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTn@%ÿþ0x99ÿþ0x807ÿþ-24ÿþ0xA7ÿþ0x97ÿþ0x8dÿþ0x83ÐÊľ¸³±«¥™™™™™“ŽˆƒxvRÿÿ?óÿ(‰s $@ K @Orfax, Son of BoldoryÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþINSULTÿþINSULT @%ÿþ0x9Eÿþ0x946-7ÿþ0xADÿþ0x89ÿþ0x95ÿþ0x85èâÜÖÐÌÊľ²²ªª¢œ—‘Œ|zRÿÿ÷ÿ(ˆx 4@ 2@Dark elven magehÿþr - RedÿþHITÿþHURTÿþHITÿþHURT‚@>ÿþ0x98ÿþ0x9F10ÿþ-24ÿþ0xA7ÿþ0x96ÿþ0x8dÿþ0x82Êľ¸²­©£‘‘‘‘‘‹†€{rpRÿÿ?óÿ(‡n T@ # ð?@ð?$@Giant spiderSÿþv - VioletÿþBITEÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþHURTˆ@>ÿþ0x94ÿþ0x8410ÿþ-73ÿþ0xA2ÿþ0x9Fÿþ0x8fÿþ0xB4åßÙÓÍÈľ¸¬¦ ˜’Š„~xljRÿÿÿÿÿ(†n ð? King cobraJÿþg - GreenÿþSPITÿþBLINDÿþBITEÿþPOISONN@>ÿþ0x93ÿþ0x965ÿþ-82ÿþ0xA2ÿþ0x91ÿþ0x90ÿþ0x98Å¿¹³­¨¦ šŽŽŽŽŽ†€yshfRÿÿ?óÿ(…n 4@ d  ð?(@ð?(@Brodda, the EasterlingpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTŒ@>ÿþ0x9Cÿþ0x867ÿþ-16ÿþ0xAAÿþ0x9Cÿþ0x95ÿþ0x84ôîèâÜ×ÕÏɽ·²¬§¡œ–‘€~Rÿÿÿÿÿ(„n "N@ Giant red antaÿþr - RedÿþBITEÿþHURTÿþSTINGÿþLOSE_STRN@>ÿþ0x96ÿþ0x9212ÿþ-31ÿþ0xA5ÿþ0x8Dÿþ0x91ÿþ0x83ÍÇÁ»µ°¬¦ ”””””Šƒ}wnlRÿÿ?óÿ(ƒn €Q@ #ð?@(@Baby red dragondÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¼@>ÿþ0x97ÿþ0x8A4ÿþ-28ÿþ0xA6ÿþ0x81ÿþ0x8cÿþ0x85ÖÐÊľ¹·±«ŸŸŸ™“‡{rpRÿÿÿóÿ(‚n €Q@ #ð?@(@Baby black dragondÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÀ@>ÿþ0x97ÿþ0x892ÿþ-28ÿþ0xA6ÿþ0x80ÿþ0x8cÿþ0x84ÛÕÏÉþ¼¶°¤¤¤ž˜’Œ†€vtRÿÿÿóÿ(n €Q@ #ð?@(@Baby green dragondÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÄ@>ÿþ0x97ÿþ0x885ÿþ-28ÿþ0xA5ÿþ0x9Fÿþ0x8cÿþ0x83ÜÖÐÊÄ¿½·±¥¥¥Ÿ™“‡vtRÿÿÿóÿ(€n €Q@ #ð?@(@Baby white dragondÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÀ@>ÿþ0x97ÿþ0x871ÿþ-28ÿþ0xA5ÿþ0x9Eÿþ0x8cÿþ0x82ÜÖÐÊÄ¿½·±¥¥¥Ÿ™“‡vtRÿÿÿóÿ(n €Q@ #ð?@(@Baby blue dragondÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¾@>ÿþ0x97ÿþ0x866ÿþ-28ÿþ0xA5ÿþ0x9Dÿþ0x8cÿþ0x80ÙÓÍÇÁ¼º´®¢¢¢œ–Š„~trRÿÿÿóÿ(~n 4@  @Orc shamanoÿþr - RedÿþHITÿþHURTÿþHITÿþHURTX@>ÿþ0x9Aÿþ0x9B4ÿþ-17ÿþ0xA9ÿþ0x92ÿþ0x92ÿþ0x99¾¸²¬¦¡Ÿ™“‡‡‡‡‡|vqhfRÿÿ?óÿ(}x$@ ð?@Black harpyHÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTf@>ÿþ0x91ÿþ0x8D8ÿþ-84ÿþ0xA0ÿþ0x89ÿþ0x93ÿþ0x8BÔÎȼ·µ¯©—‘‹…yjhRÿÿÿóÿh3 ü  ï ðܹÊÝ—›´”EIRD_MINDÝWEIRD_MINDÞN10% ch(Ön 2D@Fð?@Forest trollTÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT€ÿþHe is green skinned and ugly.ÿþ0x94ÿþ0x8E5ÿþ-72ÿþ0xA3ÿþ0x89ÿþ0x92ÿþ0xAEïéãÝ×ÒÐÊÄ™™™“‡‚|wljRÿÿÿóÿ(Õn4@7$@Impuÿþg - GreenÿþHITÿþPOISONÿþHITÿþPOISONN@Hÿþ0x91ÿþ0x9B5ÿþ-11ÿþ0xA0ÿþ0x96ÿþ0x8dÿþ0xAA¶°ª¤ž™—‘‹wrjeZXRÿÿ?óÿ(Ôn4@2ð?@$@Quasituÿþo - OrangeÿþBITEÿþLOSE_DEXÿþCLAWÿþHURTÿþCLAWÿþHURTP@Hÿþ0x91ÿþ0x9A3ÿþ-11ÿþ0xA0ÿþ0x95ÿþ0x8dÿþ0xA8ËÅ¿¹³®¬¦ ”””Žˆ‚|rl`^Rÿÿÿóÿ(Ón" (D@È@@@@Ulfast, Son of UlfangpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT!€ÿþA short and swarthy Easterling.ÿþ0x9Cÿþ0x8C15ÿþ-16ÿþ0xABÿþ0x82ÿþ0x95ÿþ0x8A ýøôî軵°ª¥Ÿš”~|Rÿÿÿÿÿ(Òx$@HummerhornIÿþy - YellowÿþBITEÿþCONFUSE\@Hÿþ0x90ÿþ0x9911ÿþ-83ÿþ0x9Fÿþ0x96ÿþ0x8fÿþ0xB0¼¶°ª¤Ÿ›•ƒƒƒƒƒƒƒzthfRÿÿ3óÿ(Ñn"<I@Ü @Fire giantPÿþr - RedÿþHITÿþFIREÿþHITÿþFIRE†@Hÿþ0x92ÿþ0x984ÿþ-76ÿþ0xA1ÿþ0x93ÿþ0x92ÿþ0x8C¾¸²¬¦¡Ÿ™“‡‡‡‡‡|vqhfRÿÿ?óÿ(Ðn I@A$@Giant green dragon flyFÿþg - GreenÿþBITEÿþPOISON"€ÿþA vast, foul-smelling dragonfly.ÿþ0x90ÿþ0x985ÿþ-86ÿþ0x9Fÿþ0x94ÿþ0x91ÿþ0xB9òìæàÚÕÓÍÇ™™™™™™™‘‹€~Rÿÿ3óÿ(Ïn$ ð?P  ð?$@Gelatinous cubejÿþG - Light GreenÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDØ@Hÿþ0x99ÿþ0x9E13ÿþ-22ÿþ0xA8ÿþ0x95ÿþ0x8fÿþ0x85ãÝ×ÑËÆÂ¼¶ªªª¤—ŠƒrpRÿÿÿóÿ(În ;4@P@@"@Orc captainoÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTR@Hÿþ0x9Bÿþ0x813ÿþ-17ÿþ0xA9ÿþ0x98ÿþ0x92ÿþ0x9CÎȼ¶±¯©£———‘Œ†{vjhRÿÿÿóÿ(Ín 2$@Kð?@@@Umber hulkXÿþU - Light BrownÿþGAZEÿþCONFUSEÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT¶@Hÿþ0x94ÿþ0x9E15ÿþ-68ÿþ0xA3ÿþ0x99ÿþ0x92ÿþ0xA1ãÝ×ÑËÆÂ¼¶ª¤ž˜“ˆyhfRÿÿÿÿÿ(Ìn $@<Clay golemgÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTt@Hÿþ0x98ÿþ0x9315ÿþ-25ÿþ0xA7ÿþ0x8Aÿþ0x92ÿþ0x81ȼ¶°«§¡›‰„~yhfRÿÿ?óÿ(Ën2ð? @Clear houndZÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT!€ÿþA completely translucent hound.ÿþ0x95ÿþ0x9D1ÿþ-66ÿþ0xA4ÿþ0x95ÿþ0x90ÿþ0xBAñëåßÙÔÒÌÆ™™™“‡{ujhRÿÿÿóÿ(Ên4@(@Gnome magehÿþr - RedÿþHITÿþHURT€ÿþA mage of short stature.ÿþ0x99ÿþ0x834ÿþ-24ÿþ0xA7ÿþ0x98ÿþ0x8dÿþ0x86ÍÇÁ»µ°®¨¢|||||||vqhfRÿÿ3óÿ(Én >@( Homunculusuÿþy - YellowÿþHITÿþPARALYZEÿþHITÿþHURTb@-ÿþ0x91ÿþ0x9911ÿþ-11ÿþ0xA0ÿþ0x94ÿþ0x8dÿþ0xA7ÇÁ»µ¯ª¦ šŽŽŽŽŽˆƒythfRÿÿ?óÿ(Èn $@FGriffonHÿþu - BrownÿþHITÿþHURTÿþBITEÿþHURT|@-ÿþ0x91ÿþ0x8F7ÿþ-84ÿþ0xA0ÿþ0x8Bÿþ0x91ÿþ0x8E»µ¯©£žœ–„„„„„~xrmb`Rÿÿ?óÿò † @€ @€ @€ @€ @€ @€ @€ @€ˆ€‰€Š€‹€Œ€€Ž€€€ ‘€ ’€ “€ ”€ •€–€—€˜€™€š€›€œ€€ž€Ÿ€ €¡€¢€£€¤€¥€¦€§€ ¨€!©€"ª€#«€$¬€%­€&®€'¯€(°€)±€*²€+³€,´€-µ€.¶€/·€0¸€1¹€2º€3»€4¼€5½€6¾€7¿€8À€9Á€:€;À<Ä€=Å ÿÿUJüÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ†rYNDD Y  readmeDDÿÿÖ»v1ì`€€LVALTN!FThis database contains all the monster information for NPPAngband 0.2.2. The user can easily make changes to a monster, add new monsters, sort the monsters, and print out a new list. It contains all the information to print out a monster.txt file, or updated graf.xxx files for the graphics preferences. It can be used as a spoiler file, development tool, or to do things like re-arranging the monsters in order of depth, a task that would take hours editing the monster.txt file. A few things about this database& It does not have a user interface that allows anyone to use it at the push of a button. Some knowledge of Access is required to do anything more than make changes to current monsters.& & & & & & & & 1) There are several main tables, titled Monsters (the basic monster info), Descriptor flags, and Spell Flags. 2) If field names are changed in the Monsters table, the macro that prints out the monster information needs to be changed. In the flags databases, the print macro prints out the name of the field, so that needs to prefectly match the defined constant in NPPAngband (UNIQUE, DROP_GREAT, etc& ) However, if you add a new field to either of these tables, it will automaticallyget printed out for any monster with that flag checked. Any non-boolean flag added to descriptor or spells table will not print out. 3) to add a new monster, records have to be added to the monster, descriptor flags, and spell flags fields, and the field called "ID" have to have the same number associated with it. These three tables are tied together in a query called "Complete Monster Database". There is also a form with this title, this is where the user should spend most of their time editing the monster database. There are also buttons to print out the monster sections of the graf-{foo} files, or a new monster.txt file that can be dropped into NPPAngband. 4) Visual Basic is a relatively slow language, and there is a lot of information to print out. The print monster macro takes about 10 seconds on a 733mhz PLVAL entium III computer. Thanks to Juergen Frieling for some great advice in making this database and the macros.ÛCëÄETN!ÒLVALŒÖ„¬ & Ê z , Z Þœ´ŽŠv nÎdvg_coor_2úãž ™îFŽzEþ¢( ~þd5U`Ha¬SbscÜLabel535Ý graf-dvg coor-2:êU`¯ 4ÜH¦>È$ éýj2]`ìa\Ibxi¤ÜCheck536Ý S_KINA pile of rotting vegetation that slides towards you with a disgusting stench, waking all it nears.He is an orc of power and great cunning, leader of the garrison at Minas Morgul.He is an orc of power and great cunning, leader of the garrison at Cirith Ungol.A cunning orc of power, as tall as a man, and stronger. It fears little.A strange magical member of the canine race, its form seems to shimmer and fade in front of your very eyes.A strange creature that disguises itself as a discarded potion bottle to lure unsuspecting adventurers within reach of its venomous claws.Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting your fingers as energy builds up in the air around you.A hound as tall as a man, this creature appears to be composed of angular planes of ice. Cold radiates from it and freezes your breath in the air.Flames lick at its feet and its tongue is a blade of fire. You can feel a furnace heat radiating from the creature.A whirling form of sentient rock.A strange reptilian hybrid with two heads, guarding its hoard.The friend and companion of the dwarven king Thror, he went mad with grief after Thror's death at the hands of Azog the Orc. With torn beard and ragged clothes, he seems to have fixed on you as a convenient target to vent his anger.The lawful evil master's favourite pet.The chaotic evil master's favourite pet.A giant buzzing wasp, its stinger drips venom.A glowing fourteen foot tall giant. Flames drip from its red skin.It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well.An armoured orc with an air of authority.This bizarre creature has glaring eyes and large mandibles capable of slicing through rock.It is a massive animated statue made out of hardened clay.r3îó Þ » Æ µ ¸¹·´Èܹ˜žDê0ì2?æ»Jœ Z™¸ýj2]`caü?bxi}ÜBA_POISÝBA_PO(ånD@K@Shambling mound,ÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÆ@Hÿþ0x8Eÿþ0x8C9-4ÿþ0x9Dÿþ0x8Cÿþ0x8eÿþ0xDCÉý·±­«¥Ÿ“““““ˆ‚}rpRÿÿ?óÿ(äs( <4@@@@@Gorbag, the Orc Captainoÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @Hÿþ0x9Bÿþ0x845ÿþ-17ÿþ0xA9ÿþ0x9Bÿþ0x95ÿþ0x8DðêäÞØÓÑËŹ³®¨£˜’‚€Rÿÿÿÿÿ(ãs( <4@@@@@Shagrat, the Orc Captainoÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @Hÿþ0x9Bÿþ0x835ÿþ-17ÿþ0xA9ÿþ0x9Aÿþ0x95ÿþ0x8CòìæàÚÕÓÍÇ»µ°ª¥Ÿš”„‚Rÿÿÿÿÿ(ân 24@<"@UrukoÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURT’@Hÿþ0x9Bÿþ0x8214ÿþ-17ÿþ0xA9ÿþ0x99ÿþ0x92ÿþ0x9D»µ¯©£žš”Ž‚‚‚‚‚|wql\ZRÿÿ?óÿ(áx$@2@Blink dogCÿþB - Light BlueÿþBITEÿþHURTÖ@Hÿþ0x8Fÿþ0x8414ÿþ-89ÿþ0x9Eÿþ0x81ÿþ0x90ÿþ0xAF»µ¯©£žš”Ž‚‚‚‚‚‚‚|vfdRÿÿ3óÿ(àn <@@@Potion mimic!ÿþw - WhiteÿþHITÿþPOISONÿþHITÿþHURTÿþHITÿþHURT@Hÿþ0x8Eÿþ0x8F1ÿþ-110ÿþ0x9Dÿþ0x8Eÿþ0x88ÿþ0x86ÒÌÆÀº´²¬¦ššš”‰„|wljRÿÿÿóÿ(ßn F@@$@Energy houndZÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELEC@ Hÿþ0x96ÿþ0x806ÿþ-66ÿþ0xA4ÿþ0x98ÿþ0x90ÿþ0xCBÑËÅ¿¹´²¬¦ššš”Žˆ‚|vljRÿÿÿóÿ(Þn F@@$@Cold houndZÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLD&@ Hÿþ0x95ÿþ0x9F1ÿþ-66ÿþ0xA4ÿþ0x97ÿþ0x90ÿþ0xC4Îȼ¶±¯©£———‘‹…yshfRÿÿÿóÿ(Ýn F@@$@Fire houndZÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREè@ Hÿþ0x95ÿþ0x9E4ÿþ-66ÿþ0xA4ÿþ0x96ÿþ0x90ÿþ0xBDÌÆÀº´¯­§¡•••‰ƒ}wqhfRÿÿÿóÿ(Üx 4@KFire spiritEÿþr - RedÿþHITÿþFIREÿþHITÿþFIRE €ÿþA whirlwind of sentient flame.ÿþ0x90ÿþ0x864ÿþ-87ÿþ0x9Fÿþ0x82ÿþ0x8fÿþ0x98àÚÔÎÈÃÁ»µ‰‰‰‰‰ƒ~xsjhRÿÿ?óÿ(Ûx  (I@@Earth spiritEÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTB@ Hÿþ0x90ÿþ0x857ÿþ-87ÿþ0x9Fÿþ0x81ÿþ0x8fÿþ0x97ľ¸²¬§¥Ÿ™‡‚|wljRÿÿ?óÿ(Ún  ,4@>Giant red scorpionSÿþr - RedÿþBITEÿþHURTÿþSTINGÿþLOSE_STR€ÿþIt is fast and poisonous.ÿþ0x94ÿþ0x8812ÿþ-73ÿþ0xA3ÿþ0x83ÿþ0x92ÿþ0xC8òìæàÚÕÑËÅžžžžž”‡xvRÿÿ?óÿ(Ùx  D@:Water spiritEÿþb - BlueÿþHITÿþHURTÿþHITÿþHURT!€ÿþA whirlpool of sentient liquid.ÿþ0x90ÿþ0x842ÿþ-87ÿþ0x9Fÿþ0x80ÿþ0x8fÿþ0x96äÞØÒÌÇÅ¿¹ŒŒŒŒŒ†{vljRÿÿ?óÿ(Ønd<4@P&@2-headed hydraMÿþu - BrownÿþBITEÿþHURTÿþBITEÿþHURT|@ Hÿþ0x93ÿþ0x987ÿþ-79ÿþ0xA2ÿþ0x93ÿþ0x90ÿþ0xA1Êľ¸²­«¥Ÿ“““““‡{pnRÿÿ?óÿ(×n- F9@ú@@@@@Nar, the Dwarfhÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÒ@Hÿþ0x99ÿþ0x8411ÿþ-24ÿþ0xA7ÿþ0x99ÿþ0x95ÿþ0x8BáÛÕÏÉÄÀº´¨¢—’Œ‡|pnRÿÿÿÿÿ˜LVAL¨<¢ð ü ( ¨ ® º òX ޤ@²ÈÂvü¤TÚSTUN_LabeljÆNO_CONFd ÇNO_CONF_LabeljÈNO_SLEEPd ÉNO_SLEEP_LabeljÊSHRIEKd ËSHRIEK_It is a massive metal statue that moves steadily towards you.It is a giant beetle with vicious claws.It is an orcish figure covered in wrappings.A shimmering tornado of air, sparks crackle along its length.A caustic spinning whirlpool of water.A strange creature that disguises itself as a discarded scroll to lure unsuspecting adventurers within reach of its venomous claws.It is a glowing blue bat with a sharp tail.A strong and cunning orc warrior, the commander of Saruman's orcish horde.A large and powerful orc, captain of one of Saruman's orcish regiments.It is a twenty foot tall giant wreathed in clouds.A dark elven figure in armour and radiating evil power.It is a huge wolf with eyes that glow with manly intelligence.A tall shaggy, furry humanoid, it could call the yeti brother.It is a strange pulsing mound of flesh.It is a strange concoction of goat, lion and dragon, with the heads of all three beasts.Liquid footprints follow this hound as it pads around the dungeon. An acrid smell of acid rises from the dog's pelt.A fierce and dangerous cat, its huge tusks and sharp claws would lacerate even the strongest armour.Swirling vapours surround this beast as it floats towards you, seemingly walking on air. Noxious gases sting your throat.A beautiful crystalline shape does not disguise the danger this hound clearly presents. Your flesh tingles as it approaches.A strange reptilian hybrid with three heads, guarding its hoard.A spider that never seems quite there. Everywhere you look it is just half-seen in the corner of one eye.A large and powerful orc, he looks just like his father. He is tall and fast, but fortunately blessed with orcish brains.Large beating wings support this dazzling insect. A loud buzzing noise pervades the air.It is a strange red growth on the dungeon floor; it seems to burn with flame.The size of a large bird, this fly drips caustic acid.It is eighteen feet tall and looking at you.®3ü    öîáÔ¸¬³×Ú Ü Box504äžÿ?{í D˜º2ŒTýd5÷7`ta/bxc,ÜLabel505ÝBreath AttacksêíÿîÁ¬b@²óbìFÐà•ýd5]7(ôx($@´  @ @SasquatchYÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT|@ Jÿþ0x95ÿþ0x9A5ÿþ-67ÿþ0xA4ÿþ0x92ÿþ0x8eÿþ0xA8ÌÆÀº´¯­§¡•••‰ƒ}wqfdRÿÿÿóÿ(ón ú@QuylthulgQÿþy - YellowN@ Jÿþ0x92ÿþ0x9F11ÿþ-75ÿþ0xA1ÿþ0x9Aÿþ0x93ÿþ0x80«¥Ÿ™“ŽŠ„~rrrrrrrrrfdRÿ?3óÿ(òn $@È @@$@ChimaeraHÿþr - RedÿþBUTTÿþHURTÿþBITEÿþHURTÿþBITEÿþFIRE°@ Jÿþ0x91ÿþ0x904ÿþ-84ÿþ0xA0ÿþ0x8Cÿþ0x93ÿþ0x9Dȼ¶°«©£‘‘‘‹…ysmdbRÿÿÿóÿ(ñnÈ@@@@$@Water houndZÿþs - GrayÿþBITEÿþACIDÿþBITEÿþACIDÿþCLAWÿþHURTÿþCLAWÿþHURTê@ Jÿþ0x96ÿþ0x832ÿþ-66ÿþ0xA4ÿþ0x9Bÿþ0x90ÿþ0xC7ÛÕÏÉþ¼¶°¤ž˜’Œ†€ztjhRÿÿÿÿÿ(ðx(2x  ð?$@ð?$@Sabre-tooth tigerfÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÈ@ Jÿþ0x98ÿþ0x8F11ÿþ-26ÿþ0xA7ÿþ0x86ÿþ0x90ÿþ0xB7ëåßÙÓÎÊľ²¬¦ š”Žˆ‚vtRÿÿÿÿÿ(ïnÈ@@@@$@Air houndZÿþg - GreenÿþBITEÿþPOISONÿþBITEÿþPOISONÿþCLAWÿþHURTÿþCLAWÿþHURTô@Jÿþ0x96ÿþ0x825ÿþ-66ÿþ0xA4ÿþ0x9Aÿþ0x90ÿþ0xBFÜÖÐÊÄ¿½·±¥Ÿ™“…wqfdRÿÿÿÿÿ(înÈ@@@@$@Earth houndZÿþu - BrownÿþBITEÿþHURTÿþBITEÿþHURTÿþCLAWÿþHURTÿþCLAWÿþHURTú@Jÿþ0x96ÿþ0x817ÿþ-66ÿþ0xA4ÿþ0x99ÿþ0x90ÿþ0xCAÜÖÐÊÄ¿½·±¥Ÿ™“‡{ujhRÿÿÿÿÿ(ísdA4@^@@"@3-headed hydraMÿþo - OrangeÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT€@Jÿþ0x93ÿþ0x993ÿþ-79ÿþ0xA2ÿþ0x94ÿþ0x90ÿþ0xA2×ÑËÅ¿º¸²¬   š”Žˆ‚|pnRÿÿÿóÿ(ìxT@<ð?@@Phase spiderSÿþB - Light BlueÿþBITEÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONÔ@Jÿþ0x94ÿþ0x8914ÿþ-73ÿþ0xA3ÿþ0x84ÿþ0x8fÿþ0xB2Ý×ÑËÅÀ¼¶°¤¤¤œ–Žˆ‚|ljRÿÿÿóÿ(ëx2 24@ @@@@Bolg, Son of Azogoÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTô@Jÿþ0x9Bÿþ0x854ÿþ-17ÿþ0xA9ÿþ0x9Cÿþ0x95ÿþ0x8EåßÙÓÍÈÆÀº®¨£˜’‡‚vtRÿÿÿÿÿ(êx I@K$@Giant gold dragon flyFÿþy - YellowÿþBITEÿþHURT²@Jÿþ0x90ÿþ0x9B11ÿþ-86ÿþ0x9Fÿþ0x97ÿþ0x91ÿþ0xBBÏÉý·²®¨¢–––––––Š~|Rÿÿ3óÿ(én€Q@@Red moldmÿþr - RedÿþSPOREÿþFIREš@Jÿþ0x9Aÿþ0x8E4ÿþ-19ÿþ0xA9ÿþ0x85ÿþ0x8eÿþ0xC4±«¥Ÿ™”’Œ†zzzzzzztmdbRÿÿ3óÿ(èd K$@d  Stone golemgÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURT"€ÿþIt is a massive animated statue.ÿþ0x98ÿþ0x949ÿþ-25ÿþ0xA7ÿþ0x8Bÿþ0x92ÿþ0x82éãÝ×ÑÌÊľЅzjhRÿÿ?óÿ(çx I@F$@Giant black dragon flyFÿþs - Grayl@Jÿþ0x90ÿþ0x9A2ÿþ-86ÿþ0x9Fÿþ0x96ÿþ0x91ÿþ0xBAÁ»µ¯©¤¢œ–ŠŠŠŠŠŠŠŠŠ€~Rÿ?3óÿ(æn#KI@!ú@Stone giantPÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTX@Jÿþ0x92ÿþ0x999ÿþ-76ÿþ0xA1ÿþ0x94ÿþ0x92ÿþ0x8DÇÁ»µ¯ª¨¢œŠ…zjhRÿÿ?óÿë3  ñ  ñéýò &ÌÿfÌÿ3ÌÿÌÌÿÌÌÌÌÌ™ÌÌfÌÌ3ÌÌÌ™ÿÌ™ÌÌ™™Ì™fÌ™3Ì™ÌfÿÌfÌÌf™ÌffÌf3ÌfÌ3ÿÌ3ÌÌ3™Ì3fÌ33Ì3ÌÿÌÌÌ™ÌfÌ3Ì¿¿¿™ÿÿ™ÿÌ™ÿ™™ÿf™ÿ3™ÿ™Ìÿ™Ì̙̙™Ìf™Ì3™Ì™(n  &4@<Giant yellow scorpionSÿþy - YellowÿþBITEÿþHURTÿþSTINGÿþPOISONX@Mÿþ0x94ÿþ0x8A11ÿþ-73ÿþ0xA3ÿþ0x85ÿþ0x92ÿþ0xC9ÞØÒÌÆÁ½·±¥¥¥¥¥–Š~|Rÿÿ?óÿ(nP P$@  @Iron golemgÿþs - GrayÿþHITÿþHURTz@Jÿþ0x98ÿþ0x952ÿþ-25ÿþ0xA7ÿþ0x8Cÿþ0x92ÿþ0x83´®¨¢œ—•‰}}}}}}}wrhfRÿÿ3óÿ(n 7>@P  Killer stag beetleKÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTP@Jÿþ0x92ÿþ0x815ÿþ-81ÿþ0xA0ÿþ0x9Dÿþ0x93ÿþ0x92ÒÌÆÀºµ³­§›››››•‰ƒxvRÿÿ?óÿ(nÀR@8Mummified orczÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTX@Jÿþ0x92ÿþ0x8D1-6ÿþ0xA1ÿþ0x88ÿþ0x91ÿþ0xB0Å¿¹³­©§¡›‰„~ynlRÿÿ?óÿ(ÿn dd@Energy vortexvÿþb - BlueÿþENGULFÿþELECz@Jÿþ0x9Eÿþ0x816ÿþ-10ÿþ0xACÿþ0x97ÿþ0x92ÿþ0xA7½·±«¥ ž˜’†††††††€xnlRÿÿ3óÿ(þn dd@Cold vortexvÿþw - WhiteÿþENGULFÿþCOLD €ÿþA twisting whirlpool of frost.ÿþ0x9Eÿþ0x801ÿþ-10ÿþ0xACÿþ0x96ÿþ0x92ÿþ0xA6ÚÔÎȽ»µ¯ƒƒƒƒƒƒƒ}ujhRÿÿ3óÿ(ýn dd@Water vortexvÿþs - GrayÿþENGULFÿþACIDL@Jÿþ0x9Dÿþ0x9F2ÿþ-10ÿþ0xACÿþ0x95ÿþ0x92ÿþ0xA5»µ¯©£žœ–„„„„„„„~vljRÿÿ3óÿ(ün dd@Fire vortexvÿþr - RedÿþENGULFÿþFIRE€ÿþA whirling maelstrom of fire.ÿþ0x9Dÿþ0x9E4ÿþ-10ÿþ0xACÿþ0x94ÿþ0x92ÿþ0xA4×ÑËÅ¿º¸²¬{sjhRÿÿ3óÿ(ûn (F@@@@@Scroll mimic?ÿþw - WhiteÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþHURTÿþHITÿþHURT@Jÿþ0x8Eÿþ0x901ÿþ-107ÿþ0x9Dÿþ0x8Dÿþ0x87ÿþ0xCCßÙÓÍÇÁ¿¹³§¡œ–‘‰„|wljRÿÿÿÿÿ(ú‚ I@6@Blue dragon batbÿþb - BlueÿþBITEÿþELECV@Jÿþ0x96ÿþ0x9A6ÿþ-30ÿþ0xA5ÿþ0x91ÿþ0x90ÿþ0x83¿¹³­§¢ š”ˆˆˆˆˆˆˆ‚|rpRÿÿ3óÿ(ùsH _4@X@@@@Ugluk, the Urukoÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT”@Jÿþ0x9Bÿþ0x876ÿþ-17ÿþ0xA9ÿþ0x9Dÿþ0x95ÿþ0x90ßÙÓÍÇÂÀº´¨¢—’Œ‡|rpRÿÿÿÿÿ(øs@ Z4@&@@@@Lugdush, the Urukoÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTŽ@Jÿþ0x9Bÿþ0x866ÿþ-17ÿþ0xA9ÿþ0x9Eÿþ0x95ÿþ0x8FãÝ×ÑËÆÄ¾¸¬¦¡›–‹…€vtRÿÿÿÿÿ(÷n#<I@$ô @Cloud giantPÿþb - BlueÿþHITÿþELECÿþHITÿþELECd@Jÿþ0x92ÿþ0x9A6ÿþ-76ÿþ0xA1ÿþ0x96ÿþ0x92ÿþ0x8EÁ»µ¯©¤¢œ–ŠŠŠŠŠ„ytjhRÿÿ?óÿ(öx(>@ô@Dark elven lordhÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTn@Jÿþ0x99ÿþ0x858ÿþ-24ÿþ0xA7ÿþ0x9Cÿþ0x8dÿþ0x87Éý·±¬ª¤ž’’’’’Œ‡|rpRÿÿ?óÿ(õn€Q@–@$@WerewolfCÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT|@Jÿþ0x8Fÿþ0x858ÿþ-89ÿþ0x9Eÿþ0x82ÿþ0x90ÿþ0xADÎȼ¶±¯©£———‘‹…ysdbRÿÿÿóÿ¶LVAL¨P˜Hò h  F „  ¨ > î Œ & JÈnF¦Júd 8ÒPBODY_Labelj TAKE_ITEMd ¡TAKE_ITEM_Labelj¢KILL_ITEMd £KILL_ITEM_Labelj¤ORCd ¥ORC_Labelj¦TROLLd §TROLL_LaIt is a giant beetle wreathed in flames.The last of his race, Mim is a Petty-Dwarf. Petty-Dwarves are strange creatures, powerful in sorcery and originating in the East. They have been hunted nearly to extinction by the High Elves.A spirit that descended into Arda in the beginning.It is a tangible but ghostly form made of white fog.A giant orc-like figure with an awesomely muscled frame.It is smoking and burning with great heat.It is a huge black panther, clubbed tentacles sprouting from its shoulders.It is an ant encased in shaggy grey fur.It is a giant beetle with poisonous mandibles.A hideous centipede covered in slime and with glowing tentacles around its head.A huge wormlike shape dripping acid, twisted by evil sorcery into a foul monster that breeds on death.A troll who is so bright he knows how to read.He is a giant troll with scabrous black skin.A powerful dark elf, with mighty nature-controlling enchantments.A stumpy figure carved from stone, with glittering eyes, this sentinel strides towards you with deadly intent.It is a ghostly woman's form that wails mournfully.A Black Numenorean who hates the men of the west.A Black Numenorean with a blacker heart.A blood-sucking bat that flies at your neck hungrily.It is a human form encased in mouldy wrappings.A strange reptilian hybrid with four heads, guarding its hoard.One of the last of the Petty-Dwarves. Khim is a tricky sorcerous little being, full of mischief.One of the last of the Petty-Dwarves. Ibun is a tricky sorcerous little being, full of mischief.It is a ghostly apparition with a humanoid form.This vast gleaming bronze fly has wings which beat mesmerically fast.It is a sharp-tailed bat, wreathed in fire.A thief of great power and shifty speed.He is also known as the King of Khazad-dum. His ego is renowned to be bigger than his head.A scarred warrior who moves with confidence.It is a giant scorpion with a sharp stinger.*3òõ Ø Ó æ Ô ×Ó»£“”sV(nP P9@@@@@@Angamaite of UmbarpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTb@ Mÿþ0x9Cÿþ0x907ÿþ-16ÿþ0xABÿþ0x86ÿþ0x95ÿþ0x95ìæàÚÔÏÍÇÁµ¯ª¤Ÿ™”މxvRÿÿÿÿÿ(nP P9@@@@@@Sangahyando of UmbarpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTP@ Mÿþ0x9Cÿþ0x8F7ÿþ-16ÿþ0xABÿþ0x85ÿþ0x95ÿþ0x94ðêäÞØÓÑËŹ³®¨£˜’|zRÿÿÿÿÿ(x (I@–Vampire batbÿþD - Dark GrayÿþBITEÿþEXP_40ÿþBITEÿþEXP_40j@ Mÿþ0x96ÿþ0x9C10ÿþ-30ÿþ0xA5ÿþ0x93ÿþ0x90ÿþ0x80Îȼ¶±­§¡•••••‡yjhRÿÿ?óÿ(n "N@FMummified humanzÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURT^@ Mÿþ0x92ÿþ0x8E1-6ÿþ0xA1ÿþ0x89ÿþ0x91ÿþ0xB1Éý·±­«¥Ÿ“““““ˆ‚}rpRÿÿ?óÿ(sdF4@Â@@@@@4-headed hydraMÿþy - YellowÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT~@ Mÿþ0x93ÿþ0x9A11ÿþ-79ÿþ0xA2ÿþ0x95ÿþ0x90ÿþ0xA3åßÙÓÍÈľ¸¬¦ š”Žˆ‚|pnRÿÿÿÿÿ( sR P$@,@@ @Khim, Son of Mimhÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþUN_BONUSÂ@Mÿþ0x99ÿþ0x873ÿþ-24ÿþ0xA7ÿþ0x9Cÿþ0x95ÿþ0x93çáÛÕÏÊȼ°¦¡›–‹…€trRÿÿÿÿÿ( sR P$@,@@ @Ibun, Son of Mimhÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþUN_BONUSÂ@Mÿþ0x99ÿþ0x863ÿþ-24ÿþ0xA7ÿþ0x9Bÿþ0x95ÿþ0x92çáÛÕÏÊȼ°¦¡›–‹…€trRÿÿÿÿÿ( n >@Œ$@Forest wightWÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_20`@Mÿþ0x95ÿþ0x835ÿþ-69ÿþ0xA3ÿþ0x9Eÿþ0x94ÿþ0x89ÓÍÇÁ»¶´®¨œœœ”‡‚|wljRÿÿÿóÿ( x I@P$@Giant bronze dragon flyFÿþU - Light BrownŠ@Mÿþ0x90ÿþ0x9C15ÿþ-86ÿþ0x9Fÿþ0x98ÿþ0x91ÿþ0xBCÌÆÀº´¯«¥Ÿ“““““““““‚€Rÿ?3óÿ( n7>@UKiller white beetleKÿþw - WhiteÿþBITEÿþHURT€ÿþIt is looking for prey.ÿþ0x96ÿþ0x911ÿþ-81ÿþ0xA0ÿþ0x9Cÿþ0x93ÿþ0x93áÛÕÏÉļ¶‘‘‘‘‘‘‘‹…zxRÿÿ3óÿ(‚ I@<@Red dragon batbÿþr - RedÿþBITEÿþFIREV@Mÿþ0x96ÿþ0x9B4ÿþ-30ÿþ0xA5ÿþ0x92ÿþ0x90ÿþ0x84¼¶°ª¤Ÿ—‘…………………ypnRÿÿ3óÿ(x D@n@@Master roguepÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþEAT_GOLDP@Mÿþ0x9Cÿþ0x8E14ÿþ-16ÿþ0xABÿþ0x84ÿþ0x84ÿþ0x94ÔÎȼ·³­§›››‘Œ†{vljRÿÿÿóÿ(xZ P4@W@@Azog, King of the Uruk-Haioÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¸@Mÿþ0x9Bÿþ0x884ÿþ-17ÿþ0xA9ÿþ0x9Fÿþ0x95ÿþ0x91ìæàÚÔÏÍÇÁµµµ¯ª¤Ÿ™”ˆ†Rÿÿÿóÿ(n (D@<Hardened warriorpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTX@Mÿþ0x9Cÿþ0x8D7ÿþ-16ÿþ0xABÿþ0x83ÿþ0x84ÿþ0x93ÌÆÀº´¯­§¡•••••Š„trRÿÿ?óÿ(Z ð?&@Black oozejÿþD - Dark GrayÿþTOUCHÿþACID"€ÿþIt is a strangely moving puddle.ÿþ0x99ÿþ0x9F8ÿþ-22ÿþ0xA8ÿþ0x96ÿþ0x8fÿþ0x82Ý×ÑËÅÀ¾¸²„„„„„„„~whfRÿÿ3óÿ¡3  ó ëòDZ¼ÍÉÍr_2graf-new coor-2d kLabel533mlgraf_dvg__coor_1graf-dvg coor-1d mLabel534mngraf_d(!s7 <`c@%~ @@ @@@MaiaAÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTf@Mÿþ0x8Eÿþ0x923ÿþ-91ÿþ0x9Dÿþ0x8Fÿþ0x8eÿþ0xB6ËÅ¿¹³®¬¦ ”މƒ~xsmh\ZRÿÿÿÿÿ( n($@¯ @White wraithWÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_20h@Mÿþ0x95ÿþ0x841ÿþ-69ÿþ0xA3ÿþ0x9Fÿþ0x94ÿþ0x8CÓÍÇÁ»¶´®¨œœœ”‡‚|wljRÿÿÿóÿ(n !>@dCave ogreOÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTp@Mÿþ0x92ÿþ0x927ÿþ-77ÿþ0xA1ÿþ0x8Dÿþ0x8dÿþ0x90¾¸²¬¦¡Ÿ™“‡‡‡‡‡|vqfdRÿÿ?óÿ(n64@ZGiant fire tickSÿþR - Light RedÿþBITEÿþFIRET@Mÿþ0x9Dÿþ0x9D4ÿþ-73ÿþ0xACÿþ0x93ÿþ0x8fÿþ0xAFľ¸²¬§¥Ÿ™‡rpRÿÿ3óÿ(n #d4@d ð?$@ð?$@Displacer beastfÿþD - Dark GrayÿþBITEÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT–@Mÿþ0x98ÿþ0x908ÿþ-26ÿþ0xA7ÿþ0x87ÿþ0x90ÿþ0xB9åßÙÓÍÈÆÀº®¨£˜’‡rpRÿÿÿÿÿ(nU (D@ô@@Ulwarth, Son of UlfangpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT!€ÿþA short and swarthy Easterling.ÿþ0x9Cÿþ0x9115ÿþ-16ÿþ0xABÿþ0x87ÿþ0x95ÿþ0x96 úôïëåß²²²¬§¡œ–‘€~Rÿÿÿóÿ(n (D@Z Giant grey antaÿþs - GrayÿþBITEÿþHURTP@Mÿþ0x96ÿþ0x952ÿþ-31ÿþ0xA5ÿþ0x8Cÿþ0x91ÿþ0x84½·±«¥ ž˜’†††††††€zpnRÿÿ3óÿ(n2>@ZKiller red beetleKÿþr - RedÿþBITEÿþLOSE_STR\@Mÿþ0x92ÿþ0x8312ÿþ-81ÿþ0xA0ÿþ0x9Fÿþ0x93ÿþ0x94ȼ¶°«§¡›…vtRÿÿ3óÿ(n ($@<Carrion crawlercÿþo - OrangeÿþSTINGÿþPARALYZEÿþSTINGÿþPARALYZE @Mÿþ0x97ÿþ0x843ÿþ-29ÿþ0xA5ÿþ0x9Cÿþ0x91ÿþ0xA7×ÑËÅ¿º¸²¬     –…~rpRÿÿ?óÿ(nd F4@,ð?$@ð?@WerewormwÿþD - Dark GrayÿþGAZEÿþEXP_20ÿþCRAWLÿþACIDÿþBITEÿþHURTÿþBITEÿþPOISONÌ@Mÿþ0x9Eÿþ0x8F8-9ÿþ0xADÿþ0x84ÿþ0x91ÿþ0x97ÞØÒÌÆÂÀº´¨ š”ŽˆysdbRÿÿÿÿÿ(n 2>@x@@@Troll priestTÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURT\@Mÿþ0x94ÿþ0x9013ÿþ-72ÿþ0xA3ÿþ0x8Bÿþ0x92ÿþ0xB0ØÒÌÆÀ»·±«ŸŸŸ™“ˆ‚}ljRÿÿÿóÿ(n (I@U@@Stone trollTÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTZ@Mÿþ0x94ÿþ0x8F9ÿþ-72ÿþ0xA3ÿþ0x8Aÿþ0x92ÿþ0xAFÓÍÇÁ»¶´®¨œœœ–Š…zjhRÿÿÿóÿ(xK$@ô@ @@Dark elven druidhÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT‚@Mÿþ0x99ÿþ0x885ÿþ-24ÿþ0xA7ÿþ0x9Fÿþ0x8dÿþ0x88Ý×ÑËÅÀ¾¸²¦¦¦ ›•Š…trRÿÿÿóÿ(nP P$@X @PukelmangÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÜ@Mÿþ0x98ÿþ0x968ÿþ-25ÿþ0xA7ÿþ0x8Dÿþ0x92ÿþ0x84Àº´®¨£¡›•‰‰‰‰‰ƒ~xsdbRÿÿ?óÿ(x$@<0@BansheeGÿþb - BlueÿþWAILÿþTERRIFYÿþTOUCHÿþEXP_20f@Mÿþ0x91ÿþ0x816ÿþ-85ÿþ0x9Fÿþ0x9Dÿþ0x94ÿþ0x81Á»µ¯©¤¢œ–ŠŠŠŠŠ‚{rlb`Rÿÿ?óÿ3ÜÕ ¡ £ ‹ { x[MI[L12@€ @€ @€ @€ @€ @€ÿˆˆ‡ˆxxˆˆˆˆˆø‡÷wÿÿwwF÷ˆxˆˆˆˆ÷ÿˆ÷w‡ÿøÿ‡ˆ‡ˆ÷w‡ˆ÷÷øwˆˆˆˆˆˆˆˆˆˆˆwˆÿ‡øÿ÷øøˆˆøxÿˆxˆˆˆˆxøˆÿ‡ˆ‡øÿ‡÷øˆ÷‰ˆˆˆˆˆˆÿxx‡øx÷÷øˆˆˆÿˆxˆÿ÷ˆøˆˆˆˆˆˆˆˆxˆÿˆ‡xˆxxÿ‡÷ˆˆxx÷‡ˆxøˆˆˆøˆ‡ÿ‡ÿˆ‡ø‡ˆðˆˆˆˆˆ‡øx(/x F$@ð@@ @Black knightpÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTœ@ Qÿþ0x9Cÿþ0x922ÿþ-16ÿþ0xABÿþ0x88ÿþ0x84ÿþ0x95Îȼ¶±¯©£———‘Œ†{vljRÿÿÿóÿ(.xdP4@Š@@@@@5-headed hydraMÿþg - GreenÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONt@ Qÿþ0x93ÿþ0x9B5ÿþ-79ÿþ0xA2ÿþ0x96ÿþ0x90ÿþ0xA4êäÞØÒÍËÅ¿³«¥—‰{pnRÿÿÿÿÿ(-nK^@<ð? @ð? @@Spirit naganÿþw - WhiteÿþCRUSHÿþHURTÿþCRUSHÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÈ@ Qÿþ0x9Aÿþ0x951ÿþ-18ÿþ0xA9ÿþ0x8Cÿþ0x90ÿþ0x91ÞØÒÌÆÁ¿¹³§¡›•‰‚|ujhRÿÿÿÿÿ(,xP P$@„@Colbrangÿþy - YellowÿþHITÿþELECÿþHITÿþELEC$@Qÿþ0x98ÿþ0x9711ÿþ-25ÿþ0xA7ÿþ0x8Eÿþ0x92ÿþ0x85½·±«¥ œ–„„„„„~ysnb`Rÿÿ?óÿ(+n 7$@  @@ @GorgimaeraHÿþo - OrangeÿþBUTTÿþHURTÿþBITEÿþFIREÿþGAZEÿþPARALYZE:@Qÿþ0x91ÿþ0x913ÿþ-84ÿþ0xA0ÿþ0x8Dÿþ0x93ÿþ0x9EÓÍÇÁ»¶´®¨œœœ’Œ†€zthfRÿÿÿóÿ(*s -$@¹@@@@"@VampireVÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_20ÿþBITEÿþEXP_20ž@Qÿþ0x94ÿþ0x9F10ÿþ-70ÿþ0xA3ÿþ0x9Aÿþ0x94ÿþ0xB2Ý×ÑËÅÀ¼¶°¤œ–Žˆ‚}wrb`Rÿÿÿÿÿ()xdd4@ Ü@@Lokkak, the Ogre ChieftainOÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTæ@Qÿþ0x92ÿþ0x945ÿþ-77ÿþ0xA1ÿþ0x90ÿþ0x95ÿþ0x98ìæàÚÔÏÍÇÁµµµ¯ª¤Ÿ™”ˆ†Rÿÿÿóÿ((n (>@,@ @@ @@Ogre mageOÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT`@Qÿþ0x92ÿþ0x934ÿþ-77ÿþ0xA1ÿþ0x8Eÿþ0x8dÿþ0x91ÒÌÆÀºµ³­§›•Š…ztofdRÿÿÿÿÿ('n ú@@@@@Nexus houndZÿþv - VioletÿþBITEÿþHURTÿþBITEÿþHURTÿþCLAWÿþHURTÿþCLAWÿþHURTà@Qÿþ0x8Fÿþ0x8612ÿþ-66ÿþ0xA4ÿþ0x9Dÿþ0x90ÿþ0xC5ßÙÓÍǾ¸²¦ š”Žˆ‚|vjhRÿÿÿÿÿ(&n ú@@@@@Vibration houndZÿþy - YellowÿþBITEÿþHURTÿþBITEÿþHURTÿþCLAWÿþHURTÿþCLAWÿþHURT@Qÿþ0x96ÿþ0x8411ÿþ-66ÿþ0xA4ÿþ0x9Cÿþ0x90ÿþ0xBBçáÛÕÏÊÆÀº®¨¢œ–Š„~rpRÿÿÿÿÿ(%n <D@–ð?@AlgrothTÿþo - OrangeÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþHURT|@Qÿþ0x94ÿþ0x913ÿþ-72ÿþ0xA3ÿþ0x8Cÿþ0x92ÿþ0xB1ÍÇÁ»µ°®¨¢–––Š‚|tnb`Rÿÿÿóÿ($x2$@<ð?(@ð?(@Creeping adamantite coins$ÿþG - Light GreenÿþBITEÿþPOISONÿþTOUCHÿþPOISONÿþHITÿþHURTÿþHITÿþHURTÌ@Qÿþ0x8Eÿþ0x8413ÿþ-47ÿþ0x9Dÿþ0x84ÿþ0x87ÿþ0x8Bý÷ñëæâÜÖÊÄ¿¹´¬¥—†„Rÿÿÿÿÿ(#n->@_Killer fire beetleKÿþR - Light RedÿþBITEÿþHURTÿþSPITÿþFIREP@Mÿþ0x92ÿþ0x844ÿþ-81ÿþ0xA1ÿþ0x80ÿþ0x93ÿþ0x95ÖÐÊľ¹·±«ŸŸŸŸŸ™“‡xvRÿÿ?óÿ("x dP4@è@ @@Mim, Betrayer of Turinhÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþUN_BONUS‚@Mÿþ0x99ÿþ0x893ÿþ-24ÿþ0xA8ÿþ0x80ÿþ0x95ÿþ0x97óíçáÛÖÔÎȼ²­§¢œ—‘Œ€~RÿÿÿÿÿHLVAL4¸´ Ô t Ž ð ¶ ’ÊVº:ĪXtj~A strange ox-like form with a huge head but a thin, weak neck, it looks likes the creation of some deranged alchemist.It is a massive worm form, many feet in length. Its vast maw drips acid and poison.He is a white troll with powerfully clawed hands.An evil reptile that preys on unsuspecting travellers. Its eyes stare deeply at you and your soul starts to wilt!An intensely irritating git of a monster.A humanoid form with a gruesome head, tentacular mouth, and piercing eyes. Claws reach out for you and you feel a presence invade your mind.A mage of some power - you can tell by the size of his hat.An evil and cunning man from the East. Having once sworn allegiance to the sons of Feanor, it was Uldor's treachery that turned the tide of the Battle of Unnumbered Tears in Morgoth's favour.He is a figure encased in deep black plate armour; he looks at you menacingly.A strange reptilian hybrid with five heads dripping venom.A wraithly snake-like form with the torso of a beautiful woman, it is the most powerful of its kind.A man-shaped form of living lightning, sparks and shocks crackle all over this madly capering figure, as it leaps and whirls around and about you.The result of evil experiments, this travesty of nature should never be alive. It has three heads - goat, dragon and gorgon - all attached to a lion's body.It is a humanoid with an aura of power. You notice a sharp set of front teeth.An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the leader of a large band of violent ogres.A hideous ogre wrapped in black sorcerous robes.A locus of conflicting points coalesce to form the vague shape of a huge hound. Or is it just your imagination?A blurry canine form which seems to be moving as fast as the eye can follow. You can feel the earth resonating beneath your feet.A powerful troll form. Venom drips from its needlelike claws.It appears to be a pile of coins made of precious adamant, slithering toward you on lots of tiny legs.3áþ þ é ß Ø Óµ¦–Š{jQ=(>nP d$@ô@@@@Mithril golemgÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT|@Sÿþ0x98ÿþ0x9814ÿþ-25ÿþ0xA7ÿþ0x8Fÿþ0x92ÿþ0x86ãÝ×ÑËÆÂ¼¶ª¤Ÿ™”މƒ~nlRÿÿÿÿÿ(=n 2€Q@ô@@$@Young bronze dragondÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT*@Sÿþ0x97ÿþ0x9015ÿþ-28ÿþ0xA6ÿþ0x87ÿþ0x8cÿþ0x89èâÜÖÐËÇÁ»¯¯¯©£—‘‹zxRÿÿÿóÿ(<n 2€Q@ô@@$@Young green dragondÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONú@Sÿþ0x97ÿþ0x8F5ÿþ-28ÿþ0xA6ÿþ0x86ÿþ0x8cÿþ0x8BàÚÔÎÈÃÁ»µ©©©¡›•‰ƒxvRÿÿÿóÿ(;n 2€Q@ô@@$@Young white dragondÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLD @Sÿþ0x97ÿþ0x8E1ÿþ-28ÿþ0xA6ÿþ0x85ÿþ0x8cÿþ0x8AÞØÒÌÆÁ¿¹³§§§¡›•‰ƒxvRÿÿÿóÿ(:n 2€Q@ô@@$@Young blue dragondÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELECô@Sÿþ0x97ÿþ0x8D6ÿþ-28ÿþ0xA6ÿþ0x84ÿþ0x8cÿþ0x88ÛÕÏÉþ¼¶°¤¤¤ž˜’Œ†€vtRÿÿÿóÿ(9x #<Y@È@@@@@Ring mimic=ÿþw - WhiteÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþPOISON@Sÿþ0x82ÿþ0x811ÿþ-109ÿþ0xADÿþ0x9Eÿþ0x85ÿþ0x83ßÙÓÍÇÁ¿¹³§Ÿš’…€xshfRÿÿÿÿÿ(8n 7D@@@@(@Catoblepasqÿþg - GreenÿþGAZEÿþTERRIFYÿþGAZEÿþBLINDÿþBUTTÿþHURTÿþBITEÿþHURTì@Qÿþ0x9Dÿþ0x8B5ÿþ-15ÿþ0xACÿþ0x81ÿþ0x93ÿþ0x9BÞØÒÌÆÁ¿¹³§¡›•ˆ‚yshfRÿÿÿÿÿ(7s<Dào@%Ð@@@@@Maglor, Son of Feanorhÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTZ@Sÿþ0x99ÿþ0x863ÿþ-24ÿþ0xA7ÿþ0x9Bÿþ0x95ÿþ0x92íçáÛÕÐÎȶ°«¥ š•Š~|Rÿÿÿÿÿ(6nAA>@ð? @Purple wormwÿþv - VioletÿþHITÿþHURTÿþBITEÿþACIDÿþSTINGÿþPOISON¨@Qÿþ0x9Eÿþ0x9010-9ÿþ0xADÿþ0x85ÿþ0x91ÿþ0x98ÔÎȼ¸´®¨œœœ”‡{vjhRÿÿÿóÿ(5n 8I@È@@@@Ice trollTÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþCOLDÿþBITEÿþCOLDb@Qÿþ0x94ÿþ0x921ÿþ-72ÿþ0xA3ÿþ0x8Dÿþ0x92ÿþ0xB2ÖÐÊľ¹·±«Ÿ™“‡|vqfdRÿÿÿÿÿ(4xZ>@, @(@@(@ @BasiliskRÿþs - GrayÿþGAZEÿþPARALYZEÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTä@Qÿþ0x93ÿþ0x9C6ÿþ-74ÿþ0xA2ÿþ0x97ÿþ0x91ÿþ0x88ÙÓÍÇÁ¼º´®¢œ–Š„~tndbRÿÿÿÿÿ(3x4 24@î@@@Draebor, the Impuÿþv - VioletÿþHITÿþPOISONÿþHITÿþPOISONÿþHITÿþHURTÿþINSULTR@Qÿþ0x91ÿþ0x9C5ÿþ-11ÿþ0xA0ÿþ0x97ÿþ0x95ÿþ0x9AäÞØÒÌÇÅ¿¹­­¥Ÿš’…€trRÿÿÿ÷ÿ(2n <$@È @Mind flayerhÿþv - VioletÿþGAZEÿþLOSE_INTÿþGAZEÿþLOSE_WIS@Qÿþ0x9Cÿþ0x9512ÿþ-24ÿþ0xABÿþ0x8Bÿþ0x8dÿþ0x8AÏÉý·²®¨¢–––––Œ†|vjhRÿÿ?óÿ(1n($@–@Magepÿþr - RedÿþHITÿþHURTÿþHITÿþHURTv@ Qÿþ0x9Cÿþ0x944ÿþ-16ÿþ0xABÿþ0x8Aÿþ0x84ÿþ0x96²¬¦ š•“‡{{{{{upje\ZRÿÿ?óÿ(0n dFD@X@@@@$@Uldor the AccursedpÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT€@ Qÿþ0x9Cÿþ0x9315ÿþ-16ÿþ0xABÿþ0x89ÿþ0x95ÿþ0x99îèâÜÖÑÍÇÁµ¯ª¤Ÿ™”މxvRÿÿÿÿÿ|LVAL¦ ¤ ° – lðŽ,†.x„¶0ÄP²A mass of green vegetation. You don't remember seeing anything like it before.A humanoid clothed in black who moves with blinding speed.It is a very unstable, strange pulsing mound of flesh.It is an ogre wrapped in furs and covered in grotesque body paints.It is a giant beetle that produces a chilling sound.You don't believe in it. But it believes in you...It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace.It is a ghostly form with eyes that haunt you.An armoured form moving with purpose. Powerful on its own, flee when hordes of them march.It is a giant ant that crackles with energy.It is a winged lion's body with a human torso and a tail covered in vicious spikes.It is a troll skeleton animated by dark dweomers.It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark, and it is surrounded by an aura of unearthly cold that chills the soul rather than the body.It is a massive statue of purest mithril. It looks expensive!It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape glitters with strange colours that confuse you.It has a form that legends are made of. Its still-tender scales are a deep green in hue. Foul gas seeps through its scales.It has a form that legends are made of. Its still-tender scales are a frosty white in hue. Icy blasts of cold air come from it as it breathes.It has a form that legends are made of. Its still-tender scales are a deep blue in hue. Sparks crackle along its length.A strange creature that disguises itself as a discarded ring to lure unsuspecting adventurers within reach of its venomous claws.The second son of Feanor, for centuries he faithfully defended Maglor's gap from attack by the north. He took the Oath of Feanor with his father and brothers, and fought well at Nirnaeth Arnoediad. He grew to resent the oath he took, and became corrupted by his desire to recover the three Silmarils.£3õð è ú ÿðæâú¾¿ÉÏ(Mx(<D@(è   @Storm giantPÿþB - Light BlueÿþHITÿþELECÿþHITÿþELECt@Uÿþ0x92ÿþ0x9B14ÿþ-76ÿþ0xA1ÿþ0x95ÿþ0x92ÿþ0x8FÉý·±¬¨¢œŠ…zjhRÿÿ?óÿ(Ln@ –@Memory moss,ÿþr - RedÿþHITÿþCONFUSEÿþHITÿþCONFUSEž@Sÿþ0x9Aÿþ0x8F4-4ÿþ0xA9ÿþ0x86ÿþ0x8eÿþ0xDDÅ¿¹³­©§¡›†xsjhRÿÿ?óÿ(Kx <$@ ,@@Ninjapÿþy - YellowÿþHITÿþPOISONÿþHITÿþLOSE_STRÿþHITÿþLOSE_STRt@Sÿþ0x9Cÿþ0x9611ÿþ-16ÿþ0xABÿþ0x8Cÿþ0x84ÿþ0x97Îȼ¶±­§¡•••‹†|woj^\Rÿÿÿóÿ(Jx#dxT@7xi@$@@@@Shelob, Spider of DarknessSÿþD - Dark GrayÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþPARALYZEÿþSTINGÿþLOSE_STRô@Uÿþ0x94ÿþ0x8B8ÿþ-73ÿþ0xA3ÿþ0x86ÿþ0x95ÿþ0x9B ÿùóîìæàÔÊù³«¥—ˆ†Rÿÿÿÿÿ(In  ,ð?Nexus quylthulgQÿþv - Violetl@Sÿþ0x93ÿþ0x8012ÿþ-75ÿþ0xA1ÿþ0x9Bÿþ0x93ÿþ0x81·±«¥Ÿš–Š~~~~~~~~~rpRÿ?3óÿ(Hn 7>@,@@@Ogre shamanOÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT†@Sÿþ0x92ÿþ0x953ÿþ-77ÿþ0xA1ÿþ0x8Fÿþ0x8dÿþ0x92ÓÍÇÁ»¶´®¨œœœ–‘‹†€{jhRÿÿÿóÿ(Gn <>@ÜDeath watch beetleKÿþD - Dark GrayÿþBITEÿþHURTÿþWAILÿþTERRIFYh@Sÿþ0x92ÿþ0x868ÿþ-81ÿþ0xA1ÿþ0x82ÿþ0x93ÿþ0x97ÙÓÍÇÁ¼º´®¢¢¢¢¢™“‡xvRÿÿ?óÿ(Fx $@^ð?@ð?@0@GhostGÿþw - WhiteÿþWAILÿþTERRIFYÿþTOUCHÿþEXP_20ÿþCLAWÿþLOSE_INTÿþCLAWÿþLOSE_WISf@Sÿþ0x91ÿþ0x821ÿþ-85ÿþ0x9Fÿþ0x9Eÿþ0x94ÿþ0x98ÞØÒÌÆÁ¿¹³§—‡xoi^\Rÿÿÿÿÿ(En <>@ÈKiller slicer beetleKÿþy - YellowÿþBITEÿþHURTÿþBITEÿþHURT˜@ Sÿþ0x92ÿþ0x8511ÿþ-81ÿþ0xA1ÿþ0x81ÿþ0x93ÿþ0x96ÙÓÍÇÁ¼¸²¬     š”Žˆ|zRÿÿ?óÿ(Dn 2>@E @Grave wightWÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_20\@ Sÿþ0x95ÿþ0x856ÿþ-69ÿþ0xA4ÿþ0x80ÿþ0x94ÿþ0x88ÐÊľ¸³±«¥™™™‘Š„ytjhRÿÿÿóÿ(Cx (D@Z Giant army antaÿþo - OrangeÿþBITEÿþHURT¶@ Sÿþ0x96ÿþ0x953ÿþ-31ÿþ0xAEÿþ0x81ÿþ0x91ÿþ0x86¿¹³­§¢ š”ˆˆˆˆˆˆˆ‚|pnRÿÿ3óÿ(Bn 2N@PGiant blue antaÿþb - BlueÿþBITEÿþELECX@ Sÿþ0x96ÿþ0x946ÿþ-31ÿþ0xA5ÿþ0x8Bÿþ0x91ÿþ0x85½·±«¥ ž˜’†††††††€zpnRÿÿ3óÿ(Ax $@,@@@@@ManticoreHÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¦@ Sÿþ0x91ÿþ0x9211ÿþ-84ÿþ0xA0ÿþ0x8Eÿþ0x93ÿþ0x9F×ÑËÅ¿º¶°ªž˜“ˆ‚}wrfdRÿÿÿÿÿ(@n 74@á@@Skeleton trollsÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTb@Sÿþ0x9Dÿþ0x961ÿþ-13ÿþ0xACÿþ0x8Cÿþ0x94ÿþ0xAAÔÎȼ·µ¯©—‘‹†€{pnRÿÿÿóÿ(?n F€Q@!L@@@Shadow drakedÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_10b@Sÿþ0x97ÿþ0x918ÿþ-28ÿþ0xA6ÿþ0x88ÿþ0x8cÿþ0xA8ÚÔÎȽ»µ¯£££›•‰ƒ}ljRÿÿÿóÿvLVAL ˜ 6 Ú ² f ú ø V bf¸ Z–ΊD¤`Ü<²Cool and confident, fast and lithe; protect your possessions quickly!A hideous centipede covered in slime and with glowing tentacles around its head.It is impossible to define its form but its violence is legendary.It is a towering tempest of water.A great Maia whose physical form looks overpowering next to your own frail body.It is a towering inferno of flames.He is a troll that reeks of brine.A phantasmal shrieking spirit. Its wail drives the intense cold of pure evil deep within your body.A shadowy form clutches at you from the darkness. A powerful undead creature with a deadly touch.Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Bill.Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom.Big, brawny, powerful and with a taste for hobbit. He has friends called Bill and Tom.A dragon of great power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows.A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, and despises your feeble efforts to destroy evil.This dragon is clever and cunning. It laughs at your puny efforts to disturb it.A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes.It is the animated form of a massive two-headed troll.It is a ghostly nightmare of a entity.An adept at unarmed combat, the mystic strikes with stunning power. He can summon help from nature and is able to focus his power to ease any pain.A huge, ugly, half-human in search of plunder.He is a vicious monster, feared for his ferocity.It is a twenty-five foot tall giant wreathed in lightning.Shelob is an enormous bloated spider, the last daughter of Ungoliant the Unlight. Her poison is legendary, as is her ego. 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Its powerful jaws glow with heat.A massive elephantine form with eyes twisted by madness.It has a form that legends are made of. Its still-tender scales are a darkest black hue. Acid drips from its body.It is a towering blackened form, crackling with heat.It is a towering mass of filth, an eyesore of ooze.It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it.A deep brown shape is visible before you, its canine form strikes you with an almost physical force. The dungeon floor buckles as if struck by a powerful blow as it stalks towards you.Bizarrely, this hound seems to be hardly moving at all, yet it approaches you with deadly menace. It makes you tired just to look at it.A disgusting animated blob of destruction. Flee its gruesome hunger!Unfettered by the usual constraints of gravity, these unnatural creatures are walking on the walls and even the ceiling! The earth suddenly feels rather less solid as you see gravity warp all round the monsters.A human warrior, moving with lightning speed.It is a massive intelligent troll with needle-sharp fangs.It is a massive deep brown statue, striding towards you with an all-too-familiar purpose. Your magic surprisingly feels much less powerful now.It is a giant dog that glows with heat. Flames pour from its nostrils.It is a towering tornado of winds.It is a towering form composed of rock with fists of awesome power.It is a giant grey scorpion. It looks poisonous.It is a humanoid form dressed in robes. Power emanates from its chilling frame.It is a skeletal form dressed in robes. It radiates vastly evil power.A short and swarthy Easterling dressed in black. He and his three sons once openly swore allegiance to the High Elves, but were secretly in the pay of Morgoth..3ðÚ À ª › ¤ š“…‘€…pZ(zx4@$ð?$@ð?$@@PhantomGÿþv - VioletÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_40ÿþCLAWÿþLOSE_INTÿþCLAWÿþLOSE_WIS¸@Zÿþ0x91ÿþ0x8710ÿþ-85ÿþ0xA0ÿþ0x83ÿþ0x94ÿþ0x94åßÙÓÍÈľ¸¬¢œ’Œ„}unb`Rÿÿÿÿÿ(yx 4@$ð?$@ð?$@ @ShadowGÿþD - Dark GrayÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_40ÿþCLAWÿþLOSE_INTÿþCLAWÿþLOSE_WISt@Zÿþ0x91ÿþ0x868ÿþ-85ÿþ0xA0ÿþ0x82ÿþ0x94ÿþ0x86äÞØÒÌÇÅ¿¹­£“…~vo`^Rÿÿÿÿÿ(xn P$@$Šð?@ð?@XornXÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@Zÿþ0x95ÿþ0x977ÿþ-68ÿþ0xA4ÿþ0x8Fÿþ0x92ÿþ0xA2Êľ¸²­«¥Ÿ“ˆ‚}wrlg\ZRÿÿÿÿÿ(ws( F€Q@"°@ @"@Mature white dragondÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLDZ@Zÿþ0x97ÿþ0x971ÿþ-28ÿþ0xA6ÿþ0x8Eÿþ0x8cÿþ0x92àÚÔÎÈÃÁ»µ©©©£—‘‹…zxRÿÿÿóÿ(vn 1D@#^  Giant fire antaÿþR - Light RedÿþBITEÿþFIREÿþBITEÿþFIREŠ@Xÿþ0x96ÿþ0x964ÿþ-31ÿþ0xA5ÿþ0x8Dÿþ0x91ÿþ0x87Îȼ¶±¯©£—————‘‹…pnRÿÿ?óÿ(unZ 7Y@#4@@Mumakqÿþs - GrayÿþBUTTÿþHURTÿþBUTTÿþHURTÿþCRUSHÿþHURTp@Xÿþ0x9Dÿþ0x8C2ÿþ-15ÿþ0xACÿþ0x82ÿþ0x91ÿþ0xBDľ¸²¬§¥Ÿ™‡€ztnh^\Rÿÿÿóÿ(tn <€Q@¼@ @$@Young black dragondÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþACIDè@Xÿþ0x97ÿþ0x962ÿþ-28ÿþ0xA6ÿþ0x8Dÿþ0x8cÿþ0x8CÝ×ÑËÅÀ¾¸²¦¦¦ š”Žˆ‚xvRÿÿÿóÿ(sx P€V@$w@Smoke elementalEÿþR - Light RedÿþENGULFÿþHURTÿþENGULFÿþHURTj@Xÿþ0x90ÿþ0x8D12ÿþ-87ÿþ0x9Fÿþ0x89ÿþ0x8fÿþ0xA7ÖÐÊľ¹µ¯©—‰rpRÿÿ?óÿ(rn P€V@$,  ð?$@@Ooze elementalEÿþg - GreenÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDf@Xÿþ0x90ÿþ0x8C5ÿþ-87ÿþ0x9Fÿþ0x88ÿþ0x8fÿþ0x9FÙÓÍÇÁ¼º´®¢¢¢œ•ˆ‚{pnRÿÿÿóÿ(qx$@#X@@0@DreadGÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRb@Xÿþ0x91ÿþ0x853ÿþ-85ÿþ0xA0ÿþ0x81ÿþ0x94ÿþ0x80ÆÀº´®©§¡›…€zuoj^\Rÿÿÿóÿ(pn# #ô@ @@ @@Impact houndZÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTr@ Xÿþ0x96ÿþ0x887ÿþ-66ÿþ0xA5ÿþ0x80ÿþ0x90ÿþ0xBCÞØÒÌÆÁ¿¹³§¡›•‰ƒ}wljRÿÿÿÿÿ(on# #ô@ @@ @@Inertia houndZÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT@ Xÿþ0x96ÿþ0x879ÿþ-66ÿþ0xA4ÿþ0x9Fÿþ0x90ÿþ0xC1åßÙÓÍÈÆÀº®¨¢œ–Š„~nlRÿÿÿÿÿ(nx( ð?#´  ð?$@ð?$@Acidic cytoplasmjÿþs - GrayÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDÿþTOUCHÿþACIDŠ@ Xÿþ0x9Aÿþ0x802ÿþ-22ÿþ0xA8ÿþ0x97ÿþ0x8fÿþ0x84éãÝ×ÑÌÊľ²¬¥Ÿ˜’‹…~trRÿÿÿÿÿ(mn# #ô@ @@ @@Gravity houndZÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT¨@ Xÿþ0x96ÿþ0x869ÿþ-66ÿþ0xA4ÿþ0x9Eÿþ0x90ÿþ0xC9åßÙÓÍÈÆÀº®¨¢œ–Š„~nlRÿÿÿÿÿ(lx F$@#ô@@@@Dagashipÿþy - YellowÿþHITÿþPOISONÿþHITÿþLOSE_STRÿþHITÿþLOSE_STRÿþHITÿþPOISONZ@ Xÿþ0x9Cÿþ0x9A11ÿþ-16ÿþ0xABÿþ0x90ÿþ0x84ÿþ0x9AßÙÓÍǾ¸²¦ž™Š€{snb`Rÿÿÿÿÿ LVAL¦¦2 z Ð  Þ ÞÂr ÌâòŠ<ž"‚.ØA strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion.She's upset because you hurt her children.It is a massive figure clothed in wrappings. You are wary of its massive fists.A figure twisted by evil standing in robes of deepest crimson.A mighty warrior from the east, Lorgan hates everything that he cannot control.A gaunt figure, clothed in black robes.It is a humanoid form composed of flames and hatred.A larger cousin of the lurker, this creature traps unsuspecting victims and paralyzes them, to be slowly digested later.It has a form that legends are made of. Its still-tender scales are a deepest red hue. Heat radiates from its form.A large dragon with scales of rich bronze.A large dragon, scales tinted deep green.A large dragon, scales tinted deep blue.A massive and cruel troll of great power, drool slides caustically down his muscular frame. Despite his bulk, he strikes with stunning speed.It has a form that legends are made of. Its still-tender scales are a tarnished gold hue, and light is reflected from its form.An enormous construct resembling a titan made from stone. It strides purposefully towards you, swinging its slow fists with earth-shattering power.It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it.A tangible but ghostly form, made of grey fog. The air around it feels deathly cold.An unholy creature of darkness, the aura emanating from this evil being saps your very soul.A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power.A huge creature of the element Earth. 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As it nears you, a coldness saps your soul.It is a lesser demon of female form; however, she takes little time to show her true colours.A figure that seems made of void, its strangely human shape is cloaked in shadow. It reaches out at you.A towering fire elemental, Vargo burns everything beyond recognition.A member of a society of wizards founded by Alatar and Pallandro, who journeyed into the far east of Middle-Earth. They are powerful wizards who make formidable opponents in combat.Your life force is torn from your body as this powerful unearthly being approaches.A vile creature with one huge central eye, twelve smaller eyes on stalks, and a huge mouth filled with sharp teeth.A huge draconic form enveloped in a cascade of colour.A huge draconic form. Lightning crackles along its length.A strange pillar of shining light that hurts your eyes. Its shape changes constantly as it cuts through the air towards you. It is like a beacon, waking monsters from their slumber.A Black Numenorean who usurped the throne of Gondor, he is treacherous and evil.It is a humanoid figure dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire.A large dragon, scales shimmering many colours.A large dragon, with scales of deepest black.A dragon of strange crystalline form. Light shines through it, dazzling your eyes with spectrums of colour.A large dragon with scales of gleaming gold.A large dragon, scales tinted deep red.A whirlpool of intense flame, charring the stones at your feet.A maelstrom of potent magical energy.It is a giant beetle, whose carapace shimmers with vibrant energies.A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.It is a towering glowing form of molten hate.û3ßÑ Ç « | c PH-%%(¥sdd>@&è@@EttinTÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT4@_ÿþ0x94ÿþ0x9C6ÿþ-72ÿþ0xA3ÿþ0x97ÿþ0x92ÿþ0xB8Àº´®¨£¡›•‰‰‰ƒ~xsmh^\Rÿÿÿóÿ(¤sK PI@% @@EldrakTÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTx@]ÿþ0x94ÿþ0x9B4ÿþ-72ÿþ0xA3ÿþ0x96ÿþ0x92ÿþ0xB7Á»µ¯©¤¢œ–ŠŠŠ„ytni`^Rÿÿÿóÿ(£x0 7$@'¤  @Nether wraithWÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_80Ô@]ÿþ0x95ÿþ0x8A13ÿþ-69ÿþ0xA4ÿþ0x85ÿþ0x94ÿþ0x8EìæàÚÔÏËÅ¿³«¤œ•Š„nlRÿÿÿÿÿ(¢n 2T@&è@ErinyesUÿþu - BrownÿþHITÿþHURTÿþTOUCHÿþLOSE_STRº@]ÿþ0x9Eÿþ0x9A7ÿþ-71ÿþ0xADÿþ0x8Fÿþ0x8dÿþ0x9EÀº´®¨£¡›•‰‰‰‰‰xrmb`Rÿÿ?óÿ(¡x2 7$@&¤  @Black wraithWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ÿþTOUCHÿþEXP_40Ò@]ÿþ0x95ÿþ0x898ÿþ-69ÿþ0xA4ÿþ0x84ÿþ0x94ÿþ0x93æàÚÔÎÉÇÁ»¯§ ˜‘‹†€{ljRÿÿÿÿÿ( xd 2I@+ @@@@@Vargo, Tyrant of FireEÿþr - RedÿþHITÿþFIREÿþHITÿþFIREÿþHITÿþFIREÿþHITÿþFIREŠ@]ÿþ0x90ÿþ0x914ÿþ-87ÿþ0x9Fÿþ0x8Dÿþ0x95ÿþ0xA4êäÞØÒÍËÅ¿³­¨¢—’Œ‡~|Rÿÿÿÿÿ(Ÿ}– Dào@-ˆ@@@@@Blue WizardAÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTl@]ÿþ0x8Eÿþ0x954ÿþ-91ÿþ0x9Dÿþ0x92ÿþ0x8eÿþ0xBA×ÑËÅ¿º¸²¬ š•Š„ytjhRÿÿÿÿÿ(žx& ($@&@  @Emperor wightWÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_80¦@]ÿþ0x95ÿþ0x884ÿþ-69ÿþ0xA4ÿþ0x83ÿþ0x94ÿþ0x8BâÜÖÐÊÅý·«£œ”‡‚|wnlRÿÿÿÿÿ(xdP$@(p@@@@@BeholdereÿþU - Light BrownÿþGAZEÿþEXP_20ÿþGAZEÿþUN_POWERÿþGAZEÿþLOSE_INTÿþBITEÿþHURTæ@]ÿþ0x98ÿþ0x8815ÿþ-27ÿþ0xA6ÿþ0x9Fÿþ0x90ÿþ0x8AèâÜÖÐËÇÁ»¯©£™“‰ƒ{udbRÿÿÿÿÿ(œxH ZT@(Ð@ @@ @@Ancient bronze dragonDÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCONFUSEÿþBITEÿþCONFUSEl@]ÿþ0x8Fÿþ0x8C15ÿþ-88ÿþ0x9Eÿþ0x89ÿþ0x8cÿþ0x99þøòìæáÝ×Ñż¶­§¡›•~|Rÿÿÿÿÿ(›xH ZT@(Ð@ @@ @@Ancient blue dragonDÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELECÿþBITEÿþELECv@ ]ÿþ0x8Fÿþ0x8B6ÿþ-88ÿþ0x9Eÿþ0x88ÿþ0x8cÿþ0x98ëåßÙÓÎÌÆÀ´®¨¢œ–Š„zxRÿÿÿÿÿ(šŒ d(& @Shimmering vortexvÿþo - OrangeÿþENGULFÿþBLINDÿþENGULFÿþBLINDn@ ]ÿþ0x9Eÿþ0x8510ÿþ-10ÿþ0xACÿþ0x9Aÿþ0x92ÿþ0xABÙÓÍÇÁ¼¸²¬     ™‘Š‚vtRÿÿ?óÿ(™‚ d(& @Time vortexvÿþB - Light BlueÿþENGULFÿþEXP_20€ÿþYou haven't seen it yet.ÿþ0x9Eÿþ0x8414ÿþ-10ÿþ0xACÿþ0x99ÿþ0x92ÿþ0xAAÝ×ÑËÅÀ¼¶°ŠŠŠŠŠŠŠ‚zjhRÿÿ3óÿ(˜xX ZD@&@@@@@@Castamir the UsurperpÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @ ]ÿþ0x9Cÿþ0x9F12ÿþ-16ÿþ0xABÿþ0x95ÿþ0x95ÿþ0xA3ðêäÞØÓÏÉ÷±¬¦¡›–‹|zRÿÿÿÿÿRLVALÌö ì z Š ° 0 ´ úxbô.ÐøfFˆA tall black cloaked Ringwraith, he is a master of horsemanship. He longs to taste your blood.A vast legendary bird, its iron talons rake the most impenetrable of surfaces and its screech echoes through the many winding dungeon corridors.It is a tougher relative of the Xorn. Its hide glitters with metal ores.A human figure in robes, he moves with magically improved speed, and his hands are ablur with spell casting.The eldest, and strongest of the seven sons, he took the Oath of Feanor with his father and brothers. For years he and his brothers guarded the passages in the east into Beleriand. He was captured and tortured by Morgoth after his father's death. He was corrputed by his desire for the three Silmarils.This elusive female spellcaster has a special affinity for dragons, whom she rarely fights without.A strange reptilian hybrid with nine smouldering heads.It is a humanoid figure thirty feet tall that gives off an aura of power and hate.A weird ghostly troll-like being from the ethereal plane.It is a pulsing flesh mound that reeks of death and putrefaction.It is a strange mass of squirming worms. Magical energy crackles around its disgusting form.A huge draconic form. Pools of acid melt the floor around it.A foul wind chills your bones as this ghastly figure approaches.A fearsome skeletal horse with glowing eyes, that watch you with little more than a hatred of all that lives.A strange reptilian hybrid with seven heads dripping venom.A huge draconic form enveloped in clouds of poisonous vapour.A huge draconic form. Frost covers it from head to tail.A large dragon with a selection of heads, all shouting and arguing as they look for prey, but each with its own deadly breath weapon.A towering water elemental, Waldern is master of all things liquid. Wave after wave drowns your frail body.A massive two-headed troll of huge strength, ettins are stupid but violent. They are also living proof that two heads are not more intelligent than one...Ç3â¼ z X E 5( õñ(³‚4 <$@(4@ @@EnchantresspÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÆ@_ÿþ0x9Dÿþ0x8012ÿþ-16ÿþ0xABÿþ0x96ÿþ0x84ÿþ0x9EÓÍÇÁ»¶²¬¦ššš”‰„~yjhRÿÿÿóÿ(²}d _4@(¸   @$@@$@@9-headed hydraMÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREn@ _ÿþ0x93ÿþ0x9E4ÿþ-79ÿþ0xA2ÿþ0x99ÿþ0x90ÿþ0xA8àÚÔÎÈÃÁ»µ©£—‘‹…ypnRÿÿÿÿÿ(±xdP.@8p "@"@"@"@@Lesser titanPÿþy - YellowÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSE¤@ _ÿþ0x92ÿþ0x9C11ÿþ-76ÿþ0xA1ÿþ0x97ÿþ0x92ÿþ0x90éãÝ×ÑÌȼ°§¢™”‹†}xljRÿÿÿÿÿ(°n dZ@(„@@Spirit trollGÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTr@ _ÿþ0x94ÿþ0x9D14ÿþ-72ÿþ0xA3ÿþ0x98ÿþ0x92ÿþ0xB9×ÑËÅ¿º¶°ªžžž˜“ˆ‚}ljRÿÿÿóÿ(¯x0 -¸ @Rotting quylthulgQÿþu - Brown‚@ _ÿþ0x93ÿþ0x817ÿþ-75ÿþ0xA1ÿþ0x9Cÿþ0x93ÿþ0x82¸²¬¦ ›™“vtRÿ?3óÿ(®d $@(Disenchanter worm masswÿþv - VioletÿþCRAWLÿþUN_BONUSº@ _ÿþ0x9Eÿþ0x9110-9ÿþ0xADÿþ0x86ÿþ0x91ÿþ0x96ÕÏÉý¹µ¯©“Œ€~Rÿÿ3óÿ(­x dZT@)Ä   @"@@"@@Ancient black dragonDÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþACIDÿþBITEÿþACID|@_ÿþ0x8Fÿþ0x8F2ÿþ-88ÿþ0x9Eÿþ0x8Cÿþ0x8cÿþ0x9CíçáÛÕÐÎȶ°ª¤ž˜’Œ†|zRÿÿÿÿÿ(¬xdF$@*@@@@@Vampire lordVÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_80ÿþBITEÿþEXP_80€@_ÿþ0x95ÿþ0x816ÿþ-70ÿþ0xA3ÿþ0x9Cÿþ0x94ÿþ0xB4ßÙÓÍÇÂÀº´¨ š’Œ†{vljRÿÿÿÿÿ(«xdU'T @ @@@Night mareqÿþG - Light GreenÿþBITEÿþEXP_80ÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþCONFUSEÚ@_ÿþ0x9Dÿþ0x8D8ÿþ-15ÿþ0xACÿþ0x83ÿþ0x93ÿþ0x9CâÜÖÐÊÅý·«¢—’Œ‡yhfRÿÿÿÿÿ(ªxd Z4@'Ð  @"@ð?@@7-headed hydraMÿþG - Light GreenÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONÿþSPITÿþBLINDv@_ÿþ0x93ÿþ0x9D13ÿþ-79ÿþ0xA2ÿþ0x98ÿþ0x90ÿþ0xA6ñëåßÙÔÐÊĸ±«£•‡pnRÿÿÿÿÿ(©xH ZT@(Ð@ @@ @@Ancient green dragonDÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONz@_ÿþ0x8Fÿþ0x8E5ÿþ-88ÿþ0x9Eÿþ0x8Bÿþ0x8cÿþ0x9BòìæàÚÕÓÍÇ»³­¥Ÿ™“‡|zRÿÿÿÿÿ(¨xH ZT@(Ð@ @@ @@Ancient white dragonDÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLDÿþBITEÿþCOLDr@_ÿþ0x8Fÿþ0x8D1ÿþ-88ÿþ0x9Eÿþ0x8Aÿþ0x8cÿþ0x9AîèâÜÖÑÏÉ÷±«¥Ÿ™“‡|zRÿÿÿÿÿ(§} dU>@)¸   @(@@(@@Kavlax the Many-Headeddÿþv - VioletÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT @_ÿþ0x98ÿþ0x8310ÿþ-28ÿþ0xA6ÿþ0x9Aÿþ0x95ÿþ0xA6õïéãÝØÔÎȼ¶°ª¤ž˜’Œ€~Rÿÿÿÿÿ(¦xd PI@+š@@@@@Waldern, King of WaterEÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÖ@_ÿþ0x90ÿþ0x922ÿþ-87ÿþ0x9Fÿþ0x8Eÿþ0x95ÿþ0xA5íçáÛÕÐÎȶ°«¥ š•Š€~Rÿÿÿÿÿò3éë ï ñ Ð Ê ª“zTALA(ÁxdZ<$@+È2@@@@@Adunaphel the QuietWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþTOUCHÿþEXP_80¶@bÿþ0x95ÿþ0x8C8ÿþ-69ÿþ0xA4ÿþ0x87ÿþ0x95ÿþ0xA9ôîèâÜ×ÕÏɽµ®¦Ÿ™”މzxRÿÿÿÿÿ(À‚, P(è@@$@Death quasituÿþD - Dark GrayÿþBITEÿþLOSE_DEXÿþCLAWÿþHURTÿþCLAWÿþHURT@bÿþ0x91ÿþ0x9E8ÿþ-11ÿþ0xA0ÿþ0x99ÿþ0x8dÿþ0xACÚÔÎȽ»µ¯£££—‘‹{ljRÿÿÿóÿ(¿n( 2T@(Ð @(@ @VrockUÿþs - GrayÿþHITÿþHURTÿþCRUSHÿþHURTÿþCRUSHÿþHURT`@bÿþ0x9Eÿþ0x9B2ÿþ-71ÿþ0xADÿþ0x90ÿþ0x8dÿþ0x9Fľ¸²¬§¥Ÿ™‡€zsmh^\Rÿÿÿóÿ(¾xddT@-'  @$@@Great crystal drakeDÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT2@bÿþ0x8Fÿþ0x9310ÿþ-88ÿþ0x9Eÿþ0x90ÿþ0x8cÿþ0xACâÜÖÐÊÅÁ»µ©©©£—‘‹…zxRÿÿÿóÿ(½x dZT@)Ä   @"@@"@@Ancient gold dragonDÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCONFUSEÿþBITEÿþCONFUSE¦@bÿþ0x8Fÿþ0x9211ÿþ-88ÿþ0x9Eÿþ0x8Fÿþ0x8cÿþ0x9EõïéãÝØÔÎȼ³­¤ž˜’Œ†zxRÿÿÿÿÿ(¼x dZT@)Ä   @"@@"@@Ancient red dragonDÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIREø@bÿþ0x8Fÿþ0x914ÿþ-88ÿþ0x9Eÿþ0x8Eÿþ0x8cÿþ0x9DèâÜÖÐËÉý±«¥Ÿ™“‡xvRÿÿÿÿÿ(»xddT@-'  @$@@$@@Death drakeDÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþEXP_80Ð@bÿþ0x8Fÿþ0x9013ÿþ-88ÿþ0x9Eÿþ0x8Dÿþ0x8cÿþ0xABæàÚÔÎÉÅ¿¹­¥Ÿ™“‡{jhRÿÿÿÿÿ(ºxdd@((# @@ @@@Medusa, the Gorgonnÿþv - VioletÿþGAZEÿþEXP_80ÿþGAZEÿþPARALYZEÿþHITÿþHURTÿþHITÿþHURTJ@bÿþ0x9Aÿþ0x963ÿþ-18ÿþ0xA9ÿþ0x8Dÿþ0x95ÿþ0xA8ïéãÝ×ÒÐÊĸ²­§¢˜’Š„xvRÿÿÿÿÿ(¹‚d $@(4@@@@MinotaurHÿþs - GrayÿþBUTTÿþHURTÿþBUTTÿþHURTÿþBUTTÿþHURTÿþBUTTÿþHURTR@bÿþ0x91ÿþ0x932ÿþ-84ÿþ0xA0ÿþ0x8Fÿþ0x8dÿþ0x95ÕÏÉý¸¶°ªž˜’Œ†€ztndbRÿÿÿÿÿ(¸xdZ<$@('@@@@Uvatha the HorsemanWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþEXP_80ÿþHITÿþEXP_80¾@_ÿþ0x95ÿþ0x8B8ÿþ-69ÿþ0xA4ÿþ0x86ÿþ0x95ÿþ0xA7ðêäÞØÓÑËŹ±¬¤Ÿ™”މzxRÿÿÿÿÿ(·nP F$@(è  (@(@Giant rocBÿþu - BrownÿþCRUSHÿþHURTÿþCRUSHÿþHURTÿþHITÿþELEC @_ÿþ0x8Eÿþ0x9A7ÿþ-90ÿþ0x9Dÿþ0x97ÿþ0x91ÿþ0x8CÍÇÁ»µ°®¨¢–––‹…~xqfdRÿÿÿóÿ(¶x P$@(°@@@@XarenXÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT’@_ÿþ0x95ÿþ0x982ÿþ-68ÿþ0xA4ÿþ0x90ÿþ0x92ÿþ0xA3ËÅ¿¹³®¬¦ ”މƒ~xsmh^\Rÿÿÿÿÿ(µ‚4 <$@(f@ @@SorcererpÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTØ@_ÿþ0x9Dÿþ0x8210ÿþ-16ÿþ0xABÿþ0x98ÿþ0x84ÿþ0xA0ÍÇÁ»µ°¬¦ ”””މƒ~xsdbRÿÿÿóÿ(´x<Dào@'Ä   @$@@Maedhros, Son of Feanorhÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT^@_ÿþ0x99ÿþ0x863ÿþ-24ÿþ0xA7ÿþ0x9Bÿþ0x95ÿþ0x92æàÚÔÎÉÇÁ»¯¯¯©¤ž™“Ž‚€RÿÿÿóÿjLVAL®d” œ ö Ä d L –Ú6ÌvÌFšIt is a large demon with the head of a giant boar. Flames run up and down its length.It is demon with arms and pincers, its form a true mockery of life.A member of an order of Maiar who came to middle-Earth in the third age. The Istari are powerful wizards who are quick to join together in combat to crush their enemies.This sad creature - once a mighty warrior - betrayed his former friends to Morgoth's army in return for, he thought, safety for himself and his wife. And so he fell under Morgoth's power and became little more than a mindless servant of evil, even though the other side of his "bargain" was not kept.A mighty sorcerer King, Akhorahil was blind in life. With powerful enchantments, he created jewelled eyes that enabled him to see better than any ordinary man ever could.It is a demon of lizard form with cruel-looking jaws.A skeletal form wrapped in robes. Powerful magic crackles along its bony fingers.A dark elven figure, dressed in deepest black. Power seems to crackle from his slender frame.A sorceress in life, Adunaphel quickly fell under Sauron's sway and the power of the rings.It is a demon of small stature, but its armoured frame moves with lightning speed and its powers make it a tornado of death and destruction.It is a demon with a long neck and raking claws.A huge crystalline dragon. Its claws could cut you to shreds and its teeth are razor sharp. Strange colours ripple through it as it moves in the light.A huge draconic form wreathed in a nimbus of light. Its roar stuns and deafens you.A huge draconic form. Wisps of smoke steam from its nostrils and the extreme heat surrounding it makes you gasp for breath.It is a dragon-like form wrapped in darkness. You cannot make out its true form but you sense its evil.One of the original three ugly sisters. Her face could sink a thousand ships. Her scales rattle as she slithers towards you, venom dripping from her ghastly mouth.It is a cross between a human and a bull.3ìÏ ä À ˆ •x~]fqG=(ÏxddT@-'  @$@@Ethereal dragonDÿþo - OrangeÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT\@dÿþ0x8Fÿþ0x953ÿþ-88ÿþ0x9Eÿþ0x92ÿþ0x8cÿþ0xA6ÙÓÍÇÁ¼º´®¢¢¢œ–Š„~rpRÿÿÿóÿ(ÎxddT@+È2  @$@@$@@Ancient chromatic dragonDÿþv - VioletÿþCLAWÿþCOLDÿþCLAWÿþELECÿþBITEÿþACIDÿþBITEÿþELEC¸@dÿþ0x8Fÿþ0x9410ÿþ-88ÿþ0x9Eÿþ0x91ÿþ0x8cÿþ0x9FùóíçáÜØÒÌÀº´®¨¢œ–„‚Rÿÿÿÿÿ(ÍnZ 7Y@+4@@Mumakqÿþs - GrayÿþBUTTÿþHURTÿþBUTTÿþHURTÿþCRUSHÿþHURTp@dÿþ0x9Dÿþ0x8E2ÿþ-15ÿþ0xACÿþ0x82ÿþ0x91ÿþ0xBFľ¸²¬§¥Ÿ™‡€ztnh^\Rÿÿÿóÿ(Ìx$@*X@@0@DreadGÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRb@dÿþ0x91ÿþ0x883ÿþ-85ÿþ0xA0ÿþ0x81ÿþ0x94ÿþ0x85ÆÀº´®©§¡›…€zuoj^\Rÿÿÿóÿ(Ëxdd$@-@@@@@@Undead beholdereÿþu - BrownÿþGAZEÿþEXP_40ÿþGAZEÿþUN_POWERÿþGAZEÿþLOSE_INTÿþBITEÿþEXP_40 @dÿþ0x98ÿþ0x897ÿþ-27ÿþ0xA7ÿþ0x80ÿþ0x90ÿþ0x8BðêäÞØÓÑËŹ±«¡›‘‹ƒ}rpRÿÿÿÿÿ(ÊnZ 2T@-ˆ@@"@NalfeshneeUÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¬@bÿþ0x9Eÿþ0x9E4ÿþ-71ÿþ0xADÿþ0x93ÿþ0x8dÿþ0xA2Éý·±¬ª¤ž’’’Œ‡|vqhfRÿÿÿóÿ(ÉxdZF$@0PF@@@@@Ren the UncleanWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþWAILÿþTERRIFYx@dÿþ0x95ÿþ0x828ÿþ-69ÿþ0xADÿþ0x9Dÿþ0x95ÿþ0xACìæàÚÔÏÍÇÁµ¬¦ž—‘Œ†rpRÿÿÿÿÿ(ÈnF (T@+¸ "@GlabrezuUÿþU - Light BrownÿþHITÿþHURTÿþHITÿþHURT†@bÿþ0x9Eÿþ0x9D3ÿþ-71ÿþ0xADÿþ0x92ÿþ0x8dÿþ0xA1¼¶°ª¥£—‹‹‹‹‹…€zudbRÿÿ?óÿ(Ç‚d#Œào@7' @@ @@@IstarAÿþy - YellowÿþGAZEÿþTERRIFYÿþGAZEÿþTERRIFYÿþHITÿþHURTÿþHITÿþHURTR@bÿþ0x8Eÿþ0x9611ÿþ-91ÿþ0x9Dÿþ0x93ÿþ0x8eÿþ0xB9×ÑËÅ¿º¶°ªž˜“ˆypj^\Rÿÿÿÿÿ(ÆxdxD@)X@ @@ @@Gorlim, Betrayer of Barahirpÿþs - GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSX@ bÿþ0x9Dÿþ0x832ÿþ-16ÿþ0xABÿþ0x99ÿþ0x95ÿþ0xABÿùóíçâàÚÔȾ¹¯ª¤Ÿ™”ŠˆRÿÿÿÿÿ(ÅxdZF$@-˜:@@@@@Akhorahil the BlindWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþGAZEÿþEXP_80ÿþWAILÿþTERRIFYV@ bÿþ0x95ÿþ0x8D8ÿþ-69ÿþ0xA4ÿþ0x88ÿþ0x95ÿþ0xAAóíçáÛÖÔÎȼ³­¥Ÿ™”މzxRÿÿÿÿÿ(Än4 (T@)Ä "@HezrouUÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTj@ bÿþ0x9Eÿþ0x9C10ÿþ-71ÿþ0xADÿþ0x91ÿþ0x8dÿþ0xA0º´®¨¢™“{vpk`^Rÿÿ?óÿ(ÃxdPI@)'@(@@(@@Master lichLÿþr - RedÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEX¤@ bÿþ0x92ÿþ0x894ÿþ-80ÿþ0xA1ÿþ0x84ÿþ0x94ÿþ0x8FìæàÚÔÏÍÇÁµ«¤š“‰‚zsjhRÿÿÿÿÿ(‚P F$@)¸ @ @@Dark elven sorcererhÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT¼@ bÿþ0x99ÿþ0x8A10ÿþ-24ÿþ0xA8ÿþ0x81ÿþ0x8dÿþ0x89ãÝ×ÑËÆÂ¼¶ªªª¤Ÿ™”މzxRÿÿÿóÿ^LVALˆ~  ¬ ô ˜îZ~höÀ:ŠA constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets.It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crush rock and flesh with ease.An evil priest, dressed all in black. Deadly spells hit you at an alarming rate as his black spiked mace rains down blow after blow on your pitiful frame.A strange reptilian hybrid with eleven smouldering heads.A towering air elemental, Ariel, the sorceress, avoids your blows with her extreme speed.It is a massive humanoid demon wreathed in flames.A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances.She is a demon of female form with many arms, each bearing deadly weapons.This Ringwraith was a weak-minded sorcerer-king who fell easily under Sauron's power.A huge dragon emanating from the ethereal plane, this terrible dragon is a master of light and dark. Its form disappears from sight as it cloaks itself in unearthly shadows.A huge draconic form. Many colours ripple down its massive frame. Few live to see another.A massive elephantine form with eyes twisted by madness.It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it.A beholder which has cheated death. Black nether storms rage around the bloodshot pupil of its central giant eye, and light seems to bend as it sucks its power from the very air around it. Your soul chills as it drains your vitality for its evil enchantments.Ren was an insane eastern king who believed himself to be the son of a volcano god. At an early age his sanity was destroyed by a plague that wiped out his family, and he never recovered.•3Ý× ³ › u Z XD=#ûàÙ¿(Ý}&d}.@BÌ[ (@(@(@(@@Greater titanPÿþo - OrangeÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSE:@fÿþ0x92ÿþ0x9D3ÿþ-76ÿþ0xA1ÿþ0x98ÿþ0x92ÿþ0x91éãÝ×ÑÌÊľ²©¤›–ˆznlRÿÿÿÿÿ(Üx#dxT@7PF  @,@@DracolichDÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_80L@fÿþ0x8Fÿþ0x9813ÿþ-88ÿþ0x9Eÿþ0x95ÿþ0x8cÿþ0xB0ÖÐÊľ¹µ¯©•‰ƒ}wfdRÿÿÿóÿ(Û}d‚€Q@0ØY  @,@@,@@Smaug the GoldenDÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIRE*@fÿþ0x8Fÿþ0x974ÿþ-88ÿþ0x9Eÿþ0x93ÿþ0x95ÿþ0xB2êäÞØÒÍËÅ¿³­§¡›•‰ƒtrRÿÿÿÿÿ(Úx(dZZ$@8¨a@@@@@Dwar, Dog Lord of WawWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_40ÿþWAILÿþTERRIFY@fÿþ0x95ÿþ0x8F8ÿþ-69ÿþ0xA4ÿþ0x89ÿþ0x95ÿþ0xB1÷ñëåßÚØÒÌÀ·±©£˜’~|Rÿÿÿÿÿ(Ù}d‚€Q@.hB  @,@@,@@Scatha the WormDÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþCLAWÿþCOLDÿþBITEÿþCOLD>@fÿþ0x98ÿþ0x9B1ÿþ-88ÿþ0xADÿþ0x9Bÿþ0x95ÿþ0xB0éãÝ×ÑÌÊľ²¬¦ š”Žˆ‚rpRÿÿÿÿÿ(Øxd‚>@,à.  @$@@$@@Drolemgÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISON°@dÿþ0x98ÿþ0x9B5ÿþ-25ÿþ0xA7ÿþ0x92ÿþ0x92ÿþ0x89ÖÐÊľ¹·±«Ÿ—‘‰ƒ}wqk`^Rÿÿÿÿÿ(×x dd$@,@@@@@"@DreadmasterGÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR†@ dÿþ0x91ÿþ0x8911ÿþ-85ÿþ0xA0ÿþ0x85ÿþ0x94ÿþ0x83ãÝ×ÑËÆÂ¼¶ª ›‘Œ†{vjhRÿÿÿÿÿ(Öx4 <$@(@@@PatriarchpÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT6@ dÿþ0x9Dÿþ0x8413ÿþ-16ÿþ0xABÿþ0x9Aÿþ0x84ÿþ0xA1ÑËÅ¿¹´°ª¤˜˜˜’‡‚|wfdRÿÿÿóÿ(Õ}dd4@,p  @(@@(@@11-headed hydraMÿþR - Light RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREr@ dÿþ0x93ÿþ0x9F12ÿþ-79ÿþ0xA2ÿþ0x9Aÿþ0x90ÿþ0xA9êäÞØÒÍÉý±«¥Ÿ™“‡rpRÿÿÿÿÿ(Ô‚d 2I@+Ž@@@@@Ariel, Queen of AirEÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþCONFUSEÿþHITÿþCONFUSE²@ dÿþ0x90ÿþ0x9414ÿþ-87ÿþ0x9Fÿþ0x91ÿþ0x95ÿþ0xAFõïéãÝØÔÎȼ³®¥ š•ŠzxRÿÿÿÿÿ(Óxd2T@1'  @(@@Lesser BalrogUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWERd@ dÿþ0x9Fÿþ0x8012ÿþ-71ÿþ0xADÿþ0x95ÿþ0x8dÿþ0xBAçáÛÕÏÊÆÀº®¤—Š…znlRÿÿÿÿÿ(Òsd a€V@+”@@$@$@@Quaker, Master of EarthEÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþSHATTERÜ@dÿþ0x90ÿþ0x937ÿþ-87ÿþ0x9Fÿþ0x8Fÿþ0x95ÿþ0xAEóíçáÛÖÔÎȼ³®¨£˜’‚€Rÿÿÿÿÿ(ÑxFKT@/X@@@@"@MarilithUÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT”@dÿþ0x9Eÿþ0x9F11ÿþ-71ÿþ0xADÿþ0x94ÿþ0x8dÿþ0xA3ÕÏÉý¸´®¨œ–‘‹†€{updbRÿÿÿÿÿ(Ðx dZF$@4ðU@@@@@Ji Indur DawndeathWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ÿþTOUCHÿþEXP_40ª@dÿþ0x95ÿþ0x8F8ÿþ-69ÿþ0xADÿþ0x9Cÿþ0x95ÿþ0xADòìæàÚÕÓÍÇ»³¬¤—’Œ‡xvRÿÿÿÿÿˆLVAL ² ˆ <  î`Rl&¬A huge Balrog surrounded by raging pillars of fire, this is indeed a terrible opponent. Wielding a great whip of fire and a blazing sword, his fury blisters your skin and melts your flesh!A lord of all that is natural, skilled in the mystic ways. He is a master of martial arts and is at one with nature, able to summon help from the wild if need be.Glaurung is the father of all dragons, and was for a long time the most powerful. Though this is no longer so, he still has full command over his brood and can command them to appear whenever he so wishes. He is the definition of dragonfire.A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of smoke curl up from his nostrils as he regards you with disdain.It is the epitome of all that is evil, in a mold. Its lifeless form draws power from sucking the souls of those that approach it, a nimbus of pure evil surrounds it. Luckily for you, it can't move.A mixture of dragon and basilisk, the dracolisk stares at you with deep piercing eyes, its evil breath burning the ground where it stands.A forty foot tall humanoid that shakes the ground as it walks. The power radiating from its frame shakes your courage, its hatred inspired by your defiance.The skeletal form of a once-great dragon, enchanted by magic most perilous. Its animated form strikes with speed and drains life from its prey to satisfy its hunger.Smaug is one of the Uruloki that still survive, a fire-drake of immense cunning and intelligence. His speed through air is matched by few other dragons and his dragonfire is what legends are made of; he is believed to be the greatest dragon still surviving into the Third Age.Dwar had a special affinity for dogs in life, and can still command them at will. He howls maniacally as he reaches out to destroy you.An ancient and wise Dragon. Scatha has grown clever over the long years. His scales are covered with frost, and his breath sends a shower of ice into the air.U3íÌ £ h R 0 îÛôÞ´(ëŒd(Z3 N$@@ @@@Harowen the Black HandpÿþB - Light BlueÿþTOUCHÿþEAT_GOLDÿþTOUCHÿþEAT_ITEMÿþHITÿþBLINDÿþHITÿþPOISONð@hÿþ0x9Dÿþ0x8614ÿþ-16ÿþ0xABÿþ0x9Cÿþ0x95ÿþ0xB7þøòìçãÝ×Ëþ·²¨¡—€~Rÿÿÿÿÿ(ê‚/dx>@:À] $@$@$@$@@Baphomet the Minotaur LordHÿþv - VioletÿþBUTTÿþHURTÿþBUTTÿþHURTÿþHITÿþHURTÿþHITÿþHURT¸@hÿþ0x91ÿþ0x952ÿþ-84ÿþ0xA0ÿþ0x90ÿþ0x95ÿþ0xB6ùóíçáÜÚÔμ·±¬¦ š”ˆ†Rÿÿÿÿÿ(é}#d–T@? N  @,@@,@@Great Storm WyrmDÿþb - BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþELECÿþBITEÿþELECz@hÿþ0x8Fÿþ0x9B6ÿþ-88ÿþ0x9Eÿþ0x97ÿþ0x8cÿþ0xA1åßÙÓÍÈÆÀº®¨¢œ–Š„~trRÿÿÿÿÿ(èx0 -¸ @Demonic quylthulgQÿþr - RedÚ@hÿþ0x93ÿþ0x824ÿþ-75ÿþ0xA1ÿþ0x9Dÿþ0x93ÿþ0x83¶°ª¤ž™—‘‹vtRÿ?3óÿ(çx< d3ˆ  @(@@(@@Plasma houndZÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT@@hÿþ0x96ÿþ0x8B4ÿþ-66ÿþ0xA5ÿþ0x83ÿþ0x90ÿþ0xC6âÜÖÐÊÅý·«¥Ÿ™“‡{ljRÿÿÿÿÿ(æ}< d3ˆ  @(@@(@@Time houndZÿþB - Light BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTH@hÿþ0x96ÿþ0x8A14ÿþ-66ÿþ0xA5ÿþ0x82ÿþ0x90ÿþ0xCCáÛÕÏÉÄÀº´¨¢œ–Š„~xhfRÿÿÿÿÿ(åx< d3ˆ  @(@@(@@Nether houndZÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÜ@hÿþ0x96ÿþ0x8913ÿþ-66ÿþ0xA5ÿþ0x81ÿþ0x90ÿþ0xC3æàÚÔÎÉÅ¿¹­§¡›•‰ƒ}ljRÿÿÿÿÿ(äx<<x$@='@ @@ @@NightwingWÿþD - Dark GrayÿþTOUCHÿþPOISONÿþTOUCHÿþPOISONÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSX@hÿþ0x8Fÿþ0x9E8ÿþ-69ÿþ0xADÿþ0x9Dÿþ0x94ÿþ0x8FèâÜÖÐËÉý±§¢˜“‹„|ufdRÿÿÿÿÿ(ã‚ddT@20u  @(@@The Balrog of MoriaUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWERz@ fÿþ0x9Fÿþ0x813ÿþ-71ÿþ0xADÿþ0x96ÿþ0x95ÿþ0xB5ñëåßÙÔÒÌÆº°©£œ–‘‹†zxRÿÿÿÿÿ(â‚ d<@2p  4@ð?.@ð?@Master mysticpÿþo - OrangeÿþKICKÿþHURTÿþKICKÿþHURTÿþHITÿþPOISONÿþHITÿþPARALYZEF@ fÿþ0x9Dÿþ0x853ÿþ-16ÿþ0xABÿþ0x9Bÿþ0x84ÿþ0xA2åßÙÓÍÈÆÀº®¤Ÿ—’Œ†€znlRÿÿÿÿÿ(á‚KdŒ€Q@FPà  @,@ @,@@Glaurung, Father of the DragonsDÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþFIREæ@fÿþ0x8Fÿþ0x994ÿþ-88ÿþ0xADÿþ0x9Aÿþ0x95ÿþ0xB4 þøòíëåßÓÍÇ¿¹³­§¡’Rÿÿÿÿÿ(à}dx€Q@/ N  @,@@,@@Itangast the Fire DrakeDÿþR - Light RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIRE@fÿþ0x8Fÿþ0x994ÿþ-88ÿþ0x9Eÿþ0x96ÿþ0x95ÿþ0xB3øòìæàÛÙÓÍÁ»µ¯©£—‘‚€Rÿÿÿÿÿ(ߌdÈ</è@@@@Death moldmÿþD - Dark GrayÿþSPOREÿþUN_BONUSÿþSPOREÿþUN_BONUSÿþSPOREÿþUN_BONUSÿþSPOREÿþEXP_80Ž@fÿþ0x9Aÿþ0x908ÿþ-19ÿþ0xA9ÿþ0x87ÿþ0x8eÿþ0xCAðêäÞØÓÑËŹ±ª ™ˆ~whfRÿÿÿÿÿ(Þx#dxT@7°6  @,@@DracoliskDÿþR - Light RedÿþBITEÿþHURTÿþBITEÿþHURTÿþBITEÿþFIREÿþGAZEÿþPARALYZE@fÿþ0x90ÿþ0x9413ÿþ-88ÿþ0x9Eÿþ0x94ÿþ0x8cÿþ0xB4âÜÖÐÊÅÁ»µ©Ÿ™“‡{ufdRÿÿÿÿÿÈLVAL ¨ Ì „ D j ð8Hj(ðAn immense dragon capable of awesome destruction. You have never felt such extreme cold, or witnessed such an icy stare. Begone quickly or feel its wrath!A pale green hound. Pulsing red lines and strange fluorescent light hints at internal organs best left to the imagination.A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning.He is one of the few true masters of the art, being extremely skillful in all forms of unarmed combat and controlling the world's natural creatures with disdainful ease.A Ringwraith powerful in fell sorcery, he yearns for the life he has lost for an unlife of everlasting torment.He is a master of disguise, an expert of stealth, a genius at traps, and moves with blinding speed. Check your pockets!A fearsome bull-headed monster, Baphomet swings a mighty axe as he curses all that defy him.A vast dragon of power. Storms and lightning crash around its titanic form. Deep blue scales reflect the flashes and highlight the creature's great muscles. It regards you with contempt.A pile of pulsing flesh that glows with an inner hellish fire. The world itself seems to cry out against it.The very air warps as pure elemental energy stalks towards you in the shape of a giant hound. Your hair stands on end and your palms itch as you sense trouble.You get a terrible sense of deja vu, or is it a premonition? All at once you see a little puppy and a toothless old dog. Perhaps you should give up and go to bed.You feel a soul-tearing chill upon viewing this beast, a ghostly form of darkness in the shape of a large dog.Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being.Ó3ß½ † k X O 2V¥eEý(ù‚2d‘$@CØY@@@@@Thuringwethil, the Vampire MessengerVÿþv - VioletÿþBITEÿþEXP_80ÿþBITEÿþEXP_80ÿþHITÿþCONFUSEÿþHITÿþCONFUSEb@jÿþ0x95ÿþ0x828ÿþ-70ÿþ0xA3ÿþ0x9Dÿþ0x95ÿþ0xBC ÿúøòìà×ÒÉļ¶®¨œšRÿÿÿÿÿ(ø}-dŒ4@9 N(@@(@@@The Lernaean HydraMÿþv - VioletÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBITEÿþFIREÿþBITEÿþFIRE @jÿþ0x94ÿþ0x801ÿþ-79ÿþ0xA2ÿþ0x9Bÿþ0x95ÿþ0xBBïéãÝ×ÒÐÊĸ²¬¦ ˜’Š„xvRÿÿÿÿÿ(÷‚(d(<ˆ@@@@@Aether vortexvÿþv - VioletÿþENGULFÿþELECÿþENGULFÿþFIREÿþENGULFÿþACIDÿþENGULFÿþCOLD~@jÿþ0x9Eÿþ0x8710ÿþ-10ÿþ0xACÿþ0x9Cÿþ0x92ÿþ0xADëåßÙÓÎÊľ²¬¤ž–ˆ‚znlRÿÿÿÿÿ(öxdP5 @@@@@Chaos vortexvÿþv - VioletÿþENGULFÿþCONFUSEÿþENGULFÿþCONFUSEÿþENGULFÿþCONFUSEÿþENGULFÿþHALLUT@jÿþ0x9Eÿþ0x8610ÿþ-10ÿþ0xACÿþ0x9Bÿþ0x92ÿþ0xACóíçáÛÖÒÌÆº³«¢š‘‰€xljRÿÿÿÿÿ(õ}dx$@;PFð?Skull drujsÿþo - Orange@jÿþ0x9Dÿþ0x9A3ÿþ-13ÿþ0xACÿþ0x90ÿþ0x92ÿþ0xA0«¥Ÿ™“ŽŒ†€ttttttttthfRÿ?3óÿ(ô} dZ$@:˜:ð?Eye drujsÿþr - Red¨@jÿþ0x9Dÿþ0x994ÿþ-13ÿþ0xACÿþ0x8Fÿþ0x92ÿþ0x9F¤ž˜’Œ‡…ymmmmmmmmmdbRÿ?3óÿ(ó}< n$@9à.ð?Hand drujsÿþy - Yellowž@jÿþ0x9Dÿþ0x9811ÿþ-13ÿþ0xACÿþ0x8Eÿþ0x92ÿþ0x9E«¥Ÿ™“ŽŠ„~rrrrrrrrrfdRÿ?3óÿ(òxP< $@E˜:$@$@$@$@@NightcrawlerWÿþD - Dark GrayÿþSTINGÿþLOSE_CONÿþSTINGÿþLOSE_CONÿþBITEÿþACIDÿþBITEÿþACIDî@jÿþ0x95ÿþ0x948ÿþ-69ÿþ0xA4ÿþ0x8Cÿþ0x94ÿþ0x90ìæàÚÔÏÍÇÁµ¯©£“Œ‚{ljRÿÿÿÿÿ(ñ}$d<‚6@œ  "@(@"@(@@The PhoenixBÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþHITÿþFIREÿþHITÿþFIREÄ@jÿþ0x8Eÿþ0x9B4ÿþ-90ÿþ0x9Dÿþ0x98ÿþ0x95ÿþ0xBAØÒÌÆÀ»¹³­¡›–‹…ysjhRÿÿÿÿÿ(ð}#d–T@? N  @,@@,@@Great Ice WyrmDÿþw - WhiteÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCOLDÿþBITEÿþCOLD8@ hÿþ0x8Fÿþ0x9C1ÿþ-88ÿþ0x9Eÿþ0x98ÿþ0x8cÿþ0xA2âÜÖÐÊÅý·«¥Ÿ™“‡{pnRÿÿÿÿÿ(ïx<d;X  @(@@(@@Ethereal houndZÿþG - Light GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTö@ hÿþ0x96ÿþ0x8C13ÿþ-66ÿþ0xA5ÿþ0x84ÿþ0x90ÿþ0xC8êäÞØÒÍÉý±«¥Ÿ™“‡pnRÿÿÿÿÿ(î}2dZd$@H@œ @@@@@Khamul, the Black EasterlingWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_40ÿþTOUCHÿþEXP_40ú@ hÿþ0x95ÿþ0x938ÿþ-69ÿþ0xA4ÿþ0x8Bÿþ0x95ÿþ0xB9úôîéçáÛÏÇÀ¸±«¦ ›ŒŠRÿÿÿÿÿ(í‚dP@9˜: 4@ð?.@ð?@Grand master mysticpÿþo - OrangeÿþKICKÿþHURTÿþKICKÿþHURTÿþHITÿþPOISONÿþHITÿþPARALYZER@ hÿþ0x9Dÿþ0x873ÿþ-16ÿþ0xABÿþ0x9Dÿþ0x84ÿþ0xA3ñëåßÙÔÒÌÆº°«£ž˜’Œ†zxRÿÿÿÿÿ(ìx-dZd$@@0u @@@@@Hoarmurath of DirWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþEXP_80ÿþWAILÿþTERRIFYÞ@hÿþ0x95ÿþ0x928ÿþ-69ÿþ0xA4ÿþ0x8Aÿþ0x95ÿþ0xB8ðêäÞØÓÑËŹ°ª¢›•Š…vtRÿÿÿÿÿLVAL<N °  ø ¤ & †$ª¢h¼*Master of all things feline, the Cat Lord moves with unsurpassed stealth.Also called the Sun-Maiden, this Maia has the task of carrying the sun across the sky.He is one of the greatest dwarven priests to walk the earth. Fundin has earned a high position in the church, and his skill with both weapon and spell only justify his position further. His combination of both dwarven strength and priestly wisdom are a true match for any adventurer.It looks like it was once a dragon corpse, now deeply infected with magical bacteria that make it pulse in a foul and degrading way.A vast dragon of immense power. Fire leaps continuously from its huge form. The air around it scalds you. Its slightest glance burns you, and you truly realize how insignificant you are.Chief messenger between Sauron and Morgoth, she is surely the most deadly of her vampire race. At first she is charming to meet, but her wings and eyes give away her true form.A massive legendary hydra. It has twelve powerful heads. Its many eyes stare at you as clouds of smoke and poisonous vapour rise from its seething form. And it grows new heads as fast as you chop them off.An awesome vortex of pure magic, power radiates from its frame.Void, nothingness, spinning destructively.A glowing skull possessed by sorcerous power. It need not move, but merely blast you with mighty magic as it speaks the words of power.A bloodshot eyeball floating in the air, you'd be forgiven for assuming it harmless.A skeletal hand floating in the air, motionless except for its flexing fingers.This intensely evil creature bears the form of a gargantuan black worm. Its gaping maw is a void of blackness, acid drips from its steely hide. It is like nothing you have ever seen before, and a terrible chill runs down your spine as you face it.A massive glowing eagle bathed in flames. The searing heat chars your skin and melts your armour.|3íè Å n Q5 úÞÐÀ¦(}-d(ªY@KHq  @,@@,@@Great Chaos WyrmDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTœ@lÿþ0x8Fÿþ0x9F10ÿþ-88ÿþ0x9Eÿþ0x9Bÿþ0x8cÿþ0xA3éãÝ×ÑÌȼ°ª¤ž˜’Œ†€trRÿÿÿÿÿ(x<d@'  @(@@(@@Chaos houndZÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT–@lÿþ0x96ÿþ0x8D10ÿþ-66ÿþ0xA5ÿþ0x85ÿþ0x90ÿþ0xBEßÙÓÍǾ¸²¦ š”Žˆ‚|vjhRÿÿÿÿÿ(‚ d#}ào@D8J $@$@$@$@@JabberwockHÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT @lÿþ0x91ÿþ0x9F10ÿþ-81ÿþ0xA0ÿþ0x9Aÿþ0x93ÿþ0x99Ý×ÑËÅÀ¼¶°¤ž˜’Œ†€zthfRÿÿÿÿÿ(‚0ddÈB0u  $@@.@ð?@The Cat Lordfÿþv - VioletÿþCLAWÿþCONFUSEÿþCLAWÿþLOSE_DEXÿþCLAWÿþBLINDÿþBITEÿþPARALYZE’@ jÿþ0x98ÿþ0x914ÿþ-26ÿþ0xA7ÿþ0x88ÿþ0x95ÿþ0xC3ëåßÙÓÎÌÆÀ´ª¤—‡~xljRÿÿÿÿÿ(xd–$@> N@@@@@DreadlordGÿþr - RedÿþHITÿþEXP_40ÿþHITÿþEXP_40ÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR @lÿþ0x91ÿþ0x8A4ÿþ-85ÿþ0xA0ÿþ0x86ÿþ0x94ÿþ0x84ÞØÒÌÆÁ¿¹³§˜Ž‰|tofdRÿÿÿÿÿ(}2ddd<¸ˆ@@@@@Saruman of Many ColoursAÿþv - VioletÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþHURTÿþHITÿþHURT¾@lÿþ0x9Dÿþ0x8810ÿþ-16ÿþ0xABÿþ0x9Eÿþ0x95ÿþ0xC2ûõïéãÞÚÔμ·±¬¢“Ž‚€Rÿÿÿÿÿ(‚7d(´$@@¸ˆ $@$@@ @@Evil IggypÿþD - Dark GrayÿþTOUCHÿþLOSE_STRÿþHITÿþUN_BONUSÿþHITÿþBLINDÿþTOUCHÿþEAT_ITEMð@lÿþ0x9Dÿþ0x8614ÿþ-16ÿþ0xABÿþ0x9Cÿþ0x95ÿþ0xB7ëåßÙÓÎÊľ²¨¡š•‹†|ufdRÿÿÿÿÿ(‚2A¯$@I N @ @ @ @@NightwalkerWÿþD - Dark GrayÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_BONUS~@lÿþ0x95ÿþ0x958ÿþ-69ÿþ0xA4ÿþ0x8Dÿþ0x94ÿþ0x91ìæàÚÔÏÍÇÁµ«¦œ—ˆ~yjhRÿÿÿÿÿ(ÿ‡dd(ª€Q@Uȯ  $@,@$@,@@Ancalagon the BlackDÿþD - Dark GrayÿþCLAWÿþCOLDÿþCLAWÿþFIREÿþBITEÿþACIDÿþBITEÿþELEC$@lÿþ0x8Fÿþ0x9E8ÿþ-88ÿþ0x9Eÿþ0x9Aÿþ0x95ÿþ0xC0ðêäÞØÓÑËŹ³­§¡›•‰zxRÿÿÿÿÿ(þ‚<d(ª$@>0u  $@$@$@$@@Azathoth, Master of DarknessUÿþD - Dark GrayÿþHITÿþEXP_80ÿþTOUCHÿþBLINDÿþHITÿþHURTÿþHITÿþHURT¬@lÿþ0x9Fÿþ0x8312ÿþ-71ÿþ0xADÿþ0x98ÿþ0x95ÿþ0xD5ÿùóíèäÞØÌÆÁ»¶¯¨ ›ŒŠRÿÿÿÿÿ(ý‚7d( $@=¨a  $@$@$@$@@Arien, Maia of the SunAÿþR - Light RedÿþHITÿþFIREÿþHITÿþFIREÿþHITÿþHURTÿþHITÿþHURT¬@ jÿþ0x8Eÿþ0x974ÿþ-91ÿþ0x9Dÿþ0x94ÿþ0x95ÿþ0xBEòìæàÚÕÓÍÇ»µ°ª¥Ÿš”€~Rÿÿÿÿÿ(ü‚2dÃ$@; N @ @ @ @@Fundin BluecloakhÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT:@ jÿþ0x99ÿþ0x8B13ÿþ-24ÿþ0xA8ÿþ0x82ÿþ0x95ÿþ0xBDéãÝ×ÑÌȼ°ª¥Ÿš”‰„trRÿÿÿÿÿ(ûx0 -¸ @Draconic quylthulgQÿþg - Green@ jÿþ0x93ÿþ0x835ÿþ-75ÿþ0xA1ÿþ0x9Eÿþ0x93ÿþ0x84º´®¨¢›•ƒƒƒƒƒƒƒƒƒxvRÿ?3óÿ(ú}&d–T@CØY  "@,@"@,@@Great Hell WyrmDÿþr - RedÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþFIREÿþBITEÿþFIREz@ jÿþ0x8Fÿþ0x9D4ÿþ-88ÿþ0x9Eÿþ0x99ÿþ0x8cÿþ0xA0âÜÖÐÊÅý·«¥Ÿ™“‡{rpRÿÿÿÿÿœLVAL T0 ² ÂúîX¼A massive dragon of changing form. As you watch, it appears first fair and then foul. Its body is twisted by chaotic forces as it strives to stay real. Its very existence distorts the universe around it.A constantly changing canine form, this hound rushes towards you as if expecting mayhem and chaos ahead. It appears to have an almost kamikaze relish for combat. You suspect all may not be as it seems."Beware the Jabberwock, my son! The jaws that bite, the claws that catch!" Run and run quickly, for death incarnate chases behind you!It is a massive form of animated death, its colour deeper than black. It drinks in light, and space around it is twisted and torn by the weight of its evil. It is unlife and it knows nothing but the stealing of souls and the stench of death. Flee its hunger!Originally known as the White, Saruman fell prey to Sauron's wiles. He seeks to emulate him and breeds orcs and trolls to fight for him. He searches forever for the One Ring, to become a mighty Sorcerer-King of the world.You have tales of him from a previous generation, but shouldn't he be in the mines of Moria? Old-timers speak of this pest with both loathing and fondness, cursing his name with a smile on their face as they reminisce about battling this nuisance.A huge giant garbed in black, more massive than a titan and stronger than a dragon. With terrible blows, it breaks your armour from your back, leaving you defenseless against its evil wrath. It can smell your fear, and you in turn smell the awful stench of death as this ghastly figure strides towards you menacingly."Rushing Jaws" is his name, and death is his game; the greatest and most terrible of all dragonkind, his power dismayed even the Valar for a time.This creature appears as a shadow of darkness and chaos, with no definite physical form. You have never seen anything like it. You hear the faint, annoying sounds of flutes and pipes as it comes to take your soul.zLVAL  Ò ° D 6´\R¢8 A giant seething mass of flesh, overwhelming you with monster after monster.This enormous, hideous spirit of void is in the form of a spider of immense proportions. She is surrounded by a cloud of Unlight as she sucks in all living light into her bloated body, and breathes out the blackest of darkness. She is always ravenously hungry and would even eat herself to avoid starvation.A beholder of great size and age, floating in the air. His gaze seems to shred your soul and his spells crush your will. He is ancient, his history steeped in forgotten evils, his atrocities numerous and sickening.A stench of corruption and decay surrounds this sorcerer, who has clearly risen from the dead to continue his foul plots and schemes.A massive pile of rotting flesh. A disgusting stench fills the air as it throbs and writhes.A massive mound of scaled flesh, throbbing and pulsating with multi-hued light.A massive pulsating mound of flesh, glowing with a hellish light.A humanoid form, black as night, advancing steadily and unstoppably, even the very rock of the dungeon cannot prevent it reaching you.A gigantic dragon whose scales shimmer in myriad hues.This huge affront to existence twists and tears at the fabric of space. A master of mighty magic, Tselakus hungers for your tender flesh. Darkness itself recoils from the touch of Tselakus as he leaves a trail of death and destruction. Tselakus is a being of sneering contempt, laughing at your pitiful efforts to defy him. Mighty claws rend reality as he annihilates all in his path to your soul!A massive dragon, one of the mightiest of dragonkind. It is thousands of years old and seeks to maintain the Cosmic Balance. It sees you as an upstart troublemaker without the wisdom to control your actions. It will destroy you.A massive dragon of powerful intellect. It seeks to dominate the universe and despises all other life. It sees all who do not obey it as mere insects to be crushed underfoot.U3æÈ › y Z [ XWÝ©—k(xdL˜:ð?Master quylthulgQÿþB - Light Blue˜@ mÿþ0x93ÿþ0x871ÿþ-75ÿþ0xA2ÿþ0x82ÿþ0x95ÿþ0xCA»µ¯©£žœ–„„„„„„„„„trRÿ?3óÿ(‚Fd<d$@Ap”@@@@@The Mouth of Sauronpÿþv - VioletÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_POWERÿþHITÿþUN_POWERº@oÿþ0x9Dÿþ0x8910ÿþ-16ÿþ0xABÿþ0x9Fÿþ0x95ÿþ0xC9ûõïéãÞÚÔ賩¤š•‹†zxRÿÿÿÿÿ(x<(dJ'  @(@@(@@Aether houndZÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTL@oÿþ0x96ÿþ0x8E10ÿþ-66ÿþ0xA5ÿþ0x86ÿþ0x90ÿþ0xCDáÛÕÏÉÄÀº´¨¢œ–Š„~xljRÿÿÿÿÿ(‚‚d( T@K¸ˆ @$@ @@@Ungoliant, the UnlightSÿþD - Dark GrayÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþPARALYZEÿþSTINGÿþLOSE_STRj@ mÿþ0x94ÿþ0x8D8ÿþ-73ÿþ0xA3ÿþ0x88ÿþ0x95ÿþ0xC8ý÷ñëæäÞØÌ»±«£•€~Rÿÿÿÿÿ(‚AdP$@I¨a@@ @ @@Omarax, the Eye Tyranteÿþv - VioletÿþGAZEÿþUN_BONUSÿþGAZEÿþUN_POWERÿþGAZEÿþLOSE_INTÿþBITEÿþEXP_80°@ mÿþ0x98ÿþ0x8A10ÿþ-27ÿþ0xA7ÿþ0x81ÿþ0x95ÿþ0xC7ý÷ñëæâÜÖʼ²¬¢œ’Œ€~Rÿÿÿÿÿ(‚2dUI@M0u  @(@@(@@Feagwath, the Undead SorcererLÿþy - YellowÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEX @mÿþ0x92ÿþ0x8B12ÿþ-80ÿþ0xA1ÿþ0x86ÿþ0x95ÿþ0xC6 ýøôîèÜÒËÁº°©¡šŽŒRÿÿÿÿÿ(xdG)@Greater rotting quylthulgQÿþU - Light Brownº@mÿþ0x93ÿþ0x8615ÿþ-75ÿþ0xA2ÿþ0x81ÿþ0x93ÿþ0x87ÐÊľ¸³¯©£—————————†„Rÿ?3óÿ(xdG)@Greater draconic quylthulgQÿþG - Light Greenž@mÿþ0x93ÿþ0x8513ÿþ-75ÿþ0xA2ÿþ0x80ÿþ0x93ÿþ0x86ÒÌÆÀºµ±«¥™™™™™™™™™ˆ†Rÿ?3óÿ( xdG)@Greater demonic quylthulgQÿþR - Light Red‚@mÿþ0x93ÿþ0x8414ÿþ-75ÿþ0xA1ÿþ0x9Fÿþ0x93ÿþ0x85Îȼ¶±­§¡•••••••••†„Rÿ?3óÿ( }-dªI@JØY@@@@@Black reaverLÿþD - Dark GrayÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR@mÿþ0x92ÿþ0x8A8ÿþ-80ÿþ0xA1ÿþ0x85ÿþ0x94ÿþ0x93îèâÜÖÑÏÉ÷­¨ž™Š€{ljRÿÿÿÿÿ( }2d(ªY@Oy  @,@@,@@Great Chromatic WyrmDÿþv - VioletÿþCLAWÿþCOLDÿþCLAWÿþELECÿþBITEÿþFIREÿþBITEÿþACIDl@mÿþ0x90ÿþ0x8210ÿþ-88ÿþ0x9Eÿþ0x9Eÿþ0x95ÿþ0xC5ñëåßÙÔÐÊĸ²¬¦ š”Žˆ|zRÿÿÿÿÿ( ‚Ad–$@D¸ˆ @@@@@Tselakus, the DreadlordGÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR"@mÿþ0x91ÿþ0x8B4ÿþ-85ÿþ0xA0ÿþ0x87ÿþ0x95ÿþ0xC4üöðêäßÝ×ÑÅ»¶¬§¡œ–‘‚€Rÿÿÿÿÿ( }2d(ªY@Oy  @,@@,@@Great Balance WyrmDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÎ@mÿþ0x90ÿþ0x8110ÿþ-88ÿþ0x9Eÿþ0x9Dÿþ0x8cÿþ0xA5íçáÛÕÐÌÆÀ´®¨¢œ–Š„xvRÿÿÿÿÿ(}-d(ªY@KHq  @,@@,@@Great Law WyrmDÿþB - Light BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT`@mÿþ0x90ÿþ0x8014ÿþ-88ÿþ0x9Eÿþ0x9Cÿþ0x8cÿþ0xA4éãÝ×ÑÌȼ°ª¤ž˜’Œ†€pnRÿÿÿÿÿLVAL ´ú ” † ¶(àÂpTH<The wolfhound of the Valar, Huan has served many masters in his time, from Celegorm son of Feanor to Beren son of Barahir: but now he runs wild and acknowledges no master save himself, as he hunts alone for his nemesis - Carcharoth, the terrible wolf of Angband.The greatest of all undead sorcerers, even the gods once feared him. This ancient shadow of death wilts every living thing it passes.Draugluin provides Sauron with a fearsome personal guard. He is an enormous wolf inhabited with a human spirit. He is chief of all his kind.A massive form cloaked in flame. Lungorthin stares balefully at you with eyes that smoulder red. The dungeon floor where he stands is scorched by the heat of his body.The Tarrasque is a massive reptile of legend, rumoured to be unkillable and immune to magic. Fear its anger, for its devastation is unmatched!A legion of evil undead druj animating the skeleton of a once mighty sorcerer. His power is devastating and his speed unmatched in the underworld. Flee his wrath!It is a giant dog that glows with heat. Flames pour from its nostrils.A winged humanoid demon from the Planes of Hell, Pazuzu grins inhumanely at you as he decides your fate.The Chief of the Ringwraiths. A fell being of devastating power. His spells are lethal and his combat blows crushingly hard. He moves at speed, and commands legions of evil to do his bidding. It is said that he is fated never to die by the hand of mortal man.A gigantic seething mass of flesh, Qlzqqlzuup changes colours in front of your eyes. Pulsating first one colour then the next, it knows only it must bring help to protect itself.The Mouth of Sauron is a mighty spell caster. So old that even he cannot remember his own name, his power and evil are undeniable. He believes unshakably that he is unbeatable and laughs as he weaves his awesome spells.A shifting, swirling form. It seems to be all colours and sizes and shapes, though the dominant form is that of a huge dog. You feel very uncertain all of a sudden.°3 öË ³ ¸ € d ã±}LØ("‚idd cPà @(@ @(@@Sauron, the SorcererAÿþv - VioletÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþUN_POWERÿþHITÿþUN_POWERº@qÿþ0x9Dÿþ0x8A10ÿþ-16ÿþ0xACÿþ0x80ÿþ0x8eÿþ0xDFý÷ñëåàÜÖÐ嵫¦œ—ˆ|zRÿÿÿÿÿ(!‚PddŒ_ø§ @(@@Gothmog, the High Captain of BalrogsUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWER*@qÿþ0x9Fÿþ0x8312ÿþ-71ÿþ0xADÿþ0x98ÿþ0x95ÿþ0xD5 ýøôîèÜÒËž¸³­¨œšRÿÿÿÿÿ( ‚Pd2 $@Z@œ "@(@"@(@@Carcharoth, the Jaws of ThirstCÿþr - RedÿþCLAWÿþFIREÿþCLAWÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREX@qÿþ0x8Fÿþ0x8A4ÿþ-89ÿþ0x9Eÿþ0x86ÿþ0x95ÿþ0xD4úôîèãáÛÕÉý·±«¥Ÿ™ŽRÿÿÿÿÿ(‚Pd2 $@Z@œ "@(@"@(@@Huan, Wolfhound of the ValarCÿþW - Light GrayÿþCLAWÿþCOLDÿþCLAWÿþCOLDÿþBITEÿþCOLDÿþBITEÿþCOLD @ oÿþ0x8Fÿþ0x898ÿþ-89ÿþ0x9Eÿþ0x87ÿþ0x95ÿþ0xD3ý÷ñëæäÞØÌÆÀº´®¨¢œŒŠRÿÿÿÿÿ(‚<ddd\ȯ  @(@@(@@Vecna, the Emperor LichLÿþv - VioletÿþHITÿþEXP_80ÿþHITÿþLOSE_DEXÿþHITÿþUN_POWERÿþHITÿþUN_POWER @ oÿþ0x92ÿþ0x8C12ÿþ-80ÿþ0xA1ÿþ0x87ÿþ0x95ÿþ0xD2ûõïéäàÚÔȾ¹¯ª ›“Ž‚€Rÿÿÿÿÿ(‚FdPZ€V@S@œ@@@@@Draugluin, Sire of All WerewolvesCÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISON@ oÿþ0x8Fÿþ0x887ÿþ-89ÿþ0x9Eÿþ0x85ÿþ0x95ÿþ0xD1 úôïíçáÕÍÇ¿¹³­§¡–”Rÿÿÿÿÿ(‚Fd}T@Xˆ  @(@@Lungorthin, the Balrog of White FireUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWERR@oÿþ0x9Fÿþ0x821ÿþ-71ÿþ0xADÿþ0x97ÿþ0x95ÿþ0xD0 ûöôîèÜÒËž¸³­¨œšRÿÿÿÿÿ(‚Ud2¹4@V¸ˆ @The TarrasqueRÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþTOUCHÿþUN_POWERÿþTOUCHÿþUN_POWER@oÿþ0x94ÿþ0x8110ÿþ-74ÿþ0xA2ÿþ0x9Cÿþ0x95ÿþ0xCFëåßÙÓÎÊľ²¨¡—Š…znlRÿÿÿÿÿ(ŒKdxT@Tȯ@@@@@Cantoras, the Skeletal Lordsÿþv - VioletÿþGAZEÿþEXP_80ÿþGAZEÿþEXP_80ÿþTOUCHÿþPOISONÿþTOUCHÿþPOISONH@oÿþ0x9Dÿþ0x9B1ÿþ-13ÿþ0xACÿþ0x91ÿþ0x95ÿþ0xCEûõïêèâÜÐÈÁ¹²ª¤œ–ŠˆRÿÿÿÿÿ(x( P>@NX  @(@@HellhoundCÿþr - RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREŽ@oÿþ0x8Fÿþ0x874ÿþ-89ÿþ0x9Eÿþ0x83ÿþ0x90ÿþ0xACÊľ¸²­«¥Ÿ“““‡{uofdRÿÿÿóÿ(Œ7d(}$@R0u (@(@(@(@@Pazuzu, Lord of AirUÿþb - BlueÿþHITÿþELECÿþHITÿþELECÿþHITÿþELECÿþHITÿþELECÐ@oÿþ0x8Eÿþ0x9C1ÿþ-90ÿþ0x9Dÿþ0x98ÿþ0x95ÿþ0xCDçáÛÕÏÊȼ°ª¥Ÿš”‰„zxRÿÿÿÿÿ(‚<dZx$@P`ê @@@@@The Witch-King of AngmarWÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþEXP_80ÿþHITÿþEXP_80@oÿþ0x95ÿþ0x968ÿþ-69ÿþ0xA4ÿþ0x8Eÿþ0x95ÿþ0xCCúôîèâÝÛÕÏû¶®©£ž˜“„‚Rÿÿÿÿÿ(‚2dO Nð?Qlzqqlzuup, the Emperor QuylthulgQÿþv - Violetf@oÿþ0x93ÿþ0x883ÿþ-75ÿþ0xA2ÿþ0x83ÿþ0x95ÿþ0xCBÙÓÍÇÁ¼º´®¢¢¢¢¢¢¢¢¢–”Rÿ?3óÿ”LVAL ¨~ Ä *(Ž@äF¸A fast-moving and deadly draconian animal. Beware its poisonous sting!It is a strange growth on the dungeon floor, glowing and crackling with sparks.A giant bat which feeds on raw magical energy.A giant silver ant with a caustic bite.A giant bat, the beating of whose wings produces a strangely unnerving noise.It is a large pile of rotting flesh, whose touch spoils your food. The terrible smell it exudes is also very hard to get rid of.It is about three feet long with large teeth. As the light of your lamp falls on it, it seems to grow stronger.He is the Master of the Pits of Angband. His figure is like a black mountain crowned with lightning. He rages with everlasting anger, his body scarred by Fingolfin's eight mighty wounds. He can never rest from his pain, but seeks forever to dominate all that is light and good in the world. He is the origin of man's fear of darkness and created many foul creatures with his evil powers. Orcs, Dragons, and Trolls are his most foul corruptions, causing much pain and suffering in the world to please him. His disgusting visage, twisted with evil, is crowned with iron, the two remaining Silmarils forever burning him. Grond, the mighty Hammer of the Underworld, cries defiance as he strides towards you to crush you to a pulp!He is Morgoth's most powerful servant. Mighty in spells and enchantments, he created the One Ring. His eyes glow with power and his gaze seeks to destroy your soul. He has many servants, and rarely fights without them.Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned for slaying Feanor and Fingon, two of the High Kings of the Noldor Elves, and has never been defeated in combat. With his whip of flame and awesome fiery breath he saved his master from Ungoliant's rage.The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the greatest wolf to ever walk the earth. He is highly intelligent and a deadly opponent in combat.#3Çò  ' N H p ‘ª©©ª×ý+1S(3n #$@ ð? @Cave bearqÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTâ@sÿþ0x07ÿþ0x71­§¡¡¡¡¡¡¡•••‰ƒ}wqfdRÿÿÿóÀ(2xPP@0 @@@@@Winged HorrorBÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþEXP_40ÿþBITEÿþEXP_40î@sÿþ0x08ÿþ0x42Éý½½½½½½±©£›•‰ƒ}nlRÿÿÿÿÀ(1x(  @CrebainBÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURT˜@sÿþ0x08ÿþ0x42¡›•••••••‰‰‰‰‰ƒ}wqb`Rÿÿ?óÀ(0x(  RavenBÿþD - Dark GrayÿþBITEÿþHURTÿþBITEÿþHURTH@sÿþ0xB7ÿþ0x87ÿþ0x08ÿþ0x42©£—‘‘‘‘‘……………ysm^\Rÿÿ?óð(/x( CrowBÿþs - GrayÿþBITEÿþHURTÿþBITEÿþHURT|@sÿþ0xB7ÿþ0x86ÿþ0x02ÿþ0x42¢œ–ŠŠŠŠŠ~~~~~xrlf\ZRÿÿ?óð(.}(dxI@@ N @(@ @(@@ArchlichLÿþB - Light BlueÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEX¬@sÿþ0x94ÿþ0x8eÎȶ¬¥›”Šƒ{tdbRÿÿÿÿÀ(-x ddI@6Ô0@(@@(@@DemilichLÿþU - Light BrownÿþTOUCHÿþEXP_80ÿþTOUCHÿþUN_POWERÿþTOUCHÿþLOSE_DEXÿþTOUCHÿþLOSE_DEXŽ@sÿþ0x94ÿþ0x92ÏÉÃÃÃÃÃÃ÷­¦œ•‹„|udbRÿÿÿÿÀ(,n((#ú@@@@@Chest mimic~ÿþs - GrayÿþBITEÿþPOISONÿþBITEÿþPOISONÿþBUTTÿþCONFUSEÿþSPITÿþBLINDX@sÿþ0xB9ÿþ0x88ÿþ0x87ÿþ0x83ÐÊľ¸¸¸¸¸¬¥Ÿ–ˆ‚ztjhRÿÿÿÿð(+xPBN@ú@@Wyverndÿþg - GreenÿþBITEÿþHURTÿþBITEÿþHURTÿþSTINGÿþPOISONŽ@ qÿþ0xB1ÿþ0x83ÿþ0x8cÿþ0xaf¶°ª¤žžžžž’’’Šƒ}wqk`^Rÿÿÿóð(*n €Q@ŒShimmering moldmÿþb - BlueÿþSPOREÿþELECÿþSPOREÿþELECž@ qÿþ0x06ÿþ0x6D®¨¢¢¢¢¢¢¢–––––‰ƒ|rpRÿÿ?óÀ()‚ I@KDisenchanter batbÿþv - VioletÿþHITÿþUN_BONUS\@qÿþ0x0Aÿþ0x62§¡›››››››…€trRÿÿ3óÀ((n 24@/Giant brown tickSÿþu - BrownÿþBITEÿþPOISONÿþSTINGÿþBLIND"€ÿþIt is moving slowly towards you.ÿþ0x07ÿþ0x53ÕÏÉÉÉÉÉÉÉ›››››”…trRÿÿ?óÀ('n  &D@-Giant silver antaÿþW - Light GrayÿþBITEÿþACIDN@qÿþ0x09ÿþ0x61¨¢œœœœœœœŠ„trRÿÿ3óÀ(&‚ I@ð?@Giant tan batbÿþU - Light BrownÿþBITEÿþTERRIFYÿþCLAWÿþHURTÿþCLAWÿþHURTš@qÿþ0x0Fÿþ0x62¾¸²²²²²²²¦¦¦ š”Ž…nlRÿÿÿóÀ(%xÀX@Rot jellyjÿþu - BrownÿþTOUCHÿþEAT_FOODÿþTOUCHÿþLOSE_CHR@qÿþ0x07ÿþ0x6A«¥ŸŸŸŸŸŸŸ“““““‰‚xqfdRÿÿ?óÀ($n4@Silver mouserÿþW - Light GrayÿþBITEÿþEAT_LITEà@qÿþ0x09ÿþ0x72¤ž˜˜˜˜˜˜˜ŒŒŒŒŒŒŒ‚|ljRÿÿ3óÀ(#ŒÈdd–d`ê  $@(@@Morgoth, Lord of DarknessAÿþD - Dark GrayÿþHITÿþSHATTERÿþHITÿþSHATTERÿþHITÿþLOSE_ALLÿþTOUCHÿþUN_POWERº@qÿþ0x92ÿþ0x9E8ÿþ-76ÿþ0xA1ÿþ0x99ÿþ0x8fÿþ0xC7üöðëéãÝÑÇÀ¶±¨£š•†„RÿÿÿÿÿVLVAL ¨  n ò ª  $BÒð¸@~This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull bronze.A foul, humanoid creature with a long tail, clawed hands and feet, and a disgusting, wiry, snaky beard. They are the elite shock troops of the hells, capable of a terrifying berserk fury.Beorn is only occasionally seen in human form these days, preferring to appear in the shape of a giant black bear: he also prefers the company of beasts to that of humans. He has never taken kindly to strangers, even in human form - and still less when in bear's shape, as he is now.In the eyes of this bear, there glimmers the faintest light of intelligence. And then its form begins to change... The combination of animal cunning, human intelligence and the great physical strength of the bear makes for a dangerous enemy.A huge, beastly bear, more savage than most of its kind.A large bear appears to have made its home in this cave. It is hungry, and you are trespassing in its territory.A terrifying sight: a winged creature greater than any bird you have ever seen, and with no feathers on its horrid black leathery wings. Descended from a creature of an older world perhaps, bred by Sauron to be a winged steed for his Ringwraiths.A type of crow, specially bred by the forces of evil as spies; their rudimentary intelligence guided by an evil mind has tracked you down, and now they seek to alert other evil creatures to your presence.Larger than a crow, and pitch black.It is a hooded crow, gray except for the black wings and head.A lich who has reached its ultimate evolutionary stage: a completely immaterial state.A lich who is partially immaterial, on its way to a new, ethereal form.A strange creature that disguises itself as a chest to lure unsuspecting adventurers within reach of its venomous claws. The first that most adventurers realise of the deception is when the seemingly invitingly open lid of the chest suddenly grows teeth and then slams shut on the adventurer's hand.e3ý  0 8 O \kr|“…“(C}#d–T@CØY  @,@@,@@Great Thunder WyrmDÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTv@vÿþ0x0Bÿþ0x44ÌÆÀÀÀÀÀÀÀ´®¨¢œ–Š„xvRÿÿÿÿÀ(B}#d–T@CØY  @,@@,@@Great Bile WyrmDÿþs - GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþACIDÿþBITEÿþACID–@vÿþ0x02ÿþ0x44ľ¸¸¸¸¸¸¸¬¦ š”Žˆ‚|rpRÿÿÿÿÀ(A}#d–T@? N  @,@@,@@Great Perplexity WyrmDÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþCONFUSEÿþBITEÿþCONFUSE~@uÿþ0x0Fÿþ0x44Ý×ÑÑÑÑÑÑÑż¶­§¡›•~|RÿÿÿÿÀ(@}#d–T@? N  @,@@,@@Great Swamp WyrmDÿþg - GreenÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþPOISONÿþBITEÿþPOISONŠ@uÿþ0x05ÿþ0x44ËÅ¿¿¿¿¿¿¿³«¥—‘‹…trRÿÿÿÿÀ(?n €Q@ #ð?@(@Baby gold dragondÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¾@uÿþ0x0Bÿþ0x64¼¶°°°°°°°¤¤¤ž˜’Œ†€trRÿÿÿóÀ(>n €Q@ #ð?@(@Baby bronze dragondÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÂ@ sÿþ0x0Fÿþ0x64Å¿¹¹¹¹¹¹¹­­­§¡›•‰xvRÿÿÿóÀ(=‚2d(ŒT@O¨a  @(@@Greater BalrogUÿþv - VioletÿþHITÿþFIREÿþHITÿþFIREÿþCRUSHÿþHURTÿþTOUCHÿþUN_POWER´@uÿþ0x8dÿþ0xb6ȼ¼¼¼¼¼¼°¦Ÿ™’Œ‡|pnRÿÿÿÿÀ(<‚(dxÀR@MðU  @$@@$@@Pit FiendUÿþo - OrangeÿþCLAWÿþFIREÿþCLAWÿþFIREÿþBITEÿþPOISONÿþBITEÿþLOSE_CONä@uÿþ0x03ÿþ0x55Àº´´´´´´´¨ž˜Š„~xrfdRÿÿÿÿÀ(;‚&d(xT@HPF &@&@&@&@@Horned ReaperUÿþB - Light BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@uÿþ0x0Eÿþ0x55¼¶¶¶¶¶¶¶ª¤Ÿ™”މƒ~nlRÿÿÿÿÀ(:‚#ddT@E°6"@"@@@@GelugonUÿþw - WhiteÿþCLAWÿþCOLDÿþCLAWÿþCOLDÿþBITEÿþCOLDÿþHITÿþPARALYZEF@uÿþ0x01ÿþ0x55¸²¬¬¬¬¬¬¬ –‘‹…ysmb`RÿÿÿÿÀ(9‚dKT@AÈ2 @ @@@@OsyluthUÿþW - Light GrayÿþHITÿþLOSE_CHRÿþHITÿþLOSE_CHRÿþBITEÿþPOISONÿþSTINGÿþLOSE_STR–@uÿþ0x09ÿþ0x55ÇÁ»»»»»»»¯¥ž–†wrb`RÿÿÿÿÀ(8}d(ZT@=à."@"@@Bile DemonUÿþR - Light RedÿþHITÿþHURTÿþHITÿþHURTÿþCRUSHÿþACIDà@uÿþ0x0Cÿþ0x55²¬¦¦¦¦¦¦¦ššš”‡‚|whfRÿÿÿóÀ(7xP <T@7¸   $@@@@$@BarbazuUÿþG - Light GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþLOSE_CONÿþSTINGÿþPOISONx@ sÿþ0x8dÿþ0xa7¿¹³³³³³³³§Ÿ˜Ž‰ƒ~xsb`RÿÿÿÿÀ(6xF<9@è  @ @@@Beorn, the Shape-ChangerqÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþCRUSHÿþHURT8@ sÿþ0x08ÿþ0x71ÜÖÐÐÐÐÐÐÐľ·±«¥Ÿ™“„‚RÿÿÿÿÀ(5n24@È  @ @@@WerebearqÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþCRUSHÿþHURTâ@ sÿþ0x08ÿþ0x71¼¶°°°°°°°¤ž—‘‹…ysdbRÿÿÿÿÀ(4n #$@7ð?(@ð?$@Grizzly bearqÿþU - Light BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþCRUSHÿþHURTp@sÿþ0xB8ÿþ0x81ÿþ0x0Fÿþ0x71ÒÌÆÀººººº®¨¡›•‰ƒ}ljRÿÿÿÿðÂLVAL Š D @\¨ê`âA dragon of great size and power. Its polished bronze scales reflect the light in strange and confusing patterns, and you find it hard to keep your mind on the job of fighting for your life.A truly enormous dragon with great powers. The foul gases issuing from the beast nearly make you vomit; and while you may try to hold your breath as you fight it, it sees no reason to do likewise.This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale gold.Originally of the semi-divine Maiar, this evil spirit swore allegiance to Morgoth at the beginning of time and is now one of his most terrible demonic servants. With its flaming whip and sword it seeks to destroy you.Appearing as a giant, clawed and winged humanoid with a scaly red body and massive fangs dripping a foul green liquid, the Pit Fiend is a dreadful enemy from the lowest depths of the hells. They are often the commanders of vast demon armies.A giant humanoid demon wielding a massive, heavy and sharp scythe. Feared by foes and friends alike when it flies into one of its berserk rages, the Horned Reaper will cut down anything in its path between it and you - even the minions it has just summoned.This demon from the ice planes is a truly terrifying sight. It has an extremely large, insect-like body towering a full twelve feet tall, with great claws on its hands and pincers on its mouth, and its head bulges with great multi-faceted eyes. Its tail is covered with razor-sharp spikes.It is a demon made almost entirely out of bones. It is humanoid, but with a large tail similar to that of a giant scorpion, and emits a foul smell of decay and rot. They are despised even in the hells.It's big. It's fat. It's red. It's ugly. It's got a severe attack of highly poisonous flatulence. And its insides are corrosive. All of which go together to make the single most repulsive sight - and smell - you have ever experienced.bLVAL jô â ¾ ¤ðt<$†Another lesser relative of the beholder, this six-eyed creature feeds on magic.The lord of the Titans, he has broken loose from his confinement in the nether hells to seek revenge on the world.The strongest of all the Titans. Legend has it that he used to hold the sky on his shoulders; and the mountain range that now does so is named after him.No ordinary cyclops, but the son of a sea-god: he wields the powers of elemental water as well as the considerable strength of a cyclops. His one eye was blinded long ago by the warrior Odysseus, but he has trained himself to hear so well that it nearly makes up for his disability.A gigantic ugly humanoid with but one eye and very thick skin.Even the strongest of normal human warriors fears the Berserker - the one who can drive himself into such a terrible battle-frenzy that he can survive blows which should kill him, and still apparently feel no pain. He tramples weaker creatures underfoot in his eagerness to get to his real enemy, and his battle-cry strikes terror into his foes.A chieftain among the Rangers. His understanding of nature gives him powerful elemental spells to use against you, in addition to his skills as an archer and a warrior. Furthermore, he is a master of camouflage, so you will need magically enhanced seeing to spot him.A warrior for a holy cause. Unfortunately, his god is not yours, and there is rivalry even between the various gods of Good, so he is your enemy.A warrior who is at one with nature. A master of both bow and sword, with minor spellcasting skills, and animals come to do his bidding.A dragon of gigantic proportions, with destructive abilities to match. The sheer loudness of its roar leaves you stunned and unable to think clearly enough to defend yourself adequately.A huge and very powerful dragon. Great steaming pools of acid drip from its form onto the ground. You shudder when you see the acid eating away the very stones of the dungeon - what could it do to you?31ew ¸ ² ³ žÊÔÞÑý0A)7(T}dZ$@6”@@@@@Elder vampireVÿþr - RedÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþEXP_80ÿþBITEÿþEXP_80¶@xÿþ0x04ÿþ0x56Á»µµµµµµµ©¡›“‡‚|wnlRÿÿÿÿÀ(S‚<dFx4@Q¸ˆ @ @ @ @@Maeglin, the Traitor of GondolinhÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@xÿþ0x95ÿþ0xd7çáÛÛÛÛÛÛÛÏÉľ¹³®¨£”’RÿÿÿÿÀ(R‚PdN@1¨a@ @@Eol, the Dark ElfhÿþD - Dark GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÄ@xÿþ0x95ÿþ0xd6¾¸²²²²²²²¦¦¦ ›•Š…vtRÿÿÿóÀ(Qx$@Giant fireflyIÿþr - RedÿþBITEÿþBLINDÂ@xÿþ0x04ÿþ0x49œ–„„„„„„„}wnlRÿÿ3óÀ(Px$@(@NeekerbreekerIÿþD - Dark GrayÿþBITEÿþPOISONP@xÿþ0x08ÿþ0x49£———————‹‹‹‹‹‹‹ƒ}nlRÿÿ3óÀ(Ox#dP$@ChB@@@@@Beholder hive-mothereÿþb - BlueÿþBITEÿþEXP_80ÿþGAZEÿþPARALYZEÿþGAZEÿþLOSE_INTÿþGAZEÿþUN_POWERÀ@xÿþ0x06ÿþ0x65ÜÖÐÐÐÐÐÐÐĺ´ª¤š”Œ†|zRÿÿÿÿÀ(Nn24@$X@@@@@GautheÿþD - Dark GrayÿþGAZEÿþUN_BONUSÿþGAZEÿþUN_BONUSÿþGAZEÿþUN_POWERÿþGAZEÿþUN_POWERž@ vÿþ0x08ÿþ0x65Å¿¹¹¹¹¹¹¹­£“ƒ}sm^\RÿÿÿÿÀ(Mn @–ð? @@SpectatoreÿþB - Light BlueÿþGAZEÿþPARALYZEÿþGAZEÿþCONFUSEÿþBITEÿþHURTN@xÿþ0xB1ÿþ0x9Bÿþ0x90ÿþ0x8cÅ¿¹³­­­­­¡¡¡›•Œ†|vfdRÿÿÿóð(Ln$@P@Evil eyeeÿþg - GreenÿþGAZEÿþEXP_10ÿþGAZEÿþEXP_10@xÿþ0x05ÿþ0x65£———————‹‹‹‹‹ƒ}uodbRÿÿ?óÀ(K}Fd–.@W¤ (@(@(@(@@Kronos, Lord of the TitansPÿþv - VioletÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEÿþHITÿþCONFUSEä@ vÿþ0x0Aÿþ0x50äÞØØØØØØØÌþµ°§¢™”ˆ†RÿÿÿÿÀ(J}<d .@Lˆ *@*@*@*@@Atlas, the TitanPÿþs - GrayÿþHITÿþSHATTERÿþHITÿþCONFUSEÿþHITÿþSHATTERÿþHITÿþCONFUSE4@vÿþ0x02ÿþ0x50Îȶ­¨Ÿš‘Œƒ~trRÿÿÿÿÀ(I‚5d(ŒD@EHq &@$@@Polyphemus, the Blind CyclopsPÿþg - GreenÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþSHATTER8@vÿþ0x05ÿþ0x50ÕÏÉÉÉÉÉÉɽ½½´¯©¤ž™ŽŒRÿÿÿóÀ(Hx<x4@-Ü @CyclopsPÿþu - BrownÿþHITÿþHURTÿþHITÿþHURT|@vÿþ0xBAÿþ0x81ÿþ0x07ÿþ0x50§¡›•ƒƒƒƒƒ}xrmb`Rÿÿ?óð(Gx<P$@-Ä @@@Berserkerpÿþu - BrownÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT´@vÿþ0xB8ÿþ0x95ÿþ0x07ÿþ0x70¶°ª¤žžžžž’’’Œ‡|vqfdRÿÿÿóð(Fx2<$@)@@@@Ranger ChieftainpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT@vÿþ0x09ÿþ0x70½·±±±±±±±¥¥¥Ÿš”‰„trRÿÿÿóÀ(En (D@7@Paladinpÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURT$@vÿþ0x01ÿþ0x70›•ƒƒƒƒƒ}xrmb`Rÿÿ?óÀ(Dn (D@7@RangerpÿþW - Light GrayÿþHITÿþHURTÿþHITÿþHURT@vÿþ0x09ÿþ0x70ž˜’’’’’’’†††††€{up`^Rÿÿ?óÀ˜LVAL p" b  P Œ|Æ ÀD:ÀA large basilisk, whose shape resembles that of a great wyrm.This vile abomination is a relative of ghouls, and often leads packs of them. It smells foul, and its bite carries a rotting disease.Flesh is falling off in chunks from this decaying abomination.Trained to hunt and kill without fear.A figure carved from stone, with three vulture faces whose eyes glow with a malevolent light.A terrible robed undead figure, this creature has existed in its unlife for many centuries by stealing the life of others. It can summon the very shades of its victims from beyond the grave to come enslaved to its aid.The son of Eol the Dark Elf, Maeglin is every bit as evil as his father and more. His greed for gold led him to betray the Hidden Kingdom of Gondolin to Morgoth's forces. He is a mighty warrior himself, and some of Morgoth's greatest servants answer to his call.A lord of the Teleri, Eol is a mighty metalsmith, the only one to ever forge weapons of meteorite iron. The mortal enemy of the Eldar, he is currently fleeing their wrath, following the murder of Princess Aredhel of Gondolin.Clouds of these monsters light up the dungeon - so brightly that you can barely see through them.Believed to be an evil relative of the cricket, this creature gets its name from its incessant squeaking, which can best be described as "neek-breek, neek-breek". The noise can drive people frantic, and worse still, can be heard for quite some distance, alerting other monsters to your presence.A hive mother of the race of beholders, she can summon her brood to her aid whenever she wishes.A lesser relative of the beholder: a globular body with a large toothy mouth, a large central eye, and four smaller eyes on stalks protruding from the top of its body.A huge disembodied eye. As you stare into the black nothingness of its pupil, you feel your will and vitality draining away, and are unable to do anything except approach it in horrified fascination.¬3ö& ( 0 : o£¨¬¿ÐÏÚ(dx24@(¸   @@@@Troll chieftainTÿþv - VioletÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTÎ@ zÿþ0x0Aÿþ0x54ľ¸¸¸¸¸¸¸¬¦ š”މƒ~rpRÿÿÿÿÀ(c‚(d-ào@7ô~ @ @ @ @@Ar-Pharazon the Goldenpÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTh@ zÿþ0x95ÿþ0xd8ÐÊÄÄÄÄÄÄĸ²­§¢œ—‘Œ€~RÿÿÿÿÀ(bx7>@X@ @@ @Ogre chieftainOÿþb - BlueÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT @zÿþ0x06ÿþ0x4F¾¸²²²²²²²¦ ›•Š…zpnRÿÿÿÿÀ(ax(dªI@Ke $@$@$@$@ @Bronze golemgÿþo - OrangeÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURTÿþHITÿþHURT®@zÿþ0x03ÿþ0x67¼¶°°°°°°°¤ž™“Žˆƒ}xljRÿÿÿÿÀ(`x#dªI@DØY@@@@ @Bone golemgÿþD - Dark GrayÿþHITÿþUN_BONUSÿþHITÿþUN_BONUSÿþHITÿþLOSE_STRÿþHITÿþLOSE_STR¨@zÿþ0x08ÿþ0x67ËÅ¿¿¿¿¿¿¿³©¤š•‹†|whfRÿÿÿÿÀ(_x@x@$@ @Wolf chieftainCÿþD - Dark GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþWAILÿþTERRIFYü@zÿþ0x90ÿþ0xadÊľ¾¾¾¾¾¾²©£—‘‹…pnRÿÿÿÿÀ(^xK>@ ú@@DoombatbÿþR - Light RedÿþBITEÿþFIREÿþBITEÿþFIREÿþBITEÿþFIREÎ@zÿþ0xBAÿþ0x8Cÿþ0x0Cÿþ0x62¹³­§¡¡¡¡¡•••‰ƒ}wqb`Rÿÿÿóð(]x >@d  @Bat of Gorgorothbÿþg - GreenÿþBITEÿþPOISONÿþCLAWÿþHURT¼@zÿþ0x05ÿþ0x62±«¥¥¥¥¥¥¥™™™™™“…trRÿÿ?óÀ(\n$@@Kobold shamankÿþr - RedÿþHITÿþHURTj@zÿþ0x04ÿþ0x6Bš”ŽŽŽŽŽŽŽ‚‚‚‚‚‚‚|wnlRÿÿ3óÀ([x<AI@0Ä @@@@@Elder araneaSÿþr - RedÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISONv@zÿþ0x04ÿþ0x53Å¿¹¹¹¹¹¹¹­¥Ÿ—‘‰ƒ{uljRÿÿÿÿÀ(Zn -I@&ú@@@@@AraneaSÿþR - Light RedÿþCLAWÿþPOISONÿþCLAWÿþPOISONÿþBITEÿþPOISONÿþBITEÿþPOISON‚@zÿþ0x0Cÿþ0x53¿¹³³³³³³³§Ÿ™‘‹ƒ}uo`^RÿÿÿÿÀ(Yxdd.@-'  @(@@(@ @Greater basiliskRÿþD - Dark GrayÿþGAZEÿþPARALYZEÿþGAZEÿþPARALYZEÿþBITEÿþPOISONÿþBITEÿþPOISONz@ xÿþ0x91ÿþ0x89×ÑËËËËËËË¿·±©£™“‰ƒtrRÿÿÿÿÀ(Xx 24@‚@@@@@Ghastzÿþu - BrownÿþCLAWÿþPARALYZEÿþCLAWÿþPARALYZEÿþBITEÿþLOSE_CONÿþBITEÿþLOSE_CHR @ xÿþ0xB9ÿþ0x80ÿþ0x07ÿþ0x7AÍÇÁ»µµµµµ©Ÿ™‰yoi^\Rÿÿÿÿð(Wn 4@_ð?@"@GhoulzÿþU - Light BrownÿþCLAWÿþPARALYZEÿþCLAWÿþPARALYZEÿþBITEÿþPOISON|@ xÿþ0xB4ÿþ0x8Fÿþ0x94ÿþ0x9aÁ»µ¯©©©©©•…uo^\Rÿÿÿóð(Vx$@ð?@NighthawkBÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTL@ xÿþ0x07ÿþ0x42­§¡¡¡¡¡¡¡•••‰ƒ}wqfdRÿÿÿóÀ(UnP*P$@# @Silent watchergÿþr - RedÿþGAZEÿþTERRIFYÿþGAZEÿþPARALYZEÿþGAZEÿþLOSE_STRÿþGAZEÿþHALLUº@xÿþ0xB1ÿþ0x8Eÿþ0x04ÿþ0x67ÙÓÍÇÁÁÁÁÁµ®¨ž˜ŽˆypnRÿÿÿÿðZLVAL~ž â   p  ¢:lÈÚ\Þ~2NA massive dragon that seems to be hardly moving at all as it charges at you with deadly menace.A massive dragon that is thousands of years old, but you are not even sure if it is there.A huge crystalline dragon. It's skin is composed of thousands of razor-sharp silver plates, Strange colours ripple through it as it moves in the light.A large, hideous giant with two heads.He is a white ogre with powerfully clawed hands.Shimmering in rainbow hues, this hound is beautiful and deadly.Once a powerful ruler, now an even more powerful undead menace.Howling through the disintegrating dungeon, this whirlpool of Unmagic rips the enchantments from everything it touches.A howling blast of razor-sharp mountain fragments, kept intact by perilous magics.This troll's great strength and size have won it the place of chieftain of its tribe. It fears nothing.Last and proudest king of ancient Numenor. Corrupted by power and avarice, he fell victim to Sauron's wiles, tried to fight the Valar themselves, and condemned Numenor to oblivion.This ogre is leader of his tribe. He sneers at you as he advances towards you, wielding a huge club and pushing his own followers rudely aside.A gigantic four-armed animated bronze statue of demonic shape, glowing with great heat.A skeletal form, black as night, constructed from the bones of its previous victims.A great wolf-chieftain whose pack is in the service of the Dark Lord, and whose howls strike fear into even the boldest heart.It is a fast moving creature of chaos, a gigantic black bat surrounded by flickering bright red flames.Fed with horrid meats and grown to enormous size, this slavering creature seeks livelier prey.It is a kobold dressed in skins and gesturing wildly.A vast, bloated arachnid, master of its brood: among the more terrible of Ungoliant's descendants, this is a monster such as those who haunted the dread valley of Nan Dungortheb long ago.An intelligent arachnid whose hairy legs weave spells in the air.36I= : A -  ôÒÆ¬‰oQK(sn( d€Q@'x@ @@Thunder drakedÿþy - YellowÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT¢@|ÿþ0x97ÿþ0x9A6ÿþ-28ÿþ0xA6ÿþ0x91ÿþ0x8cÿþ0x90ÕÏÉý¸¶°ªžžž˜’Œ†€znlRÿÿÿóÿ(r}-d(¯T@FðU  @(@ @(@@Great Ethereal WyrmDÿþo - OrangeÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTî@|ÿþ0x8Fÿþ0x953ÿþ-88ÿþ0x9Eÿþ0x92ÿþ0x8cÿþ0xA6íçáÛÕÐÎȶ°ª¤ž˜’Œ†zxRÿÿÿÿÿ(q}#d( T@F¨a  @(@ @(@@Great Aether WyrmDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT@|ÿþ0x8Fÿþ0x953ÿþ-88ÿþ0x9Eÿþ0x92ÿþ0x8cÿþ0xA6éãÝ×ÑÌÊľ²¬¦ š”Žˆ‚vtRÿÿÿÿÿ(pxA d€Q@*Ð@ @@Power drakedÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT€ÿþAn extremely dangerous drake.ÿþ0x97ÿþ0x9210ÿþ-28ÿþ0xA6ÿþ0x89ÿþ0x8cÿþ0xA9òìæàÚÕÑËÅššš”Žˆ‚|vjhRÿÿÿóÿ(o‚<d(ÈT@R¸ˆ  "@,@"@,@@Great Power WyrmDÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT,@|ÿþ0x90ÿþ0x8110ÿþ-88ÿþ0x9Eÿþ0x9Dÿþ0x8cÿþ0xA5éãÝ×ÑÌȼ°ª¤ž˜’Œ†€trRÿÿÿÿÿ(nn- F€Q@%@@@Inertia drakedÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURT²@|ÿþ0x97ÿþ0x9210ÿþ-28ÿþ0xA6ÿþ0x89ÿþ0x8cÿþ0xA9ÛÕÏÉþº´®¢¢¢œ–Š„~nlRÿÿÿóÿ(m}#d–T@CÀ]  @,@@,@@Great Inertia WyrmDÿþW - Light GrayÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT¾@zÿþ0x8Fÿþ0x9F10ÿþ-88ÿþ0x9Eÿþ0x92ÿþ0x0Fÿþ0x44ñëåßÙÔÐÊĸ²¬¦ š”ŽˆxvRÿÿÿÿÿ(l}%dªT@Fxi  @,@@,@@Great Time WyrmDÿþB - Light BlueÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT´@zÿþ0x8Fÿþ0x9F10ÿþ-88ÿþ0x9Eÿþ0x9Bÿþ0x8cÿþ0xA3ëåßÙÓÎÊľ²¬¦ š”Žˆ‚rpRÿÿÿÿÿ(k}#d–€Q@CØY  @,@@,@@Great Crystal WyrmDÿþu - BrownÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT0@zÿþ0x8Fÿþ0x9310ÿþ-88ÿþ0x9Eÿþ0x90ÿþ0x8cÿþ0xACìæàÚÔÏËÅ¿³­§¡›•‰ƒxvRÿÿÿÿÿ(jn !>@È@ @@ @Two headed ogreOÿþy - YellowÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþHURTÿþBITEÿþHURTL@zÿþ0x92ÿþ0x927ÿþ-77ÿþ0xA1ÿþ0x8Dÿþ0x8dÿþ0x90ãÝ×ÑËÆÄ¾¸¬¦ š”މƒ~rpRÿÿÿÿÿ(in( (È@@Ice ogreOÿþw - WhiteÿþHITÿþHURTÿþHITÿþHURTÿþBITEÿþCOLD`@zÿþ0x92ÿþ0x927ÿþ-77ÿþ0xA1ÿþ0x8Dÿþ0x8dÿþ0x90ȼ¶°«©£‘‘‘‹…ztodbRÿÿÿóÿ(hn( (+X@@@@@Chromatic houndZÿþv - VioletÿþCLAWÿþHURTÿþCLAWÿþHURTÿþBITEÿþHURTÿþBITEÿþHURT~@zÿþ0xB2ÿþ0x81ÿþ0x90ÿþ0xcdÒÌÆÀººººº®¨¢œ–Š„~rpRÿÿÿÿð(gs" Dào@$ @@@@@Greater mummyzÿþy - YellowÿþCLAWÿþLOSE_CONÿþCLAWÿþLOSE_CONÿþGAZEÿþEXP_40ÿþGAZEÿþTERRIFY~@ zÿþ0xBAÿþ0x91ÿþ0x91ÿþ0xb4ÛÕÏÉÃÃÃÃ÷®¨ šŠ€znlRÿÿÿÿð(fx2(5 @Storm of Unmagicvÿþv - VioletÿþENGULFÿþUN_POWERÿþENGULFÿþUN_BONUSî@ zÿþ0x92ÿþ0xad¼¶°°°°°°°¤¤¤¤¤š’ˆ€trRÿÿ?óÀ(ex ( % @Shardstormvÿþu - BrownÿþENGULFÿþHURT¤@ zÿþ0x92ÿþ0xa4™“{shfRÿÿ3óÀ LVALN" , Š 0 A large, ugly half-human looking for a fight.A blurry dragon-like form which seems to be moving as fast as the eye can follow.A powerful wyrm of with control over light and dark, the ethereal wyrm's eyes glare with white hatred from the shadows.An awesome wyrm of pure magic. It seems to be all colours and sizes and shapes, though the dominant form is that of a great dragon.The most powerful breed of wyrm. It appears to be every color at once. 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3C:\Program Files\Microsoft Office\Office\MSACC9.OLBAccess Yÿÿÿÿ ñ@0ÀFC:\WINDOWS\SYSTEM\StdOle2.TlbstdoleBA_ACID aÿÿÿÿ‰ÑP€ªm.¤4C:\PROGRAM FILES\COMMON FILES\SYSTEM\ADO\msado21.tlbADODB aÿÿÿÿ‰`SaveMonsterset €ªm.¤L€ªm.¤Module1PrintOutMonstersDumpMonsterListVBE6.DLL yÿÿÿÿˆ   WriteFlatFile SaveRecordsetU€ªm.¤ yÿÿÿÿ… Ø  ÁɤsÖИ¿ É ÈÙÀæÌh)a¯Nª? 1ÿÿÿÿ2 ÀFClass1^ÀF=C:\PROGRAM FILES\COMMON FILES\MICROSOFT SHARED\DAO\DAO360.DLLDAO Áÿÿÿÿéq ø Monster.txt tblMonsterq€ªm.¤1€ªm.¤ N: NrS€ªm.¤Q€ªm.¤ : Name Œ G: Symbol Color Monster Monsters ID yÿÿÿÿi 0  `The file you entered already exists. Would you $like to delete it? 4# Version stamp (required) ˆ V:3.0.6 :##### Non-race (contains the  Rarity Unused d##### Non-race (contains the player picture) ##### N:0:<player> G:@:w 2##### Town monsters ##### yÿÿÿÿS P yÿÿÿÿ p qryCustomers1 qryCustomers2 €ªm.¤ H € L Alertness W: 2File has been written to .An error has occurred:   ¸fĤŸI»xª8<»  yÿÿÿÿ­ ¨ monster.txt I: Speed HP Dice d Hp Sides HP dice Hp sides HP sides Vision Armor Class Depth Experience Blow #1 B: Effect #1 Damage Dice # 1 Damage Side # 1 Blow#1 Effect#1 Blow#2 Effect#2 Damage Dice # 2 Damage Side # 2 Effect #2 Blow#3 Effect #3 Damage Dice # 3žšK†[ 1_IN_ Damage Side # 3 JPlease enter a filename (no extension .txt Blow#4 Effect #4 Damage Dice # 4 Damage Side # 4 yÿÿÿÿT ˆ Description D: Descrption yÿÿÿÿw ¨ One_In_X S: &# File: monster.txt L# This file is used to initialize the ) œ# This file is used to initialize the lib / Data / monster.raw; file, which is 2# used to initialize the  t# I: speed : hit points : vision : armor class : alertnessBOULDER' ”# This file is used to initialize the lib/Data/monster.raw; file, which is% Ž# used to initialize the monster race information for the Angband game.$ Š# Do not modify this file unless you know exactly what you are doing,BR_GRAVBR_SHARBR_PLASBR_WALL% Ž# unless you wish to risk possible system crashes and broken savefiles.# „# After modifying this file, delete the lib/Data/monster.raw file. F# === Understanding monster.txt === B# N: serial number : monster name &# G: symbol : colorBR_INER z# W: depth : rarity : unused (always 0) : experience for kill V# B: attack method : attack effect : damage ,# S: spell frequency | D# S: spell type | spell type | etc ,# F: flag | flag | etc # D: DescriptionFRIENDBR_DISEBR_NEXUBR_TIME" ‚# 'N' indicates the beginning of an entry. The serial number must z# increase for each new item. Entry 0 is used for the player." ‚# 'G' is for graphics - symbol and color. There are 16 colors, as # follows:BR_LITEBR_DARKBR_CONFBR_SOUNBR_CHAO# „# D - Dark Gray w - White s - Gray o - Orange" ‚# r - Red g - Green b - Blue u - Brown# „# d - Black W - Light Gray v - Violet y - Yellow@Cž¼7ð͇ª?BR_ELECBR_FIREBR_COLDBR_POISBR_NETH% Ž# R - Light Red G - Light Green B - Light Blue U - Light Brown # (note that # „# (note that black is the same color as the screen background, and" €# thus the monster will appear to be an empty black space if its # color is d.)" ‚# 'I'žšK†[ is for information - speed, health, vision in tens of feet,# †# armor class, and alertness. 110 is normal speed. Alertness ranges" €# from 0 (ever vigilant for intruders) to 255 (prefers to ignore # intruders).ARROW_2ARROW_3ARROW_4BR_ACID" ‚# 'W' is for more information - level, rarity, and experience for \# killing. The third slot is currently unused.# †# 'B' is for blows - method of attack, effect of attack, and damage \# a melee attack, then X must be 2 or greater.ARROW_1ID" ‚# from attack. There may be up to four of these lines; effect and ,# damage are optional.# „# 'S' is for spells. The first S: line must be S:1_IN_X with X the# †# number of monster turns, on average, before the monster will castNO_SLEEPSHRIEK$ ˆ# one of its spells. X must not be zero. If X is 1, the monster will$ Š# never move while the player is in sight, and will thus never attack% Ž# in melee, as it will cast spells every turn: if the monster is to useIM_COLDIM_POISNO_FEARNO_STUNNO_CONF" ‚# 'F' is for flags. These are fairly self-explanatory. As many F:$ ˆ# lines may be used as are needed to specify all the flags and flags D# are separated by the '|' symbol. j# Morgoth is the final Quest (thus the QUESTOR flag).IM_ELECIM_FIRE$ ˆ# 'D' is for description. As many D: lines may be used as are needed 4# to describe the monster. R# === Understanding monster.txt flags === 6# UNIQUE monsters are just # „# as normal monsters that are just a little hard to see... if you % Œ# UNIQUE monsters are just special monster races, with the requirement& # that only one monster of that race can exist at a time, and when it is T# killed, it can never again be generated.DRAGONDEMONUNDEADEVILANIMAL HURT_LITE HURT_ROCKIM_ACID( ˜# ATTR_CLEAR monsters appear the same color as the floor, terrain feature or 2# object underneath them. 4# ATTR_MULTI monsters are ) œ# ATTR_MULTI monsters are multi - hued - they change color, every player turn. (graf-new 2nžšK†[d dataset' –# CHAR_CLEAR monsters are totally invisible: the symbol shown on the screen' –# is the same as the floor (or other terrain feature) below it, or the item' –# that is lying on that floor. These monsters can currently be targetted as KILL_ITEMTROLL' –# normal monsters: perhaps this can be changed so that the player must KNOW& ’# the monster is there (by bumping into it, or having the monster wake up 2# and attack the player?) l# You must kill him to gain access to Morgoth's level. TAKE_ITEM( ˜# CHAR_MULTI monsters are those which look like objects, and use the symbols( š# of objects. They are in plain sight, but the character should not know that( ˜# a monster is there. At the moment, such monsters can be targetted normally KILL_BODY' –# (which means that this flag currently has no effect), but this may change Z# in the future, as with CHAR_CLEAR monsters.' ”# (Note that currently both CHAR_CLEAR and CHAR_MULTI monsters are treated :# can pick them as a target.) Command581ORC% Œ# as normal monsters that are just a little hard to see... if you look% Ž# for them, you will find them unless they are invisible and you cannot$ Š# see invisible, and if you use the * command for targetting mode you 2Morgoth, Lord of Darkness) œ# ToDo: Explain the other monster and spell flags. But maybe in another file. 8##### Dungeon monsters ##### Descriptor Flags Spell Flags  |  F: (Sauron, the Sorcerer h# Sauron is the basic Quest (thus the QUESTOR flag).# „# You must kill him to complete the final quest, and win the game.pref-file output t# monster section for the *Angband*\lib\pref\gref-xxx file V# This the output from this file should be  H# pasted over the old monster data. MOVE_BODYECž¼7ð͇ª?+ ¦Do not simply replace the old file. There is other data that is eneded in that file #  R: (graf-ibm 1st dataset / (graf-ibm 2nd datasetWriteGrafXXXMonsterData (graf-xxx 1st dataset (graf-xxx 2nd datasetWriteGrafibmMonsterData KILL_WžšK†[ALLGIANT t# monster section for the *Angband*\lib\pref\gref-ibm fileWriteGrafNewMonsterData vPlease enter a filename - directory optional - no extension t# monster section for the *Angband*\lib\pref\gref-new file (graf-new 1st datasetWriteGrafDVGMonsterData PASS_WALL t# monster section for the *Angband*\lib\pref\graf-dvg file FDo not simply replace the old file. (graf-dvg 1st dataset (graf-dvg 2nd datasetForm_Complete Monster DatabasešœCŠÛH‰›y˜o)Ø8ÑÔ?OŠÓdæ†aaP™y«T­­N¯ŸuüF(V§QfÉkcL¸Œ:ÒàÒ§GCž¼7ð͇ª? REGENERATEPOWERFUL OPEN_DOOR BASH_DOORBA_ELECBA_FIREBA_COLDBA_POISBA_NETHBA_WATEBA_MANABA_DARKBO_ACIDBO_ELECBO_FIRENameBO_COLDBO_POISBO_NETHBO_WATEBO_MANABO_PLASBO_ICEEMISSILESCAREBLINDCONFSLOWHOLDHASTEHEALBLINKTPORTTELE_TO TELE_AWAY TELE_LEVELDARKNESSTRAPSFORGETACž¼7ð͇ª?Label467Label468Label469Label470Label471Label475BCž¼7ð͇ª?Box478Label479Box480Label485Box486Label491Box492SCž¼7ð͇ª? FormHeaderLabel495Box496SymbolBox498LCž¼7ð͇ª?ColorLabel499DetailSpeedBox502HP_diceBox504HP_sidesLabel505VisionLabel509 Armor_ClassBox508 Alertnessgraf_ibm__coor_1Depthgraf_ibmcoor_2Raritygraf_xxx_coor_2Unusedgraf_new__coor_1 Experiencegraf_dvg__coor_1Blow_1graf_dvg_coor_2Effect_1 FormFooterDamage_Dice___1graf_new_coor_2Damage_Side___1Label497Blow_2Box500 Effect__2Label501Damage_Dice___2Label503Damage_Side___2Label506Blow_3Box507 Effect__3graf_xxx_coor_1Damage_Dice___3ûÜ31Ï͇ª?FormDamage_Side___3Blow_4 Effect__4Damage_Dice___4Damage_Side___4ONE_IN_XUNIQUEQUESTORMALEFEMALE CHAR_CLEAR ATTR_CLEAR ATTR_MULTI FORCE_DEPTH FORCE_MAXHP FORCE_SLEEP FORCE_EXTRAFRIENDSESCORTESCORTS NEVER_BLOW NEVER_MOVERAND_25Check536Check538RAND_50 ONLY_GOLDCheck540 ONLY_ITEMCheck542DROP_60Check544Check546DROP_90Check548DROP_1D2Check550DROP_2D2DROP_3D2Check552Check554DROP_4D2Check556 DROP_GOOD DROP_GREAT Description DROP_CHESTCheck558Check562 DROP_CHOSENCheck564STUPIDSMARTCheck568HAS_LITELabel575Label576 INVISIBLECheck560 COLD_BLOOD EMPTY_MINDBox574 WEIRD_MINDMULTIPLYCommand579_ClickCommand581_Click Detail_Click ¬וâ6F&LEŠòÝIñ¯Ñõ„•”‘ìöCžÇBÜgÉ`óußj¨I‰Te±<×Àq Command586 Command582 Command584 Command585CommandžšK†[582_ClickCommand584_ClickCommand585_ClickCommand586_DblClick ¼ t# monster section for the *Angband*\lib\pref\graf-ibm file the *Angband*\lib\pref\graf-ibm filerU€€€ ÿÿÿÿÿÿÿÿ$`ýÿÿÿÿÿÿÿÿÿÿÿ$©`ýÿÿÿÿÿÿÿÿÿÿÿ$Ñ`ýÿÿÿÿÿÿÿÿÿÿÿ$ù`ýÿÿÿÿÿÿÿÿÿÿÿnrU€€€€~| 0 üÆdœ8  krU€€€ ©੘ƒÑ˜ÿÿÿÿ˜@4aƒñÁw¨¨¨ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@8aƒñÑ{¤¤¤ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@<aƒñág¬¬¬ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿ@ 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P. °-`.€ ÿÿÿÿh.€ ÿÿÿÿp.€ ÿÿÿÿ x.€ ÿÿÿÿ€ 4€.€ $¸. à.ð./€ ÿÿÿÿ /€ ÿÿÿÿ€ "/€ ÿÿÿÿ€ H/ >h/€ ÿÿÿÿ€ :/ Ð/(Là/€ ÿÿÿÿ€ 00 80€ ÿÿÿÿ@0€ ÿÿÿÿH0€ ÿÿÿÿ P0€ ÿÿÿÿ€ `0 €0€ ÿÿÿÿ€ &0 ¸0€ ÿÿÿÿ€ È0JxØ0€ ÿÿÿÿ€ (1H1€ ÿÿÿÿ€ P1p1€ ÿÿÿÿ€ ,x18_¨1€ ÿÿÿÿ à1€ ÿÿÿÿð1€ ÿÿÿÿ€ :ø1Du82€ ÿÿÿÿ€ $€2¨2€ ÿÿÿÿ°2€ ÿÿÿÿ¸2€ ÿÿÿÿ À2€ ÿÿÿÿ€ "È2 ð2 3€ ÿÿÿÿ˜6€ ÿÿÿÿ 3€ ÿÿÿÿ 3 83€ ÿÿÿÿH3€ ÿÿÿÿ€ ÿÿÿÿ€ ÿÿÿÿÿÿÿÿø6ÍÍ–8ÿÿÿÿPÿÿÿÿÿÿÿÿ(ÿÿÿÿ8ÿÿÿÿˆÿÿÿÿ˜ÿÿÿÿ ÿÿÿÿ8]òx]ò ÿÿÿÿ@]òØ]òð]ò]ò ]òP]òˆ]ò€à$variables for the description outputÖR]ò˜]ò°]òÈ]¬Fòàd)Ö]¬òøÖÖ]ò]ò@·' à7holder of lines to dump if they need to be concatenated ]òX]òpÿÿÿÿ`àname of the output fileàget a filenameþà.Delete the specified file if it already exists <$~¶œ¦¶0The file you entered žšK†[already exists. Would you ¶like to delete it? R T $P Vœ <A@XTown md8|0k(k  °' < «Ìàset the monster recordsetsí¶Monsters $%&.þí¶Descriptor Flags $%&.°cifií¶ Spell Flags $%&.²à-preliminary stuff before we dump the monstersuld Ò¶# File: monster.txtÖT $ Ò¶Ö Ò¶Ö Ò¶J# This file is used to initialize the lib/Data/monster.raw; file, which isÖ Ò¶G# used to initialize the monster race information for the Angband game.Önt Ò¶Ö r Ò¶Öte Ò¶Ö  Ò¶# D: DescriptionÖÿÿÿÿ¨ÿÿÿÿÐÿÿÿÿàÿÿÿÿÐÿÿÿÿèÿÿÿÿÐÿÿÿÿ8ÿÿÿÿÿÿÿÿðÿÿÿÿÐÿÿÿÿ€ÿÿÿÿÿÿÿÿ ÿÿÿÿ¸ Ò¶E# Do not modify this file unless you know exactly what you are doing,Ö¶ Ò¶G# unless you wish to risk possible system crashes and broken savefiles.ÖAl Ò¶Ö¹ÿÿÿÿ@ Ò¶B# After modifying this file, delete the lib/Data/monster.raw file.Ö·' ÿÿÿÿÐ Ò¶## === Understanding monster.txt ===Ö¶ Ò¶!# N: serial number : monster nameÖ Ò¶# G: symbol : colorÖ Ò¶:# I: speed : hit points : vision : armor class : alertnessÖ Ò¶=# W: depth : rarity : unused (always 0) : experience for killÖ$þ Ò¶+# B: attack method : attack effect : damageÖ: Ò¶# S: spell frequency |Ö¶ Ò¶Ö1 Ò¶ÖtLÿÿÿÿ° Ò¶ # follows:Ökÿÿÿÿè Ò¶"# S: spell type | spell type | etcÖ Ò¶Ökÿÿÿÿ Ò¶# F: flag | flag | etcÖ Ò¶A# 'N' indicates the beginning of an entry. The serial number mustÖ Ò¶=# increase for each new item. Entry 0 is used for the player.Öà Ò¶A# 'G' is for graphics - symbol and color. There are 16 colors, asÖ Ò¶B# D - Dark Gray w - White s - Gray o - OrangeÖ Ò¶# color is d.)Ömp t Ò¶Ö Ò¶Öÿÿÿÿ  Ò¶ # intruders).Ö œ Ò¶Ö Ò¶Ökÿÿÿÿ` Ò¶A# r - Red g - Green b - Blue u - BrownÖ Ò¶B# d - Black W - Light Gray v - Violet y - YellowÖ Ò¶G# R - Light Red G - Light Green B - Light Blue U - Light BrownÖ Ò¶B# (note that black is the same color as the screen background, andÖ Ò¶@# thus the monster will appear to be an empty black space if itsÖ t Ò¶Ö Ò¶Öÿÿÿÿ Ò¶A# 'I' is for information - speed, health, vision in tens of feet,Ö Ò¶C# armor class, and alertness. 110 is normal speed. Alertness rangesÖ œ Ò¶@# from 0 (ever vigilant for intruders) to 255 (prefers to ignoreÖ Ò¶A# 'W' is for more information - level, rarity, and experience forÖ Ò¶.# killing. The third slot is currently unused.Ö Ò¶# damage are optional.ÖÖkÿÿÿÿà Ò¶C# 'B' is for blows - method of attack, effect of attack, and damageÖoncate Ò¶A# from attack. There may be up to four of these lines; effect andÖ Ò¶B# 'S' is for spells. The first S: line must be S:1_IN_X with X theÖ Ò¶C# number of monster turns, on average, before the monster will castÖth blo Ò¶D# one of its spells. X must not be zero. If X is 1, the monster willÖtensio Ò¶E# never move while the player is in sight, and will thus never attackÖion Ò¶G# in melee, as it will cast spells every turn: if the monster is to useÖgh Ò¶.# a melee attack, then X must be 2 or greater.Ö" & Ò¶A# 'F' is for flags. These are fairly self-explanatory. As many F:Ö Ò¶D# lines may be used as are needed to specify all the flags and flagsÖption Ò¶"# are separated by the '|' symbol.Ö Ò¶Öngkÿÿÿÿ` Ò¶D# 'D' is for žšK†[vdescription. As many D: lines may be used as are neededÖ the c Ò¶# to describe the monster.Ö Ò¶)# === Understanding monster.txt flags ===Ökÿÿÿÿ˜ Ò¶ÖkÿÿÿÿØ Ò¶Ö¶ Ò¶Ö$kÿÿÿÿp Ò¶*# killed, it can never again be generated.Ö Ò¶Ökÿÿÿÿp Ò¶F# UNIQUE monsters are just special monster races, with the requirementÖÿÿÿÿ` Ò¶H# that only one monster of that race can exist at a time, and when it isÖ~ Ò¶# object underneath them.Ö Ò¶Öe Ò¶Öÿÿÿÿ Ò¶# and attack the player?)Ökÿÿÿÿ0 Ò¶L# ATTR_CLEAR monsters appear the same color as the floor, terrain feature orÖ to in Ò¶N# ATTR_MULTI monsters are multi - hued - they change color, every player turn.Ög th Ò¶K# CHAR_CLEAR monsters are totally invisible: the symbol shown on the screenÖy this Ò¶K# is the same as the floor (or other terrain feature) below it, or the itemÖisk po Ò¶K# that is lying on that floor. These monsters can currently be targetted asÖize th Ò¶K# normal monsters: perhaps this can be changed so that the player must KNOWÖnster. Ò¶I# the monster is there (by bumping into it, or having the monster wake upÖ Ò¶L# CHAR_MULTI monsters are those which look like objects, and use the symbolsÖ : ale Ò¶M# of objects. They are in plain sight, but the character should not know thatÖ8 Ò¶L# a monster is there. At the moment, such monsters can be targetted normallyÖÖ Ò¶K# (which means that this flag currently has no effect), but this may changeÖ Ò¶-# in the future, as with CHAR_CLEAR monsters.Ödica Ò¶J# (Note that currently both CHAR_CLEAR and CHAR_MULTI monsters are treatedÖ Ò¶F# as normal monsters that are just a little hard to see... if you lookÖ for Ò¶G# for them, you will find them unless they are invisible and you cannotÖ Ò¶E# see invisible, and if you use the * command for targetting mode youÖgeÖ Ò¶# can pick them as a target.)Ö Ò¶Ö Ò¶N# ToDo: Explain the other monster and spell flags. But maybe in another file.ÖowÖ Ò¶ÖR Ò¶# Version stamp (required)Ö Ò¶Ö- Ò¶V:3.0.6Ö Ò¶Ö Ò¶Ö d Ò¶2##### Non-race (contains the player picture) #####Ö Ò¶ N:0:Ö Ò¶G:@:wÖ# 'I Ò¶Öma Ò¶Öhe Ò¶##### Town monsters #####Ö Ò¶Öas Ò¶Öss þ!^ach unt¶ID$þ  œ þB@b# fràprint the records in orderÿ þ¬ ’ to igàgo to the first recorders) þB@ à%search until we find the right recordatioà"we want them to print out in order þ!^¶ID$þ ard þB@burrentàgot ità ,check for first dungeon monster, add messageethod ¦  ·¶Depth$þ¬œ Ò¶Öfr Ò¶##### Dungeon monsters #####Öe line Ò¶ÖÖàonly print this onceptionaà write the first four lines Ò¶N:¶ID$þ¶:¶Name$þÖ_I Ò¶G:¶Symbol$þ¶:¶Color$þ¬$ÜÖor¦ ' Ò¶I:¶Speed$þ¶:¶HP dice$þ¶d¶HP sides$þ¶:¶Vision$þ¶:¶ Armor Class$þ¶:¶ Alertness$þÖ attac¦  Ò¶W:¶Depth$þ¶:¶Rarity$þ¶:¶Unused$þ¶:¶ Experience$þÖà now do the blows, if applicableà blow # 1à is there a 1st blow?ese ar¶Blow#1$þ¬ œs ma¶B:¶Blow#1$þ'*may àis there an effect?pecify¶Effect#1$þ¬ œ *¶:¶Effect#1$þ'*|' sàis there HP damage?P¶Damage Dice # 1$þ¬ œany D:¦ žšK†[ *¶:¶Damage Dice # 1$þ¶d¶Damage Side # 1$þ'*Öànow dump the line Ò *Ör.à blow # 2Öà is there a 2nd blow?N# AT¶Blow#2$þ¬ œ- hu¶B:¶Blow#2$þ'*y plàis there an effect?H# th¶ Effect #2$þ¬ œ *¶:¶ Effect #2$þ'*àis there HP damage?an nev¶Damage Dice # 2$þ¬ œÖ¦  *¶:¶Damage Dice # 2$þ¶d¶Damage Side # 2$þ'*ànow dump the line Ò *ÖÖà blow # 3à is there a 3rd blow?nsters¶Blow#3$þ¬ œ to ¶B:¶Blow#3$þ'*@àis there an effect?_CLEAR¶ Effect #3$þ¬ œ *¶:¶ Effect #3$þ'*àis there HP damage?as the¶Damage Dice # 3$þ¬ œbelow ¦  *¶:¶Damage Dice # 3$þ¶d¶Damage Side # 3$þ'*tly ànow dump the line Ò *Önoà blow # 4 pà is there a 4th blow? so th¶Blow#4$þ¬ œ¶B:¶Blow#4$þ'* theàis there an effect? havin¶ Effect #4$þ¬ œ *¶:¶ Effect #4$þ'*àis there HP damage?_MULTI¶Damage Dice # 4$þ¬ œe obje¦  *¶:¶Damage Dice # 4$þ¶d¶Damage Side # 4$þ'*harakØkÐànow dump the line Ò *Ör k à %Now dump the descriptor sets of flagsted à go to the first record# (w °B@  that à set the flag counter effec¬'Àà %search until we find the right record futà "we want them to print out in order¦ °!^¶ID$° aat °B@b both ¹€à 3got it, now go through all the flags in that recordthem, ÿ œþ °!Z“ unlesà(don't print any field that isn't Boolean œ!l ¾œà(work with out only the flags set to trueng œ!`·œàcheck if a new line is neededget. À¬œ¶F: œ!'*# TodP *¶ |  œ!'*ell k(à!Count the flags added to the line À¬ 'Àà/If we have a full line, print it and start over À ´œ· Ò *Ö¬'Àkˆk€kxÿÇpà -we are done checking the descriptor flags, soà print out any remaining outputnste À¬ œÿÿÿÿ¸& Ò *Ö(nkà =If there is spell frequency, print it then do the spell flags# UN¶One_In_X$þ¬ œcial màNow do the spell flagsreme¬'Àÿÿÿÿ, Ò¶S:¶1_IN_¶One_In_X$þÖàGo to the first recordthe ²B@ rdàset the flag counterrdsetsà%search until we find the right recordà"we want them to print out in order¦ ²!^¶ID$² apr ²B@b order¹8à3got it, now go through all the flags in that record(ÿ œþ ²!Z“he flaà(don't print any field that isn't Boolean œ!l ¾œà(work with out only the flags set to true œ!`·œàcheck if a new line is neededanun À¬œe fl¶S: œ!'*dkÿÿÿÿð(ÿÿÿÿ0. À¬ 'ÀZ¬'Àÿÿÿÿ . *¶ |  œ!'* neeà!Count the flags added to the lineà/If we have a full line, print it and start over À ´œthe Ò *Ö tk¨k k˜ÿÇà-we are done checking the descriptor flags, so àprint out any remaining output0 À¬ œecki Ò *ÖtokkÿÿÿÿÈ,à And finally, the descriptionaÿÿÿÿ¨/à get the description length¶ Description$þ'Lÿÿÿÿ¨/à 4check to see if it is short enough to go on one linerd~ L Rœ~ Ò¶D:¶ Description$þÖà )or else split it up into a bunch of linesdð·'z¬'N z·b orderàselect a stretch of text  N R 'Pà are we at the end of the string?hr P Lœ flaàprint itor¦  Ò¶D:¶ !žšK†[Description$þ N L N ¬ $ úÖleanàwe are done with this one·'zàNot at the end of a stringd¸à&find a space to break and print a line¦ ¶ Description$þ P¬$ ú¶ b P¬ 'PMO¹8à3print the line up to the character before the space0¦  Ò¶D:¶ Description$þ N P N $ úÖàget set to start the next line P'Nkx¹pkhà add spaces between creaturest out Ò¶Öou Ò¶Öÿ þÈ þB@Bÿÿÿÿÿÿ8, Vt eacho°ÿÿÿÿÐ1ÿÿÿÿ85ÿÿÿÿp5ÿÿÿÿèàdump the questor messages¶Name$þ¶Sauron, the Sorcererœ Ò¶4# Sauron is the basic Quest (thus the QUESTOR flag).Ö Ò¶6# You must kill him to gain access to Morgoth's level.Ö Ò¶ÖkÿÿÿÿÿÿØ1ÿÿÿÿØk¶Name$þ¶Morgoth, Lord of Darknessœ Ò¶5# Morgoth is the final Quest (thus the QUESTOR flag).Ö~ Ò¶B# You must kill him to complete the final quest, and win the game.Ö Ò¶Ö~ÿÿÿÿØ3ÿÿÿÿ 5¶;Please enter a filename - directory optional - no extension$B¶.txt'<~ÿÿÿÿ5àgo to the first record þB@ ¬'àcalculate the highest ID numberàfind the highest ID numberàgo to next record¹ÿÿ 5¶ID$þ'ÿÿÿÿ 5kÿÿx6ÿÿÿÿp6]ò¸k¶ID$þ œà,make sure we found a monster before print itÿÿÿÿ(6ÿÿÿÿÚ·Attribute VB_Name = "PrintOutMonsters" Option Compare D€atabase`Explicit Sub Dump|Lis(t()0 Dim rs´ As DAO.Rec`ordse?$Descripto@rFlags,SPpell'iÕFileJInte`ger …8Cðount,—‚ er’HigheŒstqfld àfield‡GâBooleanƒ'variables forÀ the dš×`outpuˆ©¨L`ength'€SÀtartPo’PEndpCÁ‰ LINEWRAP@70ƒ'FLA`GSPER5ƒÃ‚KeepG€gÁŠ7ADungeonD@MessagBnBÓ = F "" 8The$WA# MsŽgbc you#€.a* . WoÆu`dA" _# á€& "like4dƒit?", vbExclam a¢–+àYesNäo)ÀOvb@ÌA `Kill ÆG E‰HEx`Subhànd Ifã dfÇ#†ŽÀQreeáB ÃOpen' îFyKJ#¥c£Ö' ¥‚}m#´ €;ã§ ¤0S@F¨¬= CuÄrrÀBDb.¡ Æ­ä("¤ks" ´Á $÷M¯8G ¯, 貘¢épreliminary s€tuff be øe w auS¤ d¦ æ&, "# ùa.: ä„\¡o _㬠Thià¯ÁÊàusƒ†initi0aliz SÀ²lib/¡æ/…raw;_, whic˜h iáìs# ´ „ race in #D^ DAngÔba Sg€.¡_›Do not 0dify •un @gs 9knowA0@actly° aÖtRa‚d±],oáCrXwishq.ã%>'W'kD~e inmat€ion - lW„l,€nrityƒ‰experience €˜,killing. The third slot6currently u8nus€¤#˜/'BA†\blowsWmethod of attack,€ effect‰ÁëdamagªBkÃÂ/re may@ be upAefourthesÄe €9es;ŇX-ƒ€še opAY4alómSF?£ll€¨ÁYfirst ÄS:Â$ mu-S:1_IN"žšK†[_X€ with X@ca?numb©@Qmonst€tur¶n€Ä€„a€¯€N,€B/@Áu@FD w| cHast˜?onÀ=f° itsÁЂ-Xƒ)n€†€*zero.˜ If@)€Û1,Á*. Å!An×mo`ve whõÂplay€0in `sightñB+t|hu`z£=¸ ÀmÈele@…as`),llÂ$ Áy áa%: if  `{s@]ø a  FW`Kn  e82 `…greNa2?F0'F&FfXlagF Wa€[fair qself-|`“atory œs_ny F:o8â_dày $Á n ¤edf`Tcifúy ªl#"b¬"˜ Aásepard b,À‰'|' `symboŸg‘±'DF!descriû"q§Dãgaƒ~n=ƒ  Y`8…W6p6= == UnÃtÀŠÃ ©¦ txt ƒ(`¶ØUNIQUEõå s"’já…B5`Ü…nprace€B‡ár€equirem¸ÑØ thaÀ®n€JA~e `Ša `gn e xi@”@a ti’maknd€wen!lFiêÁËed,ácˆan cagaÀtá/gene"Fß.o ATTR_CLEARøppearÂ+same col9€.1floDor°JerrfeP:u`5orÖ†oTbj¡iuánh}±mÿ õ‰¯¦ò MULTIûmul¤tipqhuP8-ñðy ch¡Šã ðqð\üy 4R¡Kÿÿ€‹ËCHAÿðtotal invis`ible:1”; Àshown @eñP8een?6!T?Ó²Y (`o °Ýë)@j€",±SQðitem?6²)€üly¡6’  )Âb€ÐR”,sÒ+wŒ±>arghetta+E#¤u: à”hap~s¡,°C“o` ± Dò`KNO~W x Wy@ÐÀ(a°Sbump¡ @£oquhav!!D øwak‘ŽÐH„jå e$?)o¦Â#Ï+poð€|côh à5k P S3ðHÿuâ£`_W€G”‚€h B@Pdb|utâÐJ *uld0t knoúwÐaßW |´U0e3moS, s>uà ÅB$ª#óÅly ÿö(#mean¯A#Ò!àÁ` )h02ôno4©)ðš² pq¬Ÿã%?60ñ fu AíAYs“£>sÿBåïñ' Not±£° (4@<ž â¿! trþd/&â²ÚÆÒ=á„bnað$ttle har#Šee..â.‘›you'ïæcÀ¯¡"m, Á²¤fÖi kPm@Íl0ãñÿu&äO`>ð®ÿöüse¡Ød« ¥¡5/ò* \mmA²ÃG<ðmodeQ ßÖQF0pick" š t.<ïî_ToDào: ExÃ4#óX”RP…ಋ. ^BÐ(€( /&a h½ ºf »ï$ÿþV°òñêstamp ( Šd¿ ¿n”µt #iOutFile, "V:3.0.6"  Prin ø/`# Non-race (contains the player picture ) ,cN:0: <2>$G:@:w/I Town monstersS1ƒ­'ca€lculate‚„highest ID numbe rƒH Reco€rds = 0ƒ Áƒ'go t€¤èfir€r‚€MX.MoveFƒ ƒDo Until  EOFƒ‰Á€'find™(  IfH("ID ") > /ThüenC ÁN7‡"å‡ E!IfÇGAànext É?ˆ6 Á@NÀLoopsCC'p‚ºÁ¤Ãs0 in À\bFoÀr CounÀ@aþ1„Œ7ÃÁGÚh Ì(ÎiÁ'sea0rch ÀlweZ erˆÏ='€w6aÀî4mˆƒ7ouŽtŒ5A Or:þ=… Ëö,á g-¡à! €tç''makhe s A -d a¥n befovr@†5i‘Oæ «N‡ bcheck à *` dungeo&}, add messag¶eK€Dƒ„lM£€CFalse AV_kA'%("Depth e= àIÿŽc¡ïV²Áe£˜?$™„š‰'only Eiis 8oncì&'Tr>u°Ë í€á 'dÈumpB–qu`ª w D8s+ GName¢1"Sauron,BSorcer8er",I‘ 5°/ # @"AŒba sic Q (thuƒáQUESTOR flag ).. You mu@¿kill hi¢}gì acc@RMorgoth's levþ ’B¯ ƒ¿/7ÿ”YoO3°NCþS€Cs ñ_qSÿs_ƒ3õŠñ]?.^WWËoMz'D62†´ Ð'is there a 2nd blow? ˆIf (Len(rstMonster("BL#2"))) > 0 Then hÆOutputLine = "ÀB:" & D9§n effe\ct ¦qªE, ÇžVŽX_& "Ž^ˆ+W&“ dHP dàamagedf‰–D‚ Diceø # €½˜¼оÐ2¾_Ó'›ÀIdMy±Ä-SidÄ-ÓEŸIfÏÕO 'no@w dump´ l€ÏPrint #iÀCFile¼, F ‘K'Ê}@b3‹ÁOÁ ˆÙ3Êr«Ù3¿Ùw#€ïÿ/ßlaÙl½á‡.ƒÿˆÙl ¡ßl¡ÿaÚl ßl‡œpßlªÿ«{ÁßlŠ©Ëló"Õiçõ¯ßl ßl¤/Ñ{KÅl4/aŒÈl4ìth¿Ù¨Ù4ßl¿Ù€ÿï/ßlaÙl½á¨Qþ=ˆNPxßlÕl ‘0ŸO o6ßlq o6ÿoÕlPo6sT¿ ƒ…ÿ%Cß2æßli†°ÿßlSxÔlßÄ-ƒÿsßo6?o6—Ëo$ 'NÉsdescriptor sets of@ flags<go t he fiP recorVdKpDÖFA.àMoveF›Û'€‚| counnpR+ÑCPd0§Kparch áðil w¡ † ¯À right? ²'`wa€‚`m!pbƒout in erKDo Untðß.EOàF Or &á[¬À("ID")à b ?]¡"{/Ne„xtËLoopïO'gopt, ñ”!hroughP allst,haÿñFp#Ea@fld In€s.Fieldü$¡0? 'don'Ät Sanyà&ÐÀðis¡Boo8lea?ÈaG@.TäypAÈdb„ËÄ}1e'work wi@ea onlyÇȲ*0rueß !CÐOaValuqT?€/µ¬9f€'c€heck ifàÚ(newR® @oneøedeœ7yðÚ2ÏgÙ²W"FòÏ1 NŒamOÖElsßÖŸ\–\ | ÑÃ_ ÀÿLOõ'ÇCñ?M ad€eLOÃy·+ 1ï7eŸ•' `Fha²v¡÷fuÀ5Ñ,T.it apJstaørt ðR GUq¼FLAGSPER#žšK†[LINEd$µ Print #iOutFile, putL ine àFl agCoux= 0TEnd If?51- )Ne xt‹‹'we are done checking th€escriptor fA€zs, soŒp£out any€ remainG€€¦ If ž>€ 0 Then ï¼¦Ì ''€27is spell frequency, Ã.itÁ:~n€?‰SŸSßßöï kçÆœ'AP+ {0gËP˜!7d„¦ioì]+ 'g4…ø len¨gth‹DðLrûpK€(j–›ÁQ­Àx"))‹ÛW ’sœeeW°¢¤ho7Üen‚sÀ`to`„гGBðÈ<= á6W8RAP/7âN"Dó£ pt  1< - zeÀXà¯lá t upð}` a buòn0|of¢d {\¿KeepGoQ-\= !nÿSKP}@tàRì"QÀ˜Wúh`Ú ïá=/ ©lecÊ stèret£tÞÑÅ-öp4  +O‘_½Q'Ö \ÀŒñ.e0ï`¡ À?oaÐ#ñV>= ˜$¯Óñ5·ß•Ei¯C /(á#(Mid$4àár(^,/±‚7,‰ -ú Ê1 9;=GÙªV‚›t¬±his one  KeepGoing = Fals¨€'Not at the end of `a strœ`E`ž3'fi^[pace to break apm„ liæDo While XMid$(rstMonster("Description"), _DFEnd‚p€˜t, 1)€šx" "—£$€"* - 1—Loovp—W'ÃPAqAQ upXcharacÀH befo¶r€^@zsaWPd@#iOutF@\, "D:" & |]StartPÃ];K‡)—$AmW'g°et sÀÀ•sAá³next•ÇpÇÓSÀ1 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1ÝDamage Dice # 1ß6Damage Dice of First AttackõDamage_Dice___1úûİêŸ7®C‰è-0«Kþd5]`ìaˆbTcÜ*Damage Dice # 1_LabelÝDamage Dice # 1å*Damage_Dice___1_Labelê{Uµ @Ë”Gš*)‡@Äåým07W`°"aˆbÑceuk ÜDamage Side # 1ÝDamage Side # 1ß6Damage Side of First AttackõDamage_Side___1úBDæ«c¤vB¨X „NSœþd5]`ÔaˆbÜcÜ*Damage Side # 1_LabelÝDamage Side # 1å*Damage_Side___1_Labelêõ@A9ºF¢úÛ&Oáèýo5Wb cTdhe°fh n¼"";"";"10";"32"¾+¢2îoõM­÷ZKà|?Ü Blow#2Ý Blow#2ÞTable/QueryßnSELECT [Blow Method].[Blow Method] FROM [Blow Method]; à1440á6Monster's first blow method÷ Blow_2þd5]` ahbHcÜBlow#2_LabelÝBlow #2åBlow_2_LabelêW]ÄúÞA²õg‹ò§výo5Wb cÄdhe°fh n¼"";"";"10";"32"¾<5.ˆÛ¡M‰Ž^zÅGÜEffect #2ÝEffect #2ÞTable/QueryßnSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect]; à1440á6Monster's first blow effect÷Effect__2þd5]`| ahbHcÜEffect #2_LabelÝEffect #2åEffect__2_Labelê5ÒtSAÎÂK·9ýîoÞ¦ým07W`@ahbÑceukÜDamage Dice # 2ÝDamage Dice # 2ß8Damage Dice of Second AttackõDamage_Dice___2ú–õßÍ%<òN†â´½•"­þd5]`ìahbTcÜ*Damage Dice # 2_LabelÝDamage Dice # 2å*Damage_Dice___2_Labelê—ûœ ïOH¸Ìé‚ f xým07W`°"ahbÑceukÜDamage Side # 2ÝDamage Side # 2ß:Damage Side of ,žšK†[Second AttackõDamage_Side___2úo+MNO³>>Ã1þd5]`ÔahbÜcÜ*Damage Side # 2_LabelÝDamage Side # 2å*Damage_Side___2_Labelê´Q’2¤ß&O’Ùê*Æù:ýo5Wb cTdHe°fh n¼"";"";"10";"32"¾_^3•nØEŸpb¿°P¥ÉÜ Blow#3Ý Blow#3ÞTable/QueryßnSELECT [Blow Method].[Blow Method] FROM [Blow Method]; à1440á6Monster's first blow method÷ Blow_3þd5]` aHbHcÜBlow#3_LabelÝBlow #3åBlow_3_Labelê…Ñ#ÙröD’9ÊW<ž†ýo5Wb cÄdHe°fh n¼"";"";"10";"32"¾J.'~nK†ð(ÊÑÜJþÜEffect #3ÝEffect #3ÞTable/QueryßnSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect]; à1440á6Monster's first blow effect÷Effect__3þd5]`| aHbHcÜEffect #3_LabelÝEffect #3åEffect__3_Labelêèkàï —ÁM·Q¶„M¥6ým07W`@aHbàce kÜDamage Dice # 3ÝDamage Dice # 3ß6Damage Dice of Third AttackõDamage_Dice___3ú q†NýoCïê©Óãhxþd5]`ìaHbTcÜ*Damage Dice # 3_LabelÝDamage Dice # 3å*Damage_Dice___3_Labelê_ÔžœbŸF½žD©Ç§Ëæým07W`°"aHbàce kÜDamage Side # 3ÝDamage Side # 3ß6Damage Side of Third AttackõDamage_Side___3ú h‚d˜K¿íÚ§P˜Pþd5]`ÔaHbÜcÜ*Damage Side # 3_LabelÝDamage Side # 3å*Damage_Side___3_Labelê…˜‡z-J­{Z Á_hýo5Wb cTd(e°fh n¼"";"";"10";"32"¾ËÉ5Y…Ðéýj2U`8aœiÜ UNIQUEÝ UNIQUEÞ,Is the monster unique?ôáoz¡E¶Ø7³XdVþd5W`ðaœbHcÜUNI-žšK†[QUE_LabelÝ UNIQUEê?Òð YöáF¦½Ôå!)¥çýj2U`8aiÜQUESTORÝQUESTORÞJIs the monster a fixed quest monster?ôît¸ƒ¨-D”‹º ¯$~œþd5W`ðabHcÜQUESTOR_LabelÝQUESTORêÆŽ}yl@¤FBPÚB>ýj2]`taˆiÜMALEÝMALEÞ(Is the monster male?ôS·>Ù' O¸À›ïLzZúþd5_`,aˆbHcÜMALE_LabelÝMALEê #K=4tnG¶„®‘.2¹ýj2]`taðiÜ FEMALEÝ FEMALEÞ,Is the monster female?ô«¢¼{ê¿Cšs=wây®¨þd5_`,aðbHcÜFEMALE_LabelÝ FEMALEê—ljov@Ÿp¨œ¤æðýj2U`0 ai ÜCHAR_CLEARÝCHAR_CLEARÞdMonster takes on symbol of terrain/object it is onôP)£íl:B¿âéZÈþd5W`ab(cÜ CHAR_CLEAR_LabelÝCHAR_CLEARêHF4 „+L“pUuÚìWýj2U`0 a|i!ÜATTR_CLEARÝATTR_CLEARÞbMonster takes on color of terrain/object it is onô.áø§·ácEµôÍ™ð"óþd5W`a|b(cÜ ATTR_CLEAR_LabelÝATTR_CLEARê(ÁÙ•oqC­¡ÿ›žýj2U`0 aäi"ÜATTR_MULTIÝATTR_MULTIÞ>Monster color changes each turnôE'ÏçK}ýDyìaYÖ)ôþd5W`aäb(cÜ ATTR_MULTI_LabelÝATTR_MULTIêÙü[´¦×J•[hÇj¢býj2]`°aØb™i#ÜFORCE_DEPTHÝFORCE_DEPTHÞNMonster only appears at their set depthôØKnXN£G£]ÒÁ·þd5W`aØb cÜ"FORCE_DEPTH_LabelÝFORCE_DEPTHê/n ÚoûE“ö_"=טýj2]`°a@b™i$ÜFORCE_MAXHPÝFORCE_MAXHPÞjMonster has maximum HP for their damage dice and sideôqê3êoÞH®EZðŒïÃuþd5W`a@b cÜ"FORCE_MAXHP_LabelÝFORCE_MAXHPên_EzE¤÷äÚ>]Êýj2]`°a¨b i%ÜFORCE_SLEEPÝFORCE_SLEEPÞlMonster is alseep and nice for at least its first turnôŸr¬;ŒÈçN¾›ËFå[:ôþd5W`a¨b cÜ"FORCE_SLEEP_LabelÝFORCE_SLEEPêOÁ]aJË:ê‘-ýj2]`°ab i&ÜFORCE_EXTRAÝFORCE_EXTRAÞ Unusedô7ÉÓ\b&D›Thõ>¶¹þd5W`ab cÜ"FORCE_EXTRA_LabelÝFORCE_EXTRAêzÇo^ºË®I¥zÓ_.[ýj2U`@ ab´i'Ü FRIENDÝ FRIENDÞ UnusedôâãÏ¿ëpUO¸¤ ¢*AÎþd5W`ab8cÜFRIEND_LabelÝ FRIENDê;ûð\+•åH¡—,Úܨû¯ýj2U`@ ahb´i(ÜFRIENDSÝFRIENDSÞ2Monster appears on groupsôã9˜ËxN£û)y”yÂþd5W`ahb8cÜFRIENDS_LabelÝFRIENDSê0nÏñ[?I†`ÿ|j—Éýj2U`@ aÐ b´i)Ü ESCORTÝ ESCORTÞ Place one escortô¨¢ä})K;M­¡úü+^:þd5W`aÐ b8cÜESCORT_LabelÝ ESCORTê¹¢«1_bÀA…‡¬W´úýj2U`@ a8"b´i*ÜESCORTSÝESCORTSÞ*Place several escortsô:sj{ÉhL¡½Ql„T«qþd5W`a8"b8cÜESCORTS_LabelÝESCORTSê¾Ê\¬8;A€â•¬4’öüýj2U`ìaxbxi+ÜNEVER_BLOWÝNEVER_BLOWÞ8Monster never hits in combatô뫤KYªN’Ô«;ƒ»þd5W`axbÜcÜ NEVER_BLOW_LabelÝNEVER_BLOWêLÝõd¿¦N¾cb¹\4ýj2U`ìaàbxi,ÜNEVER_MOVEÝNEVER_MOVEÞ&Monster never movesôxSèóOœà¼ù“Ø´¨þd5W`aàbÜcÜ NEVER_MOVE_LabelÝNEVER_MOVEêa3–ÏÚPB¡Nzâ\‚&¯ýj2U`ìaH!bxi-ÜRAND_25ÝRAND_25ÞTMonster movement is random 25% of the timeôˆ_£Ü ûDš„³Ý=¢š'þd5W`aH!bÜcÜRAND_25_LabelÝRAND_25ê|›<˜6ô?D­Õ¿%Œûýj2U`ìa°"bxi.ÜRAND_50ÝRAND_50ÞTMonster movement is random 50% of the timeô(y=ÅéíO©¾G‚Öˆíþd5W`a°"bÜcÜRAND_50_LabelÝRAND.žšK†[_50êù‚= å²@…2÷*Sº”éýj2]`°"aü!bxi/ÜONLY_GOLDÝONLY_GOLDÞ.Monster drops only goldô¨y{'‹CLžú^·ËtãÊþd5_`aü!b cÜONLY_GOLD_LabelÝONLY_GOLDêûoÛêç•J³ÖS髤{:ýj2]`°"aôbxi0ÜONLY_ITEMÝONLY_ITEMÞ0Monster drops only itemsô°“§c€nG®ÕÈû¾2lDþd5_`aôb cÜONLY_ITEM_LabelÝONLY_ITEMê‹ÓÈ †BDHŸëë¯Eš¶ýj2]` aôbxi1ÜDROP_60ÝDROP_60Þ:Monster drops 60% of the timeô‡Z,!òE³.ÂÐn_vþd5_`€aôb cÜDROP_60_LabelÝDROP_60ê…¥µ±A«3pÒå¬ýj2]` a\bxi2ÜDROP_90ÝDROP_90Þ:Monster drops 90% of the timeô(–%2XÒ·M“‰œ~þd5_`€a\b cÜDROP_90_LabelÝDROP_90ê[&Á‚ïë¾B—a@:AÅ,ýj2]` aÄbxi3ÜDROP_1D2ÝDROP_1D2Þ.Monster drops 1d2 itemsô  µûÀtKœ„F´¿Žªùþd5_`€aÄb cÜDROP_1D2_LabelÝDROP_1D2êî‰"Ò‰½ÙC·Éº`N ± ýj2]` a,bxi4ÜDROP_2D2ÝDROP_2D2Þ.Monster drops 2d2 itemsôƒ"¸ÌüH²fôìiBþd5_`€a,b cÜDROP_2D2_LabelÝDROP_2D2ê¬J°ÎB¼@¦Ââྨûýj2]` a” bxi5ÜDROP_3D2ÝDROP_3D2Þ.Monster drops 3d2 itemsôú9ÿk,{Hˆ—IYt¹¶9þd5_`€a” b cÜDROP_3D2_LabelÝDROP_3D2êãÃÌk‰ÈÖLŠZFp\Îiýj2]` aü!bxi6ÜDROP_4D2ÝDROP_4D2Þ.Monster drops 4d2 itemsôø$wv{ F™Ý…4Z)þd5_`€aü!b cÜDROP_4D2_LabelÝDROP_4D2êÕ[®—íNEŽ¦ŽŸò€óÞýj2]`°"a\bxi7ÜDROP_GOODÝDROP_GOODÞMonster drops only great itemsô½0<Ž P CÜ2ø¯§Qþd5_`aÄb cÜ DROP_GREAT_LabelÝDROP_GREATêf¤¾ö‰sêN§w½šÐgrmýj2]`°"a,bxi9ÜDROP_CHESTÝDROP_CHESTÞ2Monster drops only chestsô³‚%2(ÐöO®lÈÀ›råüþd5_`a,b cÜ DROP_CHEST_LabelÝDROP_CHESTꩼ‡aÿ#×G¥“ZÊag'ýj2]`°"a” bxi:ÜDROP_CHOSENÝDROP_CHOSENÞZMonster drops chosen items (for Morgoth only)ô”hQ­d©§N‰žÙ8/þd5_`a” b cÜ"DROP_CHOSEN_LabelÝDROP_CHOSENêöžû¸ŽDµƒ•¹˜@áýj2]`tad#bxi;Ü STUPIDÝ STUPIDÞPStupid, doesn't learn by watching playerôÆÓ‹¶>2N6…UNnßxþd5_`,ad#bHcÜSTUPID_LabelÝ STUPIDêíM4÷—•Eõ;¾=8gýj2]`taÌ$bxi<Ü SMARTÝ SMARTÞtAlways learn by watching player, cast spells intelligenly.ô®óì¢ÐN…ñn™åKþd5_`,aÌ$bHcÜSMART_LabelÝ SMARTê|ÎißLxBë±æãJ€¸ýj2U`@ aÜ#bxi=ÜHAS_LITEÝHAS_LITEÞDCarries a light source, radius oneô1®¯àQ_-I•êT$ýÞmþd5W`aÜ#b8cÜHAS_LITE_LabelÝHAS_LITEêÔ=·pD¢ ŒMz*²»ýj2U`@ a€%bxi>ÜINVISIBLEÝINVISIBLEÞ(Monster is invisibleô+ñç(7oN¬ ¿ €ª5þd5W`a€%b8cÜINVISIBLE_LabelÝINVISIBLEês¬žÉàI¼Ì& ‹*7ýj2U`@ aè&bxi?ÜCOLD_BLOODÝCOLD_BLOODÞÈÃ>gÝB„cáTàs%<þd5W`<a¼%b8cÜKILL_ITEM_LabelÝKILL_ITEMêלŸgìE nÂP„ìýj2]`Àaô8bxiMÜORCÝORCÞ"Monster is an orcô¿Í .Ã"üB—™àÝbþd5_`xaô8bHcÜORC_LabelÝORCê>Ù„©ý)6M¾á¡Ñ7°¸ýj2]`Àa„0bxiNÜ TROLLÝ TROLLÞ$Monster is a trollôYwÚl7BŒpF&ŠTìþd5_`xa„0bHcÜTROLL_LabelÝ TROLLê]µ A·½BB«U«-Ê™âýj2]`Àaì1bxiOÜ GIANTÝ GIANTÞ$Monster is a giantô¥?C+G™Ä§m“V*Xþd5_`xaì1bHcÜGIANT_LabelÝ GIANTê6¨]ÛÐÙHJ•Â2E"uÛûýj2]`ÀaT3bxiPÜ DRAGONÝ DRAGONÞ&Monster is a dragonôúbWqåøL¹4ZlXþd5_`xaT3bHcÜDRAGON_LabelÝ DRAGONêQÈ ægÚJ·`›^4iýj2]`Àa¼4bxiQÜ DEMONÝ DEMONÞ$Monster is a demonô9U•˜˜O®óè¸e-þd5_`xa¼4bHcÜDEMON_LabelÝ DEMON꿦A(ÚANE¢°wLÂQýj2]`Àa$6bxiRÜ UNDEADÝ UNDEADÞ"Monster is undeadôó§è^XC¬ÈÀV-þd5_`xa$6bHcÜUNDEAD_LabelÝ UNDEADêDòõ§ùLI¾†CÊ–ýj2U`üa<-bxiSÜEVILÝEVILÞMonster is evilô6UaË£M„"M·zÓ„æþd5W`´a<-bHcÜEVIL_LabelÝEVILê2ëÅà“J–R“UÁÛýj2]`ÀaŒ7bxiTÜ ANIMALÝ ANIMALÞ(Monster is an animalôÑý­]ÅCCœz(¨¼$½ùþd5_`xaŒ7bHcÜANIMAL_LabelÝ ANIMALê=0žšK†[¾zÎG¢E§'±¿s"ý ýj2U`ìa˜:bxiUÜHURT_LITEÝHURT_LITEÞ>Monster is hurt by bright lightô«d™k)”C’uÁ¿Œ]þd5W`xa˜:btcÜHURT_LITE_LabelÝHURT_LITEêŽÔá$ʉûC¦,dŠº("ýj2U`ìaMonster is hurt by stone-to-mudô*`CwI­S$3«y †þd5W`xabxidÜARROW_4ÝARROW_4ÞArrow - dam 7d6ômÖ¬ ]I†*x(2êuþd5_`0 aÐ>bHcÜARROW_4_LabelÝARROW_4êå øZiìM«5*B*÷—ýj2]`aÀ0bxieÜBR_ACIDÝBR_ACIDÞ*Monster breathes acidôL ñVM¯F¿ûƯ{Ö+åþd5_`ÀaÀ0bHcÜBR_ACID_LabelÝBR_ACIDêªù<œ‡7D‡Ã®|Ö_o‚ýj2]`a(2bxifÜBR_ELECÝBR_ELECÞ8Monster breathes electricityôîKÑþM0ÒE¾Á;nS¿ þd5_`Àa(2bHcÜBR_ELEC_LabelÝBR_ELECê—‚לó,ùM–ô®DDþìfýj2]`a3bxigÜBR_FIREÝBR_FIREÞ*Monster breathes fireô—Š=문C“&è6$Xþþd5_`Àa3bHcÜBR_FIRE_LabelÝBR_FIREêtŽÁà³J«ÎúÕá·”<ýj2]`aø4bxihÜBR_COLDÝBR_COLDÞ*Monster breathes coldô'¦øœS­NºÿMãõmë²þd5_`À1žšK†[aø4bHcÜBR_COLD_LabelÝBR_COLDêoάéãl.H±ÞC]QN_´ýj2]`a`6bxiiÜBR_POISÝBR_POISÞ*Monster breathes poisôéÄ£¬p~J Ý.ñEjôþd5_`Àa`6bHcÜBR_POIS_LabelÝBR_POISê|†š‹È#þd5_`4a3bHcÜBR_DARK_LabelÝBR_DARKê0‹#6°H„IZxÕ#À{ýj2]`|aø4bximÜBR_CONFÝBR_CONFÞ4Monster breathes confusionôñZØ ˆ¢Monster breathes disenchantmentô Ñ£b\41þd5_`àaÀ0bHcÜBR_SHAR_LabelÝBR_SHARêK핃Ð!ØE·="ãeÅŽýj2]`(#a(2bxivÜBR_PLASÝBR_PLASÞ.Monster breathes plasmaô‘˜˜Ã…UJ‘—ÀæËÓéþd5_`àa(2bHcÜBR_PLAS_LabelÝBR_PLASêoY P ¸áD¨`R3ظýj2]`(#a3bxiwÜBR_WALLÝBR_WALLÞ,Monster breathes forceô_ŸƒE~Ò—O²û79‹ØNþd5_`àa3bHcÜBR_WALL_LabelÝBR_WALLê# ›ýÍ`³Bk¢™Iýj2U`ha7bxixÜBOULDERÝBOULDERÞ0Monster throws a boulderô®0\°=ßB¥‰”„IÖ£þd5W` a7bHcÜBOULDER_LabelÝBOULDERê‘v³r; M£R:戺ýj2]`ca\:bxiyÜBA_ACIDÝBA_ACIDÞ:Monster can cast an Acid ballô‘+itb¨EL†ë5êë¬ iþd5_`a\:bHcÜBA_ACID_LabelÝBA_ACIDêyQ¶ÇJ•ä¥öä²gôýj2]`caÄ;bxizÜBA_ELECÝBA_ELECÞDMonster can cast a Lightening ballôLÙ&\çC¹ÒóZuÀ†þd5_`aÄ;bHcÜBA_ELEC_LabelÝBA_ELECê±0|Lè‚M´yALO¨é]ýj2]`ca,=bxi{ÜBA_FIREÝBA_FIREÞ8Monster can cast a Fire ballôæÙ€±>ŒE¬í¥ 4\Eþd5_`a,=bHcÜBA_FIRE_LabelÝBA_FIREê‡X¹^[H™²?Ûýj2]`ca”>bxi|ÜBA_COLDÝBA_COLDÞ:Monster can cast a Frost Ballô DFÑ ±µH§Zê®Ë:¿þd5_`a”>bHcÜBA_COLD_LabelÝBA_COL2žšK†[Dê0ì2?æ»Jœ Z™¸ýj2]`caü?bxi}ÜBA_POISÝBA_POISÞBMonster can cast a Stinking Cloudô°hñû”k}Lš—“•®Š<þd5_`aü?bHcÜBA_POIS_LabelÝBA_POISêÇè ïWS@ˆS—&…Äxýj2]`›a\:bxi~ÜBA_NETHÝBA_NETHÞbxiÜBA_DARKÝBA_DARKÞBMonster can cast a Darkness Stormôg‡dÁV@Ž’'ä…þd5_`Sa”>bHcÜBA_DARK_LabelÝBA_DARKê99 ÿ"G1O¾=í1+0hýj2]`xa\:bxi‚ÜBO_ACIDÝBO_ACIDÞ:Monster can cast an acid boltôRpÀ_pC¹âh›Fqþd5_`0a\:bHcÜBO_ACID_LabelÝBO_ACIDêÑY™O‰`B @qäÒrVýj2]`xaÄ;bxiƒÜBO_ELECÝBO_ELECÞHMonster can cast an electricity boltô઴Fø­K½Ø¯ î )þd5_`0aÄ;bHcÜBO_ELEC_LabelÝBO_ELECêÞùÃfo‚@™­í CJX`ýj2]`xa,=bxi„ÜBO_FIREÝBO_FIREÞ:Monster can cast an fire boltôX7ôîÿÓF›`Ùõ¶?ý}þd5_`0a,=bHcÜBO_FIRE_LabelÝBO_FIREêZÄ­€N‡:y3 ýj2]`xa”>bxi…ÜBO_COLDÝBO_COLDÞbHcÜBO_COLD_LabelÝBO_COLDêæ«0eÀ¨gLµ—Y˾Ÿÿýj2]`xaü?bxi†ÜBO_POISÝBO_POISÞdMonster can cast an poison bolt (unused in source)ôC•”1k~/B—sÌ3O“ þd5_`0aü?bHcÜBO_POIS_LabelÝBO_POISêžAÜe-јF–æ=ŒV¥ýj2]`d#a\:bxi‡ÜBO_NETHÝBO_NETHÞ>Monster can cast an nether boltôòPn¥Ô”;B™?º“e„Éþd5_`¤a\:bÀcÜBO_NETH_LabelÝBO_NETHê;þ&CBC–ô<>çS<ýj2]`d#aÄ;bxiˆÜBO_WATEÝBO_WATEÞbxiŠÜBO_PLASÝBO_PLASÞ>Monster can cast an plasma boltôðôºêš9ZD¡¦4gdñþd5_`¤a”>bÀcÜBO_PLAS_LabelÝBO_PLASꑲÛ'=9ÞB‡IÐÚ>X€uýj2]`d#aü?bxi‹ÜBO_ICEEÝBO_ICEEÞ8Monster can cast an ice boltô­ÀÍ!Z? EŸHpؼ)iûþd5_`¤aü?bÀcÜBO_ICEE_LabelÝBO_ICEEêèl«×F«E¹È¥ÐÊSHýj2U`8aBbxiŒÜMISSILEÝMISSILEÞ@Monster can cast a magic missileô·#øÆXDGK¾éý1Œyšþd5W`ðaBbHcÜMISSILE_LabelÝMISSILEêõ™;‹óO¹÷úˆú[Yrýj2U`P aBbxiÜ SCAREÝ SCAREÞ0Monster can scare playerôeŸC »lD„ÔÞÿO÷þd5W`aBbHcÜSCARE_LabelÝ SCAREêši`T,ÝÍJ¦&x #ò4ýj2U`\aBbxiŽÜ BLINDÝ BLINDÞ0Monster can blind playerôx4«â;Œ—O‡ôtü)þd5W`aBbHcÜBLIND_LabelÝ BLINDêŠI…èþ6C‘ *Úͽýj2U`¬aBbxiÜCONFÝCONFÞ4Monster can confuse playerô´{n Ö±öB„ÐóhÊûþd5W`daBbHcÜCONF_LabelÝCONFêäæÛqMž\s’U(oýj2U`ÄaBbxiÜSLOWÝSLOWÞ.Monste3žšK†[r can slow playerôf!ÉA7H¤3³½œëqþd5W`| aBbHcÜSLOW_LabelÝSLOWêÎMš™ÏI®Wö@¸#Nýj2U`Ð aBbxi‘ÜHOLDÝHOLDÞ6Monster can paralyze playerô¯A`—ÏF±wMBÝ2fÈþd5W`ˆaBbHcÜHOLD_LabelÝHOLDê§çkšAºE¾‰,¸»á:ýj2U`ìah=bxi’Ü HASTEÝ HASTEÞ8Monster can haste themselvesôÁCÞ[ÐëÌL£V¨•ˆÕþd5W`xah=btcÜHASTE_LabelÝ HASTEê{|¡) žM´¶×ï“ôŠÙýj2U`ìaÐ>bxi“ÜHEALÝHEALÞ6Monster can heal themselvesôd¹3žç‰:Jµ‡Œ±±¡þd5W`xaÐ>btcÜHEAL_LabelÝHEALê‚Øx†.ÙûH²EÃK Ïýj2U`È a|8bxi”Ü BLINKÝ BLINKÞLMonster can blink up to 10 spaces awayô´a¨f6ZÞH‹-`qËdkþd5W`Ta|8btcÜBLINK_LabelÝ BLINKê.ˆŠ2&wL’šŠU½y9ýj2U`È aä9bxi•Ü TPORTÝ TPORTÞ2Monster can teleport awayôóè¡ ÛfJŠÔÈo8þd5W`Taä9btcÜTPORT_LabelÝ TPORTêÃŒ“ ­H‹V77™åYýj2U`È aL;bxi–ÜTELE_TOÝTELE_TOÞLMonster can teleport player to monsterôÒô}TUx@šÂÛÛ…!&²þd5W`TaL;btcÜTELE_TO_LabelÝTELE_TOê×F*Ïm] AŸ?A!ÏÛg‘ýj2U`È a´bxi˜ÜTELE_LEVELÝTELE_LEVELÞ`Monster can teleport player up or down one levelô4síÑM¡Š¯±ü»™Kþd5W`Ta>btcÜ TELE_LEVEL_LabelÝTELE_LEVELê÷0ôXÉŸkF¯õhârÀ!ýj2U`ìa8@bxi™ÜDARKNESSÝDARKNESSÞ:Monster can make an area darkô÷[i0)q)NŒù0ì´¦nþd5W`xa8@btcÜDARKNESS_LabelÝDARKNESSê5”PûµD­ºšâ£5S—ýj2U`ìa AbxišÜ TRAPSÝ TRAPSÞ*Monster can set trapsôR'Þ¤ÞkD›1|ܺT&þd5W`xa AbtcÜTRAPS_LabelÝ TRAPSê#=ZÄÐ |E¿yyW0F>Wýj2U`È a8@bxi›Ü FORGETÝ FORGETÞ>Monster can causeplayer amnesiaôšÍ_ÌCíùLžñŽ|ŽvMkþd5W`Ta8@btcÜFORGET_LabelÝ FORGETêrð@mOF«5F‚á"ßÇýd5U7`´a<bcÜLabel467ÝSpell Frequencyêډǒ ò%@ˆ=L០ýd5U7`ìaä bchd ÜLabel468ÝMonster Attacksê솟åJ•Ý]üá¥ýd5U7`œ axbœ cÜLabel469Ý"I" LineêHƛгNF¶ŠîÎ/"6ýd5U7`¥aHb®cÜLabel470Ý"W" Lineêß!“Óÿ¿Aª¡Ìmó:ÆÖýd5U7`)aøbÃchd ÜLabel471Ý Descriptor 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the graf-new tile-setõgraf_new_coor_2úMþ(3#­ë@°8Ø|Õb\¤þd5]`Üa¬Sb¯cÜLabel533Ý graf-new coor-2:ê0 þ* F­ú%ç`é²Äým7W`èa€Rk¢Ü graf-dvg coor-1Ý graf-dvg coor-1ßPleft coordinate of the graf-dvg tile-setõ graf_dvg__coor_1úU‹ìÄó[ H»âäUB{Šþd5]`Ha€Rb cÜLabel534Ý"graf-dvg coor-1:êmöPÁB¾È$ éýj2]`ìa\Ibxi¤ÜCheck536Ý S_KINÞSummons Kinô]ª×›Ú¡jA‹F£Ñ«’eþd5_`Äa\Ib(cÜLabel537Ý S_KINêÞüõÿMF–?Ý¡Lˆùýj2]`øaôGbxi¥ÜCheck538ÝS_HI_DEMONÞ*Summon Greater Demonsôn?bÓ0LH³C&‚־؈þd5_`„aôGbtcÜLabel539ÝS_HI_DEMONêøÕaM¿²ùCz‹“àýj2]`˜ aŒFbxi¦ÜCheck540ÝS_MONSTERÞ Summon A Monsterô¤A…ŽÄA‚¥ÁÓúÄž)þd5_`$ aŒFbtcÜLabel541ÝS_MONSTERêy{ÙäfjJª6ÏìUñ#äýj2]`˜ aôGbxi§ÜCheck542ÝS_MONSTERSÞSummon Monstersôl³ý{­ÊF½Gèäa*¶uþd5_`$ aôGbtcÜLabel543ÝS_MONSTERSêÍS$A O·L•P„U”‰“ýj2]`ìaŒFbxi¨ÜCheck544ÝS_ANIMALÞSummon Animalsô!\´ L—¾M’Œ=0þd5_`ÄaŒFb(cÜLabel545ÝS_ANIMALê"[=žù.ËIœXvó ôðýj2]`ìaÄJbxi©ÜCheck546ÝS_SPIDERÞSummon SpidersôqÃî#¢rG«L3L­ü\+þd5_`ÄaÄJb(cÜLabel547ÝS_SPIDERê{ A°}'F³·áuèÌ Žýj2]`ìaôGbxiªÜCheck548ÝS_HOUNDÞ(Summon Zephyr HoundsôÌŸ;u„ÄD€5„ˆTó5þd5_`ÄaôGb(cÜLabel549ÝS_HOU5žšK†[NDê™Å ¨A£å¯À×ϧDýj2]`@aÄJbði«ÜCheck550ÝS_HYDRAÞSummon Hydrasô9%ŠÞubO€¼|£§à9‰þd5_`aÄJb°cÜLabel551ÝS_HYDRAê‡ÎŸÿév—G™;±(QAµýj2]`@a\Ibxi¬ÜCheck552ÝS_AINURÞSummon Ainuô6XÛ‡[œB˜ŽâÎŒâŠþd5_`a\Ib°cÜLabel553ÝS_AINURê]:±×½|N¨Ša‰ Ùýj2]`øaŒFbxi­ÜCheck554ÝS_DEMONÞSummon Demonsô?Å¥Ö€àeMžyh†óCþd5_`„aŒFbtcÜLabel555ÝS_DEMONê§øË! ¶êI‹uòf®ªÅýj2]`øa\Ibxi®ÜCheck556ÝS_UNDEADÞSummon Undeadô:²òÙ¶»B‡šžV6šÇ¬þd5_`„a\IbtcÜLabel557ÝS_UNDEADê¿"4ã4KŠvU"žXýj2]`˜ a\Ibxi¯ÜCheck558ÝS_DRAGONÞSummon a Dragonô• '2ë+·L„õâ¿æÄ:eþd5_`$ a\IbtcÜLabel559ÝS_DRAGONêoª êòJŠ£¼$¤ÕD‘ýj2]`øaÄJbxi°ÜCheck560ÝS_HI_UNDEADÞ*Summon Greater Undeadô0´Ý3BŸÊCü¹éÎéþd5_`„aÄJbtcÜLabel561ÝS_HI_UNDEADê§JÁûŸÔO‚yËÓñÇXýj2]`˜ aÄJbxi±ÜCheck562ÝS_HI_DRAGONÞ,Summon Ancient Dragonsô: æv:åiL˜†’çöäW€þd5_`$ aÄJbtcÜLabel563ÝS_HI_DRAGONê\–Ñ4‡ H®`9Q‚ e¼ýj2]`@aôGbxi²ÜCheck564ÝBR_INERÞ$Summon RingWraithsô¦qæ­ˆ«H»Mê5ÿíþd5_`aôGb°cÜLabel565ÝS_WRAITH꟢˖\P^J—¡·IÛ-|>ýj2]`@aŒFbxi³ÜCheck568ÝS_UNIQUEÞSummon A Uniqueô@gyLÑ)ÍH¾©ËñéÝTþd5_`aŒFb°cÜLabel569ÝS_UNIQUEê&°ìv Q@Ÿ¿# ã÷Fýe45ÿ` apDbØcøÜ Box574äÎ(ee™…çK§¯óyõw›ýd5÷7`baèDb´c,ÜLabel575ÝSummon Spellsê: –語ÆIà §¢¨,ýd5U7`ÑaÐMb” chd ÜLabel576Ý.Graf- files informationêŠ^&=U-D¯Ìzn étýh1U`,aìObüci´ÜCommand582ÝExport graf-xxxß"[Event Procedure]õi­´jý`I¢ iü§qö¶ýh1U`,a€RbüciµÜCommand584ÝExport graf-newß"[Event Procedure]õñcMkæG³”sQ{týh1U`<aìOb„ci¶ÜCommand585ÝExport Graf-IBMß"[Event Procedure]õ­Ò{ó¨^ZJŸc}9Býh1U`<a€Rb„ci·ÜCommand586ÝExport Graf-dvgâ"[Event Procedure]õEuéãƒG®Uñqüýj2U`a<-bxi¸ÜCheck595ÝBRAIN_SMASHÞ@Monster can cause brain smashingô‰ 0 ›åAœp´¨Vëªþd5W`Ø a<-b(cÜLabel596ÝBRAIN_SMASHêH»+ŸÊxqI¿[Æ¢ûqwFýj2U`Ta<-bxi¹ÜCheck597ÝMIND_BLASTÞ>Monster can cause mind blastingô/®œÕñLª@ûu¯µý7þd5W`,a<-b(cÜLabel598ÝMIND_BLASTêuñO~¤×Ny0s—² +ýj2U`ìa&CbxiºÜCheck599ÝDRAIN_MANAÞ,Monster can drain manaôèÍË¥`"CŒªS?!ÄÁéþd5÷`xa&CbƒcÜLabel600ÝDRAIN_MANAêåR¯ŠEu’G~Wû\ ™ýš`œ€ßFormFooterçnYÖR€ØAN°À’7sÉüýPropDataÿÿÿÿ‚TypeInfoÿÿÿÿÿÿÿÿÿÿÿÿ¤˜'1@N6oëÏÃ@N6oëÏÃBlob 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True/False   j öÀÚíµANŠÕøp:ÐÔQUESTOR ÿÿÿÿ  R JIs the monster a fixed quest monster? True/False   j ΋kÀ1sDŸÁ™ ÷” Õ¬MALE ÿÿÿÿ  0 (Is the monster male? True/False   j ~ú8qO´ÕXB€•´ FEMALE ÿÿÿÿ  4 ,Is the monster female? True/False   j [Aô'Ç?A‰pzúB JCHAR_CLEAR ÿÿÿÿ  l dMonster takes on symbol of terrain/object it is on True/False   j NCûppÑH³—Ç‚>û & Clear CharacterºCHAR_MULTI ÿÿÿÿ  2 *unused in source code True/False   j Ë'Ã{UšØL¨3²é¨¥ATTR_CLEAR ÿÿÿÿ  j bMonster takes on color of terrain/object it is on True/False   j # úÎ H¨© ­‰}¯P Clear ColorìATTR_MULTI ÿÿÿÿ  F >Monster color changes each turn True/FalsLVALêe   j ]ý mCCC•.øupc Multi-ColoràFORCE_DEPTH ÿÿÿÿ  V NMonster only appears at their set depth True/False   j úd‹ô ëC¼€ã„‹¶Ñ FORCE_MAXHP ÿÿÿÿ  r jMonster has maximum HP for their damage dice and side True/False   j }â'ý³w¦L‰•šòû@Ð$ Max Hit Points FORCE_SLEEP ÿÿÿÿ  t lMonster is alseep and nice for at least its first turn True/False   j \öh+ë—I¸¶¿ëpÐg" Create AsleepžFORCE_EXTRA ÿÿÿÿ    Unused True/False   j úÜÚ›}ÚK‰]ÓYC})” FRIEND ÿÿÿÿ    Unused True/False   j O¾t8ÿTD¶V…­ö5Pa¼FRIENDS ÿÿÿÿ  : 2Monster appears on groups True/False   j †!ˆ¸ƒÀgI—µ˜Z€•,¨ ESCORT ÿÿÿÿ  (  Place one escort True/False   j ý2— ö ÐKµ5 MM_y=´ESCORTS ÿÿÿÿ  2 *Place several escorts True/False   j [äƒ_Z½O!—ÈÚ)öNEVER_BLOW ÿÿÿÿ  @ 8Monster never hits in combat True/False   j ¼^{ôÒk™E‹ö°`ç>Ç. &No Physical AttacksÔNEVER_MOVE ÿÿÿÿ  . &Monster never moves True/False   j ·JòYyî@¸"Éq‚0¯y Never Moves RAND_25 ÿÿÿÿ  \ TMonster movement is random 25% of the time True/False   j ªýÔÄjzAªã¨ößCLM. &25% Random Movement RAND_50 ÿÿÿÿ  \ TMonster movement is random 50% of the time True/False   j ¿ÇêÄìM»c-:ü¦#. &50% Random Movement¼ONLY_GOLD ÿÿÿÿ  6 .Monster drops only gold True/False   j }*b´™0.Gº*PÛmýs¾ONLY_ITEM ÿÿÿÿ  8 0Monster drops only items True/False   j Þºò>?ýºJÁðÍcRåÜDROP_60 ÿÿÿÿ  B :Monster drops 60% of the time True/False   j š„MÂN·T0ð;ë~ 60% dropÜDROP_90 ÿÿÿÿ  B :Monster drops 90% of the time True/False   j Áx +V¦åC˜#tâåSX 90% dropºDROP_1D2 ÿÿÿÿ  6 .Monster drops 1d2 items True/False   j /MK€åAH'p1® · ºDROP_2D2 ÿÿÿÿ  6 .Monster drops 2d2 items True/False   j U¨‹0·M±˜?m]*ºDROP_3D2 ÿÿÿÿ  6 .Monster drops 3d2 items True/False   j LVALëO#š· UN¹Óø¥ QUºDROP_4D2 ÿÿÿÿ  6 .Monster drops 4d2 items True/False   j dÅV‘›ÞA˜ßÞ#ù^‹ÊDROP_GOOD ÿÿÿÿ  D <Monster drops only good items True/False   j ô,¡Á®tK“{þÛ2ÍÄßÎDROP_GREAT ÿÿÿÿ  F >Monster drops only great items True/False   j Ú Æ©úHC¿Yv§›ôÂDROP_CHEST ÿÿÿÿ  : 2Monster drops only chests True/False   j ßY˜[°äL²(M[ÖÝå˜ìDROP_CHOSEN ÿÿÿÿ  b ZMonster drops chosen items (for Morgoth only) True/False   j j9ßp«_G€u²‰=]XØ STUPID ÿÿÿÿ  X PStupid, doesn't learn by watching player True/False   j ½_ ÿ"JîOêz¾t½ú SMART ÿÿÿÿ  | tAlways learn by watching player, cast spells intelligenly. True/False   j xBç|ÐG•¢Wè4™ÐHAS_LITE ÿÿÿÿ  L DCarries a light source, radius one True/False   j ^:ÁqVذO¦°.MïÍ-­–RF2XXX2 ÿÿÿÿ    Unused True/False   j iæ®f`0¸N²"¶"¶INVISIBLE ÿÿÿÿ  0 (Monster is invisible True/False   j ¿ö>Çm®1F¯qò„ö‚oùÌCOLD_BLOOD ÿÿÿÿ  D <Can't be seen with infravision True/False   j š‚|‡wbûE…Ä(‹+ÈEMPTY_MIND ÿÿÿÿ  @ 8Can't be seen with telepathy True/False   j ÿF'b‘š±Fµq1ÿTö“ÔÞWEIRD_MIND ÿÿÿÿ  V N10% chance of being seen with telepathy True/False   j ˜VeÍ‹HK¨®ÈO9²}ǾMULTIPLY ÿÿÿÿ  : 2Monster muliplies quickly True/False   j '}íÅÑ"ÅA˜îiÉB7çÆREGENERATE ÿÿÿÿ  > 6Monster regenerates quickly True/False   j l­U_–èC½ÚÒ¡­I–RF2XXX3 ÿÿÿÿ    Unused True/False   j Š÷ß5ÓÒSE·Á¥é}P<–RF2XXX4 ÿÿÿÿ    Unused True/False   j +Yz™kâÏGŒ‰(†²qU•ÈPOWERFUL ÿÿÿÿ  D <Larger blast radius on breaths True/False   j ¹ƒ;펋@±½tøÅE–RF2XXX5 ÿÿÿÿ    Unused True/False   j s õâH‰~‚E1ŒL–RF2XXX6 ÿÿÿÿ    Unused True/False   j §~qÝªÄØO•Å2rÂ…E–RF2XXX7 ÿÿÿÿ    Unused True/False   j Ž‘„÷ÎQO¬äjÚ~ ÉpÖOPEN_DOOR ÿÿÿÿ  LVALìP HMonster can open doors if not jammed True/False   j [c8¼hQü@žÝ«YÍS-ÄBASH_DOOR ÿÿÿÿ  > 6Monster can bash down doors True/False   j ý&ÝEÿ§O¸lâœSÆPASS_WALL ÿÿÿÿ  @ 8monster can go through walls True/False   j #ú´ü‘O·D(ª±C¡ÈKILL_WALL ÿÿÿÿ  B :monster tunnels through walls True/False   j sR)²`•ØC«ŒqI¢m¦ÈMOVE_BODY ÿÿÿÿ  B :Can push past weaker monsters True/False   j €ÿìNN*&K®dw Â,/×äKILL_BODY ÿÿÿÿ  ^ VMonster crushes weaker monsters as he moves True/False   j Ê»<U Õ@ªû<7 ‹û¾TAKE_ITEM ÿÿÿÿ  8 0Picks up items off floor True/False   j gã¢aáK¥74pÔý=8ºKILL_ITEM ÿÿÿÿ  4 ,Crushes item off floor True/False   j ä¼Uœ46K‡iŠ!xêå×” BRAIN1 ÿÿÿÿ    Unused True/False   j @k©¨|ßYG†á¬åïÐå” BRAIN2 ÿÿÿÿ    Unused True/False   j ¤+’øüz@‘îàj={™ò” BRAIN3 ÿÿÿÿ    Unused True/False   j ¹GÊ,µÐCmÙaŠ” BRAIN4 ÿÿÿÿ    Unused True/False   j .Å~ a–B©13©B” BRAIN5 ÿÿÿÿ    Unused True/False   j žC:·…‚C„' ­ŒÜ‰” BRAIN6 ÿÿÿÿ    Unused True/False   j åè%Óß¹A»Ñý¾-˜[„” BRAIN7 ÿÿÿÿ    Unused True/False   j <@Ì8ãAI‘¹Ó:bD‡ü” BRAIN8 ÿÿÿÿ    Unused True/False   j Ì?D˜UþÃH¿d潬`>ޤ ORC ÿÿÿÿ  * "Monster is an orc True/False   j ¤¸W˜ÃóEµ¨Ì4Gx”ª TROLL ÿÿÿÿ  , $Monster is a troll True/False   j Ü-*×ÀíyG¿àì¼$nSª GIANT ÿÿÿÿ  , $Monster is a giant True/False   j 5 ä‘N· ÷±°Žv® DRAGON ÿÿÿÿ  . &Monster is a dragon True/False   j /ƒ¥åþlG‡ºDI·ª DEMON ÿÿÿÿ  , $Monster is a demon True/False   j øV£Ðúm¥I‰¢gqü7ª UNDEAD ÿÿÿÿ  * "Monster is undead True/False   j f€åœLGH˜Êîƒrá<¢EVIL ÿÿÿÿ  & Monster is evil True/False   j €ë@–ú›Fšú Ú¢5° ANIMAL ÿÿÿÿ  0 (Monster is an animal True/False   j LVALíf¿i¸DŒ¤®Ml ¶–RF3XXX1 ÿÿÿÿ    unused True/False   j zr!VMonster is hurt by bright light True/False   j ˜Q1¼ôÐ'C·RÃI:Kõ‘  Hurt by LiteÌHURT_ROCK ÿÿÿÿ  F >Monster is hurt by stone-to-mud True/False   j Ídž7o?@‘Ìz°dÓ¤wüHURT_FIRE ÿÿÿÿ  v nMonster takes extra damage from fire (unused in source) True/False   j Ûº æpç;E›ÆÏ%Ê@üHURT_COLD ÿÿÿÿ  v nMonster takes extra damage from cold (unused in source) True/False   j sGœ-°AD²z8Z­¾›ÉòIM_ACID ÿÿÿÿ  R JMonster takes little damage from acid True/False   j üyù8'ÎtFŸÌI%­±QŽ Resist AcidIM_ELEC ÿÿÿÿ  ` XMonster takes little damage from electricity True/False   j j™™ª@™“ôg~Ó, $Resist ElectricityòIM_FIRE ÿÿÿÿ  R JMonster takes little damage from fire True/False   j j¥‚Ú´A¶¢ï’Rê“ Resist FireòIM_COLD ÿÿÿÿ  R JMonster takes little damage from cold True/False   j xv1Xg‘Nœâ}?<æî¥ Resist ColdúIM_POIS ÿÿÿÿ  V NMonster takes little damage from poison True/False   j :áÚw@@J¬—±Q"" Resist Poison–RF3XXX5 ÿÿÿÿ    Unused True/False   j µçP«n"C´µð!Sð—ìRES_NETH ÿÿÿÿ  h `Monster takes little damage from nether (unused) True/False   j žC€·À± E¹´D<úBk¹êRES_WATE ÿÿÿÿ  f ^Monster takes little damage from water (unused) True/False   j …áʵ•|xBŒÆ(´ÙGìRES_PLAS ÿÿÿÿ  h `Monster takes little damage from plasma (unused) True/False   j oÙñð“mâCˆ¨U´ß©52êRES_NEXU ÿÿÿÿ  f ^Monster takes little damage from nexus (unused) True/False   j Põ܆rã(F¤P!Î[¡Z>üRES_DISE ÿÿÿÿ  x pMonster takes little damage from disenchantment (unus« LVAL» ed) True/False   j ô­Õ/M«¥U$ÿJF–RF3XXX6 ÿÿÿÿ    Unused True/False   j Ó\cš¤¬@’¦æbüŽá ºNO_FEAR ÿÿÿÿ  8 0Monster cannot be scared True/False   j ¸XóFÎ’IšMí0ØÝl¼NO_STUN ÿÿÿÿ  : 2Monster cannot be stunned True/False   j 7R*§pB±h¨¦`èO¾NO_CONF ÿÿÿÿ  < 4Monster cannot be confused True/False   j Ð}4„kЉF‡¹£›©¦ðºNO_SLEEP ÿÿÿÿ  6 .Monster cannot be slept True/False   j wêˆfÔM¸ÀÒæ |×o ID ÿÿÿÿ    ÿ  0   m ­é>t£N¤“B!óO4LVALŒO!ïMR2¶€ValidationRuleValidationTextOrientation FilterOrderByOrderByOnNameMapColumnWidthColumnOrderColumnHiddenDescription FormatCaptionDecimalPlacesInputMaskDefaultValueRequiredDisplayControlAllowZeroLength$UnicodeCompressionRowSourceTypeRowSourceBoundColumnColumnCountColumnHeadsColumnWidthsGUIDListRowsListWidthLimitToListv   @ 8 ÌU}à€íè1QB´ÑÏc²jõæ˜Ãȇâ@Monsters!#š™0Þ’K4õT}@Ü}à€íè1QB´ÑÏc²jIDû LTÿîØD½ÞL³6A.}à€íè1QB´ÑÏc²jNameš‚óbÎ9A¬…õE‚UÈ}à€íè1QB´ÑÏc²jSpeedÒZSQafxF¿^\HþZa}à€íè1QB´ÑÏc²jHP diceÝ6˜\‚:Eˆ?®Í–AŒ }à€íè1QB´ÑÏc²jHP sides7 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µ4}à€íè1QB´ÑÏc²jBlow#4Ó"”“ëîB¼‚ÀºÈ¥×æ}à€íè1QB´ÑÏc²jEffect #4 ¡ ¥ôË‚A¿:dɯQï}à€íè1QB´ÑÏc²jDamage Dice # 4·t}3Aœ^"=#º}à€íè1QB´ÑÏc²jDamage Side # 4[Çõj?îN…­ˆ€£¶[}à€íè1QB´ÑÏc²jDescriptionó…JXE>E¬øÓ—-}}à€íè1QB´ÑÏc²jONE_IN_X¹ËÃ…þE¡óF O¦Ü}à€íè1QB´ÑÏc²jgraf-xxx coor-14èÄŸÁFŽKÇÌéòj}à€íè1QB´ÑÏc²jgraf-xxx coor-2Rú°ÛÞG¬RÈ[»±·F}à€íè1QB´ÑÏc²jgraf-ibm coor-1¨¼pí>âMªÙ|xäwÃ}à€íè1QB´ÑÏc²jgraf-ibmcoor-2]ì&V « A„x•„«OŸ}à€íè1QB´ÑÏc²jgraf-new coor-1«,ݦ‰—ŒI†2odÑëO>}à€íè1QB´ÑÏc²jgraf-new coor-2È»‘QcŽE©üýÖIB}à€íè1QB´ÑÏc²jgraf-dvg coor-11AؼS-HŒÒñ¿6U@}à€íè1QB´ÑÏc²jgraf-dvg coor-2 }à€íè1QB´ÑÏc²j¶Name k   $ Monster's Name   m  û LTÿîØD½ÞL³6A.  Monster Nameá Speed ÿÿÿÿ   T LSpeed of a monster 110 is normal speed    m š‚óbÎ9A¬…õE‚UÈ" Monster Speed£HP dice LVALðf   4 ,Monster Hit Point Dice    m ÒZSQafxF¿^\HþZa£HP sides À       m2 *Monster Hit Side Dice Ý6˜\‚:Eˆ?®Í–AŒ ñAlertness ÿÿÿÿ       m~ vDetermines how soon a monster wakes up and notices a player Fš¥Š ÌÛG»@T5ÉSÀv½$Damage Dice # 3 ÿÿÿÿ       m> 6Damage Dice of Third Attack æ.>Ã¥ÛCƒ/¤1mc½$Damage Side # 3 ÿÿÿÿ       m> 6Damage Side of Third Attack tÿÈ1ùÅK+¿M¶¼Ã¿$Damage Dice # 4 ÿÿÿÿ       m@ 8Damage Dice of Fourth Attack  ¡ ¥ôË‚A¿:dɯQï¿$Damage Side # 4 ÿÿÿÿ       m@ 8Damage Side of Fourth Attack ·t}3Aœ^"=#º  Vision ÿÿÿÿ   ž –In tens of Feet(1 square),determines how far a monster can detect a player    m 7 ²ãú@Ñ@­špþ¥Y\ïArmor Class ÿÿÿÿ   x pArmor Class - determines how hard it is to hit a monster    m ’>¸ô4¢C°Ä—pqŽÍ Depth ÿÿÿÿ   b ZIndicates how deep a monster starts to appear    m r]¶?}–J¿÷N(Û/ÝÁ¹ Rarity ÿÿÿÿ   L DDetermines how common a monster is    m ªá’óëVŽD²{P p. Unused ÿÿÿÿ    Unused    m XÂËÜÇLœªDèí£9†Experience ÿÿÿÿ   ¨  Used in determining the amount of experience a player gets for killing a monster    m Á"xÏ9…Lµºeš Äsá½$Damage Dice # 1 Û   > 6Damage Dice of First Attack    m ÙìÒ½éC´¬NoÖl-ä½$Damage Side # 1 ÿÿÿÿ   > 6Damage Side of First Attack    m JÁ®S¶@I‹'?Óž2¿$Damage Dice # 2 Û   @ 8Damage Dice of Second Attack    m ù»ÇØJ”x½Ÿ:¨ÀÁ$Damage Side # 2 ê   B :Damage Side of Second Attack    m %GgN þH³Ä"S+-¤Description ˆ,   . &Monster Description    [Çõj?îN…­ˆ€£¶[ÁONE_IN_X ÿÿÿÿ   P HMonster casts a spell one in X times    m ó…JXE>E¬øÓ—-}* Color ÿÿÿÿ      o Table/Query  Colors    1440  1440twip   ûÒ;óLžE99|#é1* "The monster color¸ Blow#1 ÿÿÿÿ  LVALñ  Blow #1   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip  > 6Monster's first blow method ]à&ÓäaLˆù¤Â‘5ÀEffect#1 ÿÿÿÿ   > 6Monster's first blow effect   o  Effect #1 Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip  ÿ™ûÍûKšN»%¢P’¸ Blow#2 ÿÿÿÿ   > 6Monster's first blow method Blow #2   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip   :KüUz¼Ý@·Ô" ü‡âÂÂEffect #2 ÿÿÿÿ   > 6Monster's first blow effect Effect #2   o Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip   šÊw0 SlO»5<›ù<‰¸ Blow#3 ÿÿÿÿ   > 6Monster's first blow method Blow #3   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip   ÃgÜ(Çå¶A•¿_Æ‚f†ÂEffect #3 ÿÿÿÿ   > 6Monster's first blow effect Effect #3   o Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip   £Ú¿!YñO¸>„ù#Ó Ç¸ Blow#4 ÿÿÿÿ   > 6Monster's first blow method Blow #4   o Table/Queryv nSELECT [Blow Method].[Blow Method] FROM [Blow Method];    1440  1440twip   ß2„îëÿJ’™  µ4ÂEffect #4 ÿÿÿÿ   > 6Monster's first blow effect Effect #4   o Table/Queryv nSELECT [Blow Effect].[Blow Effect] FROM [Blow Effect];    1440  1440twip   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2¤Ca¥e>S%‰·ÍÖ¤vD–ÆçÏTRAPSóž‚Ù².J¿ªÜ#ùéä·ÍÖ¤vD–ÆçÏFORGETAÙmA‰ÊK‘êÍ‹_?Ê\·ÍÖ¤vD–ÆçÏRF6XXX6¸ºöT…ðKDI£Ë’W)·ÍÖ¤vD–ÆçÏS_KINg—PÝ€äKK¸8H«LͤM·ÍÖ¤vD–ÆçÏS_HI_DEMON9½¯"êû¡N¿cb¾˜K)Ô·ÍÖ¤vD–ÆçÏS_MONSTERð“žÜ)gGˆ{ipÔ¢Pˆ·ÍÖ¤vD–ÆçÏS_MONSTERS'y™²»Iºü£éuEwg·ÍÖ¤vD–ÆçÏS_ANIMAL ¦ ‡ÐÚG‚¦{:„ϵ·ÍÖ¤vD–ÆçÏS_SPIDER­†Mÿ*CD‡4ŸûðÙ,·ÍÖ¤vD–ÆçÏS_HOUND8‹Ý³ÿí±Lšu96áHžR·ÍÖ¤vD–ÆçÏS_HYDRA#œÍYWA“g³47Å‚·ÍÖ¤vD–ÆçÏS_AINUR>——N¿rN›u2ß̘öø·ÍÖ¤vD–ÆçÏS_DEMON‡¨/hbžC®âªÙ÷áP·ÍÖ¤vD–ÆçÏS_UNDEADh=L¡ŠD6E°D0dÿ¢‡Ã·ÍÖ¤vD–ÆçÏS_DRAGONtpÆÚÆyMšG#<‹PØ·ÍÖ¤vD–ÆçÏS_HI_UNDEADóÂe‘9nÆC°dùo¨ŸÄ·ÍÖ¤vD–ÆçÏS_HI_DRAGON^}Ë%LU»N»¹ÓWc ·ÍÖ¤vD–ÆçÏS_WRAITHöý<|`ǪK¢âŽ2„d(o·ÍÖ¤vD–ÆçÏS_UNIQUE}à€íè1QB´ÑÏc²jÈ[šÃȇâ@¤vD÷`0Monsters!#š™0Þ’K4õT}@Ü}à€íè1QB´ÑÏc²jID ·ÍÖ¤vD–ÆçÏ¸ SHRIEK ÿÿÿÿ  8 0Monster shrieks for help True/False   j 0ïqáÑN¿´Ã†F¼–RF4XXX2 ÿÿÿÿ    Unused True/False   j ôû}µ&ƒÕ@‰#ìšJ²ok–RF4XXX3 ÿÿÿÿ    Unused True/False   j 1ÙA>¾m³F¯G÷¡ÁS®]–RF4XXX4 ÿÿÿÿ    Unused True/False   j V¯ªñX¶´N úZÓSB…¨ARROW_1 ÿÿÿÿ  & Arrow - dam 1d6 True/False   j P0ÄlÜ(sI¯,ð[¿Œc¨ARROW_2 ÿÿÿÿ  & Arrow - dam 3d6 True/False   j Óõ\+J¸Ûà®ß}zî¨ARROW_3 ÿÿÿÿ  & Arrow - dam 5d6 True/False   j ®$£ŒoEˆKÐ×€„üà¨ARROW_4 ÿÿÿÿ  & Arrow - dam 7d6 True/False   j Yº©X®ÇGœF7nSZ^fÔBR_ACID ÿÿÿÿ  2 *Monster breathes acid True/False   j ŠnÅíÒÄJD”L]ár°V  Breathe AcidðBR_ELEC ÿÿÿÿ  @ 8Monster breathes electricity True/False   j ˆ®0Á½pH  Ž´q. &Breathe ElecrticityÔLVALd öBR_FIRE ÿÿÿÿ  2 *Monster breathes fire True/False   j ã„S…=z÷L¨/ú‹|€T  Breathe FireÔBR_COLD ÿÿÿÿ  2 *Monster breathes cold True/False   j Ìи©c®@©Åª$€ðžš  Breathe ColdØBR_POIS ÿÿÿÿ  2 *Monster breathes pois True/False   j ’pI¨èLOŒÅgԇô$ Breathe PoisonÜBR_NETH ÿÿÿÿ  6 .Monster breathes nether True/False   j ^Ö€Ö·] M¶Ȳ„ë÷Œ$ Breathe NetherÔBR_LITE ÿÿÿÿ  2 *Monster breathes lite True/False   j ¶/TG︤O³¤äPn¾z  Breathe LiteÔBR_DARK ÿÿÿÿ  2 *Monster breathes dark True/False   j PTâ¦ñ|Monster breathes disenchantment True/False   j >ð—â\5M¶Y= F&ÿ4 ,Breathe DisenchantmentØBR_NEXU ÿÿÿÿ  4 ,Monster breathes nexus True/False   j «LD’¼¦M‚ªÞbkÜ"" Breathe NexusÔBR_TIME ÿÿÿÿ  2 *Monster breathes time True/False   j ¢ïDÉjÊO¾{¬Eã%G  Breathe TimeâBR_INER ÿÿÿÿ  8 0Monster breathes inertia True/False   j w¤]Ù´.§H»(ö›ÌéÕþ( Breathe IntertiaàBR_GRAV ÿÿÿÿ  8 0Monster breathes gravity True/False   j ùk¾VÀ¬A¸õø?cB& Breathe GravityÜBR_SHAR ÿÿÿÿ  6 .Monster breathes shards True/False   j þV©Šf­K¬¡Ë¦hß>$ Breathe ShardsÜBR_PLAS ÿÿÿÿ  6 .Monster breathes plasma True/False   j ]KÈ0#‚SH­Ö­¬C6IÁ$ Breathe PlasmaØBR_WALL ÿÿÿÿ  4 ,Monster breathes force True/False   j €îÉthE°A9›½cµç" Breathe ForceÆBR_MANA ÿÿÿÿ  D <Monster breathes mana (unused) True/False   j šðÿã~UO¡ªóªo)–RF4XXX5 ÿÿÿÿ    unused True/False   j Uݲm÷B›~qLVAL÷†Ë>–RF4XXX6 ÿÿÿÿ    unused True/False   j |¶~» ‘Mªãè-=Àצ–RF4XXX7 ÿÿÿÿ    unused True/False   j ÆÊ¡š.ÓH¢X4*æuÜBOULDER ÿÿÿÿ  8 0Monster throws a boulder True/False   j þˆÉ!¾ÑB® ¯|÷íhÎ" Throw BoulderÞBA_ACID ÿÿÿÿ  B :Monster can cast an Acid ball True/False   j ¢ÞGȵï'J»Ì>À¤2åŒ Acid BallðBA_ELEC ÿÿÿÿ  J BMonster can cast a Lightning ball True/False   j Êþ›]÷ÁAÓèX1ë$ Lightning BallÜBA_FIRE ÿÿÿÿ  @ 8Monster can cast a Fire ball True/False   j o‹O¼Ø·”@˜ ¬ËS° Fire BallÞBA_COLD ÿÿÿÿ  B :Monster can cast a Frost Ball True/False   j hÂ;ÂbkHŸü®ÛZ Cold BallêBA_POIS ÿÿÿÿ  J BMonster can cast a Stinking Cloud True/False   j ¾ˆ®>xïŽJ¬T¼¡>*Ö& Poison BalläBA_NETH ÿÿÿÿ  D <Monster can cast a Nether Ball True/False   j Xe¾æ«uE™wx˜4§‚v Nether BallàBA_WATE ÿÿÿÿ  B :Monster can cast a Water Ball True/False   j ¦ûç°ÿ¡mN®; YÙúµò Water BallàBA_MANA ÿÿÿÿ  B :Monster can cast a Mana Storm True/False   j íà<< c¥F”{¢9~á‹; Mana StormðBA_DARK ÿÿÿÿ  J BMonster can cast a Darkness Storm True/False   j á´æyæÔL¥oRL§A-†$ Darkness Storm¼DRAIN_MANA ÿÿÿÿ  4 ,Monster can Drain Mana True/False   j n«b—o B¯šIÂöæ¦}ÌMIND_BLAST ÿÿÿÿ  D <Monster can cast mind blasting True/False   j %`r'š3ŒM¦‹êC«À*ÒÐBRAIN_SMASH ÿÿÿÿ  F >Monster can cast brain smashing True/False   j ±I­ü7AÜD¹Kfö>T—ÌCAUSE_1 ÿÿÿÿ  J BMonster can cast a curse, level 1 True/False   j s(ö›8(jD¸I¯ðjT²ÌCAUSE_2 ÿÿÿÿ  J BMonster can cast a curse, level 2 True/False   j /À Ò+ahH“Xôf&‘ÌCAUSE_3 ÿÿÿÿ  J BMonster can cast a curse, level 3 True/False   j šËP>žA¯a« 2§½0BðJ†ẨQ[( Electricity BoltÞBO_FIRE ÿÿÿÿ  B :Monster can cast an fire bolt True/False   j jŽë£m›OžE¿ÕÅnPß Fire BoltâBO_COLD ÿÿÿÿ  D <Monster can cast an frost bolt True/False   j  ÉÏÀTM¯œé{³n Frost Bolt BO_POIS ÿÿÿÿ  l dMonster can cast an poison bolt (unused in source) True/False   j Ô°çhmk+EµÏÇåæ%® Poison BoltæBO_NETH ÿÿÿÿ  F >Monster can cast an nether bolt True/False   j *ɇk;µAþT°eèÞØ Nether BoltâBO_WATE ÿÿÿÿ  D <Monster can cast an water bolt True/False   j à´l¬D§È³tÓ¨ÇV Water BoltÞBO_MANA ÿÿÿÿ  B :Monster can cast an mana bolt True/False   j qi-9s¯M’JÀ¿ï Mana BoltæBO_PLAS ÿÿÿÿ  F >Monster can cast an plasma bolt True/False   j cÔ^ò…ÑšL°*ËmßZ¾ Plasma BoltÚBO_ICEE ÿÿÿÿ  @ 8Monster can cast an ice bolt True/False   j –ašV:Æ5F™Ü¾$̦ Ice BoltìMISSILE ÿÿÿÿ  H @Monster can cast a magic missile True/False   j  aõ´´i¯E‹F8¹"d'" Magic Missile¶ SCARE ÿÿÿÿ  8 0Monster can scare player True/False   j ’ÄŸÏÂÒúKª\ÒÀ¥ù¶ BLIND ÿÿÿÿ  8 0Monster can blind player True/False   j &LâvWkCºxÖñó¸CONF ÿÿÿÿ  < 4Monster can confuse player True/False   j ½þ† <ùJ¶É»Ú βSLOW ÿÿÿÿ  6 .Monster can slow player True/False   j – 5±ÐñKšD_{“/ºHOLD ÿÿÿÿ  > 6Monster can paralyze player True/False   j T”áŒrþBŸÕh»t¿²Æ¾ HASTE ÿÿÿÿ  @ 8Monster can haste themselves True/False   j =‰ÿ…=K ²¡‡1>–RF6XXX1 ÿÿÿÿ    Unused True/False   j _&2+l @¯ô$ANPšºHEAL ÿÿÿÿ  > 6Monster can heal themselves True/False   j î4̯]«)NžÐNÂúú–RF6XXX2 ÿÿÿÿ    Unused True/False   j ¥D×ðsQéE” "> b#òÒ LVALùBLINK ÿÿÿÿ  T LMonster can blink up to 10 spaces away True/False   j ]´¯ë)’@…O7׬ݏ TPORT ÿÿÿÿ  : 2Monster can teleport away True/False   j Søš©M¾²˜žÝo¸g˜RF6XXXX3 ÿÿÿÿ    Unused True/False   j FˆÜBR1sC´„µœw¯§ó˜RF6XXXX4 ÿÿÿÿ    Unused True/False   j ‡òcGký–O¹‡.ÅùlÖTELE_TO ÿÿÿÿ  T LMonster can teleport player to monster True/False   j }›[îÔ½L®€ÄA¿¶ËžÎTELE_AWAY ÿÿÿÿ  H @Monster can teleport player away True/False   j ËÀäîB¨pAœšE¡_¥ðTELE_LEVEL ÿÿÿÿ  h `Monster can teleport player up or down one level True/False   j Äè“/#K³TOiíݡҖRF6XXX5 ÿÿÿÿ    Unused True/False   j µ¡ž3 &C±ÀÕÇ0Ùæ[ÆDARKNESS ÿÿÿÿ  B :Monster can make an area dark True/False   j /uN,ò[ºA€Þ`°fE}>Ê TRAPS ÿÿÿÿ  2 *Monster can set traps True/False   j áÕ– 2¤Ca¥e>S%‰ Set TrapsÞ FORGET ÿÿÿÿ  H @Monster can cause player amnesia True/False   j óž‚Ù².J¿ªÜ#ùéä Amnesia–RF6XXX6 ÿÿÿÿ    Unused True/False   j AÙmA‰ÊK‘êÍ‹_?Ê\è S_KIN ÿÿÿÿ  N FMonster can summon similar monsters True/False   j ¸ºöT…ðKDI£Ë’W) Summon KinÌS_HI_DEMON ÿÿÿÿ  D <Monster can summon high demons True/False   j g—PÝ€äKK¸8H«LͤMîS_MONSTER ÿÿÿÿ  D <Monster can summon one monster True/False   j 9½¯"êû¡N¿cb¾˜K)Ô$ Summon MonsterüS_MONSTERS ÿÿÿÿ  N FMonster can summon several monsters True/False   j ð“žÜ)gGˆ{ipÔ¢Pˆ& Summon MonstersäS_ANIMAL ÿÿÿÿ  < 4Monster can summon animals True/False   j 'y™²»Iºü£éuEwg$ Summon AnimalsäS_SPIDER ÿÿÿÿ  < 4Monster can summon spiders True/False   j  ¦ ‡ÐÚG‚¦{:„ϵ$ Summon SpidersÞS_HOUND ÿÿÿÿ  : 2Monster can summon hounds True/False   j ­†Mÿ*CD‡4ŸûðÙ," Summon HoundsÞS_HYDRA ÿÿÿÿ  : 2Monster can summon hydras True/False   j 8‹Ý³ÿí±Lšu96áHžR" SuLVALmmon HydrasÜS_AINUR ÿÿÿÿ  < 4Monster can summon an ainu True/False   j #œÍYWA“g³47Å‚ Summon AinuÜS_DEMON ÿÿÿÿ  : 2Monster can summon demons True/False   j >——N¿rN›u2ß̘öø  Summon DemonàS_UNDEAD ÿÿÿÿ  : 2Monster can summon undead True/False   j ‡¨/hbžC®âªÙ÷áP" Summon UndeadæS_DRAGON ÿÿÿÿ  < 4Monster can summon dragons True/False   j h=L¡ŠD6E°D0dÿ¢‡Ã& Summon a dragonS_HI_UNDEAD ÿÿÿÿ  J BMonster can summon greater undead True/False   j tpÆÚÆyMšG#<‹PØ2 *Summon Greater Undead S_HI_DRAGON ÿÿÿÿ  L DMonster can summon ancient dragons True/False   j óÂe‘9nÆC°dùo¨ŸÄ4 ,Summon Ancient DragonsøS_WRAITH ÿÿÿÿ  F >Monster can summon Ring Wraiths True/False   j ^}Ë%LU»N»¹ÓWc . &Summon Ring WriathsàS_UNIQUE ÿÿÿÿ  : 2Monster can summon unique True/False   j öý<|`ǪK¢âŽ2„d(o" Summon Uniqueo ID ÿÿÿÿ    ÿ  0   m ‘ù ¬…’D·Yh’ÏÂ-angband-doc-3.0.3.5/Help-Info/mon-info.spo0000644000000000000000000114123211020366743014737 0ustar Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ The Filthy street urchin (L.Dark 't') === Num:1 Lev:0 Rar:2 Spd:+0 Hp:1d4 Ac:1 Exp:0 He looks squalid and thoroughly revolting. This creature moves a bit erratically. He usually appears in groups. He can open doors and pick up objects. He takes quite a while to see intruders, which he may notice from 40 feet. He can beg, and touch to steal gold. The Scrawny cat (L.Umber 'f') === Num:2 Lev:0 Rar:3 Spd:+0 Hp:1d2 Ac:1 Exp:0 A skinny little furball with sharp claws and a menacing look. This natural creature moves a bit erratically. It is fairly observant of intruders, which it may notice from 300 feet. It can claw to attack with damage 1. The Scruffy little dog (L.Umber 'C') === Num:3 Lev:0 Rar:3 Spd:+0 Hp:1d3 Ac:1 Exp:0 A thin flea-ridden mutt, growling as you get close. This natural creature moves a bit erratically. It is observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1. [U] Farmer Maggot (White 'h') === Num:4 Lev:0 Rar:4 Spd:+0 Hp:350 Ac:10 Exp:0 He's lost his dogs. He's had his mushrooms stolen. He's not a happy hobbit! This creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is very observant of intruders, which he may notice from 400 feet. He will carry one or two good objects. He can moan, and moan. The Blubbering idiot (L.Slate 't') === Num:5 Lev:0 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:0 He tends to blubber a lot. This creature moves a bit erratically. He can pick up objects. He is ever vigilant for intruders, which he may notice from 60 feet. He can drool on you. The Boil-covered wretch (Green 't') === Num:6 Lev:0 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:0 Ugly doesn't begin to describe him. This creature moves a bit erratically. He can open doors, bash down doors and pick up objects. He is ever vigilant for intruders, which he may notice from 60 feet. He can drool on you. The Village idiot (L.Green 't') === Num:7 Lev:0 Rar:1 Spd:+10 Hp:4d4 Ac:1 Exp:0 Drooling and comical, but then, what do you expect? This creature moves a bit erratically. He can pick up objects. He is ever vigilant for intruders, which he may notice from 60 feet. He can drool on you. The Pitiful looking beggar (L.Umber 't') === Num:8 Lev:0 Rar:1 Spd:+0 Hp:1d4 Ac:1 Exp:0 You just can't help feeling sorry for him. This creature moves a bit erratically. He can open doors and pick up objects. He takes quite a while to see intruders, which he may notice from 100 feet. He can beg. The Mangy looking leper (Umber 't') === Num:9 Lev:0 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:0 You feel it isn't safe to touch him. This creature moves a bit erratically. He can open doors and pick up objects. He tends to overlook intruders, which he may notice from 100 feet. He can beg. The Squint eyed rogue (Blue 't') === Num:10 Lev:0 Rar:1 Spd:+0 Hp:2d8 Ac:8 Exp:0 A hardy, street-wise crook that knows an easy catch when it sees one. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He pays very little attention to intruders, which he may notice from 100 feet. He will carry an object or treasure. He can hit to attack with damage 1d6, and touch to steal items. The Singing, happy drunk (Yellow 't') === Num:11 Lev:0 Rar:1 Spd:+0 Hp:2d3 Ac:1 Exp:0 He makes you glad to be sober. This creature moves somewhat erratically. He can open doors, bash down doors and pick up objects. He is ever vigilant for intruders, which he may notice from 100 feet. He will carry a treasure. He can beg. The Aimless looking merchant (Orange 't') === Num:12 Lev:0 Rar:1 Spd:+0 Hp:3d3 Ac:1 Exp:0 The typical ponce around town, with purse jingling, and looking for more amulets of adornment to buy. This creature moves somewhat erratically. He can open doors, bash down doors and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry a treasure. He can hit to attack with damage 1d3. The Mean looking mercenary (Red 't') === Num:13 Lev:0 Rar:1 Spd:+0 Hp:5d8 Ac:20 Exp:0 No job is too low for him. This evil creature moves somewhat erratically. He can open doors, bash down doors and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d10. The Battle scarred veteran (L.Blue 't') === Num:14 Lev:0 Rar:1 Spd:+0 Hp:7d8 Ac:30 Exp:0 He doesn't take to strangers kindly. This creature moves somewhat erratically. He can open doors, bash down doors and pick up objects. He prefers to ignore intruders, which he may notice from 100 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d6. The Grey mold (Slate 'm') === Num:15 Lev:1 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:3 A small strange growth. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can hit to attack with damage 1d4, and hit to attack with damage 1d4. The Grey mushroom patch (Slate ',') === Num:16 Lev:1 Rar:1 Spd:+0 Hp:1d2 Ac:1 Exp:1 Yum! It looks quite tasty. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to confuse with damage 1d4. The Giant yellow centipede (Yellow 'c') === Num:17 Lev:1 Rar:1 Spd:+0 Hp:2d6 Ac:12 Exp:2 It is about four feet long and carnivorous. This natural creature moves normally. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to attack with damage 1d3, and sting to attack with damage 1d3. The Giant white centipede (White 'c') === Num:18 Lev:1 Rar:1 Spd:+0 Hp:3d5 Ac:10 Exp:2 It is about four feet long and carnivorous. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 70 feet. It can bite to attack with damage 1d2, and sting to attack with damage 1d2. The White icky thing (White 'i') === Num:19 Lev:1 Rar:1 Spd:+0 Hp:3d5 Ac:7 Exp:2 It is a smallish, slimy, icky creature. This creature moves extremely erratically. It is not detected by telepathy. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to attack with damage 1d2. The Clear icky thing (White 'i') === Num:20 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:6 Exp:1 It is a smallish, slimy, icky, blobby creature. This creature moves extremely erratically. It is invisible. It is not detected by telepathy. It is fairly observant of intruders, which it may notice from 120 feet. It can touch to attack with damage 1d2. The Giant white mouse (White 'r') === Num:21 Lev:1 Rar:1 Spd:+0 Hp:1d3 Ac:4 Exp:1 It is about three feet long with large teeth. This natural creature moves somewhat erratically. It breeds explosively. It takes a while to see intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2. The Large brown snake (Umber 'J') === Num:22 Lev:1 Rar:1 Spd:-10 Hp:4d6 Ac:35 Exp:3 It is about eight feet long. This natural creature moves a bit erratically. It can bash down doors. It pays very little attention to intruders, which it may notice from 40 feet. It can bite to attack with damage 1d3, and crush to attack with damage 1d4. The Large white snake (White 'J') === Num:23 Lev:1 Rar:1 Spd:-10 Hp:3d6 Ac:30 Exp:2 It is about eight feet long. This natural creature moves somewhat erratically. It can bash down doors. It pays very little attention to intruders, which it may notice from 40 feet. It can bite to attack with damage 1, and crush to attack with damage 1. The Small kobold (Yellow 'k') === Num:24 Lev:1 Rar:1 Spd:+0 Hp:2d7 Ac:16 Exp:5 It is a squat and ugly humanoid figure. This evil creature moves normally. It can open doors and bash down doors. It resists poison. It is fairly observant of intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 1d5. The Kobold (L.Green 'k') === Num:25 Lev:1 Rar:1 Spd:+0 Hp:3d7 Ac:16 Exp:5 It is a small, dog-headed humanoid. This evil creature moves normally. It can open doors and bash down doors. It resists poison. It is fairly observant of intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 1d6. The White worm mass (White 'w') === Num:26 Lev:1 Rar:1 Spd:-10 Hp:4d4 Ac:1 Exp:2 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It resists poison. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to poison with damage 1d2. The Floating eye (Orange 'e') === Num:27 Lev:1 Rar:1 Spd:+0 Hp:3d6 Ac:6 Exp:1 A disembodied eye, floating a few feet above the ground. This creature moves normally, but does not deign to chase intruders. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to paralyze. The Rock lizard (L.Umber 'R') === Num:28 Lev:1 Rar:1 Spd:+0 Hp:3d4 Ac:4 Exp:2 It is a small lizard with a hardened hide. This natural creature moves normally. It takes a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1. The Jackal (L.Umber 'C') === Num:29 Lev:1 Rar:1 Spd:+0 Hp:1d4 Ac:3 Exp:1 It is a yapping snarling dog, dangerous when in a pack. This natural creature moves normally. It usually appears in groups. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to attack with damage 1. The Soldier ant (L.Slate 'a') === Num:30 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:3 Exp:3 A large ant with powerful mandibles. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 100 feet. It can bite to attack with damage 1d2. The Fruit bat (Orange 'b') === Num:31 Lev:1 Rar:1 Spd:+10 Hp:1d6 Ac:3 Exp:1 A fast-moving pest. This natural creature moves normally. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1. The Shrieker mushroom patch (L.Red ',') === Num:32 Lev:2 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:1 Yum! These look quite tasty. This creature moves normally, but does not deign to chase intruders. It may shriek for help. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It has no physical attacks. The Blubbering icky thing (L.Slate 'i') === Num:33 Lev:2 Rar:1 Spd:+0 Hp:5d6 Ac:4 Exp:8 It is a smallish, slimy, icky, hungry creature. This creature moves somewhat erratically. It can destroy weaker monsters and pick up objects. It is not detected by telepathy. It resists poison. It is fairly observant of intruders, which it may notice from 140 feet. It will carry one or twon objects or treasures. It can crawl on you to poison with damage 1d4, and crawl on you to eat your food. The Metallic green centipede (Green 'c') === Num:34 Lev:2 Rar:1 Spd:+10 Hp:4d4 Ac:4 Exp:3 It is about four feet long and carnivorous. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. It is fairly observant of intruders, which it may notice from 50 feet. It can crawl on you to attack with damage 1. The Novice warrior (Umber 'p') === Num:35 Lev:2 Rar:1 Spd:+0 Hp:9d4 Ac:16 Exp:6 He looks inexperienced but tough. This creature moves normally. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d6. The Novice rogue (Blue 'p') === Num:36 Lev:2 Rar:1 Spd:+0 Hp:8d4 Ac:12 Exp:6 A rather shifty individual. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d6, and touch to steal gold. The Novice priest (Green 'p') === Num:37 Lev:2 Rar:1 Spd:+0 Hp:7d4 Ac:10 Exp:7 He is tripping over his priestly robes. This creature moves normally. He is magical, casting spells which cause light wounds, terrify or heal-self; 1 time in 12. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5. The Novice mage (Red 'p') === Num:38 Lev:2 Rar:1 Spd:+0 Hp:6d4 Ac:6 Exp:7 He is leaving behind a trail of dropped spell components. This creature moves normally. He is magical, casting spells which produce magic missiles, blind, confuse or blink-self; 1 time in 12. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d4. The Yellow mushroom patch (Yellow ',') === Num:39 Lev:2 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:2 Yum! It looks quite tasty. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to terrify with damage 1d6. The White jelly (White 'j') === Num:40 Lev:2 Rar:1 Spd:+10 Hp:8d8 Ac:1 Exp:10 Its a large pile of white flesh. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison with damage 1d2. The Giant green frog (Green 'R') === Num:41 Lev:2 Rar:1 Spd:+0 Hp:2d8 Ac:8 Exp:6 It is as big as a wolf. This natural creature moves a bit erratically. It can bash down doors. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d3. The Giant black ant (L.Dark 'a') === Num:42 Lev:2 Rar:1 Spd:+0 Hp:3d6 Ac:20 Exp:8 It is about three feet long. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4. The Salamander (Orange 'R') === Num:43 Lev:2 Rar:1 Spd:+0 Hp:4d6 Ac:20 Exp:10 A small black and orange lizard. This natural creature moves a bit erratically. It resists fire. It pays little attention to intruders, which it may notice from 80 feet. It can bite to burn with damage 1d3. The White harpy (White 'H') === Num:44 Lev:2 Rar:1 Spd:+0 Hp:2d5 Ac:17 Exp:5 A flying, screeching bird with a woman's face. This natural evil creature moves somewhat erratically. She is fairly observant of intruders, which she may notice from 160 feet. She can claw to attack with damage 1, claw to attack with damage 1, and bite to attack with damage 1d2. The Blue yeek (Blue 'y') === Num:45 Lev:2 Rar:1 Spd:+0 Hp:2d6 Ac:14 Exp:4 A small humanoid figure. This natural creature moves normally. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 180 feet. It will carry an object or treasure. It can hit to attack with damage 1d5. [U] Grip, Farmer Maggot's dog (L.Umber 'C') === Num:46 Lev:2 Rar:1 Spd:+10 Hp:25 Ac:30 Exp:30 A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms. This natural creature moves a bit erratically. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d4. [U] Fang, Farmer Maggot's dog (L.Umber 'C') === Num:47 Lev:2 Rar:1 Spd:+10 Hp:25 Ac:30 Exp:30 A rather vicious dog belonging to Farmer Maggot. It thinks you are stealing mushrooms. This natural creature moves a bit erratically. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d4. The Green worm mass (Green 'w') === Num:48 Lev:2 Rar:1 Spd:-10 Hp:6d4 Ac:3 Exp:3 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It resists acid. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to shoot acid with damage 1d3. The Large yellow snake (Yellow 'J') === Num:49 Lev:2 Rar:1 Spd:-10 Hp:4d8 Ac:38 Exp:9 It is about ten feet long. This natural creature moves a bit erratically. It can bash down doors. It tends to overlook intruders, which it may notice from 50 feet. It can bite to attack with damage 1d4, and crush to attack with damage 1d6. The Cave spider (L.Dark 'S') === Num:50 Lev:2 Rar:1 Spd:+10 Hp:2d6 Ac:16 Exp:7 It is a black spider that moves in fits and starts. This natural creature moves normally. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4. The Wild cat (L.Umber 'f') === Num:51 Lev:2 Rar:2 Spd:+10 Hp:3d5 Ac:12 Exp:8 A larger than normal feline, hissing loudly. Its velvet claws conceal a fistful of needles. This natural creature moves normally. It can bash down doors. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to attack with damage 1d3, and claw to attack with damage 1d3. [U] Smeagol (Blue 'h') === Num:52 Lev:3 Rar:2 Spd:+20 Hp:25 Ac:12 Exp:16 He's been sneaking, and he wants his 'precious.' This evil creature moves extremely erratically. He can open doors and bash down doors. He is invisible. He is observant of intruders, which he may notice from 200 feet. He will carry up to 3 treasures. He can hit to attack with damage 1d4, and touch to steal gold. The Green ooze (Green 'j') === Num:53 Lev:3 Rar:2 Spd:+10 Hp:3d4 Ac:16 Exp:4 It's green and it's oozing. This creature moves extremely erratically. It is not detected by telepathy. It resists acid and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 80 feet. It will carry one or twon objects or treasures. It can crawl on you to shoot acid with damage 1d3. The Poltergeist (L.Slate 'G') === Num:54 Lev:3 Rar:1 Spd:+20 Hp:2d5 Ac:15 Exp:8 It is a ghastly, ghostly form. This evil undead creature moves extremely erratically. It is magical, casting spells which blink-self; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 80 feet. It will carry up to 3 objects or treasures. It can touch to terrify. The Metallic blue centipede (Blue 'c') === Num:55 Lev:3 Rar:1 Spd:+10 Hp:4d5 Ac:6 Exp:7 It is about four feet long and carnivorous. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 60 feet. It can crawl on you to attack with damage 1d2. The Giant white louse (White 'l') === Num:56 Lev:3 Rar:1 Spd:+10 Hp:1 Ac:5 Exp:1 It is six inches long. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to attack with damage 1. The Black naga (L.Dark 'n') === Num:57 Lev:3 Rar:1 Spd:+0 Hp:6d8 Ac:40 Exp:20 A large black serpent's body with a female torso. This evil creature moves a bit erratically. She can bash down doors. She pays very little attention to intruders, which she may notice from 160 feet. She will carry an object or treasure. She can crush to attack with damage 1d8. The Spotted mushroom patch (Orange ',') === Num:58 Lev:3 Rar:1 Spd:+0 Hp:1 Ac:1 Exp:3 Yum! It looks quite tasty. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to poison with damage 2d4. The Silver jelly (L.Slate 'j') === Num:59 Lev:3 Rar:2 Spd:+10 Hp:10d8 Ac:1 Exp:12 It is a large pile of silver flesh that sucks all light from its surroundings. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 16. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to absorb light with damage 1d3, and touch to absorb light with damage 1d3. The Yellow jelly (Yellow 'j') === Num:60 Lev:3 Rar:1 Spd:+10 Hp:10d8 Ac:1 Exp:12 It's a large pile of yellow flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 16. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to poison with damage 1d3. The Scruffy looking hobbit (Blue 'h') === Num:61 Lev:3 Rar:1 Spd:+0 Hp:3d5 Ac:8 Exp:4 A short little guy, in bedraggled clothes. He appears to be looking for a good tavern. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He is fairly observant of intruders, which he may notice from 160 feet. He will carry an object or treasure. He can hit to attack with damage 1d4, and touch to steal gold. The Giant white ant (White 'a') === Num:62 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:7 It is about two feet long and has sharp pincers. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d4. The Yellow mold (Yellow 'm') === Num:63 Lev:3 Rar:1 Spd:+0 Hp:8d8 Ac:10 Exp:9 It is a strange growth on the dungeon floor. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can hit to attack with damage 1d4. The Metallic red centipede (Red 'c') === Num:64 Lev:3 Rar:1 Spd:+10 Hp:4d8 Ac:9 Exp:12 It is about four feet long and carnivorous. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 80 feet. It can crawl on you to attack with damage 1d2. The Yellow worm mass (Yellow 'w') === Num:65 Lev:3 Rar:2 Spd:-10 Hp:4d8 Ac:4 Exp:4 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to reduce dexterity with damage 1d3. The Clear worm mass (White 'w') === Num:66 Lev:3 Rar:2 Spd:-10 Hp:4d4 Ac:1 Exp:4 It is a disgusting mass of poisonous worms. This natural creature moves extremely erratically. It is invisible. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It resists poison. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to poison with damage 1d2. The Radiation eye (L.Red 'e') === Num:67 Lev:3 Rar:1 Spd:+0 Hp:3d6 Ac:6 Exp:6 A disembodied eye, crackling with energy. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 11. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to reduce strength with damage 1d6. The Cave lizard (Umber 'R') === Num:68 Lev:4 Rar:1 Spd:+0 Hp:3d6 Ac:16 Exp:8 It is an armoured lizard with a powerful bite. This natural creature moves normally. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d5. The Novice ranger (L.Slate 'p') === Num:69 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:6 Exp:18 An agile hunter, ready and relaxed. This creature moves normally. He may fire arrows. He is magical, casting spells which produce magic missiles; 1 time in 9. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5, and hit to attack with damage 1d5. The Novice paladin (White 'p') === Num:70 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:16 Exp:20 An adventurer both devoutly religious and skillful in combat. This creature moves normally. He is magical, casting spells which cause light wounds or terrify; 1 time in 9. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d7. The Blue jelly (Blue 'j') === Num:71 Lev:4 Rar:1 Spd:+0 Hp:12d8 Ac:1 Exp:14 It's a large pile of pulsing blue flesh. This creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It is hurt by bright light. It resists cold. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to freeze with damage 1d6. The Creeping copper coins (Umber '$') === Num:72 Lev:4 Rar:2 Spd:-10 Hp:7d8 Ac:24 Exp:9 It is a pile of coins. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 30 feet. It will carry one or two treasures. It can hit to attack with damage 1d4, and touch to poison with damage 2d4. The Giant white rat (L.Slate 'r') === Num:73 Lev:4 Rar:1 Spd:+0 Hp:2d2 Ac:7 Exp:1 It is a very vicious rodent. This natural creature moves a bit erratically. It breeds explosively. It takes quite a while to see intruders, which it may notice from 80 feet. It can bite to poison with damage 1d3. The Blue worm mass (Blue 'w') === Num:74 Lev:4 Rar:1 Spd:-10 Hp:5d8 Ac:12 Exp:5 It is a large slimy mass of worms. This natural creature moves extremely erratically. It is cold blooded. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It resists cold. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to freeze with damage 1d4. The Large grey snake (Slate 'J') === Num:75 Lev:4 Rar:1 Spd:-10 Hp:6d8 Ac:41 Exp:14 It is about ten feet long. This natural creature moves a bit erratically. It can bash down doors. It tends to overlook intruders, which it may notice from 60 feet. It can bite to attack with damage 1d5, and crush to attack with damage 1d8. [U] Bullroarer the Hobbit (Blue 'h') === Num:76 Lev:5 Rar:3 Spd:+10 Hp:60 Ac:8 Exp:90 He is a sturdy hobbit who is renowned for his unusual strength and vigour. He can prove a troublesome opponent. This creature moves normally. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 160 feet. He will carry up to 4 good objects. He can hit to attack with damage 1d6, touch to steal items, and touch to steal gold. The Novice mage (Red 'p') === Num:77 Lev:5 Rar:2 Spd:+0 Hp:6d4 Ac:6 Exp:7 He is leaving behind a trail of dropped spell components. This creature moves normally. He usually appears in groups. He is magical, casting spells which produce magic missiles, blind, confuse or blink-self; 1 time in 12. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d4. The Green naga (Green 'n') === Num:78 Lev:5 Rar:1 Spd:+0 Hp:9d8 Ac:40 Exp:30 A large green serpent with a female's torso. Her green skin glistens with acid. This evil creature moves a bit erratically. She can bash down doors and pick up objects. She resists acid. She pays very little attention to intruders, which she may notice from 180 feet. She will carry an object or treasure. She can crush to attack with damage 1d8, and spit to shoot acid with damage 2d6. The Blue ooze (Blue 'j') === Num:79 Lev:5 Rar:1 Spd:+0 Hp:3d4 Ac:16 Exp:7 It's blue and it's oozing. This creature moves extremely erratically. It is not detected by telepathy. It resists cold. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 80 feet. It will carry an object or treasure. It can crawl on you to freeze with damage 1d4. The Green glutton ghost (Green 'G') === Num:80 Lev:5 Rar:1 Spd:+20 Hp:3d4 Ac:20 Exp:15 It is a very ugly green ghost with a voracious appetite. This evil undead creature moves extremely erratically. It can pass through walls. It is invisible. It is cold blooded. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 100 feet. It will carry up to 3 objects or treasures. It can touch to eat your food with damage 1. The Green jelly (Green 'j') === Num:81 Lev:5 Rar:1 Spd:+10 Hp:22d8 Ac:1 Exp:18 It is a large pile of pulsing green flesh. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is hurt by bright light. It resists acid. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to shoot acid with damage 1d2. The Large kobold (Blue 'k') === Num:82 Lev:5 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:25 It a man-sized figure with the all too recognizable face of a kobold. This evil creature moves normally. It can open doors and bash down doors. It resists poison. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 1d10. The Skeleton kobold (White 's') === Num:83 Lev:5 Rar:1 Spd:+0 Hp:5d8 Ac:26 Exp:12 It is a small animated kobold skeleton. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6. The Grey icky thing (Slate 'i') === Num:84 Lev:5 Rar:1 Spd:+0 Hp:4d8 Ac:12 Exp:10 It is a smallish, slimy, icky, nasty creature. This creature moves somewhat erratically. It is not detected by telepathy. It takes a while to see intruders, which it may notice from 140 feet. It can touch to attack with damage 1d5. The Disenchanter eye (Violet 'e') === Num:85 Lev:5 Rar:2 Spd:-10 Hp:7d8 Ac:10 Exp:20 A disembodied eye, crackling with magic. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 9. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to disenchant. The Red worm mass (Red 'w') === Num:86 Lev:5 Rar:1 Spd:-10 Hp:5d8 Ac:12 Exp:6 It is a large slimy mass of worms. This natural creature moves extremely erratically. It can bash down doors. It is not detected by telepathy. It breeds explosively. It is hurt by bright light. It resists fire. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to burn with damage 1d6. The Copperhead snake (Orange 'J') === Num:87 Lev:5 Rar:1 Spd:+0 Hp:4d6 Ac:20 Exp:15 It has a copper head and sharp venomous fangs. This natural creature moves somewhat erratically. It can bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 60 feet. It can bite to poison with damage 2d4. The Purple mushroom patch (Violet ',') === Num:88 Lev:6 Rar:2 Spd:+0 Hp:1 Ac:1 Exp:15 Yum! It looks quite tasty. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 20 feet. It can release spores to reduce constitution with damage 1d2, release spores to reduce constitution with damage 1d2, and release spores to reduce constitution with damage 1d2. The Novice priest (Green 'p') === Num:89 Lev:6 Rar:2 Spd:+0 Hp:7d4 Ac:10 Exp:7 He is tripping over his priestly robes. This creature moves normally. He usually appears in groups. He is magical, casting spells which cause light wounds, terrify or heal-self; 1 time in 12. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5. The Novice warrior (Umber 'p') === Num:90 Lev:6 Rar:2 Spd:+0 Hp:9d4 Ac:16 Exp:6 He looks inexperienced but tough. This creature moves normally. He usually appears in groups. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d6. The Novice rogue (Blue 'p') === Num:91 Lev:6 Rar:2 Spd:+0 Hp:8d4 Ac:12 Exp:6 A rather shifty individual. This evil creature moves normally. He usually appears in groups. He can open doors, bash down doors and pick up objects. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d6, and touch to steal gold. The Brown mold (Umber 'm') === Num:92 Lev:6 Rar:1 Spd:+0 Hp:15d8 Ac:12 Exp:20 A strange brown growth on the dungeon floor. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can hit to confuse with damage 1d4. The Giant brown bat (Umber 'b') === Num:93 Lev:6 Rar:1 Spd:+20 Hp:3d8 Ac:15 Exp:10 It screeches as it attacks. This natural creature moves somewhat erratically. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 1d3. The Novice archer (L.Slate 'p') === Num:94 Lev:6 Rar:2 Spd:+10 Hp:6d8 Ac:10 Exp:20 A nasty little fellow with a bow and arrow. This creature moves normally. He may fire arrows. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry one or two treasures. He can hit to attack with damage 1d4, and hit to attack with damage 1d4. The Creeping silver coins (Slate '$') === Num:95 Lev:6 Rar:2 Spd:-10 Hp:12d8 Ac:30 Exp:18 It is a pile of coins, crawling forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 40 feet. It will carry up to 3 treasures. It can hit to attack with damage 1d6, and touch to poison with damage 2d6. The Snaga (L.Umber 'o') === Num:96 Lev:6 Rar:1 Spd:+0 Hp:8d8 Ac:32 Exp:15 He is one of the many weaker 'slave' orcs, often mistakenly known as a goblin. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d8. The Rattlesnake (Red 'J') === Num:97 Lev:6 Rar:1 Spd:+0 Hp:6d7 Ac:24 Exp:20 It is recognized by the hard-scaled end of its body that is often rattled to frighten its prey. This natural creature moves somewhat erratically. It can bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 60 feet. It can bite to poison with damage 2d5. The Cave orc (L.Green 'o') === Num:98 Lev:7 Rar:1 Spd:+0 Hp:11d9 Ac:32 Exp:20 He is often found in huge numbers in deep caves. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d8. The Wood spider (L.Umber 'S') === Num:99 Lev:7 Rar:3 Spd:+10 Hp:3d6 Ac:16 Exp:15 It scuttles towards you. This natural creature moves normally. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d3, and sting to poison with damage 1d4. The Manes (Umber 'u') === Num:100 Lev:7 Rar:2 Spd:+0 Hp:8d8 Ac:32 Exp:16 It is a minor but aggressive demon. This evil demon moves normally. It usually appears in groups. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Bloodshot eye (Red 'e') === Num:101 Lev:7 Rar:3 Spd:+0 Hp:5d8 Ac:6 Exp:15 A disembodied eye, bloodshot and nasty. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 7. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 20 feet. It can gaze to blind with damage 2d6. The Pink naga (L.Red 'n') === Num:102 Lev:7 Rar:2 Spd:+0 Hp:11d8 Ac:40 Exp:40 A large pink snake with a woman's torso. This evil creature moves a bit erratically. She can bash down doors and pick up objects. She pays very little attention to intruders, which she may notice from 200 feet. She will carry an object or treasure. She can crush to attack with damage 1d10, and bite to reduce strength with damage 1d4. The Pink jelly (L.Red 'j') === Num:103 Lev:7 Rar:1 Spd:+0 Hp:26d8 Ac:1 Exp:26 It is a large pulsating mound of red flesh. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It is hurt by bright light. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to reduce strength with damage 1d5. The Giant pink frog (L.Red 'R') === Num:104 Lev:7 Rar:1 Spd:+0 Hp:5d8 Ac:16 Exp:16 It looks poisonous. This natural creature moves somewhat erratically. It can bash down doors. It tends to overlook intruders, which it may notice from 120 feet. It can bite to reduce strength with damage 2d4. The Green icky thing (Green 'i') === Num:105 Lev:7 Rar:2 Spd:+0 Hp:5d8 Ac:12 Exp:18 It is a smallish, slimy, icky, acidic creature. This creature moves somewhat erratically. It is not detected by telepathy. It resists acid. It takes a while to see intruders, which it may notice from 140 feet. It can touch to shoot acid with damage 2d5. The Zombified kobold (Slate 'z') === Num:106 Lev:7 Rar:1 Spd:+0 Hp:6d8 Ac:14 Exp:14 It is an animated kobold corpse. Flesh falls off in large chunks as it shambles forward. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d2, and hit to attack with damage 1d2. The Lost soul (L.Blue 'G') === Num:107 Lev:7 Rar:2 Spd:+0 Hp:2d8 Ac:10 Exp:18 It is almost insubstantial. This evil undead creature moves somewhat erratically. It is magical, casting spells which drain mana or teleport-self; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 2d2, and touch to reduce wisdom. The Dark elf (L.Dark 'h') === Num:108 Lev:7 Rar:2 Spd:+0 Hp:7d10 Ac:16 Exp:25 An elven figure with jet black skin and white hair, his eyes are large and twisted with evil. This evil creature moves normally. He is magical, casting spells which confuse or create darkness; 1 time in 10. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d6, and hit to attack with damage 1d6. The Night lizard (L.Dark 'R') === Num:109 Lev:7 Rar:2 Spd:+0 Hp:4d8 Ac:16 Exp:35 It is a black lizard with overlapping scales and a powerful jaw. This natural creature moves normally. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1d6, and bite to attack with damage 1d6. [U] Mughash the Kobold Lord (Blue 'k') === Num:110 Lev:7 Rar:3 Spd:+0 Hp:150 Ac:20 Exp:100 Strong and powerful, for a kobold. This evil creature moves normally. He usually appears with escorts. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10. [U] Wormtongue, Agent of Saruman (Blue 'p') === Num:111 Lev:8 Rar:1 Spd:+0 Hp:250 Ac:30 Exp:150 He's been spying for Saruman. He is a snivelling wretch with no morals and disgusting habits. This evil creature moves normally. He is magical, casting spells which produce poison balls, produce frost bolts, slow, heal-self or create traps; 1 time in 5. He can open doors, bash down doors and pick up objects. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon exceptional objects. He can hit to attack with damage 1d5, hit to attack with damage 1d5, and touch to steal gold. [U] Lagduf, the Snaga (Orange 'o') === Num:112 Lev:8 Rar:2 Spd:+0 Hp:190 Ac:32 Exp:80 A captain of a regiment of weaker orcs, Lagduf keeps his troop in order with displays of excessive violence. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 1d10, hit to attack with damage 1d10, hit to attack with damage 1d9, and hit to attack with damage 1d9. The Brown yeek (Umber 'y') === Num:113 Lev:8 Rar:1 Spd:+0 Hp:4d8 Ac:18 Exp:11 It is a strange small humanoid. This natural creature moves normally. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 180 feet. It will carry an object or treasure. It can hit to attack with damage 1d6. The Novice ranger (L.Slate 'p') === Num:114 Lev:8 Rar:1 Spd:+0 Hp:6d8 Ac:6 Exp:18 An agile hunter, ready and relaxed. This creature moves normally. He usually appears in groups. He may fire arrows. He is magical, casting spells which produce magic missiles; 1 time in 9. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5, and hit to attack with damage 1d5. The Giant salamander (Yellow 'R') === Num:115 Lev:8 Rar:1 Spd:+0 Hp:6d7 Ac:40 Exp:50 A large black and yellow lizard. You'd better run away! This natural creature moves a bit erratically. It may breathe fire; 1 time in 9. It resists fire. It is vigilant for intruders, which it may notice from 60 feet. It can bite to burn with damage 3d6. The Green mold (Green 'm') === Num:116 Lev:8 Rar:2 Spd:+0 Hp:21d8 Ac:14 Exp:28 It is a strange growth on the dungeon floor. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists acid and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can hit to terrify with damage 1d4. The Skeleton orc (White 's') === Num:117 Lev:8 Rar:1 Spd:+0 Hp:10d8 Ac:36 Exp:26 It is an animated orc skeleton. This evil undead orc moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 2d5. The Novice paladin (White 'p') === Num:118 Lev:8 Rar:2 Spd:+0 Hp:6d8 Ac:16 Exp:20 An adventurer both devoutly religious and skillful in combat. This creature moves normally. He usually appears in groups. He is magical, casting spells which cause light wounds or terrify; 1 time in 9. He can open doors and bash down doors. He is observant of intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d7, and hit to attack with damage 1d7. The Lemure (L.Umber 'u') === Num:119 Lev:8 Rar:3 Spd:+0 Hp:13d9 Ac:32 Exp:16 It is the larval form of a major demon. This evil demon moves normally. It usually appears in groups. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Hill orc (Umber 'o') === Num:120 Lev:8 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:25 He is a hardy well-weathered survivor. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d10. The Bandit (Blue 'p') === Num:121 Lev:8 Rar:2 Spd:+0 Hp:8d8 Ac:24 Exp:26 He is after your cash! This evil creature moves normally. He can open doors, bash down doors and pick up objects. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d4, and touch to steal gold. The Yeti (Blue 'Y') === Num:122 Lev:9 Rar:3 Spd:+0 Hp:11d9 Ac:24 Exp:30 A large white figure covered in shaggy fur. This natural creature moves normally. It can open doors and bash down doors. It resists cold. It is fairly observant of intruders, which it may notice from 200 feet. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d4. The Bloodshot icky thing (Red 'i') === Num:123 Lev:9 Rar:3 Spd:+0 Hp:7d8 Ac:18 Exp:24 It is a strange, slimy, icky creature. This creature moves somewhat erratically. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It resists poison. It takes a while to see intruders, which it may notice from 140 feet. It can touch to attack with damage 1d4, and crawl on you to shoot acid with damage 2d4. The Giant grey rat (Slate 'r') === Num:124 Lev:9 Rar:1 Spd:+0 Hp:2d3 Ac:12 Exp:2 It is a rodent of unusual size. This natural creature moves a bit erratically. It breeds explosively. It resists poison. It takes a while to see intruders, which it may notice from 80 feet. It can bite to poison with damage 1d4. The Black harpy (L.Dark 'H') === Num:125 Lev:9 Rar:1 Spd:+10 Hp:3d8 Ac:22 Exp:19 A woman's face on the body of a vicious black bird. This natural evil creature moves a bit erratically. She is fairly observant of intruders, which she may notice from 160 feet. She can claw to attack with damage 1d2, claw to attack with damage 1d2, and bite to attack with damage 1d3. The Orc shaman (Red 'o') === Num:126 Lev:9 Rar:1 Spd:+0 Hp:9d8 Ac:15 Exp:30 An orc dressed in skins who gestures wildly. This evil orc moves normally. He is magical, casting spells which cause light wounds, produce magic missiles or blink-self; 1 time in 8. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d6, and hit to attack with damage 1d6. The Baby blue dragon (Blue 'd') === Num:127 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale blue. This evil dragon moves normally. It may breathe lightning; 1 time in 11. It can open doors and bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby white dragon (White 'd') === Num:128 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale white. This evil dragon moves normally. It may breathe frost; 1 time in 11. It can open doors and bash down doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby green dragon (Green 'd') === Num:129 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a sickly green. This evil dragon moves normally. It may breathe poison; 1 time in 11. It can open doors and bash down doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby black dragon (Slate 'd') === Num:130 Lev:9 Rar:2 Spd:+0 Hp:100 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a dull black. This evil dragon moves normally. It may breathe acid; 1 time in 11. It can open doors and bash down doors. It resists acid. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Baby red dragon (Red 'd') === Num:131 Lev:9 Rar:2 Spd:+0 Hp:110 Ac:30 Exp:35 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales a pale red. This evil dragon moves normally. It may breathe fire; 1 time in 11. It can open doors and bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Giant pink ant (L.Red 'a') === Num:132 Lev:9 Rar:2 Spd:+0 Hp:4d8 Ac:34 Exp:22 It is large and has venomous mandibles. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It tends to overlook intruders, which it may notice from 120 feet. It can bite to attack with damage 1d4, and sting to reduce strength with damage 1d4. [U] Brodda, the Easterling (Umber 'p') === Num:133 Lev:9 Rar:2 Spd:+0 Hp:210 Ac:25 Exp:100 A nasty piece of work, Brodda picks on defenseless women and children. This creature moves normally. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 1d12, hit to attack with damage 1d12, hit to attack with damage 1d12, and hit to attack with damage 1d12. The King cobra (Green 'J') === Num:134 Lev:9 Rar:2 Spd:+0 Hp:8d10 Ac:30 Exp:28 It is a large snake with a hooded face. This natural creature moves somewhat erratically. It can bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 80 feet. It can spit to blind with damage 1d2, and bite to poison with damage 3d4. The Giant spider (Violet 'S') === Num:135 Lev:10 Rar:2 Spd:+0 Hp:10d10 Ac:16 Exp:35 It is a vast black spider whose bulbous body is bloated with poison. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to attack with damage 1d10, bite to poison with damage 1d6, bite to poison with damage 1d6, and bite to attack with damage 1d10. The Dark elven mage (Violet 'h') === Num:136 Lev:10 Rar:1 Spd:+10 Hp:7d10 Ac:16 Exp:50 A dark elven figure, dressed all in black, hurling spells at you. This evil creature moves normally. He is magical, casting spells which produce poison balls, produce magic missiles, blind, confuse or create darkness; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 1d6, and hit to attack with damage 1d6. [U] Orfax, Son of Boldor (Blue 'y') === Num:137 Lev:10 Rar:3 Spd:+10 Hp:120 Ac:20 Exp:80 He's just like daddy! He knows mighty spells, but fortunately he is a yeek. This natural evil creature moves normally. He usually appears with escorts. He is magical, casting spells intelligently which confuse, slow, heal-self, blink-self, teleport to or summon a monster; 1 time in 4. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 180 feet. He will carry one or two good objects. He can hit to attack with damage 1d9, hit to attack with damage 1d8, insult, and insult. The Dark elven warrior (Umber 'h') === Num:138 Lev:10 Rar:1 Spd:+0 Hp:10d11 Ac:16 Exp:50 A dark elven figure in armour and ready with his sword. This evil creature moves normally. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Clear mushroom patch (White ',') === Num:139 Lev:10 Rar:2 Spd:+10 Hp:1 Ac:1 Exp:3 Yum! It looks quite tasty. This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It breeds explosively. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 40 feet. It can release spores to attack with damage 1. [U] Grishnakh, the Hill Orc (L.Umber 'o') === Num:140 Lev:10 Rar:3 Spd:+0 Hp:230 Ac:20 Exp:160 He is a cunning and devious orc with a chaotic nature. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 1d12, hit to attack with damage 1d10, hit to attack with damage 1d12, and hit to attack with damage 1d10. The Giant white tick (White 'S') === Num:141 Lev:10 Rar:2 Spd:-10 Hp:12d8 Ac:40 Exp:27 It is moving slowly towards you. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists poison. It takes a while to see intruders, which it may notice from 120 feet. It can bite to poison with damage 2d6. The Hairy mold (Orange 'm') === Num:142 Lev:10 Rar:2 Spd:+0 Hp:15d8 Ac:15 Exp:32 It is a strange hairy growth on the dungeon floor. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can hit to poison with damage 1d3. The Disenchanter mold (Violet 'm') === Num:143 Lev:10 Rar:2 Spd:+0 Hp:16d8 Ac:20 Exp:40 It is a strange glowing growth on the dungeon floor. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to disenchant with damage 1d6. The Pseudo dragon (Orange 'd') === Num:144 Lev:10 Rar:2 Spd:+0 Hp:200 Ac:30 Exp:150 A small relative of the dragon that inhabits dark caves. This dragon moves normally. It may breathe light or darkness, and is also magical, casting spells which terrify or confuse; 1 time in 11. It can bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry an object or treasure. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Tengu (L.Red 'u') === Num:145 Lev:10 Rar:1 Spd:+10 Hp:16d9 Ac:32 Exp:40 It is a fast-moving demon that blinks quickly in and out of existence; no other demon matches its teleporting mastery. This evil demon moves normally. It is magical, casting spells which blink-self or teleport to; 1 time in 3. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Creeping gold coins (Yellow '$') === Num:146 Lev:10 Rar:3 Spd:-10 Hp:18d8 Ac:36 Exp:32 It is a pile of coins, crawling forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 4 treasures. It can hit to attack with damage 2d5, and touch to poison with damage 3d5. The Wolf (Umber 'C') === Num:147 Lev:10 Rar:1 Spd:+10 Hp:6d6 Ac:30 Exp:30 It howls and snaps at you. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors. It takes a while to see intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6. The Giant fruit fly (L.Green 'I') === Num:148 Lev:10 Rar:6 Spd:+10 Hp:2d2 Ac:14 Exp:4 A fast-breeding, annoying pest. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2. The Panther (Umber 'f') === Num:149 Lev:10 Rar:2 Spd:+10 Hp:10d8 Ac:30 Exp:25 A large black cat, stalking you with intent. It thinks you're its next meal. This natural creature moves normally. It can bash down doors. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to attack with damage 1d8, and claw to attack with damage 1d8. The Brigand (Blue 'p') === Num:150 Lev:10 Rar:2 Spd:+0 Hp:9d8 Ac:32 Exp:35 He is eyeing your backpack. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d4, and touch to steal items. The Baby multi-hued dragon (Violet 'd') === Num:151 Lev:11 Rar:2 Spd:+0 Hp:130 Ac:30 Exp:45 This hatchling dragon is still soft, its eyes unaccustomed to light and its scales shimmering with a hint of colour. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison; 1 time in 11. It can open doors and bash down doors. It resists acid, lightning, fire, cold and poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 3 treasures. It can claw to attack with damage 1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. The Hippogriff (L.Umber 'H') === Num:152 Lev:11 Rar:1 Spd:+0 Hp:20d9 Ac:14 Exp:30 A strange hybrid of eagle, lion and horse. It looks weird. This natural creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 2d5, and bite to attack with damage 2d5. The Zombified orc (Slate 'z') === Num:153 Lev:11 Rar:1 Spd:+0 Hp:11d8 Ac:24 Exp:30 It is a shambling orcish corpse leaving behind a trail of flesh. This evil undead orc moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d4, hit to attack with damage 1d4, and hit to attack with damage 1d4. The Gnome mage (Red 'h') === Num:154 Lev:11 Rar:2 Spd:+0 Hp:7d8 Ac:20 Exp:38 A mage of short stature. This evil creature moves normally. He is magical, casting spells which produce frost bolts, blink-self, create darkness or summon a monster; 1 time in 4. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 180 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d5. The Black mamba (L.Dark 'J') === Num:155 Lev:12 Rar:3 Spd:+10 Hp:10d8 Ac:32 Exp:40 It has glistening black skin, a sleek body and highly venomous fangs. This natural creature moves somewhat erratically. It can bash down doors. It resists poison. It is vigilant for intruders, which it may notice from 100 feet. It can bite to poison with damage 4d4. The White wolf (White 'C') === Num:156 Lev:12 Rar:1 Spd:+10 Hp:7d7 Ac:30 Exp:30 A large and muscled wolf from the northern wastes. Its breath is cold and icy and its fur coated in frost. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors. It resists cold. It takes a while to see intruders, which it may notice from 300 feet. It can bite to attack with damage 1d3, and bite to attack with damage 1d4. The Grape jelly (Violet 'j') === Num:157 Lev:12 Rar:3 Spd:+0 Hp:52d8 Ac:1 Exp:60 It is a pulsing mound of glowing flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which drain mana; 1 time in 11. It is not detected by telepathy. It is hurt by bright light. It resists poison. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 20 feet. It can touch to lower experience (by 10d6+). The Nether worm mass (L.Dark 'w') === Num:158 Lev:12 Rar:3 Spd:-10 Hp:5d8 Ac:15 Exp:6 It is a disgusting mass of dark worms, eating each other, the floor, the air, you.... This natural creature moves extremely erratically. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It cannot be frightened. It is very observant of intruders, which it may notice from 100 feet. It can touch to lower experience (by 10d6+). [U] Golfimbul, the Hill Orc Chief (L.Umber 'o') === Num:159 Lev:12 Rar:3 Spd:+0 Hp:240 Ac:60 Exp:230 A leader of a band of raiding orcs, he picks on hobbits. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists lightning, fire, cold and poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 1d12, hit to attack with damage 1d12, hit to attack with damage 1d10, and hit to attack with damage 1d10. The Master yeek (L.Umber 'y') === Num:160 Lev:12 Rar:2 Spd:+0 Hp:12d9 Ac:24 Exp:28 A small humanoid that radiates some power. This natural evil creature moves normally. It is magical, casting spells which produce poison balls, blind, slow, blink-self, teleport-self or summon a monster; 1 time in 4. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 180 feet. It will carry an object or treasure. It can hit to attack with damage 1d8. The Priest (Green 'p') === Num:161 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:22 Exp:36 A robed humanoid dedicated to his god. This evil creature moves normally. He is magical, casting spells intelligently which cause serious wounds, terrify, heal-self or summon a monster; 1 time in 3. He can open doors and bash down doors. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d3, and hit to attack with damage 2d3. The Dark elven priest (Green 'h') === Num:162 Lev:12 Rar:1 Spd:+10 Hp:7d10 Ac:30 Exp:50 A dark elven figure, dressed all in black, chanting curses and waiting to deliver your soul to hell. This evil creature moves normally. He is magical, casting spells intelligently which cause serious wounds, blind, confuse, heal-self or create darkness; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 1d9, and hit to attack with damage 1d10. The Air spirit (L.Blue 'E') === Num:163 Lev:12 Rar:2 Spd:+20 Hp:8d8 Ac:40 Exp:40 A whirlwind of sentient air. This evil creature moves extremely erratically. It can bash down doors. It is invisible. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 120 feet. It can hit to attack with damage 1d3. The Skeleton human (White 's') === Num:164 Lev:12 Rar:1 Spd:+0 Hp:10d8 Ac:30 Exp:38 It is an animated human skeleton. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d8. The Zombified human (Slate 'z') === Num:165 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:24 Exp:34 It is a shambling human corpse dropping chunks of flesh behind it. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d4, and hit to attack with damage 1d4. The Tiger (Orange 'f') === Num:166 Lev:12 Rar:2 Spd:+10 Hp:12d10 Ac:40 Exp:40 One of the largest of its species, a sleek orange and black shape creeps towards you, ready to pounce. This natural creature moves normally. It can bash down doors. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 1d6. The Moaning spirit (Umber 'G') === Num:167 Lev:12 Rar:2 Spd:+10 Hp:5d8 Ac:20 Exp:44 A ghostly apparition that shrieks horribly. This evil undead creature moves a bit erratically. It is magical, casting spells which terrify or teleport-self; 1 time in 16. It can pass through walls. It is invisible. It is cold blooded. It resists cold. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 140 feet. It will carry up to 3 objects or treasures. It can wail to terrify, and touch to reduce dexterity with damage 1d8. The Swordsman (L.Umber 'p') === Num:168 Lev:12 Rar:1 Spd:+0 Hp:12d8 Ac:34 Exp:40 A warrior of considerable skill. This creature moves normally. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 3d5, and hit to attack with damage 3d5. The Stegocentipede (Umber 'c') === Num:169 Lev:12 Rar:2 Spd:+10 Hp:13d8 Ac:30 Exp:40 It is a vast armoured centipede with massive mandibles and a spiked tail. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, bite to attack with damage 2d4, and sting to attack with damage 2d4. The Spotted jelly (Orange 'j') === Num:170 Lev:12 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:33 A jelly thing. This creature moves normally, but does not deign to chase intruders. It is cold blooded. It is not detected by telepathy. It is hurt by bright light. It resists acid and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6. The Drider (Umber 'S') === Num:171 Lev:13 Rar:2 Spd:+0 Hp:10d13 Ac:30 Exp:55 A dark elven torso merged with the bloated form of a giant spider. This evil creature moves normally. It is magical, casting spells which cause light wounds, confuse or create darkness; 1 time in 8. It can bash down doors. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can hit to attack with damage 1d12, hit to attack with damage 1d12, and bite to poison with damage 1d6. The Killer brown beetle (Umber 'K') === Num:172 Lev:13 Rar:2 Spd:+0 Hp:13d8 Ac:40 Exp:38 It is a vicious insect with a tough carapace. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 3d4. [U] Boldor, King of the Yeeks (L.Umber 'y') === Num:173 Lev:13 Rar:3 Spd:+10 Hp:180 Ac:24 Exp:200 A great yeek, powerful in magic and sorcery, but a yeek all the same. This natural evil creature moves normally. He usually appears with escorts. He is magical, casting spells intelligently which blind, slow, heal-self, blink-self, teleport-self or summon a monster; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 180 feet. He will carry up to 4 good objects. He can hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack with damage 1d8. The Ogre (L.Umber 'O') === Num:174 Lev:13 Rar:2 Spd:+0 Hp:13d9 Ac:33 Exp:50 A hideous, smallish giant that is often found near or with orcs. This evil giant moves normally. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 2d8. The Creeping mithril coins (L.Blue '$') === Num:175 Lev:13 Rar:4 Spd:+0 Hp:20d8 Ac:50 Exp:45 It is a pile of coins, shambling forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 6 treasures. It can hit to attack with damage 2d5, and touch to poison with damage 3d5. The Illusionist (Red 'p') === Num:176 Lev:13 Rar:2 Spd:+0 Hp:12d8 Ac:10 Exp:50 A deceptive spell caster. This evil creature moves normally. He is magical, casting spells intelligently which blind, confuse, slow, paralyze, haste-self, blink-self, teleport-self or create darkness; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d2. The Druid (Red 'p') === Num:177 Lev:13 Rar:2 Spd:+0 Hp:12d12 Ac:10 Exp:50 A mystic at one with nature. Om. This evil creature moves normally. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, blind, slow, paralyze, haste-self or blink-self; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Black orc (L.Dark 'o') === Num:178 Lev:13 Rar:2 Spd:+0 Hp:12d10 Ac:36 Exp:45 He is a large orc with powerful arms and deep black skin. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d4, and hit to attack with damage 3d4. The Ochre jelly (L.Umber 'j') === Num:179 Lev:13 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:40 A fast moving highly acidic jelly thing, that is eating away the floor it rests on. This creature moves normally. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot acid with damage 2d6. The Giant flea (Slate 'I') === Num:180 Lev:14 Rar:1 Spd:+10 Hp:2d2 Ac:25 Exp:4 It makes you itch just to look at it. This natural creature moves extremely erratically. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to attack with damage 1d2. [U] Ufthak of Cirith Ungol (Green 'o') === Num:181 Lev:14 Rar:3 Spd:+0 Hp:320 Ac:50 Exp:200 A strong orc guarding the pass of Cirith Ungol. He is mortally afraid of spiders. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists cold and poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant white dragon fly (White 'F') === Num:182 Lev:14 Rar:3 Spd:+0 Hp:5d8 Ac:20 Exp:60 It is a large fly that drips frost. This natural creature moves somewhat erratically. It may breathe frost; 1 time in 10. It can bash down doors. It is rarely detected by telepathy. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It can bite to freeze with damage 1d6. The Blue icky thing (Blue 'i') === Num:183 Lev:14 Rar:4 Spd:-10 Hp:10d6 Ac:20 Exp:20 It is a strange, slimy, icky creature, with rudimentary intelligence, but evil cunning. It hungers for food, and you look tasty. This evil creature moves somewhat erratically. It is magical, casting spells which terrify, blind or confuse; 1 time in 8. It can open doors and bash down doors. It breeds explosively. It resists poison. It takes a while to see intruders, which it may notice from 150 feet. It can crawl on you to poison with damage 1d4, crawl on you to eat your food, hit to attack with damage 1d4, and hit to attack with damage 1d4. The Hill giant (L.Umber 'P') === Num:184 Lev:14 Rar:1 Spd:+0 Hp:16d10 Ac:45 Exp:60 A ten foot tall humanoid with powerful muscles. This evil giant moves normally. It can open doors and bash down doors. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d6, and hit to attack with damage 3d6. The Flesh golem (L.Red 'g') === Num:185 Lev:14 Rar:1 Spd:+0 Hp:12d8 Ac:30 Exp:50 A shambling humanoid monster with long scars. This creature moves normally. It can bash down doors. It is not detected by telepathy. It resists lightning. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d6, and hit to attack with damage 1d6. The Warg (Slate 'C') === Num:186 Lev:14 Rar:2 Spd:+10 Hp:8d8 Ac:20 Exp:40 It is a large wolf with eyes full of cunning. This natural evil creature moves a bit erratically. It usually appears in groups. It can bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It can bite to attack with damage 1d8. The Giant black louse (L.Dark 'l') === Num:187 Lev:14 Rar:1 Spd:+10 Hp:1d2 Ac:7 Exp:3 It makes you itch just to look at it. This natural creature moves somewhat erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 60 feet. It can bite to attack with damage 1d2. The Lurker (White '.') === Num:188 Lev:14 Rar:3 Spd:+0 Hp:200 Ac:25 Exp:80 A strange creature that merges with the dungeon floor, trapping its victims by enveloping them within its perfectly disguised form. This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Wererat (L.Dark 'r') === Num:189 Lev:15 Rar:2 Spd:+0 Hp:20d8 Ac:10 Exp:45 A large rat with glowing red eyes. The wererat is a disgusting creature, relishing in filth and disease. This natural evil creature moves normally. It is magical, casting spells which produce poison balls, cause serious wounds, produce frost bolts or blink-self; 1 time in 9. It can open doors and bash down doors. It is fairly observant of intruders, which it may notice from 100 feet. It will carry a treasure. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Black ogre (L.Dark 'O') === Num:190 Lev:15 Rar:2 Spd:+0 Hp:20d9 Ac:33 Exp:75 A massive orc-like figure with black skin and powerful arms. This evil giant moves a bit erratically. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 2d8, and hit to attack with damage 2d8. The Magic mushroom patch (L.Blue ',') === Num:191 Lev:15 Rar:2 Spd:+20 Hp:1 Ac:10 Exp:10 Yum! It looks quite tasty. It seems to glow with an unusual light. This creature moves normally, but does not deign to chase intruders. It usually appears in groups. It is magical, casting spells which terrify, slow, blink-self or create darkness; 1 time in 1. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 400 feet. It has no physical attacks. The Guardian naga (L.Blue 'n') === Num:192 Lev:15 Rar:2 Spd:+0 Hp:24d11 Ac:65 Exp:80 A giant snake-like figure with a woman's torso. This evil creature moves a bit erratically. She can open doors and bash down doors. She pays very little attention to intruders, which she may notice from 200 feet. She will carry up to 3 objects or treasures. She can crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8. The Light hound (Orange 'Z') === Num:193 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:50 A brilliant canine form whose light hurts your eyes, even at this distance. This natural creature moves normally. It usually appears in groups. It may breathe light; 1 time in 5. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6. The Dark hound (L.Dark 'Z') === Num:194 Lev:15 Rar:1 Spd:+0 Hp:6d6 Ac:30 Exp:50 A hole in the air in the shape of a huge hound. No light falls upon its form. This natural creature moves normally. It usually appears in groups. It may breathe darkness; 1 time in 5. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6. The Half-orc (Slate 'o') === Num:195 Lev:15 Rar:3 Spd:+0 Hp:16d10 Ac:40 Exp:50 He is a hideous deformed cross-breed with man and orc, combining man's strength and cunning with orcish evil. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant tarantula (Orange 'S') === Num:196 Lev:15 Rar:3 Spd:+10 Hp:10d15 Ac:32 Exp:70 A giant spider with hairy black and red legs. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 80 feet. It can bite to poison with damage 1d6, bite to poison with damage 1d6, and bite to poison with damage 1d6. The Giant clear centipede (White 'c') === Num:197 Lev:15 Rar:2 Spd:+0 Hp:5d8 Ac:30 Exp:30 It is about four feet long and carnivorous. This natural creature moves normally. It can bash down doors. It is invisible. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, and sting to attack with damage 2d4. The Mirkwood spider (Green 'S') === Num:198 Lev:15 Rar:2 Spd:+10 Hp:9d8 Ac:25 Exp:25 A strong and powerful spider from Mirkwood forest. Cunning and evil, it seeks to taste your juicy insides. This natural evil creature moves normally. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 150 feet. It can bite to attack with damage 1d8, bite to poison with damage 1d6, and bite to poison with damage 1d6. The Frost giant (White 'P') === Num:199 Lev:15 Rar:1 Spd:+0 Hp:17d10 Ac:50 Exp:75 A twelve foot tall giant covered in furs. This evil giant moves normally. It can open doors and bash down doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to freeze with damage 3d6, and hit to attack with damage 2d8. The Griffon (Umber 'H') === Num:200 Lev:15 Rar:1 Spd:+0 Hp:30d8 Ac:15 Exp:70 It is half lion, half eagle. It flies menacingly towards you. This natural creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 3d4, and bite to attack with damage 2d6. The Homonculous (Yellow 'u') === Num:201 Lev:15 Rar:3 Spd:+0 Hp:8d8 Ac:32 Exp:40 It is a small demonic spirit full of malevolence. This evil demon moves normally. It can open doors and bash down doors. It resists fire. It cannot be frightened. It takes quite a while to see intruders, which it may notice from 200 feet. It can hit to paralyze with damage 1d2, and hit to attack with damage 1d10. The Gnome mage (Red 'h') === Num:202 Lev:15 Rar:2 Spd:+0 Hp:7d8 Ac:20 Exp:40 A mage of short stature. This evil creature moves normally. He usually appears in groups. He is magical, casting spells which produce frost bolts, blink-self, create darkness or summon a monster; 1 time in 4. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5. The Clear hound (White 'Z') === Num:203 Lev:15 Rar:2 Spd:+0 Hp:10d6 Ac:30 Exp:50 A completely translucent hound. This natural creature moves normally. It usually appears in groups. It can bash down doors. It is invisible. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d6. The Clay golem (L.Umber 'g') === Num:204 Lev:15 Rar:2 Spd:+0 Hp:14d8 Ac:30 Exp:50 It is a massive animated statue made out of hardened clay. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Umber hulk (L.Umber 'X') === Num:205 Lev:16 Rar:1 Spd:+0 Hp:20d10 Ac:50 Exp:75 This bizarre creature has glaring eyes and large mandibles capable of slicing through rock. This natural evil creature moves normally. It can bash down doors and bore through walls. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to confuse, hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 2d6. The Orc captain (Orange 'o') === Num:206 Lev:16 Rar:3 Spd:+0 Hp:20d10 Ac:59 Exp:40 An armoured orc with an air of authority. This evil orc moves normally. He can open doors and bash down doors. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Gelatinous cube (L.Green 'j') === Num:207 Lev:16 Rar:4 Spd:+0 Hp:360 Ac:18 Exp:80 It is a strange, vast gelatinous structure that assumes cubic proportions as it lines all four walls of the corridors it patrols. Through its transparent jelly structure you can see treasures it has engulfed, and a few corpses as well. This creature moves normally. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 10 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Giant green dragon fly (Green 'F') === Num:208 Lev:16 Rar:2 Spd:+0 Hp:3d8 Ac:20 Exp:70 A vast, foul-smelling dragonfly. This natural creature moves extremely erratically. It may breathe poison; 1 time in 10. It can bash down doors. It is rarely detected by telepathy. It resists poison. It tends to overlook intruders, which it may notice from 120 feet. It can bite to poison with damage 1d6. The Fire giant (Red 'P') === Num:209 Lev:16 Rar:2 Spd:+0 Hp:20d8 Ac:60 Exp:54 A glowing fourteen foot tall giant. Flames drip from its red skin. This evil giant moves normally. It can open doors and bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to burn with damage 3d7, and hit to burn with damage 3d7. The Hummerhorn (Yellow 'I') === Num:210 Lev:16 Rar:5 Spd:+10 Hp:2d2 Ac:14 Exp:4 A giant buzzing wasp, its stinger drips venom. This natural creature moves extremely erratically. It is rarely detected by telepathy. It breeds explosively. It is fairly observant of intruders, which it may notice from 80 feet. It can bite to confuse with damage 2d2. [U] Ulfast, Son of Ulfang (L.Umber 'p') === Num:211 Lev:16 Rar:3 Spd:+0 Hp:340 Ac:40 Exp:200 A short and swarthy Easterling. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Quasit (Orange 'u') === Num:212 Lev:16 Rar:2 Spd:+0 Hp:6d8 Ac:30 Exp:50 The chaotic evil master's favourite pet. This evil demon moves a bit erratically. It is magical, casting spells intelligently which terrify, blind, confuse, blink-self, teleport-self, teleport to or teleport level; 1 time in 10. It can bash down doors. It is invisible. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can bite to reduce dexterity with damage 1d6, claw to attack with damage 1d3, and claw to attack with damage 1d3. The Imp (Green 'u') === Num:213 Lev:17 Rar:2 Spd:+0 Hp:6d8 Ac:30 Exp:55 The lawful evil master's favourite pet. This evil demon moves a bit erratically. It is magical, casting spells intelligently which terrify, blind, confuse, blink-self, teleport-self, teleport to or teleport level; 1 time in 10. It can bash down doors. It is invisible. It is cold blooded. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to poison with damage 3d4, and hit to poison with damage 3d4. The Forest troll (Green 'T') === Num:214 Lev:17 Rar:1 Spd:+0 Hp:20d10 Ac:50 Exp:70 He is green skinned and ugly. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d4, hit to attack with damage 1d4, and bite to attack with damage 1d6. [U] Nar, the Dwarf (Yellow 'h') === Num:215 Lev:17 Rar:2 Spd:+0 Hp:450 Ac:70 Exp:250 This dwarf became so obsessed by gold that Morgoth tricked him into betraying his friends. This creature moves normally. He is magical, casting spells which cause mind blasting, cause serious wounds, blind, confuse or heal-self; 1 time in 6. He can open doors and bash down doors. He resists fire, cold and poison. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 250 feet. He will carry one or two good objects. He can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. The 2-headed hydra (Umber 'M') === Num:216 Lev:17 Rar:2 Spd:+0 Hp:100d3 Ac:60 Exp:80 A strange reptilian hybrid with two heads, guarding its hoard. This natural creature moves normally. It is magical, casting spells which terrify; 1 time in 11. It can open doors, bash down doors and push past weaker monsters. It takes a while to see intruders, which it may notice from 200 feet. It will carry one or two treasures. It can bite to attack with damage 2d6, and bite to attack with damage 2d6. The Water spirit (Slate 'E') === Num:217 Lev:17 Rar:1 Spd:+10 Hp:9d8 Ac:28 Exp:58 A whirlpool of sentient liquid. This evil creature moves a bit erratically. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 120 feet. It can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Giant pink scorpion (L.Red 'S') === Num:218 Lev:17 Rar:1 Spd:+0 Hp:11d8 Ac:44 Exp:62 It is fast and poisonous. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 2d4, and sting to reduce strength with damage 1d7. The Earth spirit (Umber 'E') === Num:219 Lev:17 Rar:2 Spd:+10 Hp:13d8 Ac:40 Exp:64 A whirling form of sentient rock. This evil creature moves a bit erratically. It can pass through walls. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 100 feet. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Fire spirit (Red 'E') === Num:220 Lev:18 Rar:2 Spd:+10 Hp:10d9 Ac:30 Exp:75 A whirlwind of sentient flame. This evil creature moves a bit erratically. It can bash down doors. It is not detected by telepathy. It resists fire and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 160 feet. It can hit to burn with damage 2d6, and hit to burn with damage 2d6. The Fire hound (Red 'Z') === Num:221 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70 Flames lick at its feet and its tongue is a blade of fire. You can feel a furnace heat radiating from the creature. This natural creature moves normally. It usually appears in groups. It may breathe fire; 1 time in 10. It can bash down doors. It resists fire. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to burn with damage 1d3, bite to burn with damage 1d3, and bite to burn with damage 1d3. The Cold hound (White 'Z') === Num:222 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70 A hound as tall as a man, this creature appears to be composed of angular planes of ice. Cold radiates from it and freezes your breath in the air. This natural creature moves normally. It usually appears in groups. It may breathe frost; 1 time in 10. It can bash down doors. It resists cold. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to freeze with damage 1d6, claw to attack with damage 1d8, and bite to attack with damage 1d6. The Energy hound (Blue 'Z') === Num:223 Lev:18 Rar:1 Spd:+0 Hp:10d6 Ac:30 Exp:70 Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting your fingers as energy builds up in the air around you. This natural creature moves normally. It usually appears in groups. It may breathe lightning; 1 time in 10. It can bash down doors. It resists lightning. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to electrify with damage 1d3, bite to electrify with damage 1d3, and bite to electrify with damage 1d3. The Mimic (potion) (White '!') === Num:224 Lev:18 Rar:3 Spd:+0 Hp:10d10 Ac:30 Exp:60 A strange creature that disguises itself as discarded objects to lure unsuspecting adventurers within reach of its venomous claws. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause serious wounds, produce frost bolts, terrify, blind or confuse; 1 time in 6. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 250 feet. It can hit to poison with damage 3d4, hit to attack with damage 2d3, and hit to attack with damage 2d3. The Blink dog (L.Blue 'C') === Num:225 Lev:18 Rar:2 Spd:+10 Hp:8d8 Ac:20 Exp:50 A strange magical member of the canine race, its form seems to shimmer and fade in front of your very eyes. This natural creature moves a bit erratically. It usually appears in groups. It is magical, casting spells which blink-self or teleport to; 1 time in 4. It can bash down doors. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to attack with damage 1d8. The Uruk (L.Blue 'o') === Num:226 Lev:18 Rar:1 Spd:+0 Hp:80 Ac:50 Exp:68 He is a cunning orc of power, as tall as a man, and stronger. It fears little. This evil orc moves normally. He usually appears in groups. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d5, and hit to attack with damage 3d5. [U] Shagrat, the Orc Captain (Green 'o') === Num:227 Lev:18 Rar:2 Spd:+0 Hp:400 Ac:60 Exp:400 He is an Uruk of power and great cunning. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5. [U] Gorbag, the Orc Captain (Green 'o') === Num:228 Lev:18 Rar:3 Spd:+0 Hp:400 Ac:60 Exp:400 A gruesomely ugly but cunning orc, his eyes regard you with hatred. His powerful arms flex menacingly as he advances. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Shambling mound (L.Slate ',') === Num:229 Lev:18 Rar:2 Spd:+0 Hp:20d6 Ac:16 Exp:75 A pile of rotting vegetation that slides towards you with a disgusting stench, waking all it nears. This evil creature moves normally. It may shriek for help. It can open doors and bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two treasures. It can hit to attack with damage 1d8, and hit to attack with damage 1d8. The Stone giant (L.Slate 'P') === Num:230 Lev:18 Rar:1 Spd:+0 Hp:24d8 Ac:75 Exp:90 It is eighteen feet tall and looking at you. This evil giant moves normally. It can open doors, bash down doors and pick up objects. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d8, and hit to attack with damage 3d8. The Giant black dragon fly (Slate 'F') === Num:231 Lev:18 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:68 The size of a large bird, this fly drips caustic acid. This natural creature moves extremely erratically. It may breathe acid; 1 time in 9. It can bash down doors. It is rarely detected by telepathy. It resists acid. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks. The Stone golem (L.Slate 'g') === Num:232 Lev:19 Rar:2 Spd:-10 Hp:28d8 Ac:75 Exp:100 It is a massive animated statue. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, and hit to attack with damage 1d10. The Red mold (Red 'm') === Num:233 Lev:19 Rar:1 Spd:+0 Hp:17d8 Ac:16 Exp:64 It is a strange red growth on the dungeon floor; it seems to burn with flame. This creature moves normally, but does not deign to chase intruders. It is not detected by telepathy. It resists fire and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 20 feet. It can touch to burn with damage 4d4. The Giant gold dragon fly (Yellow 'F') === Num:234 Lev:18 Rar:2 Spd:+10 Hp:3d8 Ac:20 Exp:78 Large beating wings support this dazzling insect. A loud buzzing noise pervades the air. This natural creature moves extremely erratically. It may breathe sound; 1 time in 9. It can bash down doors. It is rarely detected by telepathy. It resists fire. It tends to overlook intruders, which it may notice from 120 feet. It can bite to attack with damage 1d3. [U] Bolg, Son of Azog (Red 'o') === Num:235 Lev:20 Rar:4 Spd:+10 Hp:500 Ac:50 Exp:800 A large and powerful orc. He looks just like his daddy. He is tall and fast, but fortunately blessed with orcish brains. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. The Phase spider (L.Blue 'S') === Num:236 Lev:20 Rar:2 Spd:+10 Hp:6d8 Ac:25 Exp:60 A spider that never seems quite there. Everywhere you look it is just half-seen in the corner of one eye. This natural creature moves normally. It usually appears in groups. It is magical, casting spells which blink-self or teleport to; 1 time in 5. It can bash down doors. It is rarely detected by telepathy. It resists poison. It pays little attention to intruders, which it may notice from 150 feet. It can bite to attack with damage 1d8, bite to poison with damage 1d6, and bite to poison with damage 1d6. The 3-headed hydra (Orange 'M') === Num:237 Lev:20 Rar:2 Spd:+10 Hp:100d5 Ac:65 Exp:350 A strange reptilian hybrid with three heads, guarding its hoard. This natural creature moves normally. It is magical, casting spells which terrify; 1 time in 9. It can open doors, bash down doors and push past weaker monsters. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 6 treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, and bite to attack with damage 2d6. The Earth hound (Umber 'Z') === Num:238 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200 A beautiful crystalline shape does not disguise the danger this hound clearly presents. Your flesh tingles as it approaches. This natural creature moves normally. It usually appears in groups. It may breathe shards; 1 time in 10. It can bash down doors. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Air hound (Green 'Z') === Num:239 Lev:20 Rar:1 Spd:+0 Hp:15d8 Ac:30 Exp:200 Swirling vapours surround this beast as it floats towards you, seemingly walking on air. Noxious gases sting your throat. This natural creature moves normally. It usually appears in groups. It may breathe poison; 1 time in 10. It can bash down doors. It resists poison. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Sabre-tooth tiger (Yellow 'f') === Num:240 Lev:20 Rar:2 Spd:+10 Hp:20d14 Ac:50 Exp:120 A fierce and dangerous cat, its huge tusks and sharp claws would lacerate even the strongest armour. This natural creature moves normally. It can bash down doors. It is ever vigilant for intruders, which it may notice from 400 feet. It can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to attack with damage 1d10, and bite to attack with damage 1d10. The Water hound (Slate 'Z') === Num:241 Lev:20 Rar:2 Spd:+0 Hp:15d8 Ac:30 Exp:200 Liquid footprints follow this hound as it pads around the dungeon. An acrid smell of acid rises from the dog's pelt. This natural creature moves normally. It usually appears in groups. It may breathe acid; 1 time in 10. It can bash down doors. It resists acid. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to shoot acid with damage 2d8, bite to shoot acid with damage 2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Chimera (Red 'H') === Num:242 Lev:20 Rar:1 Spd:+0 Hp:13d8 Ac:15 Exp:200 It is a strange concoction of lion, dragon and goat. It looks very odd but very avoidable. This creature moves normally. It may breathe fire; 1 time in 10. It can bash down doors. It resists fire. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to attack with damage 1d10, bite to burn with damage 1d3, and bite to burn with damage 1d3. The Quylthulg (Yellow 'Q') === Num:243 Lev:20 Rar:1 Spd:+0 Hp:6d8 Ac:1 Exp:250 It is a strange pulsing mound of flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self or summon a monster; 1 time in 4. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 100 feet. It has no physical attacks. The Sasquatch (Green 'Y') === Num:244 Lev:20 Rar:3 Spd:+10 Hp:20d19 Ac:40 Exp:180 A tall shaggy, furry humanoid, it could call the yeti brother. This natural creature moves normally. It can open doors and bash down doors. It resists cold. It is fairly observant of intruders, which it may notice from 150 feet. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d8. The Werewolf (L.Dark 'C') === Num:245 Lev:20 Rar:1 Spd:+0 Hp:20d22 Ac:30 Exp:150 It is a huge wolf with eyes that glow with manly intelligence. This natural evil creature moves a bit erratically. It can open doors, bash down doors and pick up objects. It tends to overlook intruders, which it may notice from 150 feet. It can bite to attack with damage 1d6, bite to attack with damage 1d6, and bite to attack with damage 1d10. The Dark elven lord (L.Dark 'h') === Num:246 Lev:20 Rar:2 Spd:+10 Hp:18d15 Ac:40 Exp:500 A dark elven figure in armour and radiating evil power. This evil creature moves normally. He is magical, casting spells which produce fire bolts, produce frost bolts, blind, confuse, haste-self or create darkness; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 objects. He can hit to attack with damage 3d8, and hit to attack with damage 3d5. The Cloud giant (Blue 'P') === Num:247 Lev:20 Rar:1 Spd:+0 Hp:24d10 Ac:60 Exp:125 It is a twenty foot tall giant wreathed in clouds. This evil giant moves normally. It can open doors, bash down doors and pick up objects. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to electrify with damage 3d8, and hit to electrify with damage 3d8. [U] Ugluk, the Uruk (Blue 'o') === Num:248 Lev:20 Rar:4 Spd:+0 Hp:640 Ac:90 Exp:550 Another of Morgoth's servants, this orc is strong and cunning. He is ugly and scarred from many power struggles. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. [U] Lugdush, the Uruk (Blue 'o') === Num:249 Lev:21 Rar:3 Spd:+0 Hp:720 Ac:95 Exp:550 A strong and cunning orc warrior, Lugdush sneers as he insults your mother. This evil orc moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists fire, cold and poison. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Blue dragon bat (Blue 'b') === Num:250 Lev:21 Rar:1 Spd:+20 Hp:4d4 Ac:26 Exp:54 It is a glowing blue bat with a sharp tail. This natural creature moves somewhat erratically. It may breathe lightning; 1 time in 4. It can bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 120 feet. It can bite to electrify with damage 1d3. The Mimic (scroll) (White '?') === Num:251 Lev:21 Rar:3 Spd:+0 Hp:10d14 Ac:40 Exp:60 A strange creature that disguises itself as discarded objects to lure unsuspecting adventurers within reach of its venomous claws. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause serious wounds, produce fire bolts, terrify, blind, confuse or summon a monster; 1 time in 5. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to poison with damage 3d4, hit to poison with damage 3d4, hit to attack with damage 2d3, and hit to attack with damage 2d3. The Fire vortex (Red 'v') === Num:252 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100 A whirling maelstrom of fire. This creature moves somewhat erratically. It may breathe fire powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists fire. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 3d3. The Water vortex (Slate 'v') === Num:253 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100 A caustic spinning whirlpool of water. This creature moves somewhat erratically. It may breathe acid powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists acid. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to shoot acid with damage 3d3. The Cold vortex (White 'v') === Num:254 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100 A twisting whirlpool of frost. This creature moves somewhat erratically. It may breathe frost powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists cold. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to freeze with damage 3d3. The Energy vortex (Blue 'v') === Num:255 Lev:21 Rar:1 Spd:+0 Hp:12d12 Ac:30 Exp:130 A shimmering tornado of air, sparks crackle along its length. This creature moves somewhat erratically. It may breathe lightning powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists lightning. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrify with damage 5d5. The Mummified orc (White 'z') === Num:256 Lev:21 Rar:1 Spd:+0 Hp:15d8 Ac:28 Exp:56 It is an orcish figure covered in wrappings. This evil undead orc moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Killer stag beetle (Green 'K') === Num:257 Lev:22 Rar:1 Spd:+0 Hp:20d8 Ac:55 Exp:80 It is a giant beetle with vicious claws. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can claw to attack with damage 1d12, and claw to attack with damage 1d12. The Iron golem (Slate 'g') === Num:258 Lev:22 Rar:2 Spd:+0 Hp:80d12 Ac:80 Exp:160 It is a massive metal statue that moves steadily towards you. This creature moves normally. It is magical, casting spells which slow; 1 time in 7. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12. The Giant yellow scorpion (Yellow 'S') === Num:259 Lev:22 Rar:1 Spd:+0 Hp:12d8 Ac:38 Exp:60 It is a giant scorpion with a sharp stinger. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d8, and sting to poison with damage 2d5. The Black ooze (L.Dark 'j') === Num:260 Lev:23 Rar:1 Spd:-20 Hp:6d8 Ac:6 Exp:7 It is a strangely moving puddle. This creature moves somewhat erratically. It is magical, casting spells which drain mana; 1 time in 11. It can open doors, bash down doors, destroy weaker monsters and pick up objects. It is not detected by telepathy. It breeds explosively. It resists poison. It cannot be frightened. It is vigilant for intruders, which it may notice from 100 feet. It will carry an object or treasure. It can touch to shoot acid with damage 2d6. The Hardened warrior (Umber 'p') === Num:261 Lev:23 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:60 A scarred warrior who moves with confidence. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 3d5, and hit to attack with damage 3d5. [U] Azog, King of the Uruk-Hai (Red 'o') === Num:262 Lev:23 Rar:5 Spd:+10 Hp:900 Ac:80 Exp:1111 He is also known as the King of Khazad-dum. His ego is renowned to be bigger than his head. This evil orc moves normally. He usually appears with escorts. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Master rogue (L.Blue 'p') === Num:263 Lev:23 Rar:2 Spd:+10 Hp:15d9 Ac:30 Exp:110 A thief of great power and shifty speed. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to steal gold with damage 4d4. The Red dragon bat (Red 'b') === Num:264 Lev:23 Rar:1 Spd:+20 Hp:3d8 Ac:28 Exp:60 It is a sharp-tailed bat, wreathed in fire. This natural creature moves somewhat erratically. It may breathe fire; 1 time in 4. It can bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 120 feet. It can bite to burn with damage 1d3. The Killer white beetle (White 'K') === Num:265 Lev:23 Rar:1 Spd:+0 Hp:20d8 Ac:55 Exp:85 It is looking for prey. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 4d5. The Giant bronze dragon fly (L.Umber 'F') === Num:266 Lev:18 Rar:1 Spd:+10 Hp:3d8 Ac:20 Exp:70 This vast gleaming bronze fly has wings which beat mesmerically fast. This natural creature moves extremely erratically. It may breathe confusion; 1 time in 9. It can bash down doors. It is rarely detected by telepathy. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It has no physical attacks. The Forest wight (Green 'W') === Num:267 Lev:24 Rar:1 Spd:+0 Hp:12d8 Ac:30 Exp:140 It is a ghostly apparition with a humanoid form. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana or terrify; 1 time in 10. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and touch to lower experience (by 20d6+). [U] Ibun, Son of Mim (Orange 'h') === Num:268 Lev:24 Rar:2 Spd:+0 Hp:820 Ac:80 Exp:300 One of the last of the petty dwarves. Ibun is a tricky sorcerous little being, full of mischief. This creature moves normally. He is magical, casting spells which produce fire bolts, slow or heal-self; 1 time in 8. He can open doors and bash down doors. He resists fire and cold. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to disenchant. [U] Khim, Son of Mim (Orange 'h') === Num:269 Lev:24 Rar:2 Spd:+0 Hp:820 Ac:80 Exp:300 One of the last of the petty dwarves. Khim is a tricky sorcerous little being, full of mischief. This creature moves normally. He is magical, casting spells which produce fire bolts, slow or heal-self; 1 time in 8. He can open doors and bash down doors. He resists fire and cold. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to disenchant. The 4-headed hydra (Yellow 'M') === Num:270 Lev:24 Rar:2 Spd:+10 Hp:100d6 Ac:70 Exp:350 A strange reptilian hybrid with four heads, guarding its hoard. This natural creature moves normally. It is magical, casting spells which terrify; 1 time in 7. It can open doors, bash down doors and push past weaker monsters. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 treasures. It can bite to attack with damage 2d6, bite to attack with damage 2d6, bite to attack with damage 2d6, and bite to attack with damage 2d6. The Mummified human (White 'z') === Num:271 Lev:24 Rar:1 Spd:+0 Hp:17d9 Ac:34 Exp:70 It is a human form encased in mouldy wrappings. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 2d4, and hit to attack with damage 2d4. The Vampire bat (Violet 'b') === Num:272 Lev:24 Rar:2 Spd:+10 Hp:9d10 Ac:40 Exp:150 An undead bat that flies at your neck hungrily. This natural evil undead creature moves somewhat erratically. It is cold blooded. It regenerates quickly. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can bite to lower experience (by 40d6+) with damage 1d4, and bite to lower experience (by 40d6+) with damage 1d4. [U] Sangahyando of Umbar (Umber 'p') === Num:273 Lev:24 Rar:2 Spd:+0 Hp:800 Ac:80 Exp:400 A Black Numenorean with a blacker heart. This evil creature moves normally. He is magical, casting spells which slow or cause amnesia; 1 time in 4. He can open doors and bash down doors. He resists lightning and fire. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6. [U] Angamaite of Umbar (Umber 'p') === Num:274 Lev:24 Rar:2 Spd:+0 Hp:800 Ac:80 Exp:400 A Black Numenorean who hates the men of the west. This evil creature moves normally. He is magical, casting spells which slow or cause amnesia; 1 time in 4. He can open doors and bash down doors. He resists lightning and fire. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6. The Banshee (Blue 'G') === Num:275 Lev:24 Rar:2 Spd:+10 Hp:6d8 Ac:24 Exp:60 It is a ghostly woman's form that wails mournfully. This evil undead creature moves somewhat erratically. She is magical, casting spells which drain mana or teleport-self; 1 time in 16. She can pass through walls and pick up objects. She is invisible. She is cold blooded. She resists cold and poison. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 200 feet. She will carry one or twon objects or treasures. She can wail to terrify, and touch to lower experience (by 20d6+). The Pukelman (L.Dark 'g') === Num:276 Lev:25 Rar:3 Spd:+0 Hp:80d12 Ac:80 Exp:600 A stumpy figure carved from stone, with glittering eyes, this sentinel strides towards you with deadly intent. This creature moves normally. It is magical, casting spells which produce acid bolts, confuse or slow; 1 time in 4. It can bash down doors. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 1d12, and hit to attack with damage 3d6. The Dark elven druid (Green 'h') === Num:277 Lev:25 Rar:3 Spd:+10 Hp:20d20 Ac:75 Exp:500 A powerful dark elf, with mighty nature-controlling enchantments. This evil creature moves normally. He is magical, casting spells which confuse, heal-self, create darkness, summon a monster or summon spiders; 1 time in 6. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 150 feet. He will carry one or two objects. He can hit to attack with damage 1d7, hit to attack with damage 1d7, and hit to attack with damage 3d8. The Stone troll (L.Slate 'T') === Num:278 Lev:25 Rar:1 Spd:+0 Hp:23d10 Ac:40 Exp:85 He is a giant troll with scabrous black skin. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by rock remover and bright light. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4. The Troll priest (L.Green 'T') === Num:279 Lev:25 Rar:1 Spd:+0 Hp:300 Ac:50 Exp:100 A troll who is so bright he knows how to read. This evil troll moves normally. He is magical, casting spells which cause light wounds, produce magic missiles, terrify, blink-self or create darkness; 1 time in 5. He can open doors and bash down doors. He is hurt by bright light. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 1d8, hit to attack with damage 1d8, and bite to attack with damage 3d4. The Wereworm (L.Dark 'w') === Num:280 Lev:25 Rar:3 Spd:+0 Hp:100d11 Ac:70 Exp:300 A huge wormlike shape dripping acid, twisted by evil sorcery into a foul monster that breeds on death. This natural creature moves normally. It can bash down doors. It resists acid. It takes a while to see intruders, which it may notice from 150 feet. It can gaze to lower experience (by 20d6+), crawl on you to shoot acid with damage 2d4, bite to attack with damage 1d10, and bite to poison with damage 1d6. The Carrion crawler (Orange 'c') === Num:281 Lev:25 Rar:2 Spd:+0 Hp:20d12 Ac:40 Exp:60 A hideous centipede covered in slime and with glowing tentacles around its head. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It resists poison. It is fairly observant of intruders, which it may notice from 150 feet. It can sting to paralyze with damage 2d6, and sting to paralyze with damage 2d6. The Killer pink beetle (L.Red 'K') === Num:282 Lev:25 Rar:2 Spd:+0 Hp:20d8 Ac:50 Exp:85 It is a giant beetle with poisonous mandibles. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to reduce strength with damage 4d4. The Giant grey ant (Slate 'a') === Num:283 Lev:26 Rar:1 Spd:+0 Hp:19d8 Ac:40 Exp:90 It is an ant encased in shaggy grey fur. This natural creature moves a bit erratically. It can bash down doors and destroy weaker monsters. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12. [U] Ulwarth, Son of Ulfang (L.Umber 'p') === Num:284 Lev:26 Rar:4 Spd:+0 Hp:850 Ac:40 Exp:500 A short and swarthy Easterling. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6. The Displacer beast (L.Dark 'f') === Num:285 Lev:26 Rar:2 Spd:+0 Hp:25d10 Ac:100 Exp:100 It is a huge black panther, clubbed tentacles sprouting from its shoulders. This natural creature moves normally. It can bash down doors. It is invisible. It takes a while to see intruders, which it may notice from 350 feet. It can bite to attack with damage 2d8, hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10. The Giant red tick (Red 'S') === Num:286 Lev:26 Rar:1 Spd:+0 Hp:16d8 Ac:54 Exp:90 It is smoking and burning with great heat. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It resists fire. It takes a while to see intruders, which it may notice from 140 feet. It can bite to burn with damage 3d6. The Cave ogre (Umber 'O') === Num:287 Lev:26 Rar:1 Spd:+0 Hp:30d9 Ac:33 Exp:42 A giant orc-like figure with an awesomely muscled frame. This evil giant moves normally. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d8, and hit to attack with damage 3d8. The White wraith (White 'W') === Num:288 Lev:26 Rar:1 Spd:+0 Hp:15d8 Ac:40 Exp:175 It is a tangible but ghostly form made of white fog. This evil undead creature moves normally. It is magical, casting spells which cause serious wounds, terrify or create darkness; 1 time in 8. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and touch to lower experience (by 20d6+). The Monadic Deva (Orange 'A') === Num:289 Lev:26 Rar:6 Spd:+0 Hp:300 Ac:60 Exp:220 A lesser angel wearing little more than a loincloth - its steely skin provides all the protection it needs. This creature moves normally. It is magical, casting spells which terrify, blind, confuse or cause amnesia; 1 time in 3. It can open doors, bash down doors and pick up objects. It resists acid and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. [U] Mim, Betrayer of Turin (Orange 'h') === Num:290 Lev:27 Rar:4 Spd:+10 Hp:1100 Ac:80 Exp:1000 The last of his race, Mim is a petty dwarf. Petty dwarves are strange creatures, powerful in sorcery and originating in the East. They were hunted to extinction by high elves. This evil creature moves normally. He is magical, casting spells which produce acid balls, produce acid bolts, terrify or heal-self; 1 time in 6. He can open doors and bash down doors. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to disenchant. The Killer red beetle (Red 'K') === Num:291 Lev:27 Rar:1 Spd:+0 Hp:13d8 Ac:45 Exp:95 It is a giant beetle wreathed in flames. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 3d4, and spit to burn with damage 4d5. The Creeping adamantite coins (L.Green '$') === Num:292 Lev:27 Rar:4 Spd:+10 Hp:20d25 Ac:50 Exp:45 It is a pile of coins, slithering forward on thousands of tiny legs. This natural creature moves normally. It can bash down doors. It is cold blooded. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 50 feet. It will carry up to 6 treasures. It can bite to poison with damage 3d4, touch to poison with damage 3d5, hit to attack with damage 1d12, and hit to attack with damage 1d12. The Algroth (Orange 'T') === Num:293 Lev:27 Rar:1 Spd:+0 Hp:21d12 Ac:60 Exp:150 A powerful troll form. Venom drips from its needlelike claws. This evil troll moves normally. It usually appears in groups. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry an object or treasure. It can claw to poison with damage 3d3, claw to poison with damage 3d3, and bite to attack with damage 1d6. The Vibration hound (Yellow 'Z') === Num:294 Lev:27 Rar:3 Spd:+0 Hp:25d10 Ac:30 Exp:250 A blurry canine form which seems to be moving as fast as the eye can follow. You can feel the earth resonating beneath your feet. This natural creature moves normally. It usually appears in groups. It may breathe sound; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d6, bite to attack with damage 2d6, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Nexus hound (L.Red 'Z') === Num:295 Lev:27 Rar:3 Spd:+0 Hp:25d10 Ac:30 Exp:250 A locus of conflicting points coalesce to form the vague shape of a huge hound. Or is it just your imagination? This natural creature moves normally. It usually appears in groups. It may breathe nexus; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d8, bite to attack with damage 2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3. The Ogre mage (Red 'O') === Num:296 Lev:27 Rar:2 Spd:+0 Hp:30d12 Ac:40 Exp:300 A hideous ogre wrapped in black sorcerous robes. This evil giant moves normally. It is magical, casting spells which produce frost balls, paralyze, heal-self, create traps or summon a monster; 1 time in 4. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8. [U] Lokkak, the Ogre Chieftain (Green 'O') === Num:297 Lev:27 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:1500 An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the leader of a large band of violent ogres. This evil giant moves normally. He usually appears with an escort. He can open doors and bash down doors. He resists poison. He takes a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to attack with damage 6d6. The Vampire (Violet 'V') === Num:298 Lev:27 Rar:1 Spd:+0 Hp:25d12 Ac:45 Exp:175 It is a humanoid with an aura of power. You notice a sharp set of front teeth. This evil undead creature moves normally. It is magical, casting spells which cause mind blasting, cause serious wounds, terrify, paralyze, teleport to, create darkness or cause amnesia; 1 time in 9. It can open doors and bash down doors. It is cold blooded. It regenerates quickly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 20d6+) with damage 1d4, and bite to lower experience (by 20d6+) with damage 1d4. The Gorgimera (Orange 'H') === Num:299 Lev:27 Rar:2 Spd:+0 Hp:25d20 Ac:55 Exp:200 The result of evil experiments, this travesty of nature should never be alive. It has 3 heads - gorgon, goat and dragon - all attached to a lion's body. This creature moves normally. It may breathe fire; 1 time in 8. It can bash down doors. It resists fire. It is fairly observant of intruders, which it may notice from 120 feet. It can bite to burn with damage 1d3, bite to burn with damage 1d3, bite to attack with damage 1d10, and gaze to paralyze with damage 2d4. The Colbran (Yellow 'g') === Num:300 Lev:27 Rar:2 Spd:+10 Hp:80d12 Ac:80 Exp:900 A man-shaped form of living lightning, sparks and shocks crackle all over this madly capering figure, as it leaps and whirls around and about you. This creature moves normally. It is magical, casting spells which produce lightning bolts; 1 time in 3. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to electrify with damage 3d8, and hit to electrify with damage 3d8. The Spirit naga (White 'n') === Num:301 Lev:28 Rar:2 Spd:+0 Hp:30d15 Ac:75 Exp:60 A wraithly snake-like form with the torso of a beautiful woman, it is the most powerful of its kind. This evil creature moves normally. She is magical, casting spells which cause mind blasting, blind, heal-self or create darkness; 1 time in 4. She can open doors and bash down doors. She is invisible. She cannot be confused or slept. She pays very little attention to intruders, which she may notice from 200 feet. She will carry up to 6 objects. She can crush to attack with damage 2d8, crush to attack with damage 2d8, bite to attack with damage 1d8, and bite to attack with damage 1d8. The 5-headed hydra (Green 'M') === Num:302 Lev:28 Rar:2 Spd:+10 Hp:100d8 Ac:80 Exp:350 A strange reptilian hybrid with five heads dripping venom. This natural creature moves normally. It is magical, casting spells which produce poison balls or terrify; 1 time in 5. It can bash down doors and push past weaker monsters. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 10 treasures. It can bite to poison with damage 4d4, bite to poison with damage 4d4, bite to poison with damage 4d4, and bite to poison with damage 4d4. The Black knight (Slate 'p') === Num:303 Lev:28 Rar:1 Spd:+10 Hp:30d10 Ac:70 Exp:240 He is a figure encased in deep black plate armour; he looks at you menacingly. This evil creature moves normally. He is magical, casting spells which cause critical wounds, terrify, blind or create darkness; 1 time in 8. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Uldor the Accursed (L.Umber 'p') === Num:304 Lev:28 Rar:4 Spd:+0 Hp:1000 Ac:70 Exp:600 An evil and cunning man from the East. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 4d6, hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 3d5. The Mage (Red 'p') === Num:305 Lev:28 Rar:1 Spd:+0 Hp:15d8 Ac:40 Exp:150 A mage of some power - you can tell by the size of his hat. This evil creature moves normally. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, produce frost bolts, blind, confuse, haste-self, teleport-self, teleport to or summon a monster; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 2d5, and hit to attack with damage 2d5. The Mind flayer (L.Red 'h') === Num:306 Lev:28 Rar:1 Spd:+0 Hp:150 Ac:60 Exp:200 A humanoid form with a gruesome head, tentacular mouth, and piercing eyes. Claws reach out for you and you feel a presence invade your mind. This evil creature moves normally. It is magical, casting spells which cause mind blasting, cause brain smashing, terrify, blind, paralyze or cause amnesia; 1 time in 8. It can open doors and bash down doors. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects. It can gaze to reduce intelligence with damage 2d6, and gaze to reduce intelligence with damage 2d6. [U] Draebor, the Imp (Green 'u') === Num:307 Lev:28 Rar:5 Spd:+10 Hp:520 Ac:50 Exp:750 An intensely irritating git of a monster. This evil demon moves a bit erratically. It usually appears with an escort. It is magical, casting spells intelligently which terrify, blind, confuse, blink-self, teleport-self, teleport to, teleport away or teleport level; 1 time in 5. It can bash down doors. It is invisible. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can hit to poison with damage 3d4, hit to poison with damage 3d4, and hit to attack with damage 3d4. The Basilisk (Blue 'R') === Num:308 Lev:28 Rar:3 Spd:+10 Hp:20d30 Ac:90 Exp:300 An evil reptile that preys on unsuspecting travellers. Its eyes stare deeply at you and your soul starts to wilt! This natural creature moves normally. It can open doors and bash down doors. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry one or two objects. It can gaze to paralyze, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12. The Ice troll (White 'T') === Num:309 Lev:28 Rar:1 Spd:+0 Hp:24d10 Ac:56 Exp:160 He is a white troll with powerfully clawed hands. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists cold. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d5, hit to attack with damage 1d5, hit to attack with damage 1d5, and bite to freeze with damage 3d6. The Giant purple worm (Violet 'w') === Num:310 Lev:29 Rar:3 Spd:+0 Hp:65d8 Ac:65 Exp:400 It is a massive worm form, many feet in length. Its vast maw drips acid and poison. This natural creature moves normally. It can bash down doors. It resists acid and poison. It takes quite a while to see intruders, which it may notice from 140 feet. It can hit to attack with damage 1d8, bite to shoot acid with damage 2d8, and sting to poison with damage 1d8. The Movanic Deva (L.Blue 'A') === Num:311 Lev:29 Rar:6 Spd:+0 Hp:400 Ac:68 Exp:400 A lesser angel protected by an aura of holiness. Its muscular form looks extremely powerful next to your own frail body. This creature moves normally. It is magical, casting spells intelligently which terrify, blind, confuse, haste-self or heal-self; 1 time in 3. It can open doors, bash down doors and pick up objects. It resists fire, cold and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 4 objects. It can hit to attack with damage 3d5, hit to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Catoblepas (Green 'q') === Num:312 Lev:29 Rar:2 Spd:+0 Hp:30d10 Ac:55 Exp:400 A strange ox-like form with a huge head but a thin, weak neck, it looks likes the creation of some deranged alchemist. This natural creature moves normally. It can bash down doors. It resists poison. It takes quite a while to see intruders, which it may notice from 150 feet. It will carry up to 4 treasures. It can gaze to terrify with damage 2d4, gaze to blind with damage 2d4, butt to attack with damage 2d6, and bite to attack with damage 2d12. The Mimic (ring) (White '=') === Num:313 Lev:29 Rar:3 Spd:+10 Hp:10d35 Ac:60 Exp:200 A strange creature that disguises itself as discarded objects to lure unsuspecting adventurers within reach of its venomous claws. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause serious wounds, produce acid bolts, produce lightning bolts, produce fire bolts, produce frost bolts, terrify, blind, confuse, cause amnesia or summon a monster; 1 time in 4. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It pays very little attention to intruders, which it may notice from 300 feet. It can hit to poison with damage 3d4, hit to poison with damage 3d4, hit to poison with damage 3d4, and hit to poison with damage 3d4. The Young blue dragon (Blue 'd') === Num:314 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:300 It has a form that legends are made of. Its still-tender scales are a deep blue in hue. Sparks crackle along its length. This evil dragon moves normally. It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists lightning. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Young white dragon (White 'd') === Num:315 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:50 Exp:275 It has a form that legends are made of. Its still-tender scales are a frosty white in hue. Icy blasts of cold air come from it as it breathes. This evil dragon moves normally. It may breathe frost, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists cold. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Young green dragon (Green 'd') === Num:316 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:60 Exp:290 It has a form that legends are made of. Its still-tender scales are a deep green in hue. Foul gas seeps through its scales. This evil dragon moves normally. It may breathe poison, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Young bronze dragon (L.Umber 'd') === Num:317 Lev:29 Rar:3 Spd:+0 Hp:270 Ac:63 Exp:310 It has a form that legends are made of. Its still-tender scales are a rich bronze hue, and its shape masks its true form. This dragon moves normally. It may breathe confusion, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Mithril golem (L.Blue 'g') === Num:318 Lev:30 Rar:4 Spd:+0 Hp:80d15 Ac:100 Exp:500 It is a massive statue of purest mithril. It looks expensive! This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 4 treasures. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Shadow drake (L.Dark 'd') === Num:319 Lev:30 Rar:2 Spd:+0 Hp:20d10 Ac:50 Exp:700 It is a dragon-like form wrapped in shadow. Glowing red eyes shine out in the dark. This natural evil dragon moves a bit erratically. It is magical, casting spells which terrify, confuse, slow, haste-self or create darkness; 1 time in 6. It can open doors, bash down doors and pick up objects. It is invisible. It resists cold. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can bite to freeze with damage 1d6, bite to freeze with damage 1d6, and bite to freeze with damage 1d6. The Skeleton troll (White 's') === Num:320 Lev:30 Rar:1 Spd:+0 Hp:20d10 Ac:55 Exp:225 It is a troll skeleton animated by dark dweomers. This evil undead troll moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and bite to attack with damage 3d4. The Manticore (Yellow 'H') === Num:321 Lev:30 Rar:2 Spd:+10 Hp:250 Ac:15 Exp:300 It is a winged lion's body with a human torso and a tail covered in vicious spikes. This evil creature moves normally. It may fire missiles. It can bash down doors. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant blue ant (Blue 'a') === Num:322 Lev:30 Rar:2 Spd:+0 Hp:8d8 Ac:50 Exp:80 It is a giant ant that crackles with energy. This natural creature moves a bit erratically. It can bash down doors. It is rarely detected by telepathy. It resists lightning. It tends to overlook intruders, which it may notice from 100 feet. It can bite to electrify with damage 5d5. The Giant army ant (Orange 'a') === Num:323 Lev:30 Rar:3 Spd:+10 Hp:19d6 Ac:40 Exp:90 An armoured form moving with purpose. Powerful on its own, flee when hordes of them march. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors and destroy weaker monsters. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 100 feet. It can bite to attack with damage 2d12. The Grave wight (Blue 'W') === Num:324 Lev:30 Rar:1 Spd:+0 Hp:12d10 Ac:50 Exp:325 It is a ghostly form with eyes that haunt you. This evil undead creature moves a bit erratically. It is magical, casting spells which cause critical wounds, terrify or create darkness; 1 time in 8. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 1d7, hit to attack with damage 1d7, and touch to lower experience (by 20d6+). The Killer slicer beetle (Yellow 'K') === Num:325 Lev:30 Rar:2 Spd:+0 Hp:22d10 Ac:60 Exp:200 It is a beetle with deadly sharp cutting mandibles and a rock-hard carapace. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to attack with damage 5d8, and bite to attack with damage 5d8. The Ghost (White 'G') === Num:326 Lev:31 Rar:1 Spd:+10 Hp:13d8 Ac:30 Exp:350 You don't believe in them. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, blind or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can wail to terrify, touch to lower experience (by 20d6+), claw to reduce intelligence with damage 1d6, and claw to reduce wisdom with damage 1d6. The Death watch beetle (L.Dark 'K') === Num:327 Lev:31 Rar:3 Spd:+0 Hp:25d12 Ac:60 Exp:190 It is a giant beetle that produces a chilling sound. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 160 feet. It can bite to attack with damage 5d4, and wail to terrify with damage 5d6. The Ogre shaman (Orange 'O') === Num:328 Lev:32 Rar:2 Spd:+0 Hp:14d10 Ac:55 Exp:250 It is an ogre wrapped in furs and covered in grotesque body paints. This evil giant moves normally. It is magical, casting spells which cause serious wounds, produce fire bolts, terrify, paralyze, teleport-self, create traps or summon a monster; 1 time in 5. It can open doors and bash down doors. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. The Nexus quylthulg (L.Red 'Q') === Num:329 Lev:32 Rar:1 Spd:+0 Hp:10d12 Ac:1 Exp:300 It is a very unstable, strange pulsing mound of flesh. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self or teleport away; 1 time in 1. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 100 feet. It has no physical attacks. [U] Shelob, Spider of Darkness (L.Dark 'S') === Num:330 Lev:32 Rar:3 Spd:+0 Hp:1200 Ac:80 Exp:1200 Shelob is an enormous bloated spider, rumoured to have been one of the brood of Ungoliant the Unlight. Her poison is legendary, as is her ego, which may be her downfall. She used to guard the pass through Cirith Ungol, but has not been seen there for many eons. This natural evil creature moves normally. She usually appears with escorts. She is magical, casting spells intelligently which cause critical wounds, cause mortal wounds, terrify, blind, confuse, slow, heal-self, create traps or summon spiders; 1 time in 2. She can bash down doors. She is hurt by bright light. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 80 feet. She will carry up to 6 good objects. She can bite to attack with damage 2d10, sting to poison with damage 2d5, sting to reduce strength with damage 1d4, and sting to poison with damage 2d5. The Ninja (Yellow 'p') === Num:331 Lev:32 Rar:2 Spd:+10 Hp:13d12 Ac:60 Exp:300 A humanoid clothed in black who moves with blinding speed. This evil creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4. The Memory moss (Red ',') === Num:332 Lev:32 Rar:3 Spd:+0 Hp:1d2 Ac:1 Exp:150 A mass of green vegetation. You don't remember seeing anything like it before. This creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause amnesia; 1 time in 6. It is not detected by telepathy. It cannot be frightened, confused or slept. It is observant of intruders, which it may notice from 300 feet. It can hit to confuse with damage 1d4, and hit to confuse with damage 1d4. The Storm giant (L.Blue 'P') === Num:333 Lev:32 Rar:1 Spd:+0 Hp:380 Ac:60 Exp:1500 It is a twenty-five foot tall giant wreathed in lighting. This evil giant moves normally. It is magical, casting spells which produce lightning balls, produce lightning bolts, terrify, confuse, blink-self or teleport to; 1 time in 8. It can open doors, bash down doors and pick up objects. It resists lightning and cold. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to electrify with damage 3d8, hit to electrify with damage 3d8, and hit to electrify with damage 3d8. The Cave troll (Umber 'T') === Num:334 Lev:33 Rar:1 Spd:+0 Hp:24d12 Ac:50 Exp:350 He is a vicious monster, feared for his ferocity. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 3d5, hit to attack with damage 1d8, hit to attack with damage 1d8, and hit to attack with damage 1d8. The Half-troll (L.Umber 'T') === Num:335 Lev:33 Rar:2 Spd:+0 Hp:25d14 Ac:50 Exp:300 A huge, ugly, half-human in search of plunder. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He resists poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two objects. He can claw to attack with damage 1d5, claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 2d6. The Mystic (Orange 'p') === Num:336 Lev:33 Rar:3 Spd:+10 Hp:350 Ac:50 Exp:500 An adept at unarmed combat, the mystic strikes with stunning power. He can summon help from nature and is able to focus his power to ease any pain. This creature moves normally. He is magical, casting spells which heal-self or summon spiders; 1 time in 6. He can open doors and bash down doors. He is invisible. He resists acid and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry one or two objects. He can kick to attack with damage 10d2, kick to attack with damage 10d2, kick to attack with damage 10d2, and kick to attack with damage 10d2. The Barrow wight (Violet 'W') === Num:337 Lev:33 Rar:3 Spd:+0 Hp:15d10 Ac:40 Exp:375 It is a ghostly nightmare of a entity. This evil undead creature moves normally. It usually appears in groups. It is magical, casting spells which cause serious wounds, terrify, paralyze or create darkness; 1 time in 8. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 1d8, hit to attack with damage 1d8, and touch to lower experience (by 40d6+). The Giant skeleton troll (White 's') === Num:338 Lev:33 Rar:1 Spd:+0 Hp:450 Ac:50 Exp:325 It is the animated form of a massive troll. This evil undead troll moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d9, hit to attack with damage 1d9, bite to attack with damage 1d5, and bite to attack with damage 1d5. The Chaos drake (Violet 'd') === Num:339 Lev:33 Rar:3 Spd:+0 Hp:500 Ac:100 Exp:700 A dragon twisted by the forces of chaos. It seems first ugly, then fair, as its form shimmers and changes in front of your eyes. This evil dragon moves normally. It may breathe chaos or disenchantment, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Law drake (L.Blue 'd') === Num:340 Lev:33 Rar:3 Spd:+0 Hp:550 Ac:100 Exp:700 This dragon is clever and cunning. It laughs at your puny efforts to disturb it. This evil dragon moves normally. It may breathe sound or shards, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Balance drake (Violet 'd') === Num:341 Lev:33 Rar:3 Spd:+0 Hp:600 Ac:100 Exp:700 A mighty dragon, the balance drake seeks to maintain the Cosmic Balance, and despises your feeble efforts to destroy evil. This evil dragon moves normally. It may breathe sound, chaos, disenchantment or shards, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It resists fire and cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. The Ethereal drake (Orange 'd') === Num:342 Lev:33 Rar:3 Spd:+0 Hp:450 Ac:100 Exp:700 A dragon of elemental power, with control over light and dark, the ethereal drake's eyes glare with white hatred from the shadows. This evil dragon moves normally. It may breathe light or darkness, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can pass through walls. It is invisible. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 250 feet. It will carry up to 4 objects. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d6. [U] Bert the Stone Troll (L.Slate 'T') === Num:343 Lev:33 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:2000 Big, brawny, powerful and with a taste for hobbit. He has friends called Bill and Tom. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He is hurt by rock remover and bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3. [U] Bill the Stone Troll (L.Slate 'T') === Num:344 Lev:33 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:2000 Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Tom. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He is hurt by rock remover and bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3. [U] Tom the Stone Troll (L.Slate 'T') === Num:345 Lev:33 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:2000 Big, brawny, powerful and with a taste for hobbit. He has friends called Bert and Bill. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He is hurt by rock remover and bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry one or two good objects. He can hit to attack with damage 5d5, bite to attack with damage 2d10, and bite to attack with damage 2d3. The Shade (L.Dark 'G') === Num:346 Lev:33 Rar:3 Spd:+10 Hp:14d20 Ac:30 Exp:350 A shadowy form clutches at you from the darkness. A powerful undead with a deadly touch. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, blind, paralyze or cause amnesia; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce intelligence with damage 1d10. The Spectre (L.Umber 'G') === Num:347 Lev:33 Rar:3 Spd:+10 Hp:14d20 Ac:30 Exp:350 A phantasmal shrieking spirit. Its wail drives the intense cold of pure evil deep within your body. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, blind, paralyze or cause amnesia; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can wail to terrify, touch to lower experience (by 40d6+), and claw to reduce wisdom with damage 5d5. The Water troll (Slate 'T') === Num:348 Lev:33 Rar:1 Spd:+0 Hp:360 Ac:50 Exp:420 He is a troll that reeks of brine. This evil troll moves normally. He usually appears in groups. He can open doors and bash down doors. He is hurt by bright light. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry an object or treasure. He can hit to attack with damage 1d9, hit to attack with damage 1d9, hit to attack with damage 2d2, and hit to attack with damage 2d2. The Fire elemental (Red 'E') === Num:349 Lev:33 Rar:2 Spd:+0 Hp:30d8 Ac:50 Exp:350 It is a towering inferno of flames. This evil creature moves a bit erratically. It is magical, casting spells which produce fire bolts; 1 time in 6. It can bash down doors, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists fire and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn with damage 4d6, and hit to burn with damage 4d6. The Astral Deva (L.Green 'A') === Num:350 Lev:33 Rar:6 Spd:+10 Hp:450 Ac:68 Exp:400 It is an angel moving very quickly, wielding a holy war hammer and casting a volley of powerful spells in your direction. This creature moves normally. It is magical, casting spells intelligently which cause mind blasting, produce fire bolts, terrify, blind, haste-self, heal-self or summon monsters; 1 time in 3. It can open doors, bash down doors, push past weaker monsters and pick up objects. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 6 objects. It can hit to attack with damage 4d3, hit to attack with damage 3d8, hit to attack with damage 4d3, and hit to attack with damage 3d8. The Water elemental (Slate 'E') === Num:351 Lev:33 Rar:2 Spd:+0 Hp:25d8 Ac:40 Exp:325 It is a towering tempest of water. This evil creature moves a bit erratically. It is magical, casting spells which produce frost bolts; 1 time in 6. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10. The Invisible stalker (Yellow 'E') === Num:352 Lev:34 Rar:3 Spd:+20 Hp:19d12 Ac:46 Exp:300 It is impossible to define its form but its violence is legendary. This evil creature moves somewhat erratically. It can open doors and bash down doors. It is invisible. It is cold blooded. It is not detected by telepathy. It resists lightning and poison. It cannot be frightened, confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6. The Carrion crawler (Orange 'c') === Num:353 Lev:34 Rar:2 Spd:+0 Hp:20d12 Ac:40 Exp:100 A hideous centipede covered in slime and with glowing tentacles around its head. This natural creature moves a bit erratically. It usually appears in groups. It can bash down doors. It is rarely detected by telepathy. It resists poison. It is fairly observant of intruders, which it may notice from 150 feet. It can sting to paralyze with damage 2d6, and sting to paralyze with damage 2d6. The Master thief (L.Blue 'p') === Num:354 Lev:34 Rar:2 Spd:+20 Hp:18d10 Ac:30 Exp:350 Cool and confident, fast and lithe; protect your possessions quickly! This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 6 objects or treasures. He can hit to attack with damage 2d8, hit to attack with damage 3d4, hit to steal gold with damage 4d4, and hit to steal items with damage 4d5. [U] Ulfang the Black (L.Umber 'p') === Num:355 Lev:34 Rar:5 Spd:+10 Hp:1000 Ac:90 Exp:1200 A short and swarthy Easterling dressed in Black. This evil creature moves normally. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Lich (Orange 'L') === Num:356 Lev:34 Rar:3 Spd:+0 Hp:300 Ac:60 Exp:800 It is a skeletal form dressed in robes. It radiates vastly evil power. This evil undead creature moves normally. It is magical, casting spells intelligently which drain mana, cause brain smashing, cause critical wounds, terrify, blind, slow, paralyze, blink-self, teleport to or teleport away; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can touch to lower experience (by 40d6+), touch to drain charges, touch to reduce dexterity with damage 2d8, and touch to reduce dexterity with damage 2d8. The Master vampire (Green 'V') === Num:357 Lev:34 Rar:3 Spd:+0 Hp:340 Ac:60 Exp:750 It is a humanoid form dressed in robes. Power emanates from its chilling frame. This evil undead creature moves normally. It is magical, casting spells which cause mind blasting, cause critical wounds, produce nether bolts, terrify, confuse, paralyze, teleport to, create darkness or cause amnesia; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It regenerates quickly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 40d6+) with damage 1d4, and bite to lower experience (by 40d6+) with damage 1d4. The Giant grey scorpion (Slate 'S') === Num:358 Lev:34 Rar:4 Spd:+10 Hp:18d20 Ac:50 Exp:275 It is a giant grey scorpion. It looks poisonous. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It takes quite a while to see intruders, which it may notice from 120 feet. It can bite to attack with damage 1d6, and sting to poison with damage 1d4. The Earth elemental (Umber 'E') === Num:359 Lev:34 Rar:2 Spd:-10 Hp:30d10 Ac:60 Exp:375 It is a towering form composed of rock with fists of awesome power. This evil creature moves normally. It is magical, casting spells which produce acid bolts; 1 time in 8. It can pass through walls, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6. The Air elemental (L.Blue 'E') === Num:360 Lev:34 Rar:2 Spd:+10 Hp:30d5 Ac:50 Exp:390 It is a towering tornado of winds. This evil creature moves a bit erratically. It is magical, casting spells which produce lightning bolts; 1 time in 8. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 1d10, hit to confuse with damage 1d4, and hit to attack with damage 1d10. The Hell hound (Red 'C') === Num:361 Lev:35 Rar:3 Spd:+10 Hp:400 Ac:80 Exp:600 It is a giant dog that glows with heat. Flames pour from its nostrils. This natural evil creature moves a bit erratically. It may breathe fire; 1 time in 5. It can bash down doors and push past weaker monsters. It resists fire. It is ever vigilant for intruders, which it may notice from 250 feet. It can bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12. The Eog golem (Umber 'g') === Num:362 Lev:35 Rar:4 Spd:-10 Hp:100d20 Ac:125 Exp:1200 It is a massive deep brown statue, striding towards you with an all-too-familiar purpose. Your magic surprisingly feels much less powerful now. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It will carry up to 4 treasures. It can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to attack with damage 6d6, and hit to attack with damage 6d6. The Olog (Yellow 'T') === Num:363 Lev:35 Rar:1 Spd:+0 Hp:420 Ac:50 Exp:400 It is a massive intelligent troll with needle sharp fangs. This evil troll moves normally. It usually appears in groups. It can open doors and bash down doors. It resists poison. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 1d12, hit to attack with damage 1d12, bite to attack with damage 2d3, and bite to attack with damage 2d3. The Dagashi (Yellow 'p') === Num:364 Lev:35 Rar:4 Spd:+10 Hp:13d25 Ac:70 Exp:500 A human warrior, moving with lightning speed. This evil creature moves normally. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or twon objects or treasures. He can hit to poison with damage 3d4, hit to reduce strength with damage 3d4, hit to reduce strength with damage 3d4, and hit to poison with damage 3d4. The Gravity hound (L.Slate 'Z') === Num:365 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500 Unfettered by the usual constraints of gravity, these unnatural creatures are walking on the walls and even the ceiling! The earth suddenly feels rather less solid as you see gravity warp all round the monsters. This natural creature moves normally. It usually appears in groups. It may breathe gravity; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Acidic cytoplasm (Slate 'j') === Num:366 Lev:35 Rar:5 Spd:+10 Hp:400 Ac:18 Exp:36 A disgusting animated blob of destruction. Flee its gruesome hunger! This creature moves normally. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 10 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Inertia hound (L.Slate 'Z') === Num:367 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500 Bizarrely, this hound seems to be hardly moving at all, yet it approaches you with deadly menace. It makes you tired just to look at it. This natural creature moves normally. It usually appears in groups. It may breathe inertia; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Impact hound (Umber 'Z') === Num:368 Lev:35 Rar:2 Spd:+0 Hp:35d10 Ac:30 Exp:500 A deep brown shape is visible before you, its canine form strikes you with an almost physical force. The dungeon floor buckles as if struck by a powerful blow as it stalks towards you. This natural creature moves normally. It usually appears in groups. It may breathe force; 1 time in 8. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Dread (Orange 'G') === Num:369 Lev:35 Rar:2 Spd:+10 Hp:25d20 Ac:30 Exp:600 It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it. This evil undead creature moves a bit erratically. It is magical, casting spells which drain mana, produce nether bolts, blind, confuse or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 5 objects. It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4. The Ooze elemental (Green 'E') === Num:370 Lev:35 Rar:3 Spd:+0 Hp:13d10 Ac:80 Exp:300 It is a towering mass of filth, an eyesore of ooze. This evil creature moves normally. It is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 5. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Smoke elemental (L.Red 'E') === Num:371 Lev:35 Rar:3 Spd:+10 Hp:15d10 Ac:80 Exp:375 It is a towering blackened form, crackling with heat. This evil creature moves normally. It is magical, casting spells which produce fire bolts or create darkness; 1 time in 5. It can bash down doors, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can bite to attack with damage 2d6, and bite to attack with damage 2d6. The Young black dragon (Slate 'd') === Num:372 Lev:35 Rar:1 Spd:+0 Hp:250 Ac:60 Exp:620 It has a form that legends are made of. Its still-tender scales are a darkest black hue. Acid drips from its body. This evil dragon moves normally. It may breathe acid, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists acid. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d5, claw to attack with damage 1d5, and bite to attack with damage 1d6. The Mumak (Slate 'q') === Num:373 Lev:35 Rar:3 Spd:+0 Hp:90d10 Ac:55 Exp:2100 A massive elephantine form with eyes twisted by madness. This natural creature moves normally. It can bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4. The Giant red ant (Red 'a') === Num:374 Lev:35 Rar:1 Spd:+0 Hp:200 Ac:49 Exp:350 A giant ant covered in shaggy fur. Its powerful jaws glow with heat. This natural creature moves normally. It usually appears in groups. It can bash down doors and destroy weaker monsters. It is rarely detected by telepathy. It resists fire. It takes quite a while to see intruders, which it may notice from 140 feet. It can bite to burn with damage 3d12, and bite to burn with damage 3d12. The Mature white dragon (White 'd') === Num:375 Lev:35 Rar:1 Spd:+0 Hp:400 Ac:65 Exp:1000 A large dragon, scales gleaming bright white. This evil dragon moves normally. It may breathe frost, and is also magical, casting spells which terrify; 1 time in 10. It can open doors and bash down doors. It resists cold. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 4 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. The Xorn (Umber 'X') === Num:376 Lev:36 Rar:2 Spd:+0 Hp:160 Ac:80 Exp:650 A huge creature of the element Earth. Able to merge with its element, it has four huge arms protruding from its enormous torso. This creature moves normally. It can pass through walls and destroy objects. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can hit to attack with damage 1d6, hit to attack with damage 1d6, hit to attack with damage 1d6, and hit to attack with damage 1d6. The Shadow (L.Dark 'G') === Num:377 Lev:36 Rar:3 Spd:+10 Hp:10d20 Ac:30 Exp:400 A mighty spirit of darkness of vaguely humanoid form. Razor-edged claws reach out to end your life as it glides towards you, seeking to suck the energy from your soul to feed its power. This evil undead creature moves normally. It is magical, casting spells which slow or teleport to; 1 time in 8. It can pass through walls. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 300 feet. It will carry one or two objects. It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10. The Phantom (Violet 'G') === Num:378 Lev:36 Rar:3 Spd:+10 Hp:20d25 Ac:30 Exp:400 An unholy creature of darkness, the aura emanating from this evil being saps your very soul. This evil undead creature moves normally. It is magical, casting spells which cause amnesia; 1 time in 5. It can pass through walls. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 300 feet. It will carry one or two objects. It can touch to lower experience (by 80d6+), touch to lower experience (by 40d6+), claw to reduce intelligence with damage 1d10, and claw to reduce wisdom with damage 1d10. The Grey wraith (Slate 'W') === Num:379 Lev:36 Rar:1 Spd:+0 Hp:190 Ac:50 Exp:700 A tangible but ghostly form, made of grey fog. The air around it feels deathly cold. This evil undead creature moves normally. It is magical, casting spells which cause critical wounds, terrify, paralyze or create darkness; 1 time in 7. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 3 objects or treasures. It can hit to attack with damage 1d10, hit to attack with damage 1d10, and touch to lower experience (by 40d6+). The Young multi-hued dragon (Violet 'd') === Num:380 Lev:36 Rar:1 Spd:+0 Hp:320 Ac:60 Exp:1320 It has a form that legends are made of. Beautiful scales of shimmering and magical colours cover it. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison, and is also magical, casting spells which terrify; 1 time in 5. It can open doors and bash down doors. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d10. The Colossus (L.Green 'g') === Num:381 Lev:36 Rar:4 Spd:-10 Hp:3000 Ac:150 Exp:850 An enormous construct resembling a titan made from stone. It strides purposefully towards you, swinging its slow fists with earth-shattering power. This creature moves normally. It can bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 120 feet. It can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to attack with damage 6d6, and hit to attack with damage 6d6. The Young gold dragon (Yellow 'd') === Num:382 Lev:36 Rar:2 Spd:+0 Hp:300 Ac:63 Exp:950 It has a form that legends are made of. Its still-tender scales are a tarnished gold hue, and light is reflected from its form. This dragon moves normally. It may breathe sound, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. [U] Rogrog the Black Troll (L.Dark 'T') === Num:383 Lev:36 Rar:5 Spd:+10 Hp:1500 Ac:70 Exp:5000 A massive and cruel troll of great power, drool slides caustically down his muscular frame. Despite his bulk, he strikes with stunning speed. This evil troll moves normally. He usually appears with an escort. He can open doors, bash down doors and pick up objects. He resists cold and poison. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, bite to attack with damage 2d10, bite to attack with damage 2d3, and spit to shoot acid with damage 3d8. The Mature blue dragon (Blue 'd') === Num:384 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:75 Exp:1200 A large dragon, scales tinted deep blue. This evil dragon moves normally. It may breathe lightning, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists lightning. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Mature green dragon (Green 'd') === Num:385 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:70 Exp:1100 A large dragon, scales tinted deep green. This evil dragon moves normally. It may breathe poison, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 1d6. The Mature bronze dragon (L.Umber 'd') === Num:386 Lev:36 Rar:2 Spd:+0 Hp:440 Ac:70 Exp:1300 A large dragon with scales of rich bronze. This dragon moves normally. It may breathe confusion, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can bash down doors. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Young red dragon (Red 'd') === Num:387 Lev:36 Rar:1 Spd:+0 Hp:290 Ac:63 Exp:640 It has a form that legends are made of. Its still-tender scales are a deepest red hue. Heat radiates from its form. This evil dragon moves normally. It may breathe fire, and is also magical, casting spells which terrify; 1 time in 11. It can open doors and bash down doors. It resists fire. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 5 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. The Trapper (White '.') === Num:388 Lev:36 Rar:3 Spd:+10 Hp:600 Ac:75 Exp:580 A larger cousin of the lurker, this creature traps unsuspecting victims and paralyzes them, to be slowly digested later. This creature moves normally, but does not deign to chase intruders. It is invisible. It is cold blooded. It is not detected by telepathy. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can hit to attack with damage 3d8, hit to attack with damage 3d8, hit to paralyze with damage 15, and hit to paralyze with damage 15. The Bodak (Red 'u') === Num:389 Lev:36 Rar:2 Spd:+0 Hp:35d10 Ac:68 Exp:750 It is a humanoid form composed of flames and hatred. This evil demon moves normally. It is magical, casting spells which produce fire balls, produce fire bolts or summon a demon; 1 time in 4. It can open doors, bash down doors and pick up objects. It resists fire and poison. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn with damage 4d6, hit to burn with damage 4d6, and gaze to lower experience (by 20d6+). The Ice elemental (White 'E') === Num:390 Lev:36 Rar:2 Spd:+0 Hp:35d10 Ac:60 Exp:650 It is a towering glacier of ice. This evil creature moves normally. It is magical, casting spells which produce frost balls or produce ice bolts; 1 time in 5. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists lightning, cold and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can bite to freeze with damage 1d3, hit to attack with damage 4d6, and bite to freeze with damage 1d3. The Necromancer (L.Red 'p') === Num:391 Lev:36 Rar:2 Spd:+0 Hp:280 Ac:50 Exp:630 A gaunt figure, clothed in black robes. This evil creature moves normally. He is magical, casting spells intelligently which cause critical wounds, produce nether bolts, terrify, blind, paralyze, haste-self, teleport-self, teleport to or summon an undead; 1 time in 3. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 2d6, and hit to attack with damage 2d6. [U] Lorgan, Chief of the Easterlings (L.Red 'p') === Num:392 Lev:36 Rar:2 Spd:+10 Hp:1800 Ac:100 Exp:1200 A mighty warrior from the east, Lorgan hates everything that he cannot control. This evil creature moves normally. He is magical, casting spells which teleport to or summon monsters; 1 time in 4. He can open doors and bash down doors. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 3d8, and hit to attack with damage 3d8. The Demonologist (L.Red 'p') === Num:393 Lev:36 Rar:2 Spd:+10 Hp:280 Ac:50 Exp:700 A figure twisted by evil standing in robes of deepest crimson. This evil creature moves normally. He is magical, casting spells intelligently which paralyze, teleport-self or summon a demon; 1 time in 2. He can open doors and bash down doors. He is fairly observant of intruders, which he may notice from 200 feet. He will carry one or two objects. He can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d5. The Mummified troll (White 'z') === Num:394 Lev:37 Rar:1 Spd:+0 Hp:190 Ac:50 Exp:420 It is a massive figure clothed in wrappings. You are wary of its massive fists. This evil undead troll moves normally. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists cold and poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 2d6, and hit to attack with damage 2d6. [U] The Queen Ant (L.Dark 'a') === Num:395 Lev:37 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:1000 She's upset because you hurt her children. This natural creature moves normally. She usually appears with escorts. She is magical, casting spells which summon ants; 1 time in 2. She can open doors and bash down doors. She is rarely detected by telepathy. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 300 feet. She will carry up to 4 good objects. She can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d8, and bite to attack with damage 2d8. The Will o' the wisp (L.Slate 'E') === Num:396 Lev:37 Rar:4 Spd:+20 Hp:200 Ac:150 Exp:500 A strange ball of glowing light. It disappears and reappears and seems to draw you to it. You seem somehow compelled to stand still and watch its strange dancing motion. This creature moves somewhat erratically. It is magical, casting spells intelligently which cause serious wounds, confuse, blink-self or teleport-self; 1 time in 2. It can pass through walls. It is invisible. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to attack with damage 1d9, hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack with damage 1d9. The Magma elemental (Red 'E') === Num:397 Lev:37 Rar:2 Spd:+0 Hp:35d10 Ac:70 Exp:950 It is a towering glowing form of molten hate. This evil creature moves normally. It is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 7. It can pass through walls, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists lightning, fire and poison. It cannot be frightened, confused or slept. It pays little attention to intruders, which it may notice from 100 feet. It can hit to burn with damage 3d7, hit to attack with damage 4d6, and hit to burn with damage 3d7. The Black pudding (L.Dark 'j') === Num:398 Lev:37 Rar:5 Spd:+0 Hp:400 Ac:18 Exp:36 A lump of rotting black flesh that slurrrrrrrps across the dungeon floor. This creature moves normally. It usually appears in groups. It can open doors, bash down doors and pick up objects. It is cold blooded. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is vigilant for intruders, which it may notice from 120 feet. It will carry up to 5 objects or treasures. It can touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with damage 1d10. The Killer blue beetle (Blue 'K') === Num:399 Lev:37 Rar:2 Spd:+0 Hp:250 Ac:60 Exp:850 It is a giant beetle, whose carapace shimmers with vibrant energies. This natural creature moves normally. It can bash down doors. It is rarely detected by telepathy. It resists lightning. It takes quite a while to see intruders, which it may notice from 160 feet. It can claw to electrify with damage 1d12, claw to electrify with damage 1d12, and gaze to paralyze. The Nexus vortex (L.Red 'v') === Num:400 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:40 Exp:800 A maelstrom of potent magical energy. This creature moves extremely erratically. It may breathe nexus powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to attack with damage 5d5. The Plasma vortex (Red 'v') === Num:401 Lev:37 Rar:1 Spd:+10 Hp:32d10 Ac:40 Exp:800 A whirlpool of intense flame, charring the stones at your feet. This creature moves extremely erratically. It may breathe plasma powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists fire. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to burn with damage 8d8. The Mature red dragon (Red 'd') === Num:402 Lev:37 Rar:1 Spd:+0 Hp:480 Ac:80 Exp:1400 A large dragon, scales tinted deep red. This evil dragon moves normally. It may breathe fire, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can bash down doors. It resists fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d10, and bite to attack with damage 2d12. The Mature gold dragon (Yellow 'd') === Num:403 Lev:37 Rar:2 Spd:+0 Hp:560 Ac:80 Exp:1500 A large dragon with scales of gleaming gold. This dragon moves normally. It may breathe sound, and is also magical, casting spells which terrify or confuse; 1 time in 9. It can bash down doors. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d4, claw to attack with damage 1d10, and bite to attack with damage 2d12. The Crystal drake (Violet 'd') === Num:404 Lev:37 Rar:2 Spd:+10 Hp:500 Ac:100 Exp:1500 A dragon of strange crystalline form. Light shines through it, dazzling your eyes with spectrums of colour. This evil dragon moves normally. It may breathe shards, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors and bash down doors. It is invisible. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 8 objects. It can claw to attack with damage 1d4, claw to attack with damage 1d4, and bite to attack with damage 2d5. The Mature black dragon (Slate 'd') === Num:405 Lev:37 Rar:1 Spd:+0 Hp:460 Ac:55 Exp:1350 A large dragon, with scales of deepest black. This evil dragon moves normally. It may breathe acid, and is also magical, casting spells which terrify; 1 time in 9. It can bash down doors. It resists acid. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry up to 7 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Mature multi-hued dragon (Violet 'd') === Num:406 Lev:38 Rar:2 Spd:+0 Hp:640 Ac:65 Exp:1700 A large dragon, scales shimmering many colours. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison, and is also magical, casting spells which terrify, blind or confuse; 1 time in 5. It can open doors and bash down doors. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d12. The Death knight (L.Dark 'p') === Num:407 Lev:38 Rar:1 Spd:+10 Hp:600 Ac:100 Exp:1000 It is a humanoid form dressed in armour of an ancient form. From beneath its helmet, eyes glow a baleful red and seem to pierce you like lances of fire. This evil creature moves normally. It is magical, casting spells intelligently which cause critical wounds, produce nether bolts, terrify, blind or summon monsters; 1 time in 5. It can open doors and bash down doors. It is cold blooded. It resists cold. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can hit to attack with damage 6d6, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Castamir the Usurper (L.Red 'p') === Num:408 Lev:38 Rar:5 Spd:+10 Hp:880 Ac:90 Exp:1600 A Black Numenorean who usurped the throne of Gondor, he is treacherous and evil. This evil creature moves normally. He is magical, casting spells intelligently which produce lightning bolts, produce fire bolts, produce frost bolts, produce ice bolts, heal-self or create traps; 1 time in 2. He can open doors, bash down doors and pick up objects. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Time vortex (L.Blue 'v') === Num:409 Lev:38 Rar:4 Spd:+20 Hp:32d10 Ac:40 Exp:900 You haven't seen it yet. This creature moves extremely erratically. It may breathe time powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to attack with damage 5d5. The Shimmering vortex (Violet 'v') === Num:410 Lev:38 Rar:4 Spd:+30 Hp:6d12 Ac:30 Exp:200 A strange pillar of shining light that hurts your eyes. Its shape changes constantly as it cuts through the air towards you. It is like a beacon, waking monsters from their slumber. This creature moves extremely erratically. It may shriek for help. It may breathe light powerfully; 1 time in 4. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It has no physical attacks. The Ancient blue dragon (Blue 'D') === Num:411 Lev:38 Rar:1 Spd:+10 Hp:700 Ac:80 Exp:1500 A huge draconic form. Lightning crackles along its length. This evil dragon moves normally. It may breathe lightning powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists lightning. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 10 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d8. The Ancient bronze dragon (L.Umber 'D') === Num:412 Lev:38 Rar:2 Spd:+10 Hp:730 Ac:100 Exp:1700 A huge draconic form enveloped in a cascade of colour. This dragon moves normally. It may breathe confusion powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The Beholder (L.Umber 'e') === Num:413 Lev:38 Rar:4 Spd:+10 Hp:1600 Ac:80 Exp:6000 A disembodied eye, surrounded by twelve smaller eyes on stalks. This evil creature moves normally. It is magical, casting spells which drain mana, cause mind blasting, produce acid bolts, produce fire bolts, produce frost bolts, terrify, blind, confuse, slow, create darkness or cause amnesia; 1 time in 2. It can bash down doors. It resists poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can gaze to lower experience (by 20d6+) with damage 2d4, gaze to paralyze with damage 2d4, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6. The Emperor wight (Red 'W') === Num:414 Lev:38 Rar:2 Spd:+10 Hp:380 Ac:40 Exp:1600 Your life force is torn from your body as this powerful unearthly being approaches. This evil undead creature moves normally. It is magical, casting spells which cause critical wounds, produce nether bolts, terrify or paralyze; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 10 objects. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+). The Planetar (Red 'A') === Num:415 Lev:38 Rar:6 Spd:+10 Hp:500 Ac:68 Exp:1800 It is an angel, fast and strong. You are stunned by its extreme holiness and try to resist all desires to obey it. This creature moves normally. It is magical, casting spells intelligently which produce mana bolts, produce plasma bolts, confuse, haste-self, heal-self, teleport away, summon monsters or summon an angel; 1 time in 11. It can open doors, bash down doors, push past weaker monsters and pick up objects. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 6 objects. It can hit to attack with damage 4d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 4d6. [U] Vargo, Tyrant of Fire (Red 'E') === Num:416 Lev:38 Rar:3 Spd:+10 Hp:1500 Ac:50 Exp:3000 A towering fire elemental, Vargo burns everything beyond recognition. This evil creature moves a bit erratically. It is magical, casting spells which produce fire balls or produce plasma bolts; 1 time in 4. It can bash down doors, destroy weaker monsters and destroy objects. It is not detected by telepathy. It resists fire and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to burn with damage 4d6, hit to burn with damage 4d6, hit to burn with damage 4d6, and hit to burn with damage 4d6. The Black wraith (L.Dark 'W') === Num:417 Lev:38 Rar:2 Spd:+10 Hp:500 Ac:55 Exp:1700 A figure that seems made of void, its strangely human shape is cloaked in shadow. It reaches out at you. This evil undead creature moves normally. It is magical, casting spells which cause critical wounds, produce nether bolts, terrify, blind or paralyze; 1 time in 7. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). The Erinyes (Umber 'U') === Num:418 Lev:38 Rar:2 Spd:+0 Hp:240 Ac:50 Exp:1000 It is a lesser demon of female form; however, she takes little time to show her true colours. This evil demon moves normally. She is magical, casting spells which produce fire bolts, blind or confuse; 1 time in 7. She can open doors and bash down doors. She resists fire and poison. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 200 feet. She will carry a object. She can hit to attack with damage 3d4, and touch to reduce strength with damage 1d5. The Nether wraith (L.Green 'W') === Num:419 Lev:39 Rar:2 Spd:+10 Hp:480 Ac:55 Exp:1700 A form that hurts the eye, death permeates the air around it. As it nears you, a coldness saps your soul. This evil undead creature moves normally. It is magical, casting spells which cause mind blasting, cause critical wounds, produce nether bolts, terrify, blind or create darkness; 1 time in 6. It can pass through walls. It is invisible. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 10 objects. It can hit to attack with damage 1d12, hit to attack with damage 1d12, touch to lower experience (by 80d6+), and touch to lower experience (by 80d6+). The Eldrak (Red 'T') === Num:420 Lev:39 Rar:3 Spd:+0 Hp:750 Ac:80 Exp:800 A massive troll, larger and stronger than many men together. This evil troll moves normally. It can open doors, bash down doors and pick up objects. It resists poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry an object or treasure. It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Ettin (Blue 'T') === Num:421 Lev:39 Rar:3 Spd:+0 Hp:1500 Ac:100 Exp:1000 A massive troll of huge strength. Ettins are stupid but violent. This evil troll moves normally. It can open doors and bash down doors. It resists poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. [U] Waldern, King of Water (Slate 'E') === Num:422 Lev:39 Rar:3 Spd:+10 Hp:2000 Ac:40 Exp:3250 A towering water elemental, Waldern is master of all things liquid.Wave after wave drowns your frail body. This evil creature moves a bit erratically. It is magical, casting spells which produce frost balls, produce water balls, produce water bolts or produce ice bolts; 1 time in 4. It can bash down doors, destroy weaker monsters and destroy objects. It is cold blooded. It is not detected by telepathy. It resists poison. It cannot be frightened, confused or slept. It tends to overlook intruders, which it may notice from 120 feet. It can hit to attack with damage 5d5, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Kavlax the Many-Headed (Violet 'd') === Num:423 Lev:39 Rar:3 Spd:+10 Hp:1300 Ac:85 Exp:3000 A large dragon with a selection of heads, all shouting and arguing as they look for prey, but each with its own deadly breath weapon. This evil dragon moves normally. He may breathe acid, lightning, fire, frost, confusion, sound, nexus, gravity or shards powerfully; 1 time in 4. He can open doors and bash down doors. He resists acid, lightning, fire and cold. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 8 good objects. He can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12. The Ancient white dragon (White 'D') === Num:424 Lev:39 Rar:1 Spd:+10 Hp:700 Ac:90 Exp:2500 A huge draconic form. Frost covers it from head to tail. This evil dragon moves normally. It may breathe frost powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists cold. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d12. The Ancient green dragon (Green 'D') === Num:425 Lev:39 Rar:1 Spd:+10 Hp:720 Ac:85 Exp:2400 A huge draconic form enveloped in clouds of poisonous vapour. This evil dragon moves normally. It may breathe poison powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists poison. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d8, claw to attack with damage 1d8, and bite to attack with damage 2d10. The 7-headed hydra (L.Green 'M') === Num:426 Lev:39 Rar:2 Spd:+10 Hp:100d10 Ac:90 Exp:2000 A strange reptilian hybrid with seven heads dripping venom. This natural creature moves normally. It may breathe poison, and is also magical, casting spells which produce poison balls or terrify; 1 time in 5. It can bash down doors and push past weaker monsters. It resists poison. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 treasures. It can bite to poison with damage 3d9, bite to poison with damage 3d9, bite to poison with damage 3d9, and spit to blind with damage 1d2. The Night mare (L.Dark 'q') === Num:427 Lev:39 Rar:3 Spd:+10 Hp:1500 Ac:85 Exp:2900 A fearsome skeletal horse with glowing eyes, that watch you with little more than a hatred of all that lives. This evil undead creature moves normally. It can open doors and bash down doors. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 4 treasures. It can bite to lower experience (by 80d6+) with damage 2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit to confuse with damage 6d6. The Vampire lord (Blue 'V') === Num:428 Lev:39 Rar:3 Spd:+10 Hp:1600 Ac:70 Exp:1800 A foul wind chills your bones as this ghastly figure approaches. This evil undead creature moves normally. It is magical, casting spells which drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, produce nether bolts, terrify, blind, paralyze or create darkness; 1 time in 7. It can open doors and bash down doors. It is cold blooded. It regenerates quickly. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 9 objects or treasures. It can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to lower experience (by 80d6+) with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6. The Ancient black dragon (Slate 'D') === Num:429 Lev:39 Rar:1 Spd:+10 Hp:720 Ac:90 Exp:2500 A huge draconic form. Pools of acid melt the floor around it. This evil dragon moves normally. It may breathe acid powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 9. It can bash down doors and push past weaker monsters. It resists acid. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d10. The Disenchanter worm mass (Violet 'w') === Num:430 Lev:40 Rar:3 Spd:-10 Hp:10d8 Ac:5 Exp:30 It is a strange mass of squirming worms. Magical energy crackles around its disgusting form. This natural creature moves somewhat erratically. It can bash down doors. It is rarely detected by telepathy. It breeds explosively. It is hurt by bright light. It cannot be frightened. It is fairly observant of intruders, which it may notice from 70 feet. It can crawl on you to disenchant with damage 1d4. The Rotting quylthulg (Umber 'Q') === Num:431 Lev:40 Rar:1 Spd:+10 Hp:160 Ac:1 Exp:1500 It is a pulsing flesh mound that reeks of death and putrefaction. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport-self or summon an undead; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Spirit troll (L.Blue 'T') === Num:432 Lev:40 Rar:3 Spd:+0 Hp:1000 Ac:90 Exp:900 A weird troll from the elemental planes. This evil troll moves normally. It can pass through walls. It is invisible. It resists lightning, cold and poison. It cannot be confused or slept. It is observant of intruders, which it may notice from 200 feet. It will carry one or twon objects or treasures. It can hit to attack with damage 3d6, hit to attack with damage 3d5, and hit to attack with damage 3d5. The Lesser titan (Yellow 'P') === Num:433 Lev:40 Rar:3 Spd:+10 Hp:1000 Ac:80 Exp:3500 It is a humanoid figure thirty feet tall that gives off an aura of power and hate. This evil giant moves normally. It is magical, casting spells intelligently which terrify, heal-self, teleport to or summon monsters; 1 time in 3. It can open doors, bash down doors and pick up objects. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 12 objects or treasures. It can hit to confuse with damage 6d6, hit to confuse with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6. The 9-headed hydra (Red 'M') === Num:434 Lev:40 Rar:2 Spd:+10 Hp:100d12 Ac:95 Exp:3000 A strange reptilian hybrid with nine smouldering heads. This natural creature moves normally. It may breathe fire, and is also magical, casting spells which produce fire bolts or terrify; 1 time in 4. It can open doors, bash down doors and push past weaker monsters. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 treasures. It can bite to burn with damage 3d6, bite to burn with damage 3d6, bite to burn with damage 3d6, and bite to burn with damage 3d6. The Enchantress (L.Red 'p') === Num:435 Lev:40 Rar:4 Spd:+20 Hp:520 Ac:60 Exp:2100 This elusive female spellcaster has a special affinity for dragons, whom she rarely fights without. This evil creature moves normally. She is magical, casting spells which blind or summon a dragon; 1 time in 2. She can open doors and bash down doors. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 200 feet. She will carry up to 4 good objects. She can hit to attack with damage 2d6, hit to attack with damage 2d6, and hit to attack with damage 2d8. The Archpriest (L.Green 'p') === Num:436 Lev:40 Rar:2 Spd:+10 Hp:520 Ac:60 Exp:1800 An evil priest, dressed all in black. Deadly spells hit you at an alarming rate as his black spiked mace rains down blow after blow on your pitiful frame. This evil creature moves normally. He is magical, casting spells intelligently which cause critical wounds, blind, confuse, paralyze, heal-self, summon a monster or summon an undead; 1 time in 2. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 6 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. The Sorcerer (Violet 'p') === Num:437 Lev:40 Rar:2 Spd:+20 Hp:520 Ac:60 Exp:2150 A human figure in robes, he moves with magically improved speed, and his hands are ablur with spell casting. This evil creature moves normally. He is magical, casting spells which produce fire balls, produce frost balls, cause critical wounds, produce acid bolts, blind, confuse, blink-self, teleport to, create traps, summon a monster, summon an undead or summon a dragon; 1 time in 2. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 10 objects. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8. The Xaren (Slate 'X') === Num:438 Lev:40 Rar:1 Spd:+10 Hp:320 Ac:80 Exp:1200 It is a tougher relative of the Xorn. Its hide glitters with metal ores. This creature moves normally. It can pass through walls and destroy objects. It is cold blooded. It is not detected by telepathy. It is hurt by rock remover. It resists lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Giant roc (Umber 'B') === Num:439 Lev:40 Rar:3 Spd:+0 Hp:80d13 Ac:70 Exp:1000 A vast legendary bird, its iron talons rake the most impenetrable of surfaces and its screech echoes through the many winding dungeon corridors. This natural creature moves normally. It can bash down doors. It resists lightning. It is fairly observant of intruders, which it may notice from 200 feet. It can crush to attack with damage 8d12, crush to attack with damage 8d12, and hit to electrify with damage 12d12. [U] Uvatha the Horseman (L.Dark 'W') === Num:440 Lev:40 Rar:3 Spd:+10 Hp:1200 Ac:60 Exp:7000 A tall black cloaked Ringwraith, he is a master of horsemanship. He longs to taste your blood. This evil undead creature moves normally. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 4 good objects. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to lower experience (by 80d6+) with damage 4d6, and hit to lower experience (by 80d6+) with damage 4d6. The Minotaur (Slate 'H') === Num:441 Lev:40 Rar:2 Spd:+20 Hp:100d10 Ac:25 Exp:2100 It is a cross between a human and a bull. This evil creature moves normally. It can bash down doors. It is fairly observant of intruders, which it may notice from 130 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, butt to attack with damage 2d6, and butt to attack with damage 2d6. [U] Medusa, the Gorgon (Orange 'n') === Num:442 Lev:40 Rar:3 Spd:+10 Hp:2400 Ac:100 Exp:9000 One of the original three ugly sisters. Her face could sink a thousand ships. Her scales rattle as she slithers towards you, venom dripping from her ghastly mouth. This evil creature moves normally. She is magical, casting spells intelligently which produce acid balls, cause critical wounds, produce fire bolts, produce plasma bolts, terrify, paralyze or summon hydras; 1 time in 2. She can open doors and bash down doors. She resists acid, fire and poison. She cannot be confused or slept. She is observant of intruders, which she may notice from 300 feet. She will carry up to 6 good objects. She can gaze to lower experience (by 80d6+), gaze to paralyze, hit to attack with damage 8d6, and hit to attack with damage 8d6. The Death drake (L.Green 'D') === Num:443 Lev:40 Rar:2 Spd:+10 Hp:1000 Ac:100 Exp:3500 It is a dragon-like form wrapped in darkness. You cannot make out its true form but you sense its evil. This evil dragon moves normally. It may breathe nether powerfully, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can pass through walls, push past weaker monsters and pick up objects. It is invisible. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 12 objects. It can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to lower experience (by 80d6+) with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6. The Ancient red dragon (Red 'D') === Num:444 Lev:40 Rar:1 Spd:+10 Hp:1000 Ac:100 Exp:2750 A huge draconic form. Wisps of smoke steam from its nostrils and the extreme heat surrounding it makes you gasp for breath. This evil dragon moves normally. It may breathe fire powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d14. The Ancient gold dragon (Yellow 'D') === Num:445 Lev:40 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:4000 A huge draconic form wreathed in a nimbus of light. This dragon moves normally. It may breathe sound powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It pays very little attention to intruders, which it may notice from 200 feet. It will carry up to 14 objects or treasures. It can claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 2d14. The Great crystal drake (Violet 'D') === Num:446 Lev:40 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:3500 A huge crystalline dragon. Its claws could cut you to shreds and its teeth are razor sharp. Strange colours ripple through it as it moves in the light. This evil dragon moves normally. It may breathe shards powerfully, and is also magical, casting spells which terrify, confuse or slow; 1 time in 6. It can open doors, bash down doors and push past weaker monsters. It is invisible. It resists cold. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 12 objects. It can claw to attack with damage 1d9, claw to attack with damage 1d9, and bite to attack with damage 2d12. The Vrock (Slate 'U') === Num:447 Lev:40 Rar:2 Spd:+0 Hp:400 Ac:50 Exp:1000 It is a demon with a long neck and raking claws. This evil demon moves normally. It usually appears in groups. It is magical, casting spells which blind or confuse; 1 time in 8. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry a object. It can hit to attack with damage 3d4, crush to attack with damage 8d12, and crush to attack with damage 8d12. The Death quasit (L.Dark 'u') === Num:448 Lev:40 Rar:3 Spd:+20 Hp:440 Ac:80 Exp:1000 It is a demon of small stature, but its armoured frame moves with lightning speed and its powers make it a tornado of death and destruction. This evil demon moves normally. It is magical, casting spells intelligently which cause critical wounds, terrify, blind, confuse, cause amnesia or summon a demon; 1 time in 10. It can pass through walls. It is invisible. It resists fire and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It will carry up to 14 objects. It can bite to reduce dexterity with damage 3d6, claw to attack with damage 3d3, and claw to attack with damage 3d3. [U] Adunaphel the Quiet (L.Dark 'W') === Num:449 Lev:41 Rar:3 Spd:+10 Hp:1200 Ac:60 Exp:8000 A sorceress in life, Adunaphel quickly fell under Sauron's sway and the power of the rings. This evil undead creature moves normally. She is magical, casting spells which cause critical wounds, produce acid bolts, produce fire bolts, produce frost bolts, produce nether bolts, terrify, blind, paralyze, cause amnesia or summon a monster; 1 time in 3. She can pass through walls and push past weaker monsters. She is invisible. She is cold blooded. She is hurt by bright light. She resists cold and poison. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 900 feet. She will carry up to 8 good objects. She can hit to attack with damage 5d5, hit to attack with damage 5d5, and touch to lower experience (by 80d6+). The Dark elven sorceror (Violet 'h') === Num:450 Lev:41 Rar:2 Spd:+20 Hp:800 Ac:70 Exp:3000 A dark elven figure, dressed in deepest black. Power seems to crackle from his slender frame. This evil creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce frost balls, cause critical wounds, produce acid bolts, blind, confuse, heal-self, blink-self, teleport to, create darkness, summon a monster, summon a demon or summon an undead; 1 time in 2. He can open doors and bash down doors. He is hurt by bright light. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 10 objects. He can hit to attack with damage 2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8. The Master lich (Red 'L') === Num:451 Lev:41 Rar:2 Spd:+10 Hp:1800 Ac:80 Exp:10000 A skeletal form wrapped in robes. Powerful magic crackles along its bony fingers. This evil undead creature moves normally. It is magical, casting spells intelligently which drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, terrify, blind, confuse, paralyze, blink-self, teleport to or summon an undead; 1 time in 3. It can open doors and bash down doors. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 12 objects. It can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12. The Hezrou (Violet 'U') === Num:452 Lev:41 Rar:3 Spd:+0 Hp:520 Ac:40 Exp:1500 It is a demon of lizard form with cruel-looking jaws. This evil demon moves normally. It usually appears in groups. It is magical, casting spells which produce fire bolts or summon a demon; 1 time in 9. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 4 objects. It can hit to attack with damage 3d4, and hit to attack with damage 3d4. [U] Akhorahil the Blind (L.Dark 'W') === Num:453 Lev:41 Rar:3 Spd:+10 Hp:1800 Ac:70 Exp:12000 A mighty sorcerer King, Akhorahil was blind in life. With powerful enchantments, he created jewelled eyes that enabled him to see better than any ordinary man ever could. This evil undead creature moves normally. He is magical, casting spells which cause critical wounds, produce fire bolts, produce frost bolts, produce nether bolts, terrify, blind, paralyze, create darkness or summon a monster; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, gaze to lower experience (by 80d6+), and wail to terrify. [U] Gorlim, Betrayer of Barahir (Slate 'p') === Num:454 Lev:41 Rar:3 Spd:+10 Hp:1600 Ac:120 Exp:7000 This once-mighty warrior was so dominated by Morgoth's power that he became little more than a mindless creature of evil. This creature moves normally. He is magical, casting spells intelligently which cause critical wounds, produce water bolts or produce mana bolts; 1 time in 2. He can open doors and bash down doors. He resists acid, lightning, cold and poison. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 200 feet. He will carry up to 4 good objects. He can hit to attack with damage 8d6, hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. The Solar (Yellow 'A') === Num:455 Lev:41 Rar:6 Spd:+20 Hp:100d35 Ac:140 Exp:15000 Never a more heavenly being have you seen. The very holiness of its presence makes you deeply respect it. Few creatures can match the powers of a Solar; fewer still live to tell the tale after attacking one. This creature moves normally. It is magical, casting spells intelligently which cause serious wounds, cause mortal wounds, produce mana bolts, terrify, blind, teleport to or summon an angel; 1 time in 3. It can open doors, bash down doors, push past weaker monsters and pick up objects. It resists acid, lightning, fire, cold and poison. It prefers to ignore intruders, which it may notice from 300 feet. It will carry up to 14 good objects. It can gaze to terrify with damage 4d4, gaze to terrify with damage 4d4, hit to attack with damage 8d6, and hit to attack with damage 8d6. The Glabrezu (Orange 'U') === Num:456 Lev:41 Rar:2 Spd:+0 Hp:600 Ac:40 Exp:1750 It is demon with arms and pincers, its form a true mockery of life. This evil demon moves normally. It is magical, casting spells which produce fire bolts or summon a demon; 1 time in 9. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 3d4, and hit to attack with damage 3d4. [U] Ren the Unclean (L.Dark 'W') === Num:457 Lev:41 Rar:3 Spd:+10 Hp:1800 Ac:70 Exp:13000 Ren was an insane eastern king who believed himself to be the son of a volcano god. At an early age his sanity was destroyed by a plague that wiped out his family, and he never recovered. This evil undead creature moves normally. He is magical, casting spells which produce fire balls, cause critical wounds, produce fire bolts, produce nether bolts, terrify, blind, paralyze or summon a monster; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is invisible. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, touch to lower experience (by 80d6+), and wail to terrify. The Nalfeshnee (Red 'U') === Num:458 Lev:42 Rar:2 Spd:+0 Hp:670 Ac:50 Exp:2000 It is a large demon with the head of a giant boar. Flames run up and down its length. This evil demon moves normally. It may breathe fire powerfully, and is also magical, casting spells which blind, confuse or summon a demon; 1 time in 9. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry one or two objects. It can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d4. The Undead beholder (Umber 'e') === Num:459 Lev:42 Rar:4 Spd:+10 Hp:2700 Ac:100 Exp:4000 A disembodied eye, floating in the air. Black nether storms rage around its bloodshot pupil and light seems to bend as it sucks its power from the very air around it. Your soul chills as it drains your vitality for its evil enchantments. This evil undead creature moves normally. It is magical, casting spells which drain mana, cause mind blasting, cause brain smashing, cause mortal wounds, produce mana bolts, slow, cause amnesia or summon an undead; 1 time in 2. It can bash down doors. It is cold blooded. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 300 feet. It can gaze to lower experience (by 40d6+), gaze to paralyze, gaze to reduce intelligence with damage 2d6, and gaze to drain charges with damage 2d6. The Dread (Orange 'G') === Num:460 Lev:42 Rar:1 Spd:+10 Hp:25d20 Ac:30 Exp:600 It is a form that screams its presence against the eye. Death incarnate, its hideous black body seems to struggle against reality as the universe itself struggles to banish it. This evil undead creature moves a bit erratically. It usually appears in groups. It is magical, casting spells which drain mana, produce nether bolts, blind, confuse or paralyze; 1 time in 16. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry a object. It can hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to reduce strength with damage 3d4. The Mumak (Slate 'q') === Num:461 Lev:43 Rar:2 Spd:+0 Hp:90d10 Ac:55 Exp:2100 A massive elephantine form with eyes twisted by madness. This natural creature moves normally. It usually appears in groups. It can bash down doors. It pays very little attention to intruders, which it may notice from 200 feet. It can butt to attack with damage 4d6, butt to attack with damage 4d6, and crush to attack with damage 4d4. The Ancient multi-hued dragon (Violet 'D') === Num:462 Lev:43 Rar:1 Spd:+10 Hp:2100 Ac:100 Exp:13000 A huge draconic form. Many colours ripple down its massive frame. Few live to see another. This evil dragon moves normally. It may breathe acid, lightning, fire, frost or poison powerfully, and is also magical, casting spells intelligently which terrify, blind or confuse; 1 time in 5. It can open doors, bash down doors and push past weaker monsters. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 18 objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, and bite to attack with damage 3d12. The Ethereal dragon (Orange 'D') === Num:463 Lev:43 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:11000 A huge dragon emanating from the elemental plains, the ethereal dragon is a master of light and dark. Its form disappears from sight as it cloaks itself in unearthly shadows. This dragon moves normally. It may breathe light, darkness or confusion powerfully, and is also magical, casting spells which blind or confuse; 1 time in 5. It can pass through walls and push past weaker monsters. It is invisible. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 250 feet. It will carry up to 18 objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, and bite to attack with damage 3d12. [U] Ji Indur Dawndeath (L.Dark 'W') === Num:464 Lev:43 Rar:4 Spd:+10 Hp:1800 Ac:70 Exp:12000 This Ringwraith was a weak-minded sorcerer-king who fell easily under Sauron's power. This evil undead creature moves normally. He is magical, casting spells which produce fire balls, produce nether balls, cause critical wounds, terrify, blind, paralyze or summon an undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is invisible. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). The Marilith (Yellow 'U') === Num:465 Lev:43 Rar:2 Spd:+10 Hp:1200 Ac:75 Exp:5000 She is a demon of female form with many arms, each bearing deadly weapons. This evil demon moves normally. She is magical, casting spells which cause serious wounds, blind or summon a demon; 1 time in 9. She can open doors and bash down doors. She resists fire. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 200 feet. She will carry one or two objects. She can hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack with damage 3d6, and hit to attack with damage 3d6. [U] Quaker, Master of Earth (Umber 'E') === Num:466 Lev:43 Rar:4 Spd:+0 Hp:1800 Ac:97 Exp:6000 A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances. This evil creature moves normally. He is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 6. He can pass through walls, destroy weaker monsters and destroy objects. He is cold blooded. He is not detected by telepathy. He is hurt by rock remover. He resists lightning, fire, cold and poison. He cannot be frightened, confused or slept. He pays little attention to intruders, which he may notice from 100 feet. He can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to attack with damage 6d6, and hit to shatter with damage 10d10. The Lesser Balrog (L.Red 'U') === Num:467 Lev:44 Rar:3 Spd:+10 Hp:1800 Ac:50 Exp:8000 It is a massive humanoid demon wreathed in flames. This evil demon moves normally. It may breathe fire powerfully, and is also magical, casting spells which blind, confuse or summon a demon; 1 time in 4. It can open doors, bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 200 feet. It will carry up to 6 objects. It can hit to burn with damage 2d6, hit to attack with damage 4d6, hit to burn with damage 2d6, and hit to attack with damage 5d5. [U] Ariel, Queen of Air (L.Blue 'E') === Num:468 Lev:44 Rar:4 Spd:+20 Hp:2700 Ac:50 Exp:8000 A towering air elemental, Ariel, the sorceress, avoids your blows with her extreme speed. This evil creature moves a bit erratically. She is magical, casting spells which produce lightning balls, produce frost balls or produce lightning bolts; 1 time in 5. She can bash down doors, destroy weaker monsters and destroy objects. She is cold blooded. She is not detected by telepathy. She resists acid, lightning, fire, cold and poison. She cannot be frightened, confused or slept. She tends to overlook intruders, which she may notice from 120 feet. She can hit to attack with damage 4d6, hit to confuse with damage 1d4, hit to attack with damage 4d6, and hit to confuse with damage 1d4. The 11-headed hydra (L.Red 'M') === Num:469 Lev:44 Rar:2 Spd:+10 Hp:100d18 Ac:100 Exp:6000 A strange reptilian hybrid with eleven smouldering heads. This natural creature moves normally. It may breathe fire, and is also magical, casting spells which produce fire balls, produce fire bolts, produce plasma bolts or terrify; 1 time in 4. It can open doors, bash down doors and push past weaker monsters. It resists fire. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 12 treasures. It can bite to burn with damage 3d12, bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12. The Patriarch (L.Green 'p') === Num:470 Lev:44 Rar:2 Spd:+10 Hp:800 Ac:60 Exp:5000 A dark priest of the highest order. Powerful and evil, beware his many spells. This evil creature moves normally. He is magical, casting spells intelligently which cause brain smashing, cause mortal wounds, blind, paralyze, heal-self, summon monsters or summon an undead; 1 time in 2. He can open doors and bash down doors. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 10 objects. He can hit to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack with damage 3d5. The Dreadmaster (Yellow 'G') === Num:471 Lev:44 Rar:2 Spd:+10 Hp:1200 Ac:100 Exp:8000 It is an unlife of power almost unequaled. An affront to existence, its very touch abuses and disrupts the flow of life, and its unearthly limbs, of purest black, crush rock and flesh with ease. This evil undead creature moves a bit erratically. It is magical, casting spells intelligently which drain mana, cause mortal wounds, produce nether bolts, blind, confuse, paralyze, teleport level or summon an undead; 1 time in 9. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 10 objects. It can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to reduce strength with damage 3d4, and hit to reduce strength with damage 3d4. The Drolem (Green 'g') === Num:472 Lev:44 Rar:3 Spd:+10 Hp:3000 Ac:130 Exp:12000 A constructed dragon, the drolem has massive strength. Powerful spells weaved during its creation make it a fearsome adversary. Its eyes show little intelligence, but it has been instructed to destroy all it meets. This dragon moves normally. It may fire missiles. It may breathe poison, and is also magical, casting spells which blind, confuse or slow; 1 time in 6. It can open doors and bash down doors. It is cold blooded. It is not detected by telepathy. It resists lightning, fire, cold and poison. It cannot be frightened, confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to attack with damage 5d8, bite to attack with damage 5d8, claw to poison with damage 3d3, and claw to poison with damage 3d3. [U] Scatha the Worm (White 'D') === Num:473 Lev:44 Rar:2 Spd:+10 Hp:2000 Ac:130 Exp:17000 An ancient and wise Dragon. Scatha has grown clever over the long years. His scales are covered with frost, and his breath sends a shower of ice into the air. This evil dragon moves normally. He may breathe frost powerfully, and is also magical, casting spells which cause critical wounds or confuse; 1 time in 3. He can bash down doors and push past weaker monsters. He resists cold. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 3d14. [U] Dwar, Dog Lord of Waw (L.Dark 'W') === Num:474 Lev:44 Rar:3 Spd:+10 Hp:2000 Ac:90 Exp:13000 Dwar had a special affinity for dogs in life, and can still command them at will. He howls manically as he reaches out to destroy you. This evil undead creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce nether balls, cause critical wounds, terrify, blind, paralyze, summon monsters, summon hounds or summon an undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 8 good objects. He can hit to attack with damage 5d5, hit to attack with damage 5d5, bite to lower experience (by 40d6+) with damage 2d4, and wail to terrify. [U] Smaug the Golden (Red 'D') === Num:475 Lev:45 Rar:2 Spd:+10 Hp:2000 Ac:100 Exp:19000 Smaug is one of the Uruloki that still survive, a fire-drake of immense cunning and intelligence. His speed through air is matched by few other dragons and his dragonfire is what legends are made of. This evil dragon moves normally. He may breathe fire powerfully, and is also magical, casting spells which cause critical wounds or confuse; 1 time in 3. He can bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, claw to attack with damage 1d10, and bite to attack with damage 3d14. The Dracolich (L.Green 'D') === Num:476 Lev:46 Rar:2 Spd:+10 Hp:3500 Ac:120 Exp:18000 The skeletal form of a once-great dragon, enchanted by magic most perilous. Its animated form strikes with speed and drains life from its prey to satisfy its hunger. This evil undead dragon moves normally. It may breathe frost or nether powerfully, and is also magical, casting spells which terrify or confuse; 1 time in 6. It can open doors, bash down doors, push past weaker monsters and pick up objects. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 8 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, bite to lower experience (by 80d6+) with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6. The Greater titan (Orange 'P') === Num:477 Lev:46 Rar:3 Spd:+10 Hp:3800 Ac:125 Exp:13500 A forty foot tall humanoid that shakes the ground as it walks. The power radiating from its frame shakes your courage, its hatred inspired by your defiance. This evil giant moves normally. It is magical, casting spells intelligently which heal-self, teleport to or summon monsters; 1 time in 3. It can open doors, bash down doors and pick up objects. It takes a while to see intruders, which it may notice from 300 feet. It will carry up to 8 good objects. It can hit to confuse with damage 12d12, hit to confuse with damage 12d12, hit to confuse with damage 12d12, and hit to confuse with damage 12d12. The Dracolisk (L.Green 'D') === Num:478 Lev:46 Rar:2 Spd:+10 Hp:3500 Ac:120 Exp:14000 A mixture of dragon and basilisk, the dracolisk stares at you with deep piercing eyes, its evil breath burning the ground where it stands. This natural evil dragon moves normally. It may breathe fire or nether, and is also magical, casting spells which terrify or paralyze; 1 time in 6. It can open doors and bash down doors. It resists acid and fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 250 feet. It will carry up to 8 good objects. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 5d8, and gaze to paralyze. The Death mold (L.Dark 'm') === Num:479 Lev:47 Rar:1 Spd:+30 Hp:100d20 Ac:60 Exp:1000 It is the epitome of all that is evil, in a mold. Its lifeless form draws power from sucking the souls of those that approach it, a nimbus of pure evil surrounds it. Luckily for you, it can't move. This evil creature moves normally, but does not deign to chase intruders. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 2000 feet. It can hit to disenchant with damage 7d7, hit to disenchant with damage 7d7, hit to disenchant with damage 7d7, and hit to lower experience (by 80d6+) with damage 5d5. [U] Itangast the Fire Drake (Red 'D') === Num:480 Lev:47 Rar:4 Spd:+10 Hp:2200 Ac:100 Exp:20000 A mighty ancient dragon, Itangast's form scorches your flesh. Wisps of smoke curl up from his nostrils as he regards you with disdain. This evil dragon moves normally. He may breathe fire powerfully, and is also magical, casting spells which cause critical wounds or confuse; 1 time in 3. He can bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 1d10, claw to attack with damage 1d10, bite to attack with damage 3d14, and bite to attack with damage 4d14. [U] Glaurung, Father of the Dragons (Red 'D') === Num:481 Lev:48 Rar:2 Spd:+10 Hp:2800 Ac:120 Exp:25000 Glaurung is the father of all dragons, and was for a long time the most powerful. Nevertheless, he still has full command over his brood and can command them to appear whenever he so wishes. He is the definition of dragonfire. This evil dragon moves normally. He may breathe fire powerfully, and is also magical, casting spells which cause critical wounds, confuse or summon a dragon; 1 time in 5. He can bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 4d12, claw to attack with damage 4d12, bite to attack with damage 6d14, and bite to attack with damage 6d14. The Master mystic (Orange 'p') === Num:482 Lev:50 Rar:3 Spd:+20 Hp:1100 Ac:60 Exp:6000 A lord of all that is natural, skilled in the mystic ways. He is a master of martial arts and is at one with nature, able to summon help from the wild if need be. This creature moves normally. He is magical, casting spells which heal-self or summon spiders; 1 time in 3. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry up to 6 objects. He can kick to attack with damage 10d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to paralyze with damage 15. [U] Muar, the Balrog (Orange 'U') === Num:483 Lev:50 Rar:3 Spd:+10 Hp:3000 Ac:100 Exp:30000 A huge balrog surrounded by raging pillars of fire, Muar is indeed a terrible opponent. Wielding a great whip of fire and a blazing sword, his fury blisters your skin and melts your flesh! This evil demon moves normally. He usually appears with escorts. He may breathe fire powerfully, and is also magical, casting spells which terrify, confuse, summon a demon or summon an undead; 1 time in 4. He can open doors, bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He pays little attention to intruders, which he may notice from 200 feet. He will carry up to 18 good objects. He can hit to burn with damage 8d12, crush to attack with damage 8d12, and touch to drain charges. The Nightwing (L.Dark 'W') === Num:484 Lev:50 Rar:4 Spd:+10 Hp:60d30 Ac:120 Exp:6000 Everywhere colours seem paler and the air chiller. At the centre of the cold stands a mighty figure. Its wings envelop you in the chill of death as the nightwing reaches out to draw you into oblivion. Your muscles sag and your mind loses all will to fight as you stand in awe of this mighty being. This evil undead creature moves normally. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause mortal wounds, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 4 good objects. It can touch to poison with damage 3d5, touch to poison with damage 3d5, hit to disenchant with damage 6d8, and hit to disenchant with damage 6d8. The Nether hound (L.Green 'Z') === Num:485 Lev:51 Rar:2 Spd:+10 Hp:60d10 Ac:100 Exp:5000 You feel a soul-tearing chill upon viewing this beast, a ghostly form of darkness in the shape of a large dog. This natural creature moves normally. It usually appears in groups. It may breathe nether; 1 time in 5. It can open doors and bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Time hound (L.Blue 'Z') === Num:486 Lev:51 Rar:4 Spd:+20 Hp:60d10 Ac:100 Exp:5000 You get a terrible sense of deja vu, or is it a premonition? All at once you see a little puppy and a toothless old dog. Perhaps you should give up and go to bed. This natural creature moves normally. It usually appears in groups. It may breathe time; 1 time in 8. It can open doors and bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Plasma hound (Red 'Z') === Num:487 Lev:51 Rar:2 Spd:+10 Hp:60d10 Ac:100 Exp:5000 The very air warps as pure elemental energy stalks towards you in the shape of a giant hound. Your hair stands on end and your palms itch as you sense trouble. This natural creature moves normally. It usually appears in groups. It may breathe plasma; 1 time in 5. It can open doors and bash down doors. It resists fire. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Demonic quylthulg (Red 'Q') === Num:488 Lev:51 Rar:1 Spd:+10 Hp:480 Ac:1 Exp:3000 A pile of pulsing flesh that glows with an inner hellish fire. The world itself seems to cry out against it. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport-self or summon a demon; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Great storm wyrm (Blue 'D') === Num:489 Lev:51 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:17000 A vast dragon of power. Storms and lightning crash around its titanic form. Deep blue scales reflect the flashes and highlight the creature's great muscles. It regards you with contempt. This evil dragon moves normally. It may breathe lightning powerfully, and is also magical, casting spells which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists lightning. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 14 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, claw to attack with damage 1d12, and bite to attack with damage 4d14. [U] Baphomet the Minotaur Lord (Slate 'H') === Num:490 Lev:51 Rar:4 Spd:+20 Hp:3500 Ac:120 Exp:18000 A fearsome bull-headed demon, Baphomet swings a mighty axe as he curses all that defy him. This evil creature moves normally. He may fire missiles. He may breathe force, and is also magical, casting spells which produce lightning balls, produce mana bolts, produce plasma bolts or slow; 1 time in 6. He can bash down doors. He resists fire and poison. He cannot be confused or slept. He takes quite a while to see intruders, which he may notice from 300 feet. He will carry up to 10 good objects. He can butt to attack with damage 12d13, butt to attack with damage 12d13, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Harowen the Black Hand (L.Blue 'p') === Num:491 Lev:52 Rar:3 Spd:+30 Hp:2500 Ac:90 Exp:20000 He is a master of disguise, an expert of stealth, a genius at traps, and moves with blinding speed. Check your pockets! This creature moves normally. He is magical, casting spells which create traps; 1 time in 6. He can open doors, bash down doors and pick up objects. He resists poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 400 feet. He will carry up to 10 good objects. He can touch to steal gold with damage 5d5, touch to steal items with damage 5d5, hit to blind with damage 10d5, and hit to poison with damage 8d5. [U] Hoarmurath of Dir (L.Dark 'W') === Num:492 Lev:52 Rar:3 Spd:+10 Hp:2500 Ac:100 Exp:40000 A Ringwraith powerful in fell sorcery, he yearns for the life he has lost for a life of everlasting torment. This evil undead creature moves normally. He is magical, casting spells intelligently which produce frost balls, produce nether balls, cause mind blasting, cause critical wounds, cause mortal wounds, produce frost bolts, terrify, blind, paralyze or summon an undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 12 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 80d6+), and wail to terrify. The Grand master mystic (Orange 'p') === Num:493 Lev:53 Rar:3 Spd:+20 Hp:2200 Ac:80 Exp:15000 He is one of the few true masters of the art, being extremely skillful in all forms of unarmed combat and controlling the world's natural creatures with disdainful ease. This creature moves normally. He is magical, casting spells which cause mind blasting, heal-self, summon spiders or summon hounds; 1 time in 2. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He will carry up to 8 objects. He can kick to attack with damage 20d2, kick to attack with damage 10d2, hit to poison with damage 20, and hit to paralyze with damage 15. [U] Khamul the Easterling (L.Dark 'W') === Num:494 Lev:53 Rar:3 Spd:+10 Hp:3500 Ac:100 Exp:50000 A warrior-king of the East. Khamul is a powerful opponent, his skill in combat awesome and his form twisted by evil cunning. This evil undead creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce frost balls, produce nether balls, cause critical wounds, cause mortal wounds, produce mana bolts, terrify, blind, paralyze, teleport level or summon an undead; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists acid, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 5d5, touch to lower experience (by 40d6+), and touch to lower experience (by 40d6+). The Ethereal hound (L.Green 'Z') === Num:495 Lev:54 Rar:3 Spd:+10 Hp:60d15 Ac:100 Exp:5000 A pale green hound. Pulsing red lines and strange fluorescent lighthints at internal organs best left to the imagination. This natural creature moves normally. It usually appears in groups. It may breathe nether; 1 time in 5. It can pass through walls. It is invisible. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Great ice wyrm (White 'D') === Num:496 Lev:54 Rar:2 Spd:+10 Hp:3000 Ac:170 Exp:20000 An immense dragon capable of awesome destruction. You have never felt such extreme cold, or witnessed such an icy stare. Begone quickly or feel its wrath! This evil dragon moves normally. It may breathe frost powerfully, and is also magical, casting spells which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists cold. It cannot be confused or slept. It pays little attention to intruders, which it may notice from 300 feet. It will carry up to 14 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, claw to attack with damage 3d12, and bite to attack with damage 4d14. [U] The Phoenix (Red 'B') === Num:497 Lev:54 Rar:3 Spd:+10 Hp:3600 Ac:130 Exp:40000 A massive glowing eagle bathed in flames. The searing heat chars your skin and melts your armour. This natural creature moves normally. It may breathe fire, light or plasma, and is also magical, casting spells which produce fire balls, produce fire bolts or produce plasma bolts; 1 time in 3. It can open doors and bash down doors. It resists acid, lightning, fire and poison. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 600 feet. It will carry up to 4 good objects. It can bite to burn with damage 12d6, bite to burn with damage 12d6, hit to burn with damage 9d12, and hit to burn with damage 9d12. The Nightcrawler (L.Dark 'W') === Num:498 Lev:54 Rar:4 Spd:+10 Hp:80d60 Ac:160 Exp:8000 This intensely evil creature bears the form of a gargantuan black worm. Its gaping maw is a void of blackness, acid drips from its steely hide. It is like nothing you have ever seen before, and a terrible chill runs down your spine as you face it. This evil undead creature moves normally. It may breathe nether, and is also magical, casting spells intelligently which produce nether balls, cause brain smashing, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can sting to reduce constitution with damage 8d8, sting to reduce constitution with damage 8d8, bite to shoot acid with damage 10d10, and bite to shoot acid with damage 10d10. The Hand druj (Yellow 's') === Num:499 Lev:55 Rar:4 Spd:+20 Hp:600 Ac:110 Exp:12000 A skeletal hand floating in the air, motionless except for its flexing fingers. This evil undead creature moves normally, but does not deign to chase intruders. It is magical, casting spells intelligently which cause critical wounds, terrify, blind, confuse, teleport away, create darkness or cause amnesia; 1 time in 1. It is cold blooded. It resists cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It has no physical attacks. The Eye druj (Red 's') === Num:500 Lev:55 Rar:4 Spd:+20 Hp:1000 Ac:90 Exp:24000 A bloodshot eyeball floating in the air, you'd be forgiven for assuming it harmless. This evil undead creature moves normally, but does not deign to chase intruders. It is magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts or summon an undead; 1 time in 1. It is cold blooded. It resists fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can gaze to lower experience (by 80d6+), and gaze to lower experience (by 80d6+). The Skull druj (Orange 's') === Num:501 Lev:55 Rar:4 Spd:+20 Hp:1400 Ac:120 Exp:25000 A glowing skull possessed by sorcerous power. It need not move, but merely blast you with mighty magic. This evil undead creature moves normally, but does not deign to chase intruders. It is magical, casting spells intelligently which produce water balls, cause mind blasting, cause brain smashing, cause mortal wounds, produce nether bolts, produce plasma bolts, slow, create traps or summon an undead; 1 time in 1. It is cold blooded. It resists fire, cold and poison. It cannot be frightened, confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It can bite to lower experience (by 80d6+) with damage 4d4, bite to paralyze with damage 4d4, bite to reduce intelligence with damage 4d4, and bite to reduce wisdom with damage 4d4. The Chaos vortex (Violet 'v') === Num:502 Lev:55 Rar:1 Spd:+30 Hp:32d20 Ac:80 Exp:4000 Void, nothingness, spinning destructively. This creature moves extremely erratically. It may breathe chaos powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It has no physical attacks. The Aether vortex (Violet 'v') === Num:503 Lev:55 Rar:2 Spd:+20 Hp:32d20 Ac:40 Exp:4500 An awesome vortex of pure magic, power radiates from its frame. This creature moves extremely erratically. It may breathe acid, lightning, fire, frost, poison, nether, light, darkness, confusion, sound, chaos, nexus, time, inertia, gravity, shards, plasma or force powerfully; 1 time in 6. It can bash down doors. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 1000 feet. It can engulf to electrify with damage 5d5, engulf to burn with damage 3d3, engulf to shoot acid with damage 3d3, and engulf to freeze with damage 3d3. [U] The Lernean Hydra (White 'M') === Num:504 Lev:55 Rar:2 Spd:+10 Hp:4500 Ac:140 Exp:20000 A massive legendary hydra. It has twelve powerful heads. Its many eyes stare at you as clouds of smoke and poisonous vapour rise from its seething form. This natural creature moves normally. It may breathe fire or poison powerfully, and is also magical, casting spells intelligently which produce fire balls, produce poison balls, produce fire bolts, produce plasma bolts, terrify or summon hydras; 1 time in 3. It can open doors, bash down doors and destroy weaker monsters. It resists fire and poison. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 200 feet. It will carry up to 14 treasures. It can bite to poison with damage 8d6, bite to poison with damage 8d6, bite to burn with damage 12d6, and bite to burn with damage 12d6. [U] Thuringwethil (L.Dark 'V') === Num:505 Lev:55 Rar:4 Spd:+20 Hp:4000 Ac:145 Exp:23000 Chief messenger between Sauron and Morgoth, she is surely the most deadly of her vampire race. At first she is charming to meet, but her wings and eyes give away her true form. This evil undead creature moves normally. She is magical, casting spells intelligently which produce nether balls, drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, terrify, blind or paralyze; 1 time in 3. She can open doors and bash down doors. She is cold blooded. She regenerates quickly. She is hurt by bright light. She resists cold and poison. She cannot be confused or slept. She is fairly observant of intruders, which she may notice from 200 feet. She will carry up to 18 good objects. She can bite to attack with damage 5d8, bite to lower experience (by 80d6+) with damage 6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6. The Great hell wyrm (Red 'D') === Num:506 Lev:55 Rar:2 Spd:+10 Hp:5400 Ac:170 Exp:23000 A vast dragon of immense power. Fire leaps continuously from its huge form. The air around it scalds you. Its slightest glance burns you, and you truly realize how insignificant you are. This evil dragon moves normally. It may breathe fire powerfully, and is also magical, casting spells which terrify, blind or confuse; 1 time in 6. It can bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It takes quite a while to see intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 1d12, claw to attack with damage 1d12, claw to attack with damage 3d12, and bite to attack with damage 4d14. The Draconic quylthulg (Green 'Q') === Num:507 Lev:55 Rar:3 Spd:+10 Hp:720 Ac:1 Exp:5500 It looks like it was once a dragon corpse, now deeply infected with magical bacteria that make it pulse in a foul and degrading way. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport-self or summon a dragon; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. [U] Fundin Bluecloak (L.Green 'h') === Num:508 Lev:56 Rar:2 Spd:+20 Hp:5000 Ac:195 Exp:20000 He is one of the greatest dwarven priests to walk the earth. Fundin has earned a high position in the church, and his skill with both weapon and spell only justify his position further. His combination of both dwarven strength and priestly wisdom are a true match for any adventurer. This creature moves normally. He is magical, casting spells which cause brain smashing, cause critical wounds, cause mortal wounds, terrify, blind, confuse, heal-self, cause amnesia or summon monsters; 1 time in 4. He can open doors and bash down doors. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 250 feet. He will carry up to 10 good objects. He can hit to attack with damage 10d10, hit to attack with damage 8d6, hit to attack with damage 8d6, and hit to attack with damage 8d6. [U] Uriel, Angel of Fire (Red 'A') === Num:509 Lev:56 Rar:3 Spd:+20 Hp:5500 Ac:160 Exp:25000 A creature of godly appearance, you dare not challenge Uriel's supremacy. Those who stood against him before are but a memory, cremated by his mastery of elemental fire. This creature moves normally. He may breathe fire powerfully, and is also magical, casting spells intelligently which produce fire balls, produce fire bolts, produce mana bolts, blind, teleport to or summon an angel; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 14 good objects. He can hit to burn with damage 9d12, hit to burn with damage 4d6, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Azriel, Angel of Death (L.Dark 'A') === Num:510 Lev:57 Rar:3 Spd:+20 Hp:6000 Ac:170 Exp:30000 Azriel commands awesome power, his visage holy enough to shrivel your soul. You shriek with disbelief as his mastery of death draws you to your grave. It is truly beyond all but the mightiest of warriors to stand against him and live. This creature moves normally. He may breathe nether powerfully, and is also magical, casting spells intelligently which produce nether balls, produce nether bolts, produce mana bolts, blind, teleport to or summon an angel; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 14 good objects. He can touch to lower experience (by 80d6+), hit to blind with damage 10d5, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Ancalagon the Black (L.Dark 'D') === Num:511 Lev:58 Rar:3 Spd:+10 Hp:7500 Ac:125 Exp:30000 'Rushing Jaws' is his name, and death is his game. No dragon of the brood of Glaurung can match him. This evil dragon moves normally. He may breathe acid powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a dragon or summon ancient dragons; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He resists acid and fire. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can claw to attack with damage 5d12, claw to attack with damage 6d12, claw to attack with damage 8d12, and bite to attack with damage 10d14. The Nightwalker (L.Dark 'W') === Num:512 Lev:59 Rar:4 Spd:+20 Hp:50d65 Ac:175 Exp:15000 A huge giant garbed in black, more massive than a titan and stronger than a dragon. With terrible blows, it breaks your armour from your back, leaving you defenseless against its evil wrath. It can smell your fear, and you in turn smell the awful stench of death as this ghastly figure strides towards you menacingly. This evil undead creature moves normally. It is magical, casting spells intelligently which produce nether balls, cause brain smashing, produce nether bolts, produce mana bolts, terrify, blind or summon an undead; 1 time in 4. It can open doors and bash down doors. It is cold blooded. It is hurt by bright light. It resists lightning, fire, cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 8 good objects. It can hit to disenchant with damage 10d10, hit to disenchant with damage 10d10, hit to disenchant with damage 7d7, and hit to disenchant with damage 7d7. [U] Gabriel, the Messenger (White 'A') === Num:513 Lev:59 Rar:3 Spd:+20 Hp:7500 Ac:180 Exp:35000 Commanding a legion of angels, Gabriel will destroy you for your sins. He will crush you like the pitiful insignificant being he sees you to be. Your very soul will be taken into judgement by his supreme authority as he cleanses the world of evil. This creature moves normally. He usually appears with an escort. He is magical, casting spells intelligently which produce mana bolts, blind, teleport to or summon an angel; 1 time in 2. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists acid, lightning, fire, cold and poison. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 14 good objects. He can hit to disenchant with damage 6d8, hit to burn with damage 4d6, hit to attack with damage 10d10, and hit to attack with damage 10d10. [U] Saruman of Many Colours (Violet 'p') === Num:514 Lev:60 Rar:1 Spd:+10 Hp:5000 Ac:100 Exp:35000 Originally known as the White, Saruman fell prey to Sauron's wiles. He seeks to emulate him and breeds orcs and trolls to fight for him. He searches forever for the One Ring, to become a mighty Sorcerer-King of the world. This evil creature moves normally. He is magical, casting spells intelligently which produce acid balls, produce fire balls, produce frost balls, produce water balls, cause mind blasting, cause mortal wounds, produce ice bolts, terrify, blind, confuse, haste-self, heal-self, teleport-self, teleport away, create traps, cause amnesia, summon a demon, summon an undead or summon a dragon; 1 time in 2. He can open doors and bash down doors. He resists lightning, fire, cold and poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 good objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to attack with damage 5d5, and hit to attack with damage 5d5. The Dreadlord (Red 'G') === Num:515 Lev:62 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:20000 It is a massive form of animated death, its colour deeper than black. It drinks in light, and space around it is twisted and torn by the weight of its evil. It is unlife and it knows nothing but the stealing of souls and the stench of death. Flee its hunger! This evil undead creature moves a bit erratically. It is magical, casting spells which produce nether balls, drain mana, blind, confuse, paralyze or summon an undead; 1 time in 4. It can pass through walls and pick up objects. It is invisible. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 200 feet. It will carry up to 18 objects. It can hit to attack with damage 6d6, hit to attack with damage 6d6, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. [U] The Cat Lord (Red 'f') === Num:516 Lev:64 Rar:3 Spd:+20 Hp:4800 Ac:200 Exp:30000 Master of all things feline, the Cat Lord moves with catlike stealth. This creature moves normally. He usually appears with escorts. He is magical, casting spells which teleport to; 1 time in 3. He can open doors and bash down doors. He is invisible. He resists fire, cold and poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 8 good objects. He can hit to confuse with damage 12d12, touch to reduce dexterity with damage 2d12, hit to blind with damage 10d5, and hit to paralyze with damage 15. The Chaos beetle (Violet 'K') === Num:517 Lev:65 Rar:4 Spd:+20 Hp:3200 Ac:125 Exp:19000 With biting jaws and catching claws, this immense beetle is likedeath incarnate chasing behind you! This natural creature moves normally. It may breathe chaos, and is also magical, casting spells which cause mortal wounds; 1 time in 5. It can bash down doors. It prefers to ignore intruders, which it may notice from 350 feet. It will carry up to 3 objects. It can claw to attack with damage 10d10, claw to attack with damage 10d10, bite to attack with damage 10d10, and bite to attack with damage 10d10. The Chaos hound (Violet 'Z') === Num:518 Lev:65 Rar:1 Spd:+10 Hp:60d30 Ac:100 Exp:10000 A constantly changing canine form, this hound rushes towards you as if expecting mayhem and chaos ahead. It appears to have an almost kamikaze relish for combat. You suspect all may not be as it seems. This natural creature moves normally. It usually appears in groups. It may breathe chaos; 1 time in 5. It can bash down doors. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. The Great Wyrm of Chaos (Violet 'D') === Num:519 Lev:67 Rar:2 Spd:+10 Hp:4500 Ac:170 Exp:29000 A massive dragon of changing form. As you watch, it appears first fair and then foul. Its body is twisted by chaotic forces as it strives to stay real. Its very existence distorts the universe around it. This evil dragon moves normally. It may breathe chaos or disenchantment powerfully, and is also magical, casting spells which terrify, blind, confuse or summon a dragon; 1 time in 3. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14. The Great Wyrm of Law (L.Blue 'D') === Num:520 Lev:67 Rar:2 Spd:+10 Hp:4500 Ac:170 Exp:29000 A massive dragon of powerful intellect. It seeks to dominate the universe and despises all other life. It sees all who do not obey it as mere insects to be crushed underfoot. This dragon moves normally. It may breathe sound or shards powerfully, and is also magical, casting spells which terrify, blind, confuse or summon a dragon; 1 time in 3. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14. The Great Wyrm of Balance (Violet 'D') === Num:521 Lev:67 Rar:4 Spd:+10 Hp:4900 Ac:170 Exp:31000 A massive dragon, one of the mightiest of dragonkind. It is thousands of years old and seeks to maintain the Cosmic Balance. It sees you as an upstart troublemaker without the wisdom to control your actions. It will destroy you. This dragon moves normally. It may breathe sound, chaos, disenchantment or shards powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a dragon or summon ancient dragons; 1 time in 3. It can bash down doors and push past weaker monsters. It cannot be confused or slept. It prefers to ignore intruders, which it may notice from 400 feet. It will carry up to 18 good objects. It can claw to attack with damage 5d12, claw to attack with damage 5d12, claw to attack with damage 6d12, and bite to attack with damage 8d14. [U] Tselakus, the Dreadlord (Red 'G') === Num:522 Lev:68 Rar:2 Spd:+20 Hp:6500 Ac:150 Exp:35000 This huge affront to existence twists and tears at the fabric of space. A master of mighty magic, Tselakus hungers for your tender flesh. Darkness itself recoils from the touch of Tselakus as he leaves a trail of death and destruction. Tselakus is a being of sneering contempt, laughing at your pitiful efforts to defy him. Mighty claws rend reality as he annihilates all in his path to your soul! This evil undead creature moves normally. He is magical, casting spells which produce nether balls, produce darkness storms, blind, confuse, paralyze, summon greater undead or summon ring wraiths; 1 time in 3. He can pass through walls. He is invisible. He is cold blooded. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 200 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. [U] Tiamat, Celestial Dragon of Evil (Violet 'D') === Num:523 Lev:70 Rar:4 Spd:+20 Hp:10000 Ac:125 Exp:45000 Usually found guarding the first plane of Hell, Tiamat is a formidable opponent, her five heads breathing death to all who stand against her. This evil dragon moves normally. She usually appears with an escort. She may breathe acid, lightning, fire, frost or poison powerfully, and is also magical, casting spells which terrify, blind, confuse or summon ancient dragons; 1 time in 2. She can open doors, bash down doors and push past weaker monsters. She resists acid, lightning, fire, cold and poison. She cannot be confused or slept. She tends to overlook intruders, which she may notice from 200 feet. She will carry up to 18 exceptional objects. She can claw to attack with damage 6d12, claw to attack with damage 8d12, claw to attack with damage 8d12, and bite to attack with damage 10d14. The Black reaver (L.Dark 'L') === Num:524 Lev:71 Rar:3 Spd:+10 Hp:3500 Ac:170 Exp:23000 A humanoid form, black as night, advancing steadily and unstoppably. Flee! This evil undead creature moves normally. It is magical, casting spells intelligently which produce nether balls, produce mana storms, drain mana, cause brain smashing, cause critical wounds, cause mortal wounds, blind, confuse, paralyze, teleport to or summon an undead; 1 time in 3. It can open doors, bash down doors and bore through walls. It is cold blooded. It resists cold and poison. It cannot be confused or slept. It tends to overlook intruders, which it may notice from 200 feet. It will carry up to 6 good objects. It can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to reduce strength with damage 4d6, and hit to reduce strength with damage 4d6. The Master quylthulg (L.Blue 'Q') === Num:525 Lev:71 Rar:3 Spd:+10 Hp:2000 Ac:1 Exp:12000 A pulsating mound of flesh, shining with silver pulses of throbbing light. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which summon a monster, summon monsters, summon an undead, summon a dragon, summon greater undead or summon ancient dragons; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Greater draconic quylthulg (L.Green 'Q') === Num:526 Lev:71 Rar:3 Spd:+10 Hp:1500 Ac:1 Exp:10500 A massive mound of scaled flesh, throbbing and pulsating with multi-hued light. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport to or summon ancient dragons; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. The Greater rotting quylthulg (L.Umber 'Q') === Num:527 Lev:71 Rar:3 Spd:+10 Hp:1500 Ac:1 Exp:10500 A massive pile of rotting flesh. A disgusting stench fills the air as it throbs and writhes. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which blink-self, teleport to or summon greater undead; 1 time in 2. It is invisible. It is not detected by telepathy. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 200 feet. It has no physical attacks. [U] Vecna, the Emperor Lich (L.Red 'L') === Num:528 Lev:72 Rar:2 Spd:+20 Hp:5000 Ac:85 Exp:30000 He is a highly cunning, extremely magical being, spoken of in legends. This ancient shadow of death wilts any living thing it passes. This evil undead creature moves normally. He usually appears with an escort. He is magical, casting spells intelligently which produce nether balls, produce mana storms, cause brain smashing, cause critical wounds, cause mortal wounds, produce mana bolts, terrify, blind, confuse, paralyze, blink-self, teleport to, create traps, summon monsters or summon an undead; 1 time in 2. He can open doors and bash down doors. He is cold blooded. He resists cold and poison. He cannot be confused or slept. He tends to overlook intruders, which he may notice from 200 feet. He will carry up to 12 good objects. He can touch to lower experience (by 80d6+), touch to drain charges, touch to reduce dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12. [U] Omarax the Eye Tyrant (Violet 'e') === Num:529 Lev:73 Rar:4 Spd:+20 Hp:6500 Ac:80 Exp:16000 A disembodied eye, floating in the air. His gaze seems to shred your soul and his spells crush your will. He is ancient, his history steeped in forgotten evils, his atrocities numerous and sickening. This evil creature moves normally. He is magical, casting spells intelligently which produce darkness storms, drain mana, cause mind blasting, produce acid bolts, produce fire bolts, produce frost bolts, terrify, blind, confuse, slow, create darkness or cause amnesia; 1 time in 2. He can bash down doors. He resists poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 300 feet. He can gaze to lower experience (by 40d6+) with damage 2d6, gaze to paralyze with damage 2d6, gaze to drain charges with damage 2d6, and gaze to reduce intelligence with damage 2d6. [U] Ungoliant, the Unlight (L.Dark 'S') === Num:530 Lev:75 Rar:1 Spd:+10 Hp:13000 Ac:160 Exp:35000 This enormous, hideous spirit of void is in the form of a spider of immense proportions. She is surrounded by a cloud of Unlight as she sucks in all living light into her bloated body. She is always ravenously hungry and would even eat herself to avoid starvation. She is rumoured to have a foul and deadly breath. This natural evil creature moves normally. She may breathe poison or darkness, and is also magical, casting spells intelligently which produce darkness storms, terrify, blind, confuse, slow, heal-self, create darkness or summon spiders; 1 time in 3. She can bash down doors. She is hurt by bright light. She resists poison. She cannot be confused or slept. She pays little attention to intruders, which she may notice from 80 feet. She will carry up to 8 good objects. She can bite to poison with damage 3d9, bite to poison with damage 3d9, sting to poison with damage 2d5, and sting to poison with damage 2d5. The Aether hound (Violet 'Z') === Num:531 Lev:75 Rar:2 Spd:+10 Hp:60d30 Ac:100 Exp:10000 A shifting, swirling form. It seems to be all colours and sizes and shapes, though the dominant form is that of a huge dog. You feel very uncertain all of a sudden. This natural creature moves normally. It usually appears in groups. It may breathe acid, lightning, fire, frost, poison, nether, light, darkness, confusion, sound, chaos, disenchantment, nexus, time, inertia, gravity, shards, plasma or force; 1 time in 5. It can bash down doors. It resists acid, lightning, fire, cold and poison. It cannot be confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can bite to attack with damage 2d12, bite to attack with damage 2d12, bite to attack with damage 2d12, and claw to attack with damage 3d3. [U] The Mouth of Sauron (Violet 'p') === Num:532 Lev:78 Rar:3 Spd:+20 Hp:7000 Ac:100 Exp:38000 The Mouth of Sauron is a mighty spell caster. So old that even he cannot remember his own name, his power and evil are undeniable. He believes unshakeably that he is unbeatable and laughs as he weaves his awesome spells. This evil creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce nether balls, produce water balls, produce mana storms, produce darkness storms, cause critical wounds, produce plasma bolts, paralyze, teleport to or create traps; 1 time in 2. He can open doors and bash down doors. He is invisible. He resists lightning, fire and cold. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 600 feet. He will carry up to 10 good objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, touch to drain charges, and touch to drain charges. [U] The Emperor Quylthulg (White 'Q') === Num:533 Lev:78 Rar:3 Spd:+20 Hp:5000 Ac:1 Exp:20000 A huge seething mass of flesh with a rudimentary intelligence, the Emperor Quylthulg changes colours in front of your eyes. Pulsating first one colour then the next, it knows only it must bring help to protect itself. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which cause brain smashing, summon greater undead or summon ancient dragons; 1 time in 2. It is invisible. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 8 objects. It has no physical attacks. [U] Qlzqqlzuup, the Lord of Flesh (Orange 'Q') === Num:534 Lev:78 Rar:3 Spd:+20 Hp:5000 Ac:1 Exp:20000 This disgusting creature squeals and snorts as it writhes on the floor. It pulsates with evil. Its intent is to overwhelm you with monster after monster, until it can greedily dine on your remains. This natural evil creature moves normally, but does not deign to chase intruders. It is magical, casting spells which summon a monster, summon monsters, summon ants, summon spiders, summon hounds, summon hydras, summon an angel, summon a demon, summon an undead, summon a dragon, summon greater undead, summon ancient dragons, summon ring wraiths or summon unique monsters; 1 time in 1. It is invisible. It cannot be frightened, confused or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It will carry up to 8 objects. It has no physical attacks. [U] Murazor, the Witch-King of Angmar (L.Dark 'W') === Num:535 Lev:80 Rar:3 Spd:+20 Hp:6000 Ac:120 Exp:42000 The Chief of the Ringwraiths. A fell being of devastating power. His spells are lethal and his combat blows crushingly hard. He moves at speed, and commands legions of evil to do his bidding. It is said that he is fated never to die by the hand of mortal man. This evil undead creature moves normally. He is magical, casting spells intelligently which produce nether balls, cause brain smashing, cause critical wounds, produce mana bolts, terrify, blind, paralyze, teleport away, summon monsters, summon greater undead, summon ancient dragons or summon ring wraiths; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He is cold blooded. He is hurt by bright light. He resists cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 900 feet. He will carry up to 14 good objects. He can hit to attack with damage 10d10, hit to attack with damage 10d10, hit to lower experience (by 80d6+) with damage 5d5, and hit to lower experience (by 80d6+) with damage 5d5. [U] Pazuzu, Lord of Air (White 'B') === Num:536 Lev:82 Rar:2 Spd:+30 Hp:5500 Ac:125 Exp:30000 A winged humanoid from the Planes of Hell, Pazuzu grins inhumanely at you as he decides your fate. This evil demon moves normally. He is magical, casting spells which produce lightning balls, cause mind blasting, produce lightning bolts or produce mana bolts; 1 time in 3. He can open doors and bash down doors. He is invisible. He resists acid, lightning, fire, cold and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 400 feet. He will carry up to 8 good objects. He can hit to electrify with damage 12d12, hit to electrify with damage 12d12, hit to electrify with damage 12d12, and hit to electrify with damage 12d12. The Hell hound (Red 'C') === Num:537 Lev:83 Rar:4 Spd:+10 Hp:480 Ac:80 Exp:600 It is a giant dog that glows with heat. Flames pour from its nostrils. This natural evil creature moves a bit erratically. It usually appears in groups. It may breathe fire; 1 time in 5. It can bash down doors and push past weaker monsters. It resists fire. It takes quite a while to see intruders, which it may notice from 250 feet. It can bite to burn with damage 3d12, bite to burn with damage 3d12, and bite to burn with damage 3d12. [U] Cantoras, the Skeletal Lord (White 's') === Num:538 Lev:84 Rar:2 Spd:+30 Hp:7500 Ac:120 Exp:45000 A legion of evil undead druj animating the skeleton of a once mighty sorcerer. His power is devastating and his speed unmatched in the underworld. Flee his wrath! This evil undead creature moves normally. He is magical, casting spells intelligently which produce nether balls, produce water balls, cause brain smashing, cause mortal wounds, produce mana bolts, produce ice bolts, terrify, slow, teleport to or summon greater undead; 1 time in 1. He can open doors and bash down doors. He is cold blooded. He resists fire, cold and poison. He cannot be frightened, confused or slept. He pays little attention to intruders, which he may notice from 200 feet. He will carry up to 18 exceptional objects. He can gaze to lower experience (by 80d6+), gaze to lower experience (by 80d6+), touch to poison with damage 3d5, and touch to poison with damage 3d5. [U] The Tarrasque (Violet 'R') === Num:539 Lev:84 Rar:2 Spd:+20 Hp:8500 Ac:185 Exp:35000 The Tarrasque is a massive reptile of legend, rumoured to be unkillable and immune to magic. Fear its anger, for its devastation is unmatched! This evil creature moves normally. It may breathe fire, frost or disenchantment powerfully; 1 time in 2. It can open doors, bash down doors and push past weaker monsters. It resists fire and cold. It cannot be confused or slept. It takes a while to see intruders, which it may notice from 500 feet. It will carry up to 12 good objects. It can hit to attack with damage 10d10, hit to attack with damage 10d10, touch to drain charges, and touch to drain charges. [U] Lungorthin, the Balrog of White Fire (White 'U') === Num:540 Lev:85 Rar:2 Spd:+20 Hp:8000 Ac:125 Exp:37000 A massive form cloaked in flame. Lungorthin stares balefully at you with eyes that smoulder red. The dungeon floor where he stands is scorched by the heat of his body. This evil demon moves normally. He usually appears with escorts. He may breathe fire powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a demon or summon greater undead; 1 time in 4. He can open doors, bash down doors and push past weaker monsters. He resists fire. He cannot be confused or slept. He pays little attention to intruders, which he may notice from 200 feet. He will carry up to 18 good objects. He can hit to burn with damage 8d12, hit to burn with damage 8d12, crush to attack with damage 8d12, and touch to drain charges. [U] Draugluin, Sire of All Werewolves (Umber 'C') === Num:541 Lev:87 Rar:2 Spd:+20 Hp:7000 Ac:90 Exp:40000 Draugluin provides Sauron with a fearsome personal guard. He is an enormous wolf inhabited with a human spirit. He is chief of all his kind. This natural evil creature moves a bit erratically. He usually appears with escorts. He is magical, casting spells which terrify, summon monsters or summon hounds; 1 time in 3. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists poison. He pays little attention to intruders, which he may notice from 800 feet. He will carry one or two good objects. He can claw to attack with damage 3d3, claw to attack with damage 3d3, bite to poison with damage 2d6, and bite to poison with damage 2d6. [U] Feagwath the Undead Sorceror (L.Red 'L') === Num:542 Lev:90 Rar:3 Spd:+20 Hp:6000 Ac:100 Exp:45000 A stench of corruption and decay surrounds this sorcerer, who has clearly risen from the grave to continue his foul plots and schemes. This evil undead creature moves normally. He usually appears with an escort. He is magical, casting spells intelligently which produce fire balls, produce mana storms, cause brain smashing, cause mortal wounds, produce mana bolts, terrify, blind, teleport-self, summon monsters, summon a demon or summon greater undead; 1 time in 3. He can open doors and bash down doors. He is cold blooded. He resists lightning, fire, cold and poison. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 exceptional objects. He can hit to disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to attack with damage 5d5, and hit to attack with damage 5d5. [U] Carcharoth, the Jaws of Thirst (L.Dark 'C') === Num:543 Lev:92 Rar:2 Spd:+20 Hp:7500 Ac:110 Exp:40000 The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the largest wolf to ever walk the earth. He is highly intelligent and a deadly opponent in combat. This natural evil creature moves a bit erratically. He may breathe fire, and is also magical, casting spells intelligently which cause brain smashing, terrify, heal-self or summon hounds; 1 time in 4. He can open doors, bash down doors, push past weaker monsters and pick up objects. He resists fire and poison. He cannot be confused or slept. He is fairly observant of intruders, which he may notice from 800 feet. He will carry one or two good objects. He can claw to attack with damage 3d3, claw to attack with damage 3d3, bite to poison with damage 4d4, and bite to poison with damage 4d4. [U] Cerberus, Guardian of Hades (Red 'C') === Num:544 Lev:94 Rar:1 Spd:+20 Hp:10000 Ac:160 Exp:40000 A two-headed hell hound of fearsome aspect. Flame burns merrily from its hide as it snarls and roars its defiance. This natural evil creature moves normally. It may breathe fire or nether, and is also magical, casting spells which produce darkness storms or summon hounds; 1 time in 3. It can open doors, bash down doors and push past weaker monsters. It resists fire. It cannot be confused or slept. It is fairly observant of intruders, which it may notice from 500 feet. It will carry up to 8 good objects. It can hit to burn with damage 9d12, hit to burn with damage 9d12, hit to burn with damage 9d12, and hit to burn with damage 9d12. [U] Gothmog, the High Captain of Balrogs (L.Red 'U') === Num:545 Lev:95 Rar:1 Spd:+20 Hp:8000 Ac:140 Exp:43000 Gothmog is the Chief Balrog in Morgoth's personal guard. He is renowned for slaying Ecthelion the Warder of the Gates and he has never been defeated in combat. With his whip of flame and awesome fiery breath he saved his master from Ungoliant's rage. This evil demon moves normally. He usually appears with escorts. He may breathe fire powerfully, and is also magical, casting spells which terrify, blind, confuse, summon a demon or summon greater undead; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He resists lightning and fire. He cannot be confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 exceptional objects. He can hit to burn with damage 9d12, hit to burn with damage 9d12, crush to attack with damage 8d12, and touch to drain charges. [Q] Sauron, the Sorcerer (Violet 'p') === Num:546 Lev:99 Rar:1 Spd:+20 Hp:10500 Ac:160 Exp:50000 He is Morgoth's most powerful servant. Mighty in spells and enchantments, he created the One Ring. His eyes glow with power and his gaze seeks to destroy your soul. He has many servants, and rarely fights without them. This evil creature moves normally. He is magical, casting spells intelligently which produce fire balls, produce nether balls, produce water balls, produce mana storms, produce darkness storms, cause brain smashing, cause mortal wounds, produce mana bolts, produce plasma bolts, produce ice bolts, terrify, blind, confuse, teleport-self, teleport level, cause amnesia, summon monsters, summon a demon, summon greater undead or summon ancient dragons; 1 time in 2. He can open doors, bash down doors and push past weaker monsters. He regenerates quickly. He resists lightning, fire, cold and poison. He cannot be frightened, confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 18 exceptional objects. He can hit to disenchant with damage 10d12, hit to disenchant with damage 10d12, touch to drain charges, and touch to drain charges. [Q] Morgoth, Lord of Darkness (L.Dark 'P') === Num:547 Lev:100 Rar:1 Spd:+30 Hp:20000 Ac:150 Exp:60000 He is the Master of the Pits of Angband. His figure is like a black mountain crowned with Lightning. He rages with everlasting anger, his body scarred by Fingolfin's eight mighty wounds. He can never rest from his pain, but seeks forever to dominate all that is light and good in the world. He is the origin of man's fear of darkness and created many foul creatures with his evil powers. Orcs, Dragons, and Trolls are his most foul corruptions, causing much pain and suffering in the world to please him. His disgusting visage, twisted with evil, is crowned with iron, the two remaining Silmarils forever burning him. Grond, the mighty Hammer of the Underworld, cries defiance as he strides towards you to crush you to a pulp! This evil creature moves normally. He is magical, casting spells intelligently which produce nether balls, produce mana storms, cause brain smashing, produce mana bolts, summon monsters, summon greater undead, summon ancient dragons, summon ring wraiths or summon unique monsters; 1 time in 3. He can bore through walls and push past weaker monsters. He regenerates quickly. He resists acid, lightning, fire, cold and poison. He cannot be frightened, confused or slept. He is ever vigilant for intruders, which he may notice from 1000 feet. He will carry up to 20 exceptional objects, in addition to chosen objects. He can hit to shatter with damage 20d10, hit to shatter with damage 20d10, hit to reduce all stats with damage 10d12, and touch to drain charges. angband-doc-3.0.3.5/Help-Info/mon-race.spo0000644000000000000000000010745011020366743014721 0ustar Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ Name Lev Rar Spd Hp Ac Visual Info ---- --- --- --- -- -- ----------- The Aimless looking merchant 0 1 +0 3d3 1 Orange 't' The Battle scarred veteran 0 1 +0 7d8 30 L.Blue 't' The Blubbering idiot 0 1 +0 1d2 1 L.Slate 't' The Boil-covered wretch 0 1 +0 1d2 1 Green 't' The Filthy street urchin 0 2 +0 1d4 1 L.Dark 't' The Mangy looking leper 0 1 +0 1 1 Umber 't' The Mean looking mercenary 0 1 +0 5d8 20 Red 't' The Pitiful looking beggar 0 1 +0 1d4 1 L.Umber 't' The Scrawny cat 0 3 +0 1d2 1 L.Umber 'f' The Scruffy little dog 0 3 +0 1d3 1 L.Umber 'C' The Singing, happy drunk 0 1 +0 2d3 1 Yellow 't' The Squint eyed rogue 0 1 +0 2d8 8 Blue 't' The Village idiot 0 1 +10 4d4 1 L.Green 't' The Clear icky thing 1 1 +0 2d5 6 White 'i' The Floating eye 1 1 +0 3d6 6 Orange 'e' The Fruit bat 1 1 +10 1d6 3 Orange 'b' The Giant white centipede 1 1 +0 3d5 10 White 'c' The Giant white mouse 1 1 +0 1d3 4 White 'r' The Giant yellow centipede 1 1 +0 2d6 12 Yellow 'c' The Grey mold 1 1 +0 1d2 1 Slate 'm' The Grey mushroom patch 1 1 +0 1d2 1 Slate ',' The Jackal 1 1 +0 1d4 3 L.Umber 'C' The Kobold 1 1 +0 3d7 16 L.Green 'k' The Large brown snake 1 1 -10 4d6 35 Umber 'J' The Large white snake 1 1 -10 3d6 30 White 'J' The Rock lizard 1 1 +0 3d4 4 L.Umber 'R' The Small kobold 1 1 +0 2d7 16 Yellow 'k' The Soldier ant 1 1 +0 2d5 3 L.Slate 'a' The White icky thing 1 1 +0 3d5 7 White 'i' The White worm mass 1 1 -10 4d4 1 White 'w' The Blubbering icky thing 2 1 +0 5d6 4 L.Slate 'i' The Blue yeek 2 1 +0 2d6 14 Blue 'y' The Cave spider 2 1 +10 2d6 16 L.Dark 'S' The Giant black ant 2 1 +0 3d6 20 L.Dark 'a' The Giant green frog 2 1 +0 2d8 8 Green 'R' The Green worm mass 2 1 -10 6d4 3 Green 'w' The Large yellow snake 2 1 -10 4d8 38 Yellow 'J' The Metallic green centipede 2 1 +10 4d4 4 Green 'c' The Novice mage 2 1 +0 6d4 6 Red 'p' The Novice priest 2 1 +0 7d4 10 Green 'p' The Novice rogue 2 1 +0 8d4 12 Blue 'p' The Novice warrior 2 1 +0 9d4 16 Umber 'p' The Salamander 2 1 +0 4d6 20 Orange 'R' The Shrieker mushroom patch 2 1 +0 1 1 L.Red ',' The White harpy 2 1 +0 2d5 17 White 'H' The White jelly 2 1 +10 8d8 1 White 'j' The Wild cat 2 2 +10 3d5 12 L.Umber 'f' The Yellow mushroom patch 2 1 +0 1 1 Yellow ',' The Black naga 3 1 +0 6d8 40 L.Dark 'n' The Clear worm mass 3 2 -10 4d4 1 White 'w' The Giant white ant 3 1 +0 3d6 16 White 'a' The Giant white louse 3 1 +10 1 5 White 'l' The Green ooze 3 2 +10 3d4 16 Green 'j' The Metallic blue centipede 3 1 +10 4d5 6 Blue 'c' The Metallic red centipede 3 1 +10 4d8 9 Red 'c' The Poltergeist 3 1 +20 2d5 15 L.Slate 'G' The Radiation eye 3 1 +0 3d6 6 L.Red 'e' The Scruffy looking hobbit 3 1 +0 3d5 8 Blue 'h' The Silver jelly 3 2 +10 10d8 1 L.Slate 'j' The Spotted mushroom patch 3 1 +0 1 1 Orange ',' The Yellow jelly 3 1 +10 10d8 1 Yellow 'j' The Yellow mold 3 1 +0 8d8 10 Yellow 'm' The Yellow worm mass 3 2 -10 4d8 4 Yellow 'w' The Blue jelly 4 1 +0 12d8 1 Blue 'j' The Blue worm mass 4 1 -10 5d8 12 Blue 'w' The Cave lizard 4 1 +0 3d6 16 Umber 'R' The Creeping copper coins 4 2 -10 7d8 24 Umber '$' The Giant white rat 4 1 +0 2d2 7 L.Slate 'r' The Large grey snake 4 1 -10 6d8 41 Slate 'J' The Novice paladin 4 1 +0 6d8 16 White 'p' The Novice ranger 4 1 +0 6d8 6 L.Slate 'p' The Blue ooze 5 1 +0 3d4 16 Blue 'j' The Copperhead snake 5 1 +0 4d6 20 Orange 'J' The Disenchanter eye 5 2 -10 7d8 10 Violet 'e' The Green glutton ghost 5 1 +20 3d4 20 Green 'G' The Green jelly 5 1 +10 22d8 1 Green 'j' The Green naga 5 1 +0 9d8 40 Green 'n' The Grey icky thing 5 1 +0 4d8 12 Slate 'i' The Large kobold 5 1 +0 13d9 32 Blue 'k' The Novice mage 5 2 +0 6d4 6 Red 'p' The Red worm mass 5 1 -10 5d8 12 Red 'w' The Skeleton kobold 5 1 +0 5d8 26 White 's' The Brown mold 6 1 +0 15d8 12 Umber 'm' The Creeping silver coins 6 2 -10 12d8 30 Slate '$' The Giant brown bat 6 1 +20 3d8 15 Umber 'b' The Novice archer 6 2 +10 6d8 10 L.Slate 'p' The Novice priest 6 2 +0 7d4 10 Green 'p' The Novice rogue 6 2 +0 8d4 12 Blue 'p' The Novice warrior 6 2 +0 9d4 16 Umber 'p' The Purple mushroom patch 6 2 +0 1 1 Violet ',' The Rattlesnake 6 1 +0 6d7 24 Red 'J' The Snaga 6 1 +0 8d8 32 L.Umber 'o' The Bloodshot eye 7 3 +0 5d8 6 Red 'e' The Cave orc 7 1 +0 11d9 32 L.Green 'o' The Dark elf 7 2 +0 7d10 16 L.Dark 'h' The Giant pink frog 7 1 +0 5d8 16 L.Red 'R' The Green icky thing 7 2 +0 5d8 12 Green 'i' The Lost soul 7 2 +0 2d8 10 L.Blue 'G' The Manes 7 2 +0 8d8 32 Umber 'u' The Night lizard 7 2 +0 4d8 16 L.Dark 'R' The Pink jelly 7 1 +0 26d8 1 L.Red 'j' The Pink naga 7 2 +0 11d8 40 L.Red 'n' The Wood spider 7 3 +10 3d6 16 L.Umber 'S' The Zombified kobold 7 1 +0 6d8 14 Slate 'z' The Bandit 8 2 +0 8d8 24 Blue 'p' The Brown yeek 8 1 +0 4d8 18 Umber 'y' The Giant salamander 8 1 +0 6d7 40 Yellow 'R' The Green mold 8 2 +0 21d8 14 Green 'm' The Hill orc 8 1 +0 13d9 32 Umber 'o' The Lemure 8 3 +0 13d9 32 L.Umber 'u' The Novice paladin 8 2 +0 6d8 16 White 'p' The Novice ranger 8 1 +0 6d8 6 L.Slate 'p' The Skeleton orc 8 1 +0 10d8 36 White 's' The Baby black dragon 9 2 +0 100 30 Slate 'd' The Baby blue dragon 9 2 +0 100 30 Blue 'd' The Baby green dragon 9 2 +0 100 30 Green 'd' The Baby red dragon 9 2 +0 110 30 Red 'd' The Baby white dragon 9 2 +0 100 30 White 'd' The Black harpy 9 1 +10 3d8 22 L.Dark 'H' The Bloodshot icky thing 9 3 +0 7d8 18 Red 'i' The Giant grey rat 9 1 +0 2d3 12 Slate 'r' The Giant pink ant 9 2 +0 4d8 34 L.Red 'a' The King cobra 9 2 +0 8d10 30 Green 'J' The Orc shaman 9 1 +0 9d8 15 Red 'o' The Yeti 9 3 +0 11d9 24 Blue 'Y' The Brigand 10 2 +0 9d8 32 Blue 'p' The Clear mushroom patch 10 2 +10 1 1 White ',' The Creeping gold coins 10 3 -10 18d8 36 Yellow '$' The Dark elven mage 10 1 +10 7d10 16 Violet 'h' The Dark elven warrior 10 1 +0 10d11 16 Umber 'h' The Disenchanter mold 10 2 +0 16d8 20 Violet 'm' The Giant fruit fly 10 6 +10 2d2 14 L.Green 'I' The Giant spider 10 2 +0 10d10 16 Violet 'S' The Giant white tick 10 2 -10 12d8 40 White 'S' The Hairy mold 10 2 +0 15d8 15 Orange 'm' The Panther 10 2 +10 10d8 30 Umber 'f' The Pseudo dragon 10 2 +0 200 30 Orange 'd' The Tengu 10 1 +10 16d9 32 L.Red 'u' The Wolf 10 1 +10 6d6 30 Umber 'C' The Baby multi-hued dragon 11 2 +0 130 30 Violet 'd' The Gnome mage 11 2 +0 7d8 20 Red 'h' The Hippogriff 11 1 +0 20d9 14 L.Umber 'H' The Zombified orc 11 1 +0 11d8 24 Slate 'z' The Air spirit 12 2 +20 8d8 40 L.Blue 'E' The Black mamba 12 3 +10 10d8 32 L.Dark 'J' The Dark elven priest 12 1 +10 7d10 30 Green 'h' The Grape jelly 12 3 +0 52d8 1 Violet 'j' The Master yeek 12 2 +0 12d9 24 L.Umber 'y' The Moaning spirit 12 2 +10 5d8 20 Umber 'G' The Nether worm mass 12 3 -10 5d8 15 L.Dark 'w' The Priest 12 1 +0 12d8 22 Green 'p' The Skeleton human 12 1 +0 10d8 30 White 's' The Spotted jelly 12 3 +10 13d8 18 Orange 'j' The Stegocentipede 12 2 +10 13d8 30 Umber 'c' The Swordsman 12 1 +0 12d8 34 L.Umber 'p' The Tiger 12 2 +10 12d10 40 Orange 'f' The White wolf 12 1 +10 7d7 30 White 'C' The Zombified human 12 1 +0 12d8 24 Slate 'z' The Black orc 13 2 +0 12d10 36 L.Dark 'o' The Creeping mithril coins 13 4 +0 20d8 50 L.Blue '$' The Drider 13 2 +0 10d13 30 Umber 'S' The Druid 13 2 +0 12d12 10 Red 'p' The Illusionist 13 2 +0 12d8 10 Red 'p' The Killer brown beetle 13 2 +0 13d8 40 Umber 'K' The Ochre jelly 13 3 +10 13d8 18 L.Umber 'j' The Ogre 13 2 +0 13d9 33 L.Umber 'O' The Blue icky thing 14 4 -10 10d6 20 Blue 'i' The Flesh golem 14 1 +0 12d8 30 L.Red 'g' The Giant black louse 14 1 +10 1d2 7 L.Dark 'l' The Giant flea 14 1 +10 2d2 25 Slate 'I' The Giant white dragon fly 14 3 +0 5d8 20 White 'F' The Hill giant 14 1 +0 16d10 45 L.Umber 'P' The Lurker 14 3 +0 200 25 White '.' The Warg 14 2 +10 8d8 20 Slate 'C' The Black ogre 15 2 +0 20d9 33 L.Dark 'O' The Clay golem 15 2 +0 14d8 30 L.Umber 'g' The Clear hound 15 2 +0 10d6 30 White 'Z' The Dark hound 15 1 +0 6d6 30 L.Dark 'Z' The Frost giant 15 1 +0 17d10 50 White 'P' The Giant clear centipede 15 2 +0 5d8 30 White 'c' The Giant tarantula 15 3 +10 10d15 32 Orange 'S' The Gnome mage 15 2 +0 7d8 20 Red 'h' The Griffon 15 1 +0 30d8 15 Umber 'H' The Guardian naga 15 2 +0 24d11 65 L.Blue 'n' The Half-orc 15 3 +0 16d10 40 Slate 'o' The Homonculous 15 3 +0 8d8 32 Yellow 'u' The Light hound 15 1 +0 6d6 30 Orange 'Z' The Magic mushroom patch 15 2 +20 1 10 L.Blue ',' The Mirkwood spider 15 2 +10 9d8 25 Green 'S' The Wererat 15 2 +0 20d8 10 L.Dark 'r' The Fire giant 16 2 +0 20d8 60 Red 'P' The Gelatinous cube 16 4 +0 360 18 L.Green 'j' The Giant green dragon fly 16 2 +0 3d8 20 Green 'F' The Hummerhorn 16 5 +10 2d2 14 Yellow 'I' The Orc captain 16 3 +0 20d10 59 Orange 'o' The Quasit 16 2 +0 6d8 30 Orange 'u' The Umber hulk 16 1 +0 20d10 50 L.Umber 'X' The 2-headed hydra 17 2 +0 100d3 60 Umber 'M' The Earth spirit 17 2 +10 13d8 40 Umber 'E' The Forest troll 17 1 +0 20d10 50 Green 'T' The Giant pink scorpion 17 1 +0 11d8 44 L.Red 'S' The Imp 17 2 +0 6d8 30 Green 'u' The Water spirit 17 1 +10 9d8 28 Slate 'E' The Blink dog 18 2 +10 8d8 20 L.Blue 'C' The Cold hound 18 1 +0 10d6 30 White 'Z' The Energy hound 18 1 +0 10d6 30 Blue 'Z' The Fire hound 18 1 +0 10d6 30 Red 'Z' The Fire spirit 18 2 +10 10d9 30 Red 'E' The Giant black dragon fly 18 2 +10 3d8 20 Slate 'F' The Giant bronze dragon fly 18 1 +10 3d8 20 L.Umber 'F' The Giant gold dragon fly 18 2 +10 3d8 20 Yellow 'F' The Mimic (potion) 18 3 +0 10d10 30 White '!' The Shambling mound 18 2 +0 20d6 16 L.Slate ',' The Stone giant 18 1 +0 24d8 75 L.Slate 'P' The Uruk 18 1 +0 80 50 L.Blue 'o' The Red mold 19 1 +0 17d8 16 Red 'm' The Stone golem 19 2 -10 28d8 75 L.Slate 'g' The 3-headed hydra 20 2 +10 100d5 65 Orange 'M' The Air hound 20 1 +0 15d8 30 Green 'Z' The Chimera 20 1 +0 13d8 15 Red 'H' The Cloud giant 20 1 +0 24d10 60 Blue 'P' The Dark elven lord 20 2 +10 18d15 40 L.Dark 'h' The Earth hound 20 1 +0 15d8 30 Umber 'Z' The Phase spider 20 2 +10 6d8 25 L.Blue 'S' The Quylthulg 20 1 +0 6d8 1 Yellow 'Q' The Sabre-tooth tiger 20 2 +10 20d14 50 Yellow 'f' The Sasquatch 20 3 +10 20d19 40 Green 'Y' The Water hound 20 2 +0 15d8 30 Slate 'Z' The Werewolf 20 1 +0 20d22 30 L.Dark 'C' The Blue dragon bat 21 1 +20 4d4 26 Blue 'b' The Cold vortex 21 1 +0 9d9 30 White 'v' The Energy vortex 21 1 +0 12d12 30 Blue 'v' The Fire vortex 21 1 +0 9d9 30 Red 'v' The Mimic (scroll) 21 3 +0 10d14 40 White '?' The Mummified orc 21 1 +0 15d8 28 White 'z' The Water vortex 21 1 +0 9d9 30 Slate 'v' The Giant yellow scorpion 22 1 +0 12d8 38 Yellow 'S' The Iron golem 22 2 +0 80d12 80 Slate 'g' The Killer stag beetle 22 1 +0 20d8 55 Green 'K' The Black ooze 23 1 -20 6d8 6 L.Dark 'j' The Hardened warrior 23 1 +0 15d11 40 Umber 'p' The Killer white beetle 23 1 +0 20d8 55 White 'K' The Master rogue 23 2 +10 15d9 30 L.Blue 'p' The Red dragon bat 23 1 +20 3d8 28 Red 'b' The 4-headed hydra 24 2 +10 100d6 70 Yellow 'M' The Banshee 24 2 +10 6d8 24 Blue 'G' The Forest wight 24 1 +0 12d8 30 Green 'W' The Mummified human 24 1 +0 17d9 34 White 'z' The Vampire bat 24 2 +10 9d10 40 Violet 'b' The Carrion crawler 25 2 +0 20d12 40 Orange 'c' The Dark elven druid 25 3 +10 20d20 75 Green 'h' The Killer pink beetle 25 2 +0 20d8 50 L.Red 'K' The Pukelman 25 3 +0 80d12 80 L.Dark 'g' The Stone troll 25 1 +0 23d10 40 L.Slate 'T' The Troll priest 25 1 +0 300 50 L.Green 'T' The Wereworm 25 3 +0 100d11 70 L.Dark 'w' The Cave ogre 26 1 +0 30d9 33 Umber 'O' The Displacer beast 26 2 +0 25d10 100 L.Dark 'f' The Giant grey ant 26 1 +0 19d8 40 Slate 'a' The Giant red tick 26 1 +0 16d8 54 Red 'S' The Monadic Deva 26 6 +0 300 60 Orange 'A' The White wraith 26 1 +0 15d8 40 White 'W' The Algroth 27 1 +0 21d12 60 Orange 'T' The Colbran 27 2 +10 80d12 80 Yellow 'g' The Creeping adamantite coins 27 4 +10 20d25 50 L.Green '$' The Gorgimera 27 2 +0 25d20 55 Orange 'H' The Killer red beetle 27 1 +0 13d8 45 Red 'K' The Nexus hound 27 3 +0 25d10 30 L.Red 'Z' The Ogre mage 27 2 +0 30d12 40 Red 'O' The Vampire 27 1 +0 25d12 45 Violet 'V' The Vibration hound 27 3 +0 25d10 30 Yellow 'Z' The 5-headed hydra 28 2 +10 100d8 80 Green 'M' The Basilisk 28 3 +10 20d30 90 Blue 'R' The Black knight 28 1 +10 30d10 70 Slate 'p' The Ice troll 28 1 +0 24d10 56 White 'T' The Mage 28 1 +0 15d8 40 Red 'p' The Mind flayer 28 1 +0 150 60 L.Red 'h' The Spirit naga 28 2 +0 30d15 75 White 'n' The Catoblepas 29 2 +0 30d10 55 Green 'q' The Giant purple worm 29 3 +0 65d8 65 Violet 'w' The Mimic (ring) 29 3 +10 10d35 60 White '=' The Movanic Deva 29 6 +0 400 68 L.Blue 'A' The Young blue dragon 29 1 +0 270 50 Blue 'd' The Young bronze dragon 29 3 +0 270 63 L.Umber 'd' The Young green dragon 29 1 +0 270 60 Green 'd' The Young white dragon 29 1 +0 270 50 White 'd' The Giant army ant 30 3 +10 19d6 40 Orange 'a' The Giant blue ant 30 2 +0 8d8 50 Blue 'a' The Grave wight 30 1 +0 12d10 50 Blue 'W' The Killer slicer beetle 30 2 +0 22d10 60 Yellow 'K' The Manticore 30 2 +10 250 15 Yellow 'H' The Mithril golem 30 4 +0 80d15 100 L.Blue 'g' The Shadow drake 30 2 +0 20d10 50 L.Dark 'd' The Skeleton troll 30 1 +0 20d10 55 White 's' The Death watch beetle 31 3 +0 25d12 60 L.Dark 'K' The Ghost 31 1 +10 13d8 30 White 'G' The Memory moss 32 3 +0 1d2 1 Red ',' The Nexus quylthulg 32 1 +0 10d12 1 L.Red 'Q' The Ninja 32 2 +10 13d12 60 Yellow 'p' The Ogre shaman 32 2 +0 14d10 55 Orange 'O' The Storm giant 32 1 +0 380 60 L.Blue 'P' The Astral Deva 33 6 +10 450 68 L.Green 'A' The Balance drake 33 3 +0 600 100 Violet 'd' The Barrow wight 33 3 +0 15d10 40 Violet 'W' The Cave troll 33 1 +0 24d12 50 Umber 'T' The Chaos drake 33 3 +0 500 100 Violet 'd' The Ethereal drake 33 3 +0 450 100 Orange 'd' The Fire elemental 33 2 +0 30d8 50 Red 'E' The Giant skeleton troll 33 1 +0 450 50 White 's' The Half-troll 33 2 +0 25d14 50 L.Umber 'T' The Law drake 33 3 +0 550 100 L.Blue 'd' The Mystic 33 3 +10 350 50 Orange 'p' The Shade 33 3 +10 14d20 30 L.Dark 'G' The Spectre 33 3 +10 14d20 30 L.Umber 'G' The Water elemental 33 2 +0 25d8 40 Slate 'E' The Water troll 33 1 +0 360 50 Slate 'T' The Air elemental 34 2 +10 30d5 50 L.Blue 'E' The Carrion crawler 34 2 +0 20d12 40 Orange 'c' The Earth elemental 34 2 -10 30d10 60 Umber 'E' The Giant grey scorpion 34 4 +10 18d20 50 Slate 'S' The Invisible stalker 34 3 +20 19d12 46 Yellow 'E' The Lich 34 3 +0 300 60 Orange 'L' The Master thief 34 2 +20 18d10 30 L.Blue 'p' The Master vampire 34 3 +0 340 60 Green 'V' The Acidic cytoplasm 35 5 +10 400 18 Slate 'j' The Dagashi 35 4 +10 13d25 70 Yellow 'p' The Dread 35 2 +10 25d20 30 Orange 'G' The Eog golem 35 4 -10 100d20 125 Umber 'g' The Giant red ant 35 1 +0 200 49 Red 'a' The Gravity hound 35 2 +0 35d10 30 L.Slate 'Z' The Hell hound 35 3 +10 400 80 Red 'C' The Impact hound 35 2 +0 35d10 30 Umber 'Z' The Inertia hound 35 2 +0 35d10 30 L.Slate 'Z' The Mature white dragon 35 1 +0 400 65 White 'd' The Mumak 35 3 +0 90d10 55 Slate 'q' The Olog 35 1 +0 420 50 Yellow 'T' The Ooze elemental 35 3 +0 13d10 80 Green 'E' The Smoke elemental 35 3 +10 15d10 80 L.Red 'E' The Young black dragon 35 1 +0 250 60 Slate 'd' The Bodak 36 2 +0 35d10 68 Red 'u' The Colossus 36 4 -10 3000 150 L.Green 'g' The Demonologist 36 2 +10 280 50 L.Red 'p' The Grey wraith 36 1 +0 190 50 Slate 'W' The Ice elemental 36 2 +0 35d10 60 White 'E' The Mature blue dragon 36 1 +0 400 75 Blue 'd' The Mature bronze dragon 36 2 +0 440 70 L.Umber 'd' The Mature green dragon 36 1 +0 400 70 Green 'd' The Necromancer 36 2 +0 280 50 L.Red 'p' The Phantom 36 3 +10 20d25 30 Violet 'G' The Shadow 36 3 +10 10d20 30 L.Dark 'G' The Trapper 36 3 +10 600 75 White '.' The Xorn 36 2 +0 160 80 Umber 'X' The Young gold dragon 36 2 +0 300 63 Yellow 'd' The Young multi-hued dragon 36 1 +0 320 60 Violet 'd' The Young red dragon 36 1 +0 290 63 Red 'd' The Black pudding 37 5 +0 400 18 L.Dark 'j' The Crystal drake 37 2 +10 500 100 Violet 'd' The Killer blue beetle 37 2 +0 250 60 Blue 'K' The Magma elemental 37 2 +0 35d10 70 Red 'E' The Mature black dragon 37 1 +0 460 55 Slate 'd' The Mature gold dragon 37 2 +0 560 80 Yellow 'd' The Mature red dragon 37 1 +0 480 80 Red 'd' The Mummified troll 37 1 +0 190 50 White 'z' The Nexus vortex 37 1 +10 32d10 40 L.Red 'v' The Plasma vortex 37 1 +10 32d10 40 Red 'v' The Will o' the wisp 37 4 +20 200 150 L.Slate 'E' The Ancient blue dragon 38 1 +10 700 80 Blue 'D' The Ancient bronze dragon 38 2 +10 730 100 L.Umber 'D' The Beholder 38 4 +10 1600 80 L.Umber 'e' The Black wraith 38 2 +10 500 55 L.Dark 'W' The Death knight 38 1 +10 600 100 L.Dark 'p' The Emperor wight 38 2 +10 380 40 Red 'W' The Erinyes 38 2 +0 240 50 Umber 'U' The Mature multi-hued dragon 38 2 +0 640 65 Violet 'd' The Planetar 38 6 +10 500 68 Red 'A' The Shimmering vortex 38 4 +30 6d12 30 Violet 'v' The Time vortex 38 4 +20 32d10 40 L.Blue 'v' The 7-headed hydra 39 2 +10 100d10 90 L.Green 'M' The Ancient black dragon 39 1 +10 720 90 Slate 'D' The Ancient green dragon 39 1 +10 720 85 Green 'D' The Ancient white dragon 39 1 +10 700 90 White 'D' The Eldrak 39 3 +0 750 80 Red 'T' The Ettin 39 3 +0 1500 100 Blue 'T' The Nether wraith 39 2 +10 480 55 L.Green 'W' The Night mare 39 3 +10 1500 85 L.Dark 'q' The Vampire lord 39 3 +10 1600 70 Blue 'V' The 9-headed hydra 40 2 +10 100d12 95 Red 'M' The Ancient gold dragon 40 2 +10 1500 100 Yellow 'D' The Ancient red dragon 40 1 +10 1000 100 Red 'D' The Archpriest 40 2 +10 520 60 L.Green 'p' The Death drake 40 2 +10 1000 100 L.Green 'D' The Death quasit 40 3 +20 440 80 L.Dark 'u' The Disenchanter worm mass 40 3 -10 10d8 5 Violet 'w' The Enchantress 40 4 +20 520 60 L.Red 'p' The Giant roc 40 3 +0 80d13 70 Umber 'B' The Great crystal drake 40 2 +10 1500 100 Violet 'D' The Lesser titan 40 3 +10 1000 80 Yellow 'P' The Minotaur 40 2 +20 100d10 25 Slate 'H' The Rotting quylthulg 40 1 +10 160 1 Umber 'Q' The Sorcerer 40 2 +20 520 60 Violet 'p' The Spirit troll 40 3 +0 1000 90 L.Blue 'T' The Vrock 40 2 +0 400 50 Slate 'U' The Xaren 40 1 +10 320 80 Slate 'X' The Dark elven sorceror 41 2 +20 800 70 Violet 'h' The Glabrezu 41 2 +0 600 40 Orange 'U' The Hezrou 41 3 +0 520 40 Violet 'U' The Master lich 41 2 +10 1800 80 Red 'L' The Solar 41 6 +20 100d35 140 Yellow 'A' The Dread 42 1 +10 25d20 30 Orange 'G' The Nalfeshnee 42 2 +0 670 50 Red 'U' The Undead beholder 42 4 +10 2700 100 Umber 'e' The Ancient multi-hued dragon 43 1 +10 2100 100 Violet 'D' The Ethereal dragon 43 2 +10 2100 100 Orange 'D' The Marilith 43 2 +10 1200 75 Yellow 'U' The Mumak 43 2 +0 90d10 55 Slate 'q' The 11-headed hydra 44 2 +10 100d18 100 L.Red 'M' The Dreadmaster 44 2 +10 1200 100 Yellow 'G' The Drolem 44 3 +10 3000 130 Green 'g' The Lesser Balrog 44 3 +10 1800 50 L.Red 'U' The Patriarch 44 2 +10 800 60 L.Green 'p' The Dracolich 46 2 +10 3500 120 L.Green 'D' The Dracolisk 46 2 +10 3500 120 L.Green 'D' The Greater titan 46 3 +10 3800 125 Orange 'P' The Death mold 47 1 +30 100d20 60 L.Dark 'm' The Master mystic 50 3 +20 1100 60 Orange 'p' The Nightwing 50 4 +10 60d30 120 L.Dark 'W' The Demonic quylthulg 51 1 +10 480 1 Red 'Q' The Great storm wyrm 51 2 +10 3000 150 Blue 'D' The Nether hound 51 2 +10 60d10 100 L.Green 'Z' The Plasma hound 51 2 +10 60d10 100 Red 'Z' The Time hound 51 4 +20 60d10 100 L.Blue 'Z' The Grand master mystic 53 3 +20 2200 80 Orange 'p' The Ethereal hound 54 3 +10 60d15 100 L.Green 'Z' The Great ice wyrm 54 2 +10 3000 170 White 'D' The Nightcrawler 54 4 +10 80d60 160 L.Dark 'W' The Aether vortex 55 2 +20 32d20 40 Violet 'v' The Chaos vortex 55 1 +30 32d20 80 Violet 'v' The Draconic quylthulg 55 3 +10 720 1 Green 'Q' The Eye druj 55 4 +20 1000 90 Red 's' The Great hell wyrm 55 2 +10 5400 170 Red 'D' The Hand druj 55 4 +20 600 110 Yellow 's' The Skull druj 55 4 +20 1400 120 Orange 's' The Nightwalker 59 4 +20 50d65 175 L.Dark 'W' The Dreadlord 62 2 +10 3000 150 Red 'G' The Chaos beetle 65 4 +20 3200 125 Violet 'K' The Chaos hound 65 1 +10 60d30 100 Violet 'Z' The Great Wyrm of Balance 67 4 +10 4900 170 Violet 'D' The Great Wyrm of Chaos 67 2 +10 4500 170 Violet 'D' The Great Wyrm of Law 67 2 +10 4500 170 L.Blue 'D' The Black reaver 71 3 +10 3500 170 L.Dark 'L' The Greater draconic quylthulg 71 3 +10 1500 1 L.Green 'Q' The Greater rotting quylthulg 71 3 +10 1500 1 L.Umber 'Q' The Master quylthulg 71 3 +10 2000 1 L.Blue 'Q' The Aether hound 75 2 +10 60d30 100 Violet 'Z' The Hell hound 83 4 +10 480 80 Red 'C' angband-doc-3.0.3.5/Help-Info/guide2ed.spo0000644000000000000000000023255111020366743014711 0ustar The Angband Strategy Guide - Second Edition Originally written by Frank Wang (fwang@sbcs.sunysb.edu?) Revised and Mostly Rewritten by neko (bmroot@nematic.ieo.nctu.edu.tw) Revision 0: (In)Completed May 15, 1997 ================= 0. Introduction 0.1 Disclaimer 1. Character Generation 1.1 General Tips 1.2. Starting Statistics 1.3. The Autoroller 1.4. Character Suggestions by Class 1.4.1. The Warrior 1.4.2. The Mage 1.4.3. The Priest 1.4.4. The Rogue 1.4.5. The Ranger 1.4.6. The Paladin 2. Shopping 2.1. Starting Shopping 2.2. Starting Shopping by Class 2.2.1. Warriors 2.2.2. Mages 2.2.3. Other Classes 2.3. Long Term Shopping Goals 2.4. Items Of Note 3. Early Levels: 50 to 1500 feet 3.1. Tips for Everyone 3.2. Item Wish List, by Class 4. The Later Levels 5. General Tips 5.1. How Fast Should I Dive? 5.2. Basic Pointers <0. Introduction> =============== Three years ago, Frank Wang wrote the First Edition of the Angband Strategy Guide, which has since become a standard repository for tips and tricks for new (and not-so-new) Angband dungeoneers. However, since then, a zillion new features have come about, such as the autoscummer, preserve and maximize modes, and the bow slot. Hard numbers have changed as well. So, I set about revising it, including tactics culled since then, as well as a few (well) of tricks of my own. While I consider this a revision of Mr. Wang's Strategy Guide, nearly all of this text was written by me, combining information by him, other spoilers, r.g.r.a., and my own experience. If you have a major problem with something in this, blame me, not Mr. Wang; I have not as yet even been able to inform him of this revision (though if you're out there, I'd appreciate your dropping me a line). I have taken liberally from the first edition, being eager to incorporate all the still-pertinent information from that document; if a passage looks like I blatantly plagiarized it from the First Edition, odds are pretty good that it's because I blatantly plagiarized it from the First Edition. I would *love* comments about this guide; my email address is given above. (Yes, it's in Taiwan; no, I'm not Taiwanese; yes, it's a _long_ story.) Note that this is a pre-release of this guide. It is thoroughly incomplete, but since I don't know when I'm going to be able to work on it again, I figured I'd like to release at least _something_. I do plan on revising and completing it someday, but I'm going to be very busy in the coming months, so I don't know when it will be completed. -- neko (bmroot@nematic.ieo.nctu.edu.tw) January 6, 1997 <0.1. Disclaimer> --------------- All the opinions in this document are just that: opinions. I don't claim that the opinions I give will work for you, or that you'll like them. Moreover, I don't claim that the information in this document are valid for your version, or any version (although I have tried to verify what I can). In short, if the section titled "Shopping Tips" contains my recipe for Tole House Cookies, tough. And yes, I _do_ discuss Angband's "dirty" areas such as savefile backups and stair/store scumming. I believe that, while controversial, these 'cheats' are a part of Angband until Ben codes otherwise. If you feel uncomfortable using something, don't. Note also that this version covers Angband 2.8.1. It does not cover the variants like GW-Angband or CatH Angband, which will have slightly different strategies. Moreover, earlier versions of Angband (pre-2.7.9 in particular) have greatly differing game mechanics, so the spoilers and other hints will be less appropriate for your version; I recommend upgrading. <0.2 Glossary of Terms> AMHD Ancient Multi-Hued Dragon CCW Cure Critical Wounds CLW Cure Light Wounds CSW Cure Serious Wounds DSM Dragon Scale Mail GWo* Great Wyrm of Whatever HA Holy Avenger MHD Multi-Hued Dragon RoD Ring of Damage RoS Ring of Speed <1. Character Generation> ======================= <1.1. General Tips> ----------------- In a nutshell, the eight classes in Angband may be seen as lying on a "spectrum" of sorts, with fighting on one side and magic ability on the other side. Warriors, of course, lie directly on the edge of the fighting side, having great fighting ability, but no magic whatsoever. Mages lie near the edge of the magic side but not quite on the edge, for while they have the best magical abilities, they can still do a bit of fighting in a pinch -- quite a bit of fighting towards the end (say after they get Globe of Invulnerability). Other classes lie in between a bit (except perhaps for rogues, who have their stealth as well). Since magic becomes so much more important in the later portions of Angband, the Golden Rule of Angband (and Moria) rings true: warriors are the best class at the beginning, but worst at the end; while mages are worst at the start but become the best class by the end. <1.2. Starting statistics> ------------------------ More recent versions of Angband have seen the introduction of "Maximize Mode." Use it. While your stats may be much lower in the beginning than otherwise, this is a small price to pay to allow your stats to rise above 18/100. How much better, you ask? Well, for level 50 mages, this makes a 225 mana point difference. You can completely keep from being robbed with a 18/*** Dexterity; with 18/100, you can only prevent it 65% of the time. Just about all plusses for 18/*** are _triple_ those for 18/100. Still need convincing? If you're just starting out, however, playing in non-maximize mode can increase a player's chance of getting through the early levels by quite a bit. Also, Equipment bonuses *can* raise your stats above 18/100 in maximize mode, but critical stats will still be lower. Also, a big exception to the maximize rule is Half-Troll mage. They cannot get more than 18/100 for any stat when in maximize, so to use it for them makes no since. <1.3. The Autoroller> ------------------- First off, don't bother trying to maximize all six stats, thinking that eventually you'll get lucky. It won't happen. Here's why: Angband first generates your stats by rolling a three, four and five sided die and adding five to the result. Then, if the sum of the stats comes to less than 73 or greater than 83, _it_throws_the_scores_out_. Since 6*17=102, you'll never be able to maximize all your stats. In fact, you won't even get close. Even figuring out what your stats will be and setting your maximums so these "raw" values add to exactly 83 will probably just waste time. Also, to stave off possible overflow errors (and probably to keep just this sort of thing from working), the auto roller makes "only" one million rolls, so setting the autoroller just before leaving for your flight to Mars won't work. If you're patient enough to wait about half an hour (say you're typing up Angband guides (:B ), a good compromise is to maximize your two primary stats, and set a lower limit on a third stat of about two points below its maximum. Leave the other three categories blank. You should get a character in about 60,000 to 100,000 rolls. If you don't like the other three stats, you can always reroll. This makes the wait for getting a character almost bearable. Well, almost bearable. If you can make backup save files, you may want to make copies of prerolled characters you can just "call up" when you want to play that particular class-race combination. Just roll a character, quit before moving, and rename the character something like "mage, high-elf" if your system can support long file names, or maybe like "MAGE.HIE" (class.race) if not. Then, stick these in a directory in your "save" directory and you're all set to clone it at will! This makes life *much* more pleasant than spending an hour generating a great mage only to go down to 50', take one step, and die by falling into a pit with poisoned spikes. Note, however, that savefile backups are generally considered to be cheating, so you may not want to back up characters that you've already played. See my blurb elsewhere about this. Another consideration is the fact that for some stats, the actual number doesn't matter as much as the "bracket" it falls in. For example, there is no difference between a dexterity of 10 and a dexterity of 11. For constitution, the whole range from 7 to 13 is solid--no bonus or penalty to hit points or regeneration. On the other hand, every point of Strength you gain gives you extra carrying capacity, even if it doesn't necessarily increase your to-hit or damage; this is critical for mages, where every pound counts. See the spoiler file "stats.spo" for more information. <1.4. Character suggestions by class> ----------------------------------- (Note: With Angband 2.8.1 came the removal of all restrictions of race-class combinations, making choices such as Dwarven Paladins available where previously they were not. I have yet to explore all the possibilities added by this, so you may have to explore some of these on your own.) <1.4.1. The Warrior> As you probably guessed, high strength is the warrior's best ally. However, a high dexterity is very nearly as important. This is because you can get multiple hits with light weapons if you have a high dexterity and strength. For a warrior, this is vital: every time you hit, your damage bonus is added in, and that is what really kills monsters. With an 18/40 Strength and a 18/10 Dexterity (the maximum obtainable by a human warrior) and a Whip (1d6) (+8,+8), you get _four_ attacks per round. If all those blows were to hit (although unlikely), you will have done _44_ points of damage even before adding in the 4d6 for the regular whip damage! And on top of that, you can slip on a pair of RoDs (+15), and you're looking at 164 damage per round. See Appendix A for the maximum attacks you can achieve with a particular race/class combination. Suggestion 1: Human Warrior. They gain levels _quick_, and that translates into quick hit points. Suggestion 2: High Elven or Dunadan Warrior. They get bonuses to Strength, Dexterity and Constitution, all of which are good for Warriors. Their slow advancement heavily compromises one of the warrior's main advantages, however. In any case, you want a high constitution (at least 15 for bonus HP from the start), and not too low for other stats, particularly Intelligence, which factors into magic devices and your pseudo-id. <1.4.2 The Mage> The holy grail for a young apprentice is an Intelligence of 18/50. This allows you to get three spells per two levels. Unfortunately, only High-Elves may obtain this score in Maximize mode. For other classes, you want the highest obtainable Intelligence for your race (of course), but it's not as vital; by the time you can buy/find a good enough Ring of Intelligence to put you over 18/50, you will probably have all the early spells you need (although that 50% extra mana comes in awfully nice). Also, try to take the highest strength you can; spell books are heavy, and you want to be able to wield a decent weapon (forget about multiple hits), carrying capacity is also a major issue. Suggestion 1: High-Elf Mage. Possibly the best class/race combination of them all. High-Elves are the _only_ mages that can get an 18/40 Intelligence from the start, for three spells per two levels and a nice bonus to mana. Take 18/50 Intelligence (of course), OK Strength (for carrying capacity), and Dexterity (for the AC bonus). Suggestion 2: Gnome Mage. They get free action, and Intelligence but 10 percentiles below the High-Elves (but not high enough for the bonus spells). Dunedain make okay mages as well, but Gnomes have much the same vital bonuses (except strength), and Dunedain lack both free action and infravision, and they need 55% more experience per level than Gnomes. Finally, Half-Troll mages have really bad Intelligence (which translates into high fail rates on spells at the start), but their hit points tend to be very high; just remember you're still a mage and not a fighter! <1.4.3. The Priest> While using magic quite a bit, the Priest uses fighting much more than mages, mainly due to the lack of low-level attack spells (their first offensive prayer is Orb of Draining at level 9). As such, a high strength is important for priests, as well as Wisdom. Suggestion 1: Dwarven Priest. They have good Strength and Wisdom, and that's just what you need. There are a few players that won't play anything else. Suggestion 2: Half-Troll Priest. No, you didn't read that wrong; this is actually a fairly good combination, with little wisdom penalty and good strength. <1.4.4. The Rogue> Rogues are usually played quite a bit differently than the other classes, preferring to sneak into a room and kill the monsters while they're sleeping rather than to just plow into them. This requires Dexterity (for stealth), and Strength (to keep monsters from waking up). Rogues also get a small (_small!_) amount of spellcasting ability, like teleportation and detection spells -- that requires Intelligence. Add in the high Constitution for good hit points, and you have _four_ stats that are rather important. This makes rogues quite difficult to autoroll. Rolling a good rogue may take a while. A good compromise is to maximize your Strength and Dexterity, get an OK Intelligence, and whatever Constitution you can get. Intelligence doesn't make a big difference for a rogue anyway, since the only thing they really use spells for is detection, and the failure rates are almost always astronomical. However, I consider Rogues to be the most fun class to play, because that sneaking about requires a fair bit of planning and strategy. Rogues come in two flavors: the sneak and the thug. Most rogues are sneaks who rely on their stealth to just walk right up to a sleeping enemy and wake them up in a pretty rude fashion. With lots of stealth items (not too hard to find), sneak rogues can be wonderful. Thugs, on the other hand, rely less on stealth and more on fighting. Suggestion 1: Hobbit Rogue. The standard sneak rogue, Hobbits and Rogues were made for each other. They also have their Dexterity sustained, which helps alot since there are a bunch of nasties that can reduce Dexterity. The -2 strength penalty can be a problem, as it kills any chance of getting multiple hits at the start; get a Ring of Strength ASAP if you want multiple hits. Suggestion 2: Half-Orc Rogue. This is the usual thug rogue. With 18/20 Strength and Dexterity, you get two hits with a whip, which means double your strength bonuses. <1.4.5. The Ranger> Rangers are quite similar to Rogues in that they combine fighting with spellcasting. However, Rangers are better than Rogues than both, at the expense of stealth and lots more experience required to level up. Rangers also get some wonderful bow skill (use that instead of magic). The useful stats work about the same as rogues. Your stealth still isn't all that bad, either. On the other hand, their pseudo-id is _pathetic_, and this combined with how late they get Identify as a spell makes them almost unbearable. Suggestion 1: High-Elf Ranger. This is one of the slowest characters of them all to advance, needing a full 180% more experience than a human warrior to advance to any level. However, they can start out with +3 bonuses in both Intelligence and Dexterity, two of the three prime stats for a Ranger. This translates into 18/20 Strength, 18/30 Intelligence, and 18/50 Dexterity, Which means good mana and two hits with a whip. Worth the wait if you have the patience for the autoroller, although you may want to go for an 18/10 or 20 Intelligence if you don't want to go nuts waiting. Just about any other race will do nicely as well, even humans. <1.4.6. The Paladin> The holy complement of the ranger, the paladin combines some really good fighting ability with the priestly magic. However, the paladin is better at both than the ranger; the paladin being able to get all priest spells eventually, and one can fight nearly as well as well as a warrior. The race for a paladin doesn't really matter much: There isn't much difference between Humans and Half-Elves in terms of stats, and the infravision of the Half-Elf is really low, albeit useful. A Dunadan paladin is better than both, of course, but they crawl up levels, and still don't get infravision. Symmetrically with the ranger, maximize your Strength and Dexterity, and aim for a Wisdom of 18 or so. <2. Shopping> =========== <2.1. Starting Shopping> ---------------------- First and foremost, you need a shovel. About 50-75% of the treasure you find in the early dungeons is stuck in the walls, and for that you need a shovel. Picks are a total waste of money, however: it's only marginally better than a shovel for digging, and its extra weight and cost really isn't worth it. You may want a lantern as well, since it's lighter and easier to deal with than torches. It's not necessary, however, and since the Phial of Galadriel isn't too hard to find, it may actually be a less than wise use of money. If you spend a fairly long time in the dungeon, however (Warriors may go as far as 250' their first time down), you may not want to buy that many torches, and the lantern is much lighter in the long run. The oil may also be used as a missile weapon, but it really doesn't do that much damage (1d6), and is more expensive in the long run than conventional missile weapons. If carrying capacity is a big issue (mages in particular), and you have a bit of money to burn, sell your food and buy about 20 strips of beef jerky. I usually carry about 7 rations of food, and buying an equivalent amount of jerky (10 strips per 3 rations) shaves about 20% from the weight of your food. However, it is pretty expensive, and mages get Satisfy Hunger fairly quick. It's your choice. Armor is probably a must for all classes, including mages. Soft leather armor is probably best because it's cheap, as well as cloaks, gloves (for non-spell casters), and leather caps. If you have at least an 18 strength and 18/10 dexterity, you want a whip as well for multiple hits. <2.2. Starting Shopping by Class> ------------------------------- <2.2.1 Warriors> *IMPORTANT*: Want some more money when just starting out? Try this: First, go to the armor shop, and sell your Chain Mail. You should get about 375 gold for this. Then, buy the following: Item__________________AC______Weight__________Cost Soft Leather Armor 4 8.0 24 Hard Leather Boots 3 4.0 16 Metal Cap 3 1.5 16 Gauntlets 2 2.5 53 Cloak 1 1.0 5 Small Metal Shield 4 6.5 75 --------------------------------------------------- Total 17 23.5 189 (Costs are almost total guesses. YMMV.) You have now (a) got yourself three more armor points, (b) earned yourself an extra 200 gold or so, and (c) have eliminated the -2 to hit penalty from the heavy armor. Joy! You have tacked on an extra pound and a half to your encumbrance, but that shouldn't matter for warriors. Next, sell your broadsword and buy a whip. Even two hits with a 1d6 whip is better than one with a 2d5 broadsword - and you're not putting all your eggs in one basket damagewise, as it were. All warriors with maximum Strength and Dexterity will get at least three hits with a whip. This nets you an extra 100 gold or so (as well as the extra attacks). You may want to reconsider, however, if you can get two hits with the broadsword but only three with the whip. See Appendix A for more information. Now what to do with all that extra money? Well, a couple scrolls of identify wouldn't hurt; even at 250' you may encounter some ego-weapons or even an artifact. You also want to be able to identify the Phial when you get it so you can light up rooms. If you want to start jetting down levels immediately (you're the only class that can really safely do this), you may want a Scroll of Recall or two. <2.2.2: Mages> For mages, your best bet is probably to buy a cloak, a shovel, and maybe a lantern and some oil. Go to the armory and buy some hard shoes, a metal cap, and soft leather armor if you can afford it. If you still have change, buy a couple scrolls of treasure detection and extra food. (I feel most comfortable with about 6 rations of food and 5 flasks of lantern oil; with that I've never even come close to running out.) If you feel bold enough, you can scour the town for money-carrying miscreants, but it's _risky_ at level one, especially since you don't have stinking cloud to take out street urchins. (Do _NOT_ attack battle-scarred veterans from the get-go. The first character I ever played found that out the hard way.) Drunks are an easy kill, of course, but magic missile anything that can actually fight back, then flee. If things get bad, you can go down into the dungeon then immediately back up again. If your strength is about 12 or above, buy an extra book of Beginners Magic, since salamanders can burn them if you're not careful. If you plan on spending quite a bit of time down there, buy Conjurings and Tricks so you can get Lightning Bolt and Teleport Self. <2.2.3. Other Classes> Rangers start out with a long bow, but no arrows. Guess what they should buy? Get about 30 to start; carry about 50 to 70 after 200' feet to help with orc pits. Rangers and paladins both start with a broadsword. As with the warrior, sell it and buy a whip if you can get multiple hits. Rogues too if you can get multiple hits; see the hit table in Appendix A. <2.3. Mid-Term Shopping Goals> ----------------------------- When you have the cash, you'll probably be unable to resist buying gain stat potions. Go ahead for most of them; however, I recommend holding back on Potions of Charisma; each one will only make a percent or two difference in store prices, and probably not worth it (One percent from a Stat Gain potion works out to about 300 gold.). They become common at about 1000 feet, so just wait until then and find them there. Free Action is a must after 1000 feet. It is available in three flavors: rings, weapons, and armor. There are a good number of weapons and armor that give this; try to get it from armor if you can, however, because you might get better weapons; but Gloves of Free Action are about the best non-artifact gloves out there. Try _real_ hard to not have to waste one of your precious ring slots on a RoFA. Warriors: A Weapon of Extra Attacks is a nice weapon to wield, since the more attacks, the more your damage bonuses will apply. They're deservedly pricey, however; you may well find one in the dungeon before gathering the money to buy one, and they're not all that common in the shops anyway. Also look for RoD (a must). Interestingly enough, Rings of Strength are probably not as useful as Rings of Damage for warriors, since you probably won't get an extra attack from a Ring of Strength, and the extra to-hit bonus given by even a +5 to Strength isn't that great unless you can get an extra couple hits in with it. Rings of Dexterity probably won't help much if you already get four hits with your whip, either; 5 attacks aren't possible until you reach at least 18/100 Dexterity, and you're not likely to get that for a while. Mages: A Rod of Teleport Other. See below for my rant on this item. Also, everyone but High-Elves will want a Ring of Intelligence good enough to bring them up to at least 18/40, where they can pick up extra mana (yay) and half again as many spells (big yay). (High elves would need a Ring of Intelligence (+5) to bring them to the next key point of 18/90, and that's not likely. Buy it if you can find it, otherwise don't worry about it.) Priests: Look for stuff to raise your Armor Class, since your fighting skills kind of stink and you tend to be in hand-to-hand alot. Enchant your armor a bunch (as well as your weapon). Amulets of Wisdom are very nice for priests (of course), and are readily available in the Magic Shop. Other than that, there's not that much Priests need that others don't. Rogues: Anything that will increase your stealth. Cloaks of Stealth are surprisingly common in the General Store, and every +1 to stealth reduces the amount of noise you make per turn _in_half_, because the 'noise function' is exponential, not linear. Thus a Cloak of Stealth (+3 to stealth) makes you eight times stealthier, regardless of what it was previously. A rogue with really high stealth can easily sneak up on even Wormtongue with ease. Also, look for Picks or Shovels of Digging (occasionally sold in the General Store); a +3 one can allow you to tunnel _much_ faster than even mages with Stone to Mud, who have to rest to restore mana often. (don't bother with your Stone to Mud for quite a while; it uses up too much precious mana). This will compliment your Detect Treasure spell nicely and allows you to burrow into vaults fairly quickly. Rangers: Scrolls of Enchant Weapon, and lots of 'em. Enchant your melee weapon and your bow to (+9,+9). Look for range weapons of Accuracy or (better) Velocity when you can find them at the black market (they have _incredible_ plusses...(+14,+17), for instance). Since you should be getting two hits with your whip (or similar light weapon), look for nice Rings of Damage. Paladins: Being a mixture of Priest and Warrior, you'll want what both of them want. Your Dexterity isn't as great as a Warriors, though; you may want a Ring of Dexterity if it's 18/10 to (possibly) get an extra hit with your weapon, then get a Ring of Damage. See 'attack.spo' for information, and work out the numbers before buying. <2.4. Items of Note> ------------------ Rod of Teleport Other: At about 5500 gold from the Black Market, I feel that these are the most underpriced items in the game. They in effect give you almost complete control of a battle; uniques with escorts can be de-escorted quickly and easily, making them much easier since you'll be up to full hit points when you find them again. Checkerboard vaults become a total joke ("Tiamat at 1500'. How nice. *zap*"). (Remember to rest until the rod recharges before doing this, however!) Be aware that they're not much good if you're in the middle of a room when surrounded by 20 hill orcs brought on by a summoning rune or some such (it's happened to me), and tporting away fire or water hounds is probably a bad idea since having 15 of them scattered about the dungeon greatly increases the risk of getting ambushed by one in the middle of a really long hall and watching it breathe all over your scrolls/staves/armour/self. Restore Ability: OK, your Hobbit Rogue has a Constitution of 13, but had a bad time disarming that dart trap and it got reduced to 11. Time to run back to the town to buy a Potion of Restore Constitution? Not really. As stated earlier, for some stats, only certain ranges of scores factor into any plusses. For constitution, the entire range from 7 to 13 has the same effect. So having it reduced from 13 to 12 will not do a spit of difference. So, why bother bringing it up when it won't matter anyway. Besides, if you find a Potion of Constitution, it will restore your Constitution first, then raise it. Now, if your Constitution dropped down to 7 or 8, you may want to go ahead and chug a restore potion, just to be sure it doesn't drop down to 6 and make you lose a few hit points. But other than that, it would just be a waste, even if the reduced stat makes your character sheet look bad. Constitution is not the only stat with this property. Intelligence and Wisdom have a similar range from 8 to 14 with a similar lack of effect (assuming you're not a spellcaster needing that stat, of course). On the other hand, each point of Strength gives you an extra five pounds you can carry before being slowed, so you'll want to keep that up. Dexterity and Charisma are similarly 'chaotic' (Just about every point counts). <2.5. Other Shopping Tips> ------------------------ Angband 2.8.0 has seen the 'Shuffle Store Owners' option to become no longer an option, but 'always on', for lack of a better term. This means that once in a (long) while, the owner of a particular store will change, and that owner will put everything in the store on sale. Any 'rapport' -- built up reputation as a good haggler with the previous shoppkeeper -- will also be erased. More over, the rate of turnover is four times what it was in previous versions. In my opinion, this makes haggling hardly worth it, so I now leave the auto haggling off. The extra 10% I pay is well worth saving a heck of alot of time, in my opinion. <3. Early Levels: 50 to 1500 feet> ================================ Some things never change: go in and kill. You can tackle almost anything the first 150' can throw at you even at level 1 (except perhaps Fang and Grip), and human warriors go up levels so fast that they'll be at level 5 before they know it. Going down at a rate of one level per dungeon level would be real easy, assuming you can actually find the down staircases that quickly. Just know when to stop; at this rate, the unique orcs are a *real* challenge. Look for Rods of Anything and loads of scrolls of Phase Door. Check the Magic Stores and Black Market often and look for teleportation items quick. You may want to consider finding and uncursing an amulet of teleportation, then carrying it around for emergencies, but they often don't work too switftly. Get a bow as soon as you can -- you'll want a range weapon when wounded things keep running away from you. You'll need it for Wormtongue as well -- my first experience against him was as a warrior, and he must have swiped 15000 gold before I finally whopped him. (He did leave Taratol though, so I would have been overjoyed if I knew then how nice it was.) Other than that, the first thousand feet are pretty safe ground for warriors, although I should reiterate that some of the unique orcs are a challenge. Use this time to stock up on magic items and stuff, and prepare for a decent that will likely turn unpleasant rather quick. Caution is the name of the game here. Don't bother fighting hand-to-hand untill you can get a reasonably enchanted weapon (say from Farmer Maggot), or what you're going up against is *really* weak (jackals, for example). I once lost a 6th level mage to a group of cave spiders, *after* casting a few stinking clouds. I recommend being at least level 3 before going to 100', and level 7 before tackling 150'. I've never taken a mage down to 1000' before being level 25. The first edition of this guide stated that there was someone who would take mages down at a rate of 50' per level plus 100'. This assuredly is a big fat lie. A level 3 mage should be able to take on Fang and Grip (not both at once, though) without too much trouble, unless you get ambushed around a corner or something (easily preventable w/ detect monsters). Also at level 3 you have the opportunity to get Cure Light Wounds as a spell. Don't bother. It doesn't heal as much as even a CSW potion, and you need the mana for other things. Novice warriors can do up to 13 points of damage in one round. A 3rd level mage may have about 20 hp max. Try *real* hard not to fight them head on until you're about level 7 or so, and even then think about it very hard. It's best to take them down in a room where you can phase door around if they get near you. This is true of all the novice types (except for the archer and ranger, who will just shoot holes in you anyway). Take out salamanders from a distance if you can. Watching them roast your spell book is no fun, and they can't do that if you fire a missile from afar. For uniques, use a hit and run technique. Lure it into a room, then cast Magic Missiles at it until it gets near, then Phase Door, back into a corner, and repeat. If you Phase Door out of the room into a corridor accidentally, take the opportunity to rest, then go back and go again. You regain HP and Mana much quicker than uniques, so you're still at an advantage. Most uniques below 1000' have no distance attacks, so they can't get at you, just run like sheep towards you. Wormtongue can be a breeze this way (sometimes). When possible, use Magic Missle instead of other magic attacks. It does more damage per mana than other magic attacks, and the fail rate is lower. Reserve higher bolt attacks for really nasty things that are rushing towards you (stopping that 2-headed Hydra, for instance). Don't be stupid with your magic. In other words, don't try to be cute and roast that floating eye you found at 950' with a Fire Bolt when a Magic Missile would do just nice, because you'll be sorry when Nar comes up behind you and you've got 10 less mana to spare... If you run into a room with an immobile mana draining creature as well as something even moderately nasty, *LEAVE*. Those things can suck mana very fast, and without mana you're toast. Phase door out of the room, rest, then lure the beast into the corridor, where you can fry it with style. Finally, go back into the room and teach the mana drainer some manners. If you have a bit of trouble with the mobile creature, just phase door back into the room, take your frustration out on that stupid mana drainer, then rest and lure the nasty back into the room. If the mobile nasty drops lots of treasure (an Ancient Dragon, say), beat it in the corridor until it's almost dead, then phase door, kill the mana sucker, then do a stone to mud to bring the nasty back into the room, where it can drop some proper treasure. (Beware if the monster can summon or something similarly nasty, though.) Mages are the only class that can get by effectively without a bow. Regardless, don't forget you have that extra bow slot! If you've run out of inventory space and have an enchanted range weapon you plan to sell, equip it. Quite a bit later on, the mage's attack spells tend to lack a bit in power. You may want to consider using the first ego-item bow you find, if you can carry it. By about 800' or so, you'll have had a good chance of finding a nice ego-item (say, Holy Avenger or thereabouts). With something like that, you may want to start taking a chance at melee, particularly against groups like hill orcs. Open fights with a flurry of MM's until you've used up all but say 14 mana (so you can bail when necessary), then start whaling on the nastys. When your hp get somewhat low (like maybe to about a third), loose off MM's with the mana you regained while meleeing. If that's not enough, flee. The first eight levels for a priest stink. They have no attack spells, which means no distance attacks except for a bow which they're not to good with. Their fighting ability, while better than mages, isn't exactly what legends are made of, either. Finally, the only class which can get multiple hits with a whip from the start are Half-Trolls. Fortunately, their fighting ability is (barely) enough to get by, if they're cautious enough.*** A rogue is a fighter with a few detection spells. Play that way. _NEVER_ rely on escape spells until at least ten levels after you get them, or whenever their failure rates drop to acceptable values. For example, when you get to level 7, go ahead and gain Phase Door. Now look at its failure rate: 49% for a Hobbit with 18 Intelligence. Do you *really* want to rely on this when you're in a jam? This spell is probably a real disservice for new players in that it may give one a false sense of security. Even at level twelve, you still have about a 35% failure rate. Buy some Phase Door scrolls as soon as you can and use those until the failure rate is tolerable (about 15% or so for me). You'll also want at least two scrolls of teleportation on hand from the black market. And _never_ give yourself 'just one shot'. Finally, on the Macintosh port of Angband 2.8.0, I have noticed a probable oversight on the part of whomever wrote the macros. Pressing option and a direction triggers a macro to fire a Magic Missile in the specified direction. Trouble is, rogues don't have the Magic Missile spell, so all you'll get is a 'You may not cast that spell.' message. To fix this, do the following: open up the 'rogue.prf' file in the 'lib:user' direcory with any text editor, such as BBEdit. Then, find/replace all instances of 'A:\e\emaa' with 'A:\e\ef1'. This will instead fire whatever is inscribed {@f1} in the direction you specify. Now, just grab your crossbow, inscribe your bolts with {@f1}, and your range weapon is alot easier to use! Rangers, whose bow is much better than their magic missle, may want to do this too. You have quite a bit in common with Rogues: you have the same advantages (good stealth, bow, and some magic), although you're better at all of these except stealth. However, don't underestimate your stealth: it can be quite handy for loosing off an arrow at that Novice Warrior before he knows what happened. On the subject of bows, this should be your distance as opposed to magic. I usually don't get Magic Missile untill I'm about level 8 or so (and even then I just get it because I've run out of spells to get). The failure rate isn't all that tolerable for a while, and enchanted bows can do quite a bit more damage anyway. By about level 10, however, its failure rate is OK, so you can use it on weak fleeing creatures you don't want to waste ammo on. Rangers have one _serious_ drawback: they have the worst idenifying ability off all the classes. And I mean *pathetic*: their pseudo-ID is only marginally better than mages, and they don't get Identify as a spell until level 23. Even at level 22 Rangers require an average of over 4000 turns before getting their inventory Pseudo-ID'd. (See Appendix D for details) ID'ing weapons and armor might not even be profitable until about 700' or so. I usually ID just "suspicious" items and items dropped by uniques. I end up selling a fair amount of good items and maybe even an ego-item or two, but there's not much I can do about it. Instead, make your money off of selling staves and wands, which you know will make money. ID them, then try to make them stack as best as possible: if you have two wands of Magic Missile, with 11 and 10 charges respectively, use a charge off the 11-charge one, let them stack, and stick another wand into the freed slot. Charges amount to about 10 to 20 gold on average for low-level wands and staves, as opposed to another 300 gold for that extra Wand of Wonder. You'll still probably make less money than other classes, though; which is a shame since those Enchant scrolls are so vital for you and are so costly. Remember that you are _not_ as sturdy as a Warrior. You'll have to run away quite a bit more, and you just can't plow into groups the way warriors can. Paladins are just like warriors at the start. Their main advantage is their ability to smash, rather than the prayers they get soooo slowly. You do tend to be a bit better in the magic category than the ranger in hers, however; so you needn't be as careful (but never be uncareful!). <4. General Hints> ================ <4.1. How fast is too fast?> -------------------------- The first edition stated this about diving: The fastest reported player plays at 50 feet per level + 100 feet, which can be safely done for the first 1000 feet with mages - with proper care, of course. This, almost assuredly, is a Big Fat Lie. 4 out of 5 deaths in the early levels can probably be attributed to diving too fast too early. <4.2. Basic Pointers> ------------------- Okay, let's start with basics. (1) Don't even so much as sneeze unless you have full hit points and full mana. There's just no reason to explore without full health. (2) Don't invite trouble. That is, when in a room with two sleeping monsters attack one, kill it, then the other. Sounds stupid, but there is a very close scenario: When fighting groups of monsters, fight them -one- at a time. don't run in the room and invite group beatings. An elaboration on this: if you are being attacked by a group, get into a hallway and fight from there. That way, you -can- only be attacked by one at a time: #.....CCC..........# #....CCCC..........# #######C############ #@# # # In fact, you should almost never be beat on by more than one monster at once. you can always run into a tunnel, or attack from around a corner if the monsters you are fighting have breath weapons. (3) If you see a monster you're not sure if you can beat,then -don't- attack it. Why take the chance? Also, put your ego aside, and run away if you start losing a fight. Try not to run away at the very last minute, in case your teleport spell happens to pick a bad time to fail. Also, be ready to run if you attack a fire type monster - and don't have any fire resistances. Same for many others. (4) Probably the quickest way to die can be summarized in one thought. "All right, I've been hitting this guy a few times, he should be almost dead... OH NO! I have no more (hit points/mana)! *dies about 5 turns later*. Don't run out of mana. Don't run out of hit points. If you start running pretty low, then leave. Don't say 'Well, I'll just save my last 6 mana points to teleport away' cuz if you roll badly, and are stuck in a fight with no mana, you die. (Mages, anyway). Note, though, that panic spell casting can save your hide. You have nothing to lose if you're gong to die anyway. See section 4.e. (5) It is wise to kill all the easy monsters you can before taking on the harder monsters, i.e. kill any monster you see. If you clear out lots of area, then if you have to run from a fight, you will have more clear areas to run to. (and teleport to. A troll may be no big deal when you are at full strength, but if some unique is beating on you, and you teleport to a room with a troll in it, odds are you'll have to run from the troll in this case). (6) Check stores often. Check all stores everytime you are on the town level. You never know when something will be on sale. It pays to keep valuables in your home rather than selling them right off - you never know when a 'bargain' could turn up. (Has anyone seen a ring of speed (+10) {on sale}? How much was it?) (7) When you're going to attack something, you can always get first blow if you are careful. If your opponent is also moving (and at the same speed), then if there is a single space between you, don't move into it. Wait on the spot for one turn (if you search rather than do nothing you may pick up an adjacent trap at the same time). Your opponent will move next to you, giving you the first blow. @.R <-- wait! @R <-- hit! (:B If your opponent moves quickly (like a cave spider), you would move away from it if there was only one square between you, and stay still if there were two squares. Using Fang as the example : @..C <-- wait! @C.. <-- Hit! @.C <---if you wait, Fang moves and bites. So, take a step back, @C.. <--- hit! Of course, if you are using a spell or missile weapon, you can shoot at any time. But you can always know whether or not your opponent will be able to hit you on the next turn and act appropriately. (8) When you find a chest, don't open it in a corridor. If it isn't in one already, take it to a big room. Make sure the floor isn't all cluttered with rubbish. Always search chests for traps. If you don't find any, search some more. Disarm the trap before opening the chest. (Note: if you just cast disarm trap, you don't need to even search for the trap in the first place.) If you are just about ready to go down another level when you are thinking of opening a chest, wait, and take it downstairs with you. You will improve your chances of getting good stuff, since the value of the stuff in the chest is related to the depth of the level that you open the chest on. Don't open a chest in the town. (Note: In recent versions of Angband this no longer applies, since chests have their object creation level set upon the creation of the chest, not when it is opened.) (9) Common locations of secret doors. When you see either of these two patterns, search for secret doors at the place marked ".": ########## ############ '.' '.# (in any orientation, of course) ########## ##########'# # # Also, almost all 'dead' ends have secret doors. In general, there are usually doors near doors when in corridors. Common dead ends which are a waste of time to search: # # # # # # #### # # ### ### # # # # # # ####### ### ########## ########### r #'######## # o ' ########### ########## ########### o #'######## # # m # # # # # # # # # # # # #### # ### ### Some quick short tips from rec.games.moria ------------------------------------------ (10) Summon Monster/ Polymorph Other will eventually pull up something you can't handle unless you can handle anything. (11) Your Glyph of Warding / Rune of Protection will break. (12) Just 'cause you teleported away does not mean you're out of danger. (13) It is better not to be breathed upon. (Most all the time.) (14) Your Detect Monsters/Evil spell does not pick up all your opponents. (15) It is better not to be touched. (16) Always have some form of healing. (17) Good players have a way out. Excellent players have several. (18) Give yourself some form of long range attack. --- end of moria list --- (19) Look at creatures A LOT, since you get "strength" information that tells you how close the critter is to death. This is ESSENTIAL for Priests/Mages as well---since if you're running low on mana, you need to know if it's about to die, or you are. (with the 'monster health bar' option, this isn't as necessary anymore.) (20) The Anti- corridor: Sick of Tiamat summoning billions of Great Wyrms of Whatever, or about to be assailed by book-burning Fire Hounds? If you can tunnel _fast_ (ie, stone-to-mud), build a corridor like this: #################.# #@#Z#Z#Z#Z#.#Z#.#.# ##Z#Z#Z#Z#.#Z#.#..# #################.# Since the only hound that can see you is the one you're face-to-face with, none of the others will breathe on you. Summoners can only create monsters on adjacent spaces to you, and if you're meleeing them, there will be no place to put them; thus their summoning power is useless. Note that the tunnel needn't actually be this long; three spaces deep will suffice. Note that the following setup does *not* work: #@################## #.ZZZZZZZZZZZZZZZZZZ #################### The two or three leftmost hounds can see you, and any of them can breath if they want to. If there's 20 Earth Hounds running at you, however, this setup is better than just standing in front of all of them, if you can't set up the anti-hound. These corridors can be usefull if you're going against a powerful unique as well. Consider this setup: ######################### #.#.#.#.#.#.#.#.##.#.#.## #.................#.#.#.# #####.............########### ........p...........#.#.#.#.## ##.##.............##.#.#.#.#@# #.##...............########### #.###.#...#.#.#.#.## ##.##.##.###.#### ###.##.##.#.## ##.##.##.###.# ###.##.##.#.## ##.##.##.###.# ###.##.##.#.## ############## Where p is Sauron and @ is a well-prepared Rogue who filled a room with anti-summoning corridors before letting Sauron 'in'. Appart from the negation of Sauron's summoning capabilities, the player has a *whole* bunch of escape corridors to Phase Door into when things go sour. Just Phase Door, bolt for a corridor, then rest up while Sauron tries in vain to go through the wall towards the player. As a bonus, Sauron won't cast a bunch of spells while you're waiting for him to get within melee range. (This is my preffered method for dealing with the Necromancer.) (21) If you can spare it, rest for a hundred turns as soon as you go up/down a level. This way, if you run into trouble early and have to bail or hit a trap door, you at least won't lose the level feeling for the next level. (22) Wands of Haste and Heal Monsters are more common than most others. Rather than waste an Identify scroll on one, fire a charge at some stationary creature. If it doesn't identify it, then it's something good; go ahead and ID it. If it was a haste monster wand/staff, then you're stuck with a creature that can go nowhere twice as fast. Yes, you use a charge; but heal/haste/darkness are likely as not the first wands/staffs you'll encounter, so it shouldn't matter. Anyway, a charge from a wand of Magic Missiles is cheaper than an ID scroll (ID it before you sell it, though, to get money for the charges.). I wouldn't try this with staves, however, until you know which is the staff of Summoning and maybe Darkness (They can ruin your day rather quick). (23) There are no bad rods. Again, just zap something that can't fight back, or something that's fairly far away. If that doesn't ID it, it's a detection rod; just zap it again whenever the map panel changes until it self-ID's. (24) I know this is going to sound silly, but dust your screen before playing. I've often mistaken specks of dust for mushrooms and such. (25) Clear out all the rubble you find. I once found a Scroll of Aquirement and other nice things stuck under the stuff before. Remember, items under cleared rubble do _not_ add to the level feeling, as the item is generated when the rubble is cleared, not when the level is created. (BTW, rubble hides an object 10% of the time, regardless of dungeon level.) (26) If you have access to newsgroups, check out rec.games.roguelike.angband. There are boatloads of experienced Angband addicts who will be happy to give you advice. Just post a character dump and watch them tips flood in. (27) Don't ignore stealth! Being able to sneak up on a group of sleeping trolls (or a AMHD) makes them much easier, since you can likely rest between trolls and prepare well for thad dragon. I generally like having a stealth either wonderfully high or pitifully low, since average or good stealth tends to make the monsters wake up just as you're sneaking up on them, which is bad. (28) Spellcasters: don't necessarily cast Identify every time you pick up an object unless your inventory is full. Remember that the game creates monsters within the dungeon while you rest to restore that mana. Try to wait until you're in the town or just before you head up/downstairs. All Classes: Everyone is probably going to want some potions of Cure Serious, not so much for the HP gain but because they can cure blindness and confusion (but not fear). Get a dozen. Standard Items: Since you can't use any spells, you're going to have to rely on scrolls and potions. Try to have at least a half dozen Phase Door scrols handy for quick getaway, and a Staff of Teleportation as well. By the way, before you start complaining about how much room all these scrolls and rods and things are taking, remember that all other classes have up to _nine_ spellbooks to lug around, as well as Restore Mana potions. (And even mages keep quite a few rods around...) Black Market: Rings of Damage. Good ones. Remember, with multiple attacks, those damage plusses are added to each time you hit. Rings of slaying are nice too, but they're not as common, and their bonuses tend to pale next to the damage ring's boni. Artifact: Sting. An extra two attacks per round is just wonderful. With a high enough Dexterity and Strength, a warrior can get up to *eight* attacks per round with Bilbo's standard issue. (Yes, Ringil's better, but it's _rare_.) Incidentally, you *can* enchant Sting, but the odds of doing so are half that of non-artifact weapons. This works out to 25% to get to +8, and 15% to get to +9. (See item.spo for more info.) It's not the best artifact for really deep levels, but it's great for the middle depths. Standard Items: Until you are *very* high level, forget your teleportation spells -- your failure rate is just pathetic. Buy magic items about the same as a warrior would. A bow is *essential*: you're almost as skilled as a ranger with bows, so go ahead and use it. Black Market Items: Boots and Cloaks of Stealth. A hobbit with +5 to stealth (easily achievable with both boots and cloaks) can go just about anywhere he/she wants to without waking up hardly *anything*, and that's a heck of a plus, especially around pits. Also, look for Picks or Shovels of Digging; with a +3 PoD, you can go throgh granite in less than a hundred turns, and with your Treasure Detection spell it can easily make up for the 1700 gold this often costs. (Actually, the Cloak and the Pick of Digging items are fairly common in the General Store, while the Boots are less commonly found in the Armoury but still perhaps worth the wait.). ---- First of all, leave jelly pits alone. They're not worth much experience, give very few items, and have lots of mobile acidic creatures. Gelatinous Cubes can bring a (3,+9) pair of boots to (3,-2) awfully quick, and their abundance of (crummy) items really isn't worth the money you're gonna be wasting buying more scrolls of Enchant Armor and new clothes. If I see a jelly pit on a level, I usually just ditch the whole level altogether and head straight for the nearest up staircases. (Then of course Murphy's Laws step in and place said stairs right next to the opening of the pit. Grr.) I've lost a *whole* bunch of characters to orc pits. However, I've also gone into a orc pit fight with a level 11 rogue and come out at level 15. I don't recommend this unless you have a 'nice' pit: the one I took on had only snagas, hill orcs, orc shamans, and two black orcs. Use your range weapons liberally: my rogue lost 30 bolts in the fight, and recovered/reused as many more. If you take proper care, most pits aren't little trouble, and worth some major experience. The items they give can be nice too, simply because of the sheer numbers of objects you'll be getting. (the first artifacts I get in a game are often gleamed from orc pits). If at all posible, attack the pit from the opposite side of the door if you can find it. Also have some form of teleportation ready, just in case. This *DOESN'T* mean Phase Door; it's very likely you'll blink into the pit itself, meaning almost certain death for a presumably already troubled character. If you get really lucky, you won't have let out too many orcs before being 'in position', and then almost any character can trash the whole lot of them (just let a few of them out at a time, of course.) Troll and giant pits are about the same; indeed, they may even be easier, since the character by then will be better prepared for them. I don't recommend going against Greater Titans until you are very high level though, because they can do some massive damage. (Confusion resistance is necessary for them.) ---- Consider this: a twentysomething level mage can launch a 7d4 Magic Missile, for 4 to 28 damage. With a (+9,+9) Light Crossbow, *anyone* can do 30 to 42 damage with unenchanted bolts. Everyone but mages should buy a range weapon. With the addition of the bow slot some time ago, no one has an excuse anymore: you all need one. Non-Rangers should purchase a crossbow if they can afford it; Rangers should buy a Long Bow, because they get extra shots with them later on. Then start enchanting the heck out of it. Those plusses to damage get multiplied in with the x3, for some jolly good damage. Don't neglect the to-hit portion, either: those plusses don't do any good if your arrow doesn't hit. Enchanting ammunition has the same effect; however, since ammunition gets depleted, and the chance of successful enchantment drops with the number of arrows/bolts you're trying to enchant, it may not be worth it until much later on. Enenchanted ammo doesn't stack well like normal ones, either. If your enemy is fleeing and you can spare the time, wait until the enemy is at least three squares away before firing at it. Missiles have twice the chance of breakage if it hits a creature within a three-square radius. Besides, it's rather amusing watching the little creatures flee for a bit before you cut them down. (Hey, who you calling sick and twisted? >:] ) You don't really need to be totally religeous about this though; if you need to kill it quick (breath weapon types, for instance), do it. I usually find ammo faster than I waste it. Also, if the monster you're shooting at drops a *whole* bunch of treasure (Hydras, Solars, etc.), you may want to shoot it within the three-square range, hoping that the ammo will break and leave an extra space free for dropped treasure. ====================== ------------------ Various players that escaped the Pits of Angband came back with stories of monsters discussing the other adventurers they killed. Here is a list of some common 'last quotes' of various players. Don't make their mistakes. "I just got Phase Door, I can use that. I don't need any Phase Door Scrolls." -- 7th level Rogue "Hrm, I'm deep enough so I don't need poison resistance anymore; the one point per turn drain ain't that great. I'll just swap that Ring of Pois. Res. for this here Ring of Damage...Oh look, a drolem!" -- 40th level priest "Well, _eventually_ Phase Door will get me out of this room into a corridor for safety." -- 26th level mage "I'll just zap these Cold Hounds with this Rod of Fire Balls I just found...hey, whaddya mean I failed to use it properly?!?" -- 13th level Warrior with 6 Intelligence "I've found most of the bad potions; I'll just quaff this Brown one I found real quick since I don't want to waste an ID scroll on it. Hrm, a feeling of dea--oops." -- 16th level Ranger Well, you've worked your way down through one hundred levels of torture, gained fame, fortune, and Rings of Speed, and have just sent Sauron off to the afterlife. Ready for Morgoth, but scared shiftless? Here's some techniques for knocking of Mr. P-body. First of all, don't even think of going to 5000' without _lots_ of healing power. I like having about a dozen Healing and a half dozen each of *Healing* and Life. Spellcasters will want a half dozen Restore Mana potions; priests will want more if they want to cast Holy Word for healing. A single mana storm of Morgoth's can do up to six hundred points of damage, with no way to resist the damage. *ALWAYS* heal up when your HP goes below this, for otherwise you are playing a risky game of Russian Roulette. Morgoth comes screaming towards you at speed +30. Be able to haste up to this speed before confronting him. Rings of Speed (+10) are fairly common down below 4000', and with similar Boots of Speed and some Haste Self potions/spells, you'll be a bit faster than him. One of Morgoth's attacks is to summon unique monsters you haven't killed yet. To prevent this, kill all the really deep uniques before diving down to 5000'. If he can't summon uniques, he'll just (!) call up some greater undead. (Then again, maybe you can leave Smeagol alive and have fun as Morgoth summons the poor wretch up.) There are a few class-specific methods of dealing with ol' Melkor. Here are the ones I know: *** GoI (mages): For mages, killing Morgoth is a cakewalk. Just cast Globe of Invulnerablility and he can't touch you. Then melee him as you like. There's not much Morgoth can do to prevent this, nor the billions of monsters he can summon up; you're invulnerable, remember? (For the record, GoI is under some considerable scrutiny for this reason, and will probably be reworked in versions after 2.8.1.) Just remember to pay *close* attention to the messages that pop up, so you can recast GoI when it runs out! *** The Sea of Runes (Priests and Paladins): *** The Hail of Death (Anyone, Rangers in particular): With a missile weapon of extra shots and some appropriate ammuntition, You can do some _massive_ damage to Morgoth. With two shots per round from a Heavy Crossbow of Extra Shots (x4) (+x,+20) and Seeker Bolts of Slay Evil (4d5) (+10,+10), you do Damage=[(base)+(BowDam)+(BoltDam)]*(Number of shots)*(slay bonus)*(bow bonus) =[10 + 20 + 10] * 2 * 2 * 4 = 640 damage. By level 50, Rangers get two extra shots per round with Long Bows. With similarly enchanted and named equipment, Rangers can get [8 + 20 + 10] * 4 * 2 * 3 = 912 damage. This adds up _fast_. Since Morgoth has 17100 hit points, Rangers can theoretically kill him in 19 rounds, while others require 27. Note that this eats up arrows or bolts _fast_. Have about 3 slots of 99 Slay Evil Seeker bolts or Arrows (difficult, but possible). (Note that these numbers are averages. Actual values range from 528 to 800 and from 816 to 1104 for the above cases respectively. Also, it is entirely possible to get even better enchantments for bows and crossbows.) =================================== In this document, I have alluded to a couple tatics that may be considered by some to be 'cheating'. I'll address these here. (1) Savefile backups. As you know, when you die in Angband, it's over. Your savefile is reduced to just your name and the information about monsters you've gathered. However, probably the most common cheat in Angband is making a copy of your save file and 'bringing it back' when your character purchases the farm. (On some other systems, you can 'abort' the game before it marks up the record.) This, of course, defeats the purpose of the 'one life, one chance' nature of Roguelike Games. However, nearly everyone who plays does so, at least at the start. For the record, my first character to beat Angband used a _whole_ lot of savefile abuse, for which I'm not proud of. That said, most people, after doing so, 'clean up' afterwards, reducing or eliminating their use of savefiles. Other methods of cheating death are available on various systems, from restarting the computer to killing the Angband application without letting it save. This all has the same effect. If you are on a multiuser system, this is somewhat evil, because this screws up the scoreboard for everyone, and will brand you as Naughty by everyone on the system, not to mention stain your kharma. If you do wish to use backups so you can 'cheat death,' consider just setting the 'cheat death' option. It's easier than dealing with backups, and you can have a cleaner concious as you learn the game. You also won't mess up the scoreboard, so that when you are ready to go without a net, your scores will have some merit. (2) Stair and Store Scumming. This is another common way to cheat. Level feelings are generated if you were on the previous dungeon level for at least one hundred turns. A popular tatic is to go down a level, then if they get a feeling they don't like, they just wait and go back up, then repeat. In a similar manner, stores restock their wares every thousand turns if the player doesn't show up, so some players will wait at 50' for a while waiting for better items there. In fact, the First Edition to this guide gave at least a passing reference to stair scumming for starting characters to get a shovel if the General Store didn't stock one at first. The advent of the autoscummer helped alleviate some of this problem. It also raised some more questions. During the short time that I had access to rec.games.roguelike.angband, there was a rather lengthy discussion about the use of the autoscummer. Note that in the beginning, the autoscummer can often make dungeon levels with a fairly out of depth item or two embedded within. In later levels, however, level feelngs are more and more caused by out of depth monsters, making for wildly difficult levels. Personally, I am in favor of making use of the autoscummer a 'startup' option, like preserve and maximize modes, so that if people use it to get nice weapons at the start, they'll have to pay for it with some really nasty stuff later on. Note also that autoscummed levels tend to have a _lower_ chance of containing artifacts, because artifacts don't add that much to the level feeling of a dungeon, so some levels containing just an artifact can be passed off by the autoscummer as boring. See 'dungeon.spo' for information, then decide for yourself. Store scumming is another matter, however. Let's face it: when your warrior has no Scrolls of Recall and the Alchemy Shop's not stocking any, no one in their right mind is going to have the honesty to go down back to 4000 odd feet by using staircases. (Scumming for black market items, however, isn't that nice.) Somewhat related to store scumming is town scumming, where a player goes around killing things in the town to build up money to buy some nice object. If you run out of townies, you take the down staircases and go right back up again. (3) Changing the Display Features. On some systems (notably the Macintosh), hitting '&' puts you into a screen that allows you to change the colours and characters used to represent different characteristics of the game. For example, I have used this to change things such as potions, books, and scrolls to characters in the upper half of the Macontish's character set, making them look more like what they're supposed to. (email me if you'd like a copy of this set; it makes the screen quite a bit more interesting, although it confuses the borg.) The problem comes in that this allows you to change, for instance, all the 'bad' rings so as to look different from the 'good' rings. Or, you can change the character for lurkers or creeping coins to make them distinct, which of course they shouldn't. This cheat isn't nearly as powerful as the previous ones for two reasons: first, unidentified rings are still indistinguishable from others (although you can hack the lists to get around this). Second, the option "Extend the power of the 'look' command" allows you to look at items even when you can't actually 'see' them (it's great; set it). So, if you waltz up to a greater vault and cast Detect Objects, you can see where that Ring of Speed is *without* going into the vault, if you've previously ID'ed one. About the only use this cheat has, then, is distinguishing some monsters, and that's not too much of an advantage. (4) Hacking the Lists. In the "edit" directory, there are several text files that contain all the information on the 'features' in the game. I'll list these real quick: File Contains a_info.txt Artifacts e_info.txt Ego-Items f_info.txt Terrain features (walls, doors, traps, etc) k_info.txt Normal Items (anything you can pick up) r_info.txt Monsters, including Uniques v_info.txt Maps for the vaults Someone who doesn't get enough adventure (even _after_ playing Angband) can edit these files and throw away the corresponding .raw file in the 'data' directory (or trash all of them to be safe), and Angband will automatically make new data files with this new information. Somewhat related to this is to change the characters used to represent various objects to much the same effect as cheat #3 above. As you might guess, this is *dangerous*. Old savefiles may not be compatible with this version, and you could end up crashing your computer. Be _sure_ to make a copy of the old info files; better yet, copy the whole Angband directory before doing this. Also note that there is NO documentation as to how the format of these files is supposed to be, and you'll have to figure it out from the lists themselves and the spoilers. Even the source doesn't give a real 'template'. On the Macintosh, opening save files by double-clicking can open either copy of Angband; I suggest making an alias of the Application and using Drag & Drop to open save files. Now, the ethical considerations here should be obvious. First of all, as soon as you do this, you are no longer playing Angband, but some variant you made up. *PLEASE* don't try to pass it off as Angband. Edit the 'news.txt' file to reflect that you have changed that version of Angband, and perhaps add a section in the help files describing what you've done. But please, do NOT give a victory post saying you've just beaten the 'true' Angband without telling that you quietly made the One Ring a Level 1/Rarity 1 artifact with no curse or Experience draining! That said, these "variants" can be kind of fun. Changing the descriptions of some of the monsters is pretty safe, for example, so just changing 'Farmer Maggot' to 'College Councelor Smith' can be somewhat amusing. I myself am working up a variant involving folks from my college and community, although odds are the joke will be old well before I finish it. Hacking the lists can be a rather complicated task, and if I get off my lazy butt I might write something on it later. Don't count on it though. This document was not a solo project. There were quite a few who lent tips and tricks to this guide, inadvertantly or not. ================================= This table gives the number of hits per round a character of that race and class with maximum Strength and Dexterity can get with a three pound weapon (like a whip). The first row gives the minimum weight by that class that will factor into the blow/round equation. For example, a mage weilding a weapon less then four pounds will be treated the same as if he/she were weilding a four pound weapon. Note that these values are my calculations, and although I'm pretty sure these are right, a few might be in error. Lemme know if any are. An X in the table means that the race/class combination is not allowed. Warrior__Mage_____Priest____Rogue___Ranger___Paladin (Min. Weight) 3.0 4.0 3.5 3.0 3.5 3.0 Human 4 1 1 2 2 2 Half-Elf 3 1 1 2 2 2 Elf 3 1 1 2 2 X Hobbit 3 1 X 1 X X Gnome 3 1 1 2 2 X Dwarf 3 1 1 X X X Half-Orc 4 1 1 2 X X Half-Troll 3 1 2 X X 3 Dunadan 4 1 1 2 2 3 High-Elf 4 1 1 3 2 X ============================================================== When maximize mode is not in use, all stats can reach a maximum of 18/100, not including equipment bonuses. When it is, the maximum of a particular stat is determined by the plusses to a stat by the race and class, _not_ by the initial stat rolled. These tables outline those stats here. (Pretend there's an '18/' in front of each stat.) Note that in both modes, magical bonuses from equipment can increase a character's stats beyond these limits, to an absolute maximum of 18/220 (represented by 18/***), after which further increases don't do squat. Also, the potential maximum stat of a character is independant of the starting stat of that character; a high elf warrior can get a 18/110 Intelligence whether his/her starting Int was 4 or 18. **Warrior** Str Int Wis Dex Con Chr Human 150 80 80 120 120 90 Half-Elf 140 90 80 130 110 100 Elf 140 100 90 130 100 100 Hobbit 130 100 90 150 140 100 Gnome 140 100 80 140 130 80 Dwarf 170 50 100 100 140 70 Half-Orc 170 70 80 120 130 60 Half-Troll 190 40 60 80 140 40 Dunadan 160 100 100 140 150 110 High-Elf 160 110 70 150 130 140 **Mage** Str Int Wis Dex Con Chr Human 50 130 100 110 80 110 Half-Elf 40 140 100 110 70 120 Elf 40 150 110 120 60 120 Hobbit 30 150 110 140 100 120 Gnome 40 150 100 130 90 90 Dunadan 60 150 120 130 110 130 High-Elf 60 160 90 140 90 160 **Priest** Str Int Wis Dex Con Chr Human 90 70 130 90 100 120 Half-Elf 80 80 130 100 90 130 Elf 80 90 140 100 80 130 Gnome 80 90 130 110 110 100 Dwarf 110 40 140 70 120 90 Half-Orc 110 60 130 90 110 80 Half-Troll 130 30 110 50 120 60 Dunadan 100 90 150 110 130 140 High-Elf 100 100 120 120 110 170 **Rogue** Str Int Wis Dex Con Chr Human 120 110 80 130 110 90 Half-Elf 110 120 80 140 100 100 Elf 110 130 90 140 90 100 Hobbit 100 130 90 160 130 100 Gnome 110 130 80 150 120 70 Half-Orc 140 100 60 130 120 50 Dunadan 130 130 100 150 140 110 High-Elf 130 140 70 160 120 140 **Ranger** Str Int Wis Dex Con Chr Human 120 120 100 110 110 110 Half-Elf 110 130 100 120 90 120 Elf 110 140 110 120 80 120 Dunadan 130 140 120 130 140 130 High-Elf 130 150 90 140 120 160 **Paladin** Str Int Wis Dex Con Chr Human 130 70 110 100 120 120 Half-Elf 120 80 110 100 110 130 Dunadan 140 90 130 120 150 140 Appendix C: Regeneration Rates Constitution Bonus 3-13 0 14-17 1 18-18/49 2 18/50-18/99 3 18/100-18/119 4 18/120-18/129 5 18/130-18/149 6 18/150-18/169 7 18/170-18/199 8 18/200+ 9 Appendix D: Pseudo-ID Strengths Occasionally, your character will get a "feeling" about a piece of armor or weapon. The item will also be inscribed with this feeling. Feeling Meaning Special Non-Cursed artifact Excellent Non-Cursed Ego-Item (Ex: Robe of Permanance) Good Normal armor/weapon with small magical bonus (to +9) Average Normal armor/weapon with no bonus (+0,+0) Cursed Normal armor/weapon with small magical penalty (to -9) Worthless Cursed Ego-Item (Ex: Weapon of Morgul) Terrible Cursed Artifact, usually bad (but not always!) Note that only Warriors, Rogues and Paladins get all these feelings. Mages, Priests and Rangers get only two messages: "good" (for good, excellent and special) and "cursed" (for cursed, worthless and terrible). These classes will _never_ get a feeling from an average object. The following table gives the probability per character turn that the character will trigger feelings for objects. For example, A 20th level unhasted Paladin has about a 1 in 182 chance per turn of triggering feelings for objects he/she is carrying. This is also the average number of turns before the feelings are triggered. Observe that this will increase for characters who are hasted; pseudo-id is based on 'absolute' time, not on 'player' time. When the feeling is triggered, all items in the player's equipment are given feelings, and items in his/her inventory have an 20% chance each of being pseudo-ID'd as well. Lvl Warrior Mage Priest Rogue Ranger Paladin 1 219.51 40000.00 243.90 487.80 20000.00 1951.22 5 138.46 24000.00 153.85 307.69 12000.00 1230.77 10 64.28 16000.00 71.42 142.86 8000.00 571.43 15 33.96 12000.00 37.74 75.47 6000.00 301.89 20 20.45 9600.00 22.72 45.45 4800.00 181.82 25 13.53 8000.00 15.04 30.08 4000.00 120.30 30 9.57 6857.14 10.64 21.28 3428.57 85.11 35 7.11 6000.00 7.91 15.81 3000.00 63.24 40 5.49 5333.00 6.10 12.19 2666.67 48.78 45 4.36 4800.00 4.84 9.69 2400.00 38.74 50 3.54 4363.63 3.94 7.87 2181.82 31.50 angband-doc-3.0.3.5/Help-Info/objects.hlp0000644000000000000000000000064211020366743014626 0ustar What do you want to spoil about objects? Please choose one of the following spoiler files: (1) obj-desc.spo -- Basic Items (Name, Power, Weight, Level, Cost) (2) obj-long.spo -- Basic Items (Full information) (3) obj-good.spo -- Ego-Items (Full information) (4) artifact.spo -- Artifacts (Full information) ***** [1] obj-desc.spo ***** [2] obj-long.spo ***** [3] obj-good.spo ***** [4] artifact.spo angband-doc-3.0.3.5/Help-Info/spoiler.hlp0000644000000000000000000000055211020366743014652 0ustar What would you like to have spoiled for you? Please choose one of the following topics: (1) Monsters -- monsters (2) Objects -- objects, ego-items, artifacts (3) Various -- dungeon, magic, spells, stats, stores (4) Extra -- hints, rumors, answers, etc ***** [1] monsters.hlp ***** [2] objects.hlp ***** [3] various.hlp ***** [4] extra.hlp angband-doc-3.0.3.5/Help-Info/attack.spo0000644000000000000000000007176611020366743014501 0ustar ATTACK.SPO, version 1.12, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Written by : Stephen S. Lee (lee9@fas.harvard.edu) with the help of : Leonard Dickens (leonard@alw.nih.gov) John Lame (jlame@math.ohio-state.edu) Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). NOTES (1) This spoiler was written specifically for Angband version 2.7.9v6. There have been many changes in the attack system even since 2.7.8, so I cannot guarantee the accuracy of this spoiler for older versions, especially for versions older than 2.7.8. (2) The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24.) (3) Angband uses only integer arithmetic (and is hence Pentium-friendly :-). If at any time you find a decimal portion following a multplication or division operation, discard the decimal portion accordingly. +-------------------------------------------------------------------------+ | ATTACKING WITH MELEE WEAPONS | +-------------------------------------------------------------------------+ CALCULATING THE NUMBER OF BLOWS PER MOVE ---------------------------------------- If your character has enough strength and dexterity, and is using a light enough weapon, he or she may be capable of hitting an opponent several times in one move. Each blow has a separate chance to hit, damage roll, etc. The number of blows your character gets per attack is dependent upon strength, dexterity, class, and the weapon wielded. It is *not* dependent on character level (as is the case in many other games). If your character is attacking with bare hands, he or she can never have more than one blow per attack. Otherwise, to find the number of blows per attack, use the following procedure. First, find the strength-weaponry index (SWI). To find this, first determine the character's adjusted strength for blows (ASB) value. The ASB equals your character's Strength, if it is below 18. Otherwise, start with the appropriate value from the following table: Strength ASB Strength ASB Strength ASB ----------- --- ------------- --- ------------- --- 3-17 * 18/70-18/79 90 18/150-18/159 170 18-18/09 20 18/80-18/89 100 18/160-18/169 180 18/10-18/19 30 18/90-18/99 110 18/170-18/179 190 18/20-18/29 40 18/100-18/109 120 18/180-18/189 200 18/30-18/39 50 18/110-18/119 130 18/190-18/199 210 18/40-18/49 60 18/120-18/129 140 18/200-18/209 220 18/50-18/59 70 18/130-18/139 150 18/210-18/219 230 18/60-18/69 80 18/140-18/149 160 18/220+ 240 Next, divide the ASB by the weight (in pounds) of the weapon currently in use. This divisor has a class-dependent minimum value, the MWW (min weapon weight) shown below; if the actual weapon weight is below the MWW, use the MWW instead. Then, multiply by a class-dependent weapon speed modifier (WSM): Class MWW WSM ----- --- --- Warrior 3.0 0.5 Mage 4.0 0.2 Priest 3.5 0.3 Rogue 3.0 0.3 Ranger 3.5 0.4 Paladin 3.0 0.4 Finally, round down to the nearest integer. This is your character's SWI. Now, index your character's Dexterity and the SWI in the following table to find how many natural blows your character gets in one combat round. Mages have a maximum of four natural blows per round, while all other classes (except warriors) have a maximum of five. Warriors alone can get a maximum of 6 natural blows/attack. | SWI (Strength-Weapon Index) Dexterity | 0 1 2 3 4 5 6 7 8 9 10 11+ ---------------+---+---+---+---+---+---+---+---+---+---+---+---+ 3-9 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 10-18/09 | 1 | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 18/10-18/49 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 18/50-18/69 | 1 | 1 | 2 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 18/70-18/89 | 1 | 2 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 18/90-18/99 | 1 | 2 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 18/100-18/109 | 2 | 3 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 18/110-18/119 | 2 | 3 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 18/120-18/129 | 2 | 3 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 18/130-18/139 | 2 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 18/140-18/149 | 2 | 4 | 5 | 5 | 5 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 18/150+ | 3 | 4 | 5 | 5 | 5 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | ---------------+---+---+---+---+---+---+---+---+---+---+---+---+ Finally, some weapons magically provide extra blows when wielded. These include Weapons of Extra Attacks and the artifact weapons Careth Asdriag, Sting, Haradekket, and Gilettar. Add the blows provided by these weapons to the user's natural blows calculated above; the resulting number is the actual number of blows that character will receive with that weapon. This number is indicated on the character data screen (versions 2.7.9v3 and higher). CALCULATING MELEE COMBAT ABILITY -------------------------------- Many factors are taken into account when considering your character's skill in successfully landing a blow in hand-to-hand combat. The outline for calculating the numerical rating of this skill is as follows: base class ability + racial modifier + level modifier ------------------------------- base melee combat skill strength modifier + dexterity modifier - armor encumbrance penalty + ring bonus/penalty + gauntlets of slaying bonus + weapon modifier - heavy weapon penalty - edged weapon penalty + temporary spell bonus - stunning penalty ------------------------------- bonus to combat skill Overall melee combat skill = base melee skill + (3 * bonus to combat skill) Here follows more detail on each item in the outline: I. Calculating base melee combat skill A. Base class ability Begin with the appropriate class-based base melee combat skill from the following table: Class Base melee skill ------------ Warrior 70 Mage 34 Priest 48 Rogue 60 Ranger 56 Paladin 68 B. Racial modifier Add or subtract the appropriate race modifier from the following table: Race Melee skill modifier ------------- Human 0 Half-Elf -1 Elf -5 Hobbit -10 Gnome -8 Dwarf 15 Half-Orc 12 Half-Troll 20 Dunadan 15 High-Elf 10 C. Level modifier Finally, add the product of your character's experience level and the increase in melee combat skill per level for the appropriate class: Class Melee skill increase per level ------------- Warrior 4.5 Mage 1.5 Priest 2.0 Rogue 4.0 Ranger 3.0 Paladin 3.5 II. Calculating the bonus to combat skill The bonus to combat skill appears after "+ To Hit" on the character statistics screen. The number appearing there may be inaccurate if your character is using unidentified weapons or rings. A. Strength modifier Begin by taking the bonus to-hit corresponding to your character's strength. +to +to +to Strength hit Strength hit Strength hit ---------------- ------------------ ------------------ 3 -3 18/90-18/99 4 18/150-18/159 10 4 -2 18/100-18/109 5 18/160-18/169 11 5-6 -1 18/110-18/119 6 18/170-18/179 12 7-17 0 18/120-18/129 7 18/180-18/189 13 18-18/69 1 18/130-18/139 8 18/190-18/199 14 18/70-18/79 2 18/140-18/149 9 18/200+ 15 18/80-18/89 3 B. Dexterity modifier Add in the appropriate dexterity bonus or penalty from the following table. +to +to +to Dexterity hit Dexterity hit Dexterity hit -------------- ------------------ ------------------ 3 -3 18/50-18/89 4 18/150-18/159 10 4-5 -2 18/90-18/99 5 18/160-18/169 11 6-7 -1 18/100-18/109 6 18/170-18/179 12 8-15 0 18/110-18/119 7 18/180-18/189 13 16 1 18/120-18/129 8 18/190-18/199 14 17 2 18/130-18/149 9 18/200+ 15 18-18/49 3 C. Armor encumbrance penalty Heavy body armor restricts your character's movement somewhat and can impair combat ability when worn. The negative number enclosed in parentheses before the brackets in the inventory description of heavy body armor describes this impairment; penalize your character's bonus to combat ability accordingly (the penalty may range from -1 to -8). D. Ring bonus/penalty When worn, Rings of Accuracy and Slaying can magically affect your character's skill in combat. Rings of Accuracy have their numerical combat bonus enclosed in parentheses (when identified); for Rings of Slaying, the bonus to skill is the first of the two numbers enclosed in parentheses. Adjust your character's bonus to combat skill accordingly; be sure to take both rings into account if your character is wearing two Rings of Accuracy or Slaying. E. Gauntlets of slaying bonus Some gauntlets are empowered to magically enhance combat skill. These include gauntlets of Slaying, gauntlets of Power, the Leather Gloves 'Cambeleg', and the Set of Cesti of Fingolfin. The first number in the pair of numbers enclosed in parentheses in the description of the gauntlets describes the bonus; adjust the running total of the bonus to combat skill accordingly. F. Weapon modifier Many weapons are magically enchanted so it is easier to strike foes with them; in other cases, the weapon may have an especially keen edge or be particularly well-balanced for fighting. Whatever the case may be, the aid to fighting skill a weapon provides is described by the first of the pair of two numbers in parentheses in an identified weapon; adjust the combat skill bonus by this factor. G. Heavy weapon penalty Your character is heavily penalized for attempting to equip a weapon (either melee or long-range) that is too heavy for him or her to use without difficulty. The following chart gives the upper limit on what a given strength enables a character to wield without great effort: weight weight limit limit Str. (lb) Strength (lb) ----------- -------------------- 3 4 17 28 4 5 18-18/19 30 5 6 18/20-18/29 35 6 7 18/30-18/39 40 7 8 18/40-18/49 45 8 10 18/50-18/59 50 9 12 18/60-18/69 55 10 14 18/70-18/79 60 11 16 18/80-18/89 65 12 18 18/90-18/99 70 13 20 18/100-18/149 80 14 22 18/150-18/199 90 15 24 18/200+ 100 16 26 For equipping a weapon that is too heavy to wield easily, your character's bonus to combat skill is penalized by one point per 0.5 lb of difference between the weight limit and the weight of the weapon. The penalties for wielding both a heavy melee weapon and a heavy bow are cumulative. (Note that wielding a heavy bow will adversely affect melee combat skill, and vice versa.) H. Edged weapon penalty The gods of the world of Angband generally dislike the shedding of blood. Hence their priests are uncomfortable with the use of edged weapons or polearms, with the exception of blessed weapons which are approved for holy war. (Apart from generic Blessed Weapons, blessed weapons also include Holy Avengers, weapons of *Slay* Evil, the Spear 'Aeglos', the Trident of Wrath, the Great Axe of Eonwe, the Spear of Orome, and the Trident of Ulmo.) If a priest is wielding an edged weapon or polearm that is not blessed, subtract 2 from his or her bonus to combat skill. I. Temporary spell bonus Several spells and enchantments can provide a temporary boost to one's skill in fighting. Here is a table of these magics, and their numerical effects: Spell +to hit --------------------- Blessing +10 Heroism +12 Berserk Strength +24 J. Stunning penalty If your character is stunned, he or she will be less able to successfully inflict damage in combat. If your character is heavily stunned (the stun counter is between 51 and 100 inclusive), subtract 20 from the cumulative total of the bonus to melee skill. If your character is stunned but not heavily stunned (the stun counter is between 1 and 50 inclusive), subtract 5. III. Calculating the overall melee combat skill To calculate your character's overall melee combat skill, simply add three times the total bonus obtained in section II above to the base melee combat skill obtained in section I. CALCULATING THE PROBABILITY OF SUCCESSFULLY LANDING A BLOW ---------------------------------------------------------- Once you have made the calculations in the previous section, you can now calculate the exact probability of hitting any monster whose armor class is known. First of all, your character will always miss a monster 1 in 20 times, and will always hit a monster 1 in 20 times. This is true regardless of the skill of the player or any armor protection the monster may possess; it reflects the randomness of combat and the fact that (un)lucky breaks can and do occur. In the other 90% of cases, begin with the rating for overall melee combat skill. (If this is non-positive, then your character can only hit a monster (any monster) the minimum 1 in 20 times.) It is much harder to hit a monster that you cannot see (which can occur if you are blind, if you have no light, or if the monster is invisible); if this is the case, divide by 2, rounding up. Call the resulting visibility-modified rating K. Then the chance of successfully hitting the monster is (K-(3/4 of the monster's AC)) in K. CALCULATING THE PROBABILITY OF A CRITICAL HIT --------------------------------------------- Occasionally, your character will be able to skillfully land a critical hit on a monster, doing extra damage. (This can only be done if your character is using some weapon other than his or her bare hands.) To calculate the chance of a critical hit in melee combat, first calculate P, the sum of the following three numbers: (1) The weight of the wielded weapon in pounds, multiplied by 10. (2) Your character's bonus to combat skill as calculated above, multiplied by 5. (Do *not* include base melee combat skill here.) (3) Your character's experience level, multiplied by 3. The chance of getting a critical hit is equal to P in 5000. To find out the type of critical hit, add 1d650 to 10 times the weight of the wielded weapon, and match the resulting sum in the following table: Sum | Type of Critical Hit ---------+--------------------- 1-399 | good 400-699 | great 700-899 | superb 900-1299 | *GREAT* 1300+ | *SUPERB* CALCULATING THE DAMAGE DONE BY A HIT ------------------------------------ To find the damage done to a monster by a successful blow, follow this step-by-step procedure. (When calculating damage done with bare hands, begin with a base damage of 1, and skip to the last step, step 5.) (1) First roll the base damage for the wielded weapon; this appears as an expression of the form XdY in parentheses in the description of the weapon. (2) Many powerful weapons have the power to do extra damage against certain types of creatures. Multiply the weapon's base damage by the highest applicable multiplier from the following list. (Only the highest multiplier is used, even if more than one of the following cases applies.) Weapon Power Multiplier Applies when ... -------------------------------------------------------------- Flame Tongue 3 Monster does not resist fire Frost Brand 3 Monster does not resist cold Acid Brand 3 Monster does not resist acid Lightning Brand 3 Monster does not resist lightning Slay Animal 2 Monster is a natural creature Slay Demon 3 Monster is a demon Slay Dragon 3 Monster is a dragon Slay Evil 2 Monster is evil Execute Dragon 5 Monster is a dragon Slay Giant 3 Monster is a giant Slay Orc 3 Monster is an orc Slay Troll 3 Monster is a troll Slay Undead 3 Monster is undead (3) Next, if the hit was a critical hit, apply the following operations as per this table: Type of critical Operation --------------------------------------------------- good Multiply by 2, then add 5 great Multiply by 2, then add 10 superb Multiply by 3, then add 15 *GREAT* Multiply by 3, then add 20 *SUPERB* Multiply by 3.5, then add 25 (4) If the wielded weapon is enchanted such that it is magically capable of inflicting additional damage, add the bonus to damage of the weapon. (This bonus is the second of the pair of numbers in parentheses in the description of the weapon.) (5) Other modifiers to damage: (Negative damage cannot be inflicted upon an opponent; if the resulting total is negative, no damage is done.) (a) Strength Bonus: High strength permits the character to hit monsters harder for more damage, of course. Use the following table to find the appropriate modifier: +to +to +to Strength dam Strength dam Strength dam ---------------- ------------------ ------------------ 3-4 -2 18/80-18/99 5 18/160-18/169 12 5-6 -1 18/100-18/109 6 18/170-18/179 13 7-15 0 18/110-18/119 7 18/180-18/189 14 16 1 18/120-18/129 8 18/190-18/199 15 17-18/19 2 18/130-18/139 9 18/200-18/209 16 18/20-18/69 3 18/140-18/149 10 18/210-18/219 18 18/70-18/79 4 18/150-18/159 11 18/220+ 20 (b) Ring bonus/penalty: Rings of Damage and Rings of Slaying magically enhance damage potential. Rings of Damage have their bonus to damage enclosed in parentheses; for Rings of Slaying, the bonus to damage is the second of the pair of numbers enclosed in parentheses. If your character is wearing one or two such rings, add the appropriate bonus or bonuses to the damage done. (c) Gauntlets of slaying bonus: Some magical gauntlets (the same types described earlier as enhancing the bonus to combat skill) increase the damage done with every hit. If your character is wearing such gauntlets, add the second number of the pair of numbers enclosed in parentheses in the description of the gauntlets. (d) Stunning penalty: Being stunned reduces ability to inflict damage in melee combat. If your character is heavily stunned (i.e. the stun counter is between 51 and 100 inclusive), subtract 20. For non-heavy stunning (stun counter between 1 and 50 inclusive), the penalty is minus 5 points of damage. (e) Edged weapon penalty: This is similar to the penalty priests get to their bonus to combat skill for wielding an inapprorpiate weapon; if your character is a priest who is wielding a edged weapon or polearm that is not blessed, subtract 2 from the damage total. (Note that, alternatively, in place of steps 4 and 5 you can simply add instead the number given as "+ To Dam" on the character statistics screen, although this applies only if all of your current equipment is identified.) This gives the amount of damage the monster takes from the blow. +-------------------------------------------------------------------------+ | ATTACKING WITH SHOOTING WEAPONS AND THROWN OBJECTS | +-------------------------------------------------------------------------+ To attack with shooting weapons in Angband (and many other roguelike games) you must equip the shooting weapon and fire the appropriate ammunition. Slings use rounded pebbles and iron shots as ammunition; short bows and long bows use arrows and seeker arrows; light and heavy crossbows use bolts and seeker bolts. Using the appropriate distance weapon and ammunition together (rather than simply throwing the ammunition) can greatly increase the damage done. Normally, your character can only throw or shoot one object per move. A distance weapon of Extra Shots permits more rapid shooting. Also, Rangers using either a short bow or a long bow get an extra shot at 20th level, and a second extra shot at 40th level. (These extra shots are in recent versions handled in such a way that you still fire one shot per move; it is just that each shot is done in less game-time and hence takes up less of your "energy".) CALCULATING SHOOTING/THROWN WEAPON ABILITY ------------------------------------------ Overall skill at using shooting or thrown (missile) weapons is calculated in the same manner as melee skill. To calculate your character's base skill at using missile weapons, begin with the base skill for the appropriate class in the following tables, add or subtract the appropriate race modifier, and the product of your character's experience level and the class bonus per level modifier to missile weapon skill. Gain Base per Class skill level Race Modifier Race Modifier ------------------- ----------------- ----------------- Warrior 55 4.5 Human 0 Dwarf 0 Mage 20 1.5 Half-Elf 5 Half-Orc -5 Priest 35 2.0 Elf 15 Half-Troll -10 Rogue 66 3.0 Hobbit 20 Dunadan 10 Ranger 72 4.5 Gnome 12 High-Elf 25 Paladin 40 3.0 Then, calculate the bonus to combat skill in exactly the same manner as for the bonus to melee combat skill, except use the to-hit bonus from the equipped distance weapon in place of the to-hit bonus from the equipped melee weapon. (If ammunition inappropriate to the equipped distance weapon is used, or a non-ammunition object is thrown, no bonuses to combat skill from any equipped weapon applies.) Then calculate overall distance weapon skill = base distance weapon skill + (3 * bonus to combat skill). CALCULATING THE PROBABILITY OF HITTING A MONSTER WITH A MISSILE --------------------------------------------------------------- To calculate the probability of hitting a monster with a thrown or shot object, first calculate K with this procedure (similar to that for melee combat): (1) Begin with your character's overall distance weapon skill. (2) If the thrown/shot object in question is a weapon of any kind, add 3 times the weapon's bonus to-hit (the first of the pair of numbers enclosed in parentheses). (3) Subtract the distance (in terms of squares) between your character and the target monster. (4) Divide by 2 if the monster is not visible (which can occur if your character is blind, if the monster is not in a lit area, or if the monster is invisible); round up any fraction. One time in twenty, the missile will always strike and inflict damage; one time in twenty, the missile will always miss. (This applies regardless of visibility, distance, character skill, etc.) In the other 90% of cases, if K is non-positive, your character has such poor skill that he or she can never hit any target. Otherwise, the chance of successfully striking the monster is (K-(3/4 of the monster's AC)) in K. CALCULATING THE CHANCE OF A CRITICAL HIT WITH A MISSILE ------------------------------------------------------- Occasionally, your character can shoot a missile so that it will strike a monster in a vulnerable spot for extra damage. This is handled in a way similar to the way it is handled in melee combat. To calculate the chance of a critical hit with a missile, first calculate P, the sum of the following three numbers: (1) The weight of the wielded weapon in pounds, multiplied by 10. (2) Four times the sum of your character's bonus to combat skill (as calculated above; do *not* include base distance weapon skill here) and the to-hit modifier provided by the missile (only if it is a weapon; otherwise the modifier is zero). (3) Your character's experience level, multiplied by 2. The chance of getting a critical hit is equal to P in 5000. To find out the type of critical hit, add 1d500 to 10 times the weight of the thrown weapon, and match the resulting sum in the following table: Sum | Type of Critical Hit --------+--------------------- 1-499 | good 500-999 | great 1000+ | superb CALCULATING THE DAMAGE DONE BY A MISSILE ---------------------------------------- To find the damage done by a missile to a monster, use the following procedure. (Note that there are some important differences between damage done by a melee weapon and by a missile; strength, ring, and gauntlet bonuses do not apply to missile damage, and bonuses to damage for missiles apply *before* multipliers are taken into account, unlike bonuses for melee weapons.) (1) Begin with the base throwing damage of the object. (For weaponry, this appears as an expression of the form XdY in parentheses. For other objects, base throwing damage may be found in ITEMLONG.SPO; base throwing damage for some objects is zero.) (2) If the missile is a weapon, add any appropriate bonus to damage. (This appears as the second of the pair of numbers in parentheses.) (3) (If your character is throwing an object that is not a piece of ammunition, or is using ammunition inappropriate to the equipped missile weapon, skip to step 5 now.) Add any appropriate bonus to damage provided by the equipped distance weapon. (This appears as the second of the pair of numbers in parentheses.) (4) Multiply by the multiplier provided by the equipped distance weapon. The multiplier is equal to 2 for slings or short bows, 3 for long bows or light crossbows, and 4 for heavy crossbows. Add 1 to the multiplier if the equipped missile weapon is a weapon of Extra Might, or if it is the Light Crossbow 'Cubragol' or the Long Bow of Bard. (5) If the missile is a weapon, and has the power to do extra damage to a certain class of creatures, multiply by the highest possible applicable modifier. (This works in exactly the same way as it does for melee weapon damage; see step 2 in "Calculating the damage done by a hit" in the melee weapon section for more details.) (6) Finally, if your character is fortunate enough to have scored a critical hit with the missile, apply the following operations: Type of critical Operation --------------------------------------------------- good Multiply by 2, then add 5 great Multiply by 2, then add 10 superb Multiply by 3, then add 15 MISSILE BREAKAGE ---------------- Objects are fragile, and throwing or shooting them may break them. Artifacts never break, and throwing a non-artifact object straight down at the ground always breaks it. Otherwise, find the percentage chance of missile breakage from the following table. (If a missile hits either a monster or a wall less than 3 squares away from the player, the chance of breakage doubles.) Type of object Chance of breakage ----------------------------------------------- Flask of oil 100% Potion, bottle, or food item 50% Arrow, scroll, light source, or skeleton 30% Bolt, sling ammo, wand, or spike 20% All other non-artifact objects 10% angband-doc-3.0.3.5/Help-Info/hints.spo0000644000000000000000000010241611020366743014342 0ustar Well glad to see there has been a lot of response (nearly all good it seems) about the Angband game. For those who might want to know and for those who might have missed it before here is a list of improvements and so on above the original moria game.... As an aside, a few people here at warwick have mastered it, i myself have completed it the most with 15 genuine character completions (lots of different classes.. i posted some of my completions here before) but i just can't seem to complete the grossest class that everyone else can.. MAGE! *smirk*. And we have a lot of games per completion. it IS harder than moria.. we have a genuine untampered scoreboard here where you need a good level 20+ character to get in the top 250. Someone mentioned we told too much about the artifact and other unique items in the .doc file released with the game.. WRONG! It is only about half and the spoiler says that it is "a few that you remember". Plus if i was you i wouldn't take what it says about artifacts abilities strictly... i.e. don't whinge if it doesn't work quite like you expect *cackle*. Well the armor mana thing isn't a bug. As you wear more mana it affects your abilities to cast spells so that you lose max mana... I.E. for every point your basic unplussed armor exceeds 35 you lose one point of max mana. Further more any spell casting (rather than prayer) class such as mage ranger or rogue that wears anything on their hands.. gloves gauntlets etc. has its spell casting ability reduced by a 1/3,... this isn't a bug! It is an attempt to balance the classes in what we feel is a realistic fashion! Changes file ------------ Monsters -------- Quest if to kill Morgoth (not morgoroth as Mr. Teague misspelled it..) at 5000' (dungeon level 100). That is the only quest. BUT there are about a hundred unique monsters that all appear at their own depths and can only be killed once.... and morgoth can summon unique creatures so it is advisable to get them out of their way. The unique creatures are designed to present a challenge for the depth they are met.. i.e. they are just a little harder than a typical monster for that depth. Examples include Smeagol, Bullroarer the Hobbit, Glauring Father of Dragons, Sauron, Saruman, all the ringwraiths including the WitchKing... etc. Most monsters have been changed... any monster that would realistically be gregarious appears in groups (e.g. orcs usually appear in groups.. except for orc captains of course) and so do wood spiders, mumakil, trolls etc. Monsters have different letters too e.g. 'h' is demi humanoids (e.g. hobbits, dark elves etc.) Monsters have many many more spells and abilities than in basic moria e.g. a Great Wyrm of Balance has the following breath weapons : sound chaos shards and disenchantment... all do big damage (sound stuns you or knocks you out in extreme cases, chaos mass polymorphs monsters and confuses you, shards wound you and disenchantment reduces the plusses on your equipment). This is just an example - Sauron's spells fill nearly a page... including mass summoning of major undead, mind blasting, mind searing, brain smash, teleport prey's level etc etc. please read the monster descriptions- they took me days of boredom slaving over a hot computer i hope someone appreciates them! The Dungeon ----------- Moving on, levels have been tweaked a little map wise... They have slightly more rooms.. Treasure pits have been added .. i.e. they can be almost as big as a standard screen and have several shapes, and present a big challenge to an adventurer... they contain monsters and treasures far better than is normally found at that depth. (in extreme cases watch out for D's at 1000 feet in a weird shaped room) Also when you go down the stairs in the dungeon it leaves an up staircase you can escape up into should the need arise. (in nethack fashion). Items ----- "Ordinary" items -------------- Items have seen a massive expansion in depth and usefulness. "ordinary items" now range into the league of such things as dragonscale armor (e.g. multi hued which resists acid lightning cold fire poison, shining (resist dark and light), power dragonscale(resist just about everything very rare)), newer weapon types (blades of chaos,scythes of slicing, scythes, mace of disruption etc. and newer flags such as weapons of westernesse (+1 str dex con,free action see invis slay orcs undead and evil),slay giant, slay troll to go with such old moria favourites as holy avengers defenders etc. flametongues etc. Plus some really BAD weapons called morgul weapons (they are hideous.. don't wield them :)). Only one ring of speed will work now... but boots of speed are *slightly* more common - plus their are hastes available in other sources (e.g. a mace called taratol which activates for a haste from time to time, Boots of Feanor (unique boots of speed which activate for a permananent haste just like a potion of speed) and best of all a 4d5 Longsword named Ringil which gives you a permanent haste and does just about everything else you might want - i just got it myself with a character at 1000 feet off of a player ghost :)) Speaking of ghosts, it remembers players who have died and will sometimes place them on a level to attack you (or even on the home level, where they get mad at you having interrupted their shopping :)).. these will appear as say Geoff the Human warrior on the home level (or whatever the class was) and down in the dungeon as Geoff the mummified human or if high level will come back as a spirit skeleton ,zombie ,poltergeist, ghost, wraith, vampire, master vampire, lich with abilities appropriate to the type of 'ghost'. Oh, back to items, sorry i rambled on i am writing this off the top of my head. New armours are metal shod boots, shields of deflections, steel helms, shadow cloaks, cestus, mithril chainmail, mithril plate, adamantite plate mail and dragonscale armors (see earlier note). new armor flags are telepathy (e.g. as in wiz mode) or light (permanent light source), wisdom or intelligence bonus on headgear along with cursed ones such as helms of weakness etc. Gloves gauntlets and cestus can now be of Strength or Agility(plus dex) or of Power(big plus to Str and a bonus to hit and damage) or slaying (as in moria). Shields and body armor can be of elvenkind (basically like an armor of resistance but with a bigger ac plus and a bonus to stealth). New rings abound, e.g. rings of poison resistance, elemental rings such as flames which give +15 ac and resist fire, slaying (e.g. about +8 to hit and damage would be typical), ring of see invisible, ring of free action, Rings of Damage (up to about +20), Ring of Accuracy (up to about +20), Ring of Protection (up to about +20 AC). Amulets are pretty unchanged, Wands, staffs and scrolls have been massively expanded (e.g. staff of perceptions which activates for identify, wand of annihiliation which does a LOT of damage to living creatures, scroll of *acquirement* which creates a handful of very good treasure! and many many more than i can be bothered to recount). Rods are a new invention, they are like a staff(but cannot be burnt) but do not have charges, instead they can be activated once every so often in the same way as a wand or staff and then take time to recharge) e.g. a rod of illumination activates for light room once every 30 turns, right up to a rod of restoration which restores stats or life energies but only once every 1000 turns. Potions, yet again have been expanded - e.g. potions of life which heal everything and restore stat drains and many many more new potions. Stat gain potions are commoner at 1500 ft Str, Dex, Con and 1600 ft for Int and Wis and 1000ft for Cha (note this well stat gainers!) and furthermore Stat gains add 1 or 2 stat points per potion and above 18 are now much more effective. becoming less effective as you get nearer 18/100 where a potion will only add 1 or 2 percentiles each. A potion of self knowledge also exists which will list your intrinsics and abilities (e.g. Your eyes are sensitive to Infrared, Your weapon strikes at undead with holy wrath etc etc.). Spell books - The standard spell books have been tweaked a little. new spell books also exist which can only be found by adventuring in the dungeon. I will not give away the fun of finding them , just list their names for you here. Spell books : Resistance of Scarabtarices, Mordenkaine's Escapes, Kelek's Grimoire of Power, Tenser's Transformations, Raal's Tome of Destruction. Prayer books : Ethereal Openings, Godly insights (it's got identify in it btw), Purifications and Healing, Holy infusions, Wrath of God. These books have some fun fun fun spells/prayers in them and are found at differing depths and rarity ratings... Wrath of God and Raal's Tome are as rare as a ring of speed if not rarer. Artifacts --------- There are many many unique items to be found.. They are only ever found once per game, and if created on a level and not found by the adventurer they will never occur again that game. They cannot be destroyed by any ordinary means, being immune to monster's pick up, fireballs dragonbreath and other mortal means of destruction - short of throwing them at a monster (been done before!) or a wall. They all do fun things, some good some bad, and only about half are listed in the .doc file. Some are little better than ordinary but others are truly awesome... Rumours also exist of The One Ring, the ring to rule them all. Artifacts have a chance of being created when ever an object of the appropriate type is created by the game, SO to find deathwreaker you need to find a high number of maces of disruption, thus it is very rare except for at extreme depths.... Level Feelings -------------- Sometimes when you enter a level you will be given a message such as: You feel your luck is turning, You feel there is something very good about this level and some others.. Every level when created is given a rating based on the number of out of depth monsters and objects that are created on the level. The higher the rating the better the feeling. A superb feeling is always worth searching out as it will contain a number of very good items - or monsters of course *cackle*. If you get a special feeling it means an artifact has been created, or a player ghost, or a pit of monsters (e.g. slime pits full of jellys molds and so forth or a pit full of dragons demons or trolls, or a graveyard (very dangerous indeed - black reavers, undead beholders Dracolich's.... ) depending on the depth you are at). So remember unless dropped by a monster you won't usually find an artifact unless the feeling you have for a level is a special one - these are the most fun levels, dangerous, and with the highest potential for finding a _nice_ item. Races ----- I'll just list them..... Human - unchanged Half-elf - unchanged Elf - same but with Resist Light as an intrinsic Hobbit - same but with sustain dex as an intrinsic and 7 sided hitdice Gnome - same but with free action and 8 sided hitdice (awesome mages) Dwarf - same but can never be blinded Half-orc - same but resist dark Half-troll - same but with sustain str Dunedain - good fighting stats 10 sided hit dice, +80% exp per level and sustain con High elves - good stats (especially Int) 10 sided hit dice, +80% per level, see invis and feather falling as intrinsics and infravision For more details see the race notes in the man pages for the game. Classes ------- Fighter ------- Unchanged except for inbuilt identify - this works that after a time carrying a weapon or armor you get a feeling about it. I.e. if you carry a sword in your backpack for a while it will say you feel there is something good about the sword you are carrying in your backpack This ability becomes faster as you raise levels and the feelings correspond as follows : Terrible: cursed/broken artifact Worthless: cursed/broken ego-item Special: good artifact Excellent: good ego-item Good: normal item, with plusses Average: normal item, no plusses Cursed: cursed item Broken: broken item This makes fighters a playable class as you know which items to identify - and with staffs and rods of perception the lack of identify is less of a problem. Mage ---- Unchanged except for the spell changes (see elsewhere) Priest ----- Unchanged (but note, identify is available in a special spell book) Rogue ----- Now needs more experience per level, but has fighters in built identify (but slower in use) Otherwise unchanged Ranger ------ Ranger reduced to need same experience as mage, but has no identify (until learned as a spell at about level 23) Paladin ------- Priest prayers plus inbuilt fighter identify (again slower), Awesome (try a dunedain one). A flask of oil is every low level character's friend.. You can throw it at a monster for 2d6 damage (no fire critical!) Armor does not reduce mana until it exceeds 35 _WITHOUT PLUSSES_ and the only real restriction is that you shouldn't wear antyhung on your hands (which reduces your mana by 1/3 if you are a mage) Armor now reduces mana based on weight With the new max stats 18/100 bodily and 18/*** including item plusses (18/*** corresponds to 18/220+) Your max mana can be truly gross.. All monsters are damaged by meteor swam, hellfire etc. Furthermore, at high levels, mages can fight pretty damn good.. and with very high fighting stats they can get a nice and friendly 6 attacks a round with about 900+ max hp even for a hobbit mage. Note, gnomes and hobbits both get a larger hit dice than in umoria. By the way potions of invulnerability do not exist. BUT mages can get (in a special spell book) the spell globe of invulnerability, which gives, for a short term, invulnerability (a very high level spell.. 45th level in fact) which even further unbalances the game on the sides of a mage, IMHO. Anyway you complained about AMHD etc. - well mages can get more resists than any other class due to the existence of a certain other spell book.. and in any case all classes can obtain poision resistance fairly easily, negating many insta-deaths from the old umoria game. Oh and orb of draining is still gross... but at very high levels just about every class including mages revert to hack and slash, with their spells as backup.. i.e. a mage will go into a fight having cast resistance, heroism, berserk strength, mystic shield, essence of speed which tends to make them a good fighter.... Thing is... monsters have too many hp to spell attack them to death except for with something huge like a priest annihilation or a mage hellfire spell.... AMHD are way down the list now.. monsters exist in ordinary play deep in the dungeon with an excess of 4000 hp Hope this answers your questions Okay, folks, to avoid a lot of miscellaneous questions, here's some info: * First, the artifact list in the angband.doc file is incomplete ON PURPOSE. It's only meant to tell you a little info about some "legendary" items. * Second, in some places, the artifact description is (slightly) wrong. This reflects the "legend and rumor" basis for the descriptions (also reflects the fact that the angband.doc file is slightly out-of-date). * Third, artifacts CAN appear on a level that doesn't give you the "special" message. The "special" message only lets you know if there is an artifact (or other special feature) on the level when it's first generated. If a monster is killed and drops an artifact, the only way you'll know about it is to ID it (or carry it a while, and hope for the "pseudo-ID" to tell you). * Forth, there is now a Potion of Self Knowledge, much like the potion from Nethack, which can tell you what your resistances etc. are. With judicious use of these potions, you should be able to tell what powers various artifacts grant you. This should reduce people's reliance on spoilers to decide which of 2 weapons or 2 armors etc to use. * Infravision allows you to see SOME invisible monsters (if they aren't cold-blooded). This is not a bug. * Mages, and other mage-type spell caster, lose mana for wearing gloves (or gauntlets or cestus). This simulates the interference they cause with the intricate gestures required for spellcasting. Priests and paladins don't have this problem, as they only invoke the power of their diety... * All spellcasters are penalized for high ACs. This is based on true AC, w/o any magical bonuses. This simulates the general encumbering effects of heavy armor. * Priests are penalized for wielding "non-priestly" weapons. This comes from D&D. Priests are basically restricted to maces, clubs, and other blunt weapons. They should get a message ("You are not comfortable with your weapon" or something like that) if they wield a non-priestly weapon. But this is a relatively minor penalty... If you find Ringil, WIELD IT! * Many duration spells don't provide much duration if cast again while the effects still last. For example, casting haste self 10 times in a row isn't a very good use of mana... * Many of mage spells are now adjusted by your level. However, a lot more monsters are immune to frost/fire/lightning, so either you need a LOT of magic missiles, or haste up and hack-n-slash... * Priests and paladins now need the right prayer book to learn spells. In Moria, they didn't. This was done so that the more powerful spells in the extra books wouldn't be given to a low level character (who can't cast it until he journeys deep in the dungeon and find the right book). This can help you to learn the spells you want, if you drop all but 1 book at home before learning new spells. (Don't forget to pick the books up again afterwards! I lost a half-troll priest to a bunch of water trolls, since he forgot the book with 'portal' in it!) * For all those PC people, I AM still looking into the tombstone problem. If you haven't already done so, please send me a description of your problem, and a brief description of you system configuration. My email address is in the .sig, below) * Farmer Maggot CAN be killed. Just hit him a lot... * Weapons "of Flame" are (FT). "of Frost" is (FB). "of Fire" does x3 fire damage like a (FT), but doesn't give you fire resistance. * Orcs and troll can be fun to line up in a long corridor, and then blast with a wand of light! (Not all types are susceptable...) * Unique items, once missed, are gone forever... If you get a "special" message, I suggest you use that Staff of Trap Detection, so you don't fall through a pit! * Unique items should resist destruction by fire/frost/lightning/etc, and shouldn't be picked up by monsters, so you don't have to worry too much about some *&%&^ing green glutton ghost picking up an awesome item. Ditto with thieves stealing them... * Unique mosters, once missed, come back again (until killed). If you are having a LOT of trouble with one of them, run and read a WoR scroll. Maybe he won't be on the level next time... You can kill him later, when you're tougher. I especially recommend this with "Mim, betrayer of Turin" for mages... (You'll see why :-) * Oh, for anyone looking to get the game, it's available for anonymous ftp from ftp.cis.ksu.edu The Unix source is in pub/Games/Moria/Angband and the PC src and exe are in pub/Games/Moria/Angband/PC * PC users: "Abnormal program termination" means that you do not have enough free memory to run angband. Try to free up as much memory as possible. If you need help doing so, I can email you a brief info file. Just let me know you want it by emailing me at the address below... Somebody posted a question about what races and classes do we play at angband or whatever. At the moment i tend to play combinations i haven't completed to try and get a full set (note: i have never used a backup or fiddled anything to date) but here are a few hints you might appreciate, or maybe not :) Warrior : Half troll seems the obvious choice because of hp, but dunedain is very playable as dex is so much higher, saving throws much better, and the additional exp is not a problem as a level 34 warrior is as good as a level 35 one basically (no levels for spells or whatever). Aim here for an 18/70 str and a dex above 14 so as to get 2 attacks a round with a broadsword. High elves are not really worth it, their str dex and con is not as good as a dunedain, but cost the same exp. Paladin : Two options here, human or dunedain. Human is good because exp is low. Try persevering for a couple of good 18's... e.g. 18 str and wisdowm with good other stats. If you get 18/07 str then you can purchase a lance and get good fighting for your efforts. Otherwise , try (again) a Dunedain. Exp becomes a problem, but worth it because you can fairly easily get an 18/20 str and 18 dex.. If you do, purchase a whip or trident and rock the monsters with a nice 2 attacks a round. High elves have a penatly to wisdom, so forget it. All the other classes are restricted from paladin, or are crap hp wise. Rogue ----- Lots of options here. Personal favourites are humans (low exp). Half-orc (high stats and hp - try for 18/20 str and a good dex but don't worry about int) or High elf (try for an 18/50 int and good fighting stats). I would mention Dunedain, but i completed 5 dunedain rogues already.... Mage ---- Again 3 feasible options, human, gnome or high elf. Human - try for 18 int with high str - low stats, need something useful like cap of thranduil early or they are hard... Gnome - Far better than the more obvious elf, same stats but better str, intrinsic free action is an awesome advantage - try for str 8 and 18/50 int. High elf - Another great option. Forget dunedain, go the whole way for high elf if you want an awesome one, don't play anything less than 18/70 int with a str and con above 9. Priest ------ Human - Not worth it except for the low exp. Half-Troll - playing a half troll as a warrior until medium/high levels is cool as they hit monsters hard, but wisdom above 16 with good stats is rare, and this means minimum failure rates for prayers will be about 10+ % until wisdowm is increased, making them hard. Dwarf - By far the best option,good fighting and hp, don't take a wisdom below 18/50. Dwarves in angband were born to be priests. Take flasks of oil along with you to throw at monsters at low levels tho. Dunedain - Too much exp, but worth it if you want a high dex. High elf - -2 wisdom -> forget it! By the way in angband, we made priests have a lesser penalty to str than in moria. I managed to roll a dwarf priest with starting stats of 18/26 str, 18/52 wisdom, 10 dex and 18 con. Rather unsurprisingly he died a rich old dwarf, with the crown of morgoth on his head. As I have had requests for the spell damages in Angband, here is a full list (spoiler follows): A list of spells damage: Spell name Attack type Damage Mage spells: Magic Missile Missile 2d6 Stinking Cloud Poison 10+(level/2) Lightning Bolt Lightning (3+((level-5)/4))d8 Frost Bolt Frost (5+((level-5)/4))d8 Spear of Light Light 6d8 Stone to Mud Rock remover 20+randint(30) Fire Bolt Fire (8+((level-5)/4))d8 Frost Ball Frost 30+level Fire Ball Fire 55+level Acid Bolt Acid (6+((level-5)/4))d8 Cloud Kill Poison 40+(level/2) Acid Ball Acid 40+level Ice Storm Frost 70+level Meteor Swarm Missile 65+level Hellfire Holy orb 300 Priest spells: Orb of Draining Holy orb 3d6+level Dispel Undead Dispel undead 3*level Dispel Evil Dispel evil 3*level Holy Word Dispel evil 4*level Dispel Undead (WOG) Dispel undead 4*level Dispel Evil (WOG) Dispel evil 4*level Annihilation Drain life 200 Wands: Light Light 6d8 Dragon's Fire Fire 100 Dragon's Frost Frost 80 Dragon's Breath Fire/Frost/Acid 100/80/90 Lighning/Poison 70/70 Acid Bolts Acid 5d8 Lightning Bolts Lightning 3d8 Frost Bolts Frost 4d8 Fire Bolts Fire 6d8 Stone to Mud Rock remover 20+randint(30) Drain Life Drain life 75 Annihilation Drain life 125 Magic Missiles Missile 2d6 Lightning Balls Lightning 32 Frost Balls Frost 48 Fire Balls Fire 72 Stinking Cloud Poison 12 Acid Balls Acid 60 Rods: Light Light 6d8 Acid Bolts Acid 6d8 Lightning Bolts Lightning 3d8 Frost Bolts Frost 5d8 Fire Bolts Fire 8d8 Drain Life Drain life 75 Lightning Balls Lightning 32 Frost Balls Frost 48 Fire Balls Fire 72 Acid Balls Acid 60 Staffs: Holiness Dispel evil 120 Power Dispel creature 120 Dispel Evil Dispel evil 60 Starlight Light 6d8 Items/Artifacts: Blue Dragon Scale Mail Lightning 100 White Dragon Scale Mail Frost 110 Black Dragon Scale Mail Acid 130 Green Dragon Scale Mail Poison 150 Red Dragon Scale Mail Fire 200 Multi-Hued Dragon SM All of above 250 Bronze Dragon SM Missile 120 Gold Dragon Scale Mail Missile 130 Chaos Dragon Scale Mail Missile 220 Law Dragon Scale Mail Missile 230 Balance Dragon SM Missile 250 Shining Dragon SM Missile 200 Power dragon Scale Mail Missile 300 Amulet of Ingwe Dispel evil 5*level Narthanc Fire Bolt 9d8 Nimthanc Frost Bolt 6d8 Dethanc Lightning Bolt 4d8 Rilia Stinking Cloud 12 Belangil Frost Ball 48 Ringil Ice Storm 100 Anduril Fire Ball 72 Firestar Fire Ball 72 Theoden Drain Life 120 Turmil Drain Life 90 Arunruth Frost Bolt 12d8 Aeglos Frost Ball 100 Orome Stone to Mud 20+randint(30) Cammithrim Magic Missile 2d6 Paurhach Fire Bolt 9d8 Paurnimmen Frost Bolt 6d8 Pauraegen Lightning Bolt 4d8 Paurnen Acid Bolt 5d8 Fingolfin Magic Missile 150 Narya Fire Ball 120 Nenya Frost Ball 200 Vilya Lightning Ball 250 Attack types light, rock remover, fire, lightning, acid, poison and frost are all obvious. Holy orb does the damage given above *1.5 against evil or /9 against anything else. Missile does the damage given against everything. Drain Life doen't work against demons or undead. Just to tidy up a couple of points.. Someone said they found a halberd {special} , identified it and it was a Holy avenger. Not so, holy avengers are only {excellent} and not a named weapon (good tho they are) - maybe they got confused but i just wanted to make it clear that if you had a special feeling about a level and found boots of speed, ring of speed, prayerbook of wrath of god, rod of healing, potion of augmentation, power dragonscale armor, holy avenger mace of disruption etc. NONE OF THOSE have any relation to the special feeling - as they are NOT artifacts (altho you;d have one hell of a character with that lot). Secondly someone mentioned having a cursed thengel (it is a metal cap) - it will not be cursed when you find it.. you must read curse armor if you want to curse it. And gorlim is not exactly a tragedy to have missed, it IS a cursed helm, and a piece of shit too. I think the guy got mixed up - i just wanted to clear things up for anyone who might be confused. By the way at about 1500 feet nearly every special feeling will be an orc or troll pit, but they ARE very nice experience, especially if you get in the door way and cast dispel evil/use a staff of dispel evil.. instant 30k exp for a troll pit in about 10 dispel evils. The Phial of Galadriel is what Sam(?) used to fatally(?) wound Shelob when she attacked frodo, on Angband it's a light source, and once you've identified it properly (with the spell or staff etc) you can activate it to cast light room spells. Btw, no, it doesn't do crap to shelob on angband! A weapon artifact won't recharge as a secondary weapon... This is intentional, to stop abuse of artifacts... also if you have items in your backpack they do not recharge either (except rods of course) There was a nice moria.man for all the Umoria games, and it listed in brief form the type, object, and command arguments for the list. I couldn't find a similar file for Angband, and the only info that I have gotten has come from the one-line display 'Usage: angband [-afnor] [-s] [-u] [-w] [-d]' and from looking at the source itself. I was wondering some of the same things myself (along with how to get it to let me into wizard mode) and Sean helped me out. I don't know where any of the authors find the time for all of this... Anyway, here's what I have heard/figured out: -a Peek mode. Tells you all object created on the level as well as uniques, artifacts, and pits. Wizards only. -f Fiddle mode. Allows you to recreate characters and make them playable again. Wizards only. -n New character??? Not sure exactly, but it allows you to create a new character that will replace the one you were using. Once you enter this option you are stuck with it. You can't Ctrl-C out of the character generation process. -o Original commands. Toggles your prefered keyboard definitions to the original style. Will stay in original mode until -r option is used. -r Rogue-like commands. Toggles your prefered keyboard definitions to Rogue-like style. Again, will stay until -o option is used. -s Show only top- scores in score list. -u Use character named . Allows for multiple characters to be played by the same userid (I think) -w Wizard mode. The -w option, alone, puts you into user mode if your userid matches one of those in the /lib/files/wizards file. The argument can be used to specify a different save file from your default save file. Wizards only. -d Delete score. Deletes score number from the scores file. Wizards only. Just half an hour taken off for one of the authors of the game to create such a file(based on moria.man) would make it a lot easier for many people. That's what rec.games.moria is for ;). Seriously, I'm sure all the authors are constantly busy. After all, look at how many people all over the world are playing their games and have many questions to ask them. Like I said before, I don't know where the get the time for all of this. Do any of you sleep? >1. Does the One True Ring exist in the game? Has anyone found it and >found out what it does? There seems to be some evidence that it may actually be a real artifact, though it is of course very rare. Those who find it wield great power, but of course they may not be able to control it, and if they get greedy and try to gain too much power from it, it may turn against them and destroy them utterly. It is rumoured to give the wearer the power to see those things of the spirit realm which are usually invisible to the human eye, and to protect its wearer from the paralysing spells of the more powerful wizards. The wearer will find that all his wounds magically heal and that he can withstand the breath of many of the great dragons without batting an eyelid. It is said that so great is the desire it inspires in all who see it that no creature can stand to see it on anyone's finger but his own, and it sometimes betrays its wearers presence to his enemies at the most inconvenient moments. Once it is worn, it is said that it can only be removed by cutting it from the finger of its wearers corpse. It bestows upon its wearer the incredible combat skills and wisdom of the mightiest of kings. Also it gives its wearer the power to call down storms of pure magical energy to smite his opponents, and sometimes in time of dire need, it can drive away all its masters enemies. But beware, for if your thirst for power and destruction becomes too great the ring will overwhelm you and turn its power against you, and once this happens no power known to the races of Good can save you from its wrath. angband-doc-3.0.3.5/Help-Info/misc.spo0000644000000000000000000006715311020366743014160 0ustar Subject: Angband: Frequently Questioned Answers Okay folks, until a real Angband FAQ file is built, here's a lot of info to try to cut down on traffic on rec.games.moria. I've tried to organize it loosely into categories. Some of the information contained below is definitely "Spoilers", so read on at risk of your own thrill of discovery... Where to get Angband * For anyone looking to get the game, it's available for anonymous ftp from ftp.cis.ksu.edu (aka procyon.cis.ksu.edu or 129.130.10.80). The Unix source is in pub/Games/Angband and ports for the PC, Amiga, Mac, Atari ST are available in subdirectories. * Angband Docs: ftp ftp.cis.ksu.edu /pub/games/angband Public Service Announcements * There is a new, Angband-specific newsgroup, rec.games.roguelike.angband. If your site carries this newsgroup, please try to use it instead of rec. games.moria for Angband discussions. * When posting a message to rec.games.moria about something that relates to Angband, please include the word 'Angband' in your subject. If your posting is specific to some version of angband, try to mention that as well. For example, if you're asking a question about PC Angband, put 'Angband (PC)' in the subject. This simple courtesy will be greatly appreciated by all the moria fans on rec.games.moria. After all, the group is primarily for Moria, and offshoots like Angband, Morgul, Druid Moria, etc. are secondary. * About (backup) savefiles: Some people use (backup) savefiles. Some people don't. Others would, but can't. Please leave it at that. I'd hate for the flamewar to restart... Artifacts * Artifacts don't appear in stores (unless you sell it to them). * The artifact list in the angband.doc file is incomplete ON PURPOSE. It's only meant to tell you a little info about some "legendary" items. * In some places, the artifact description is (slightly) wrong. This reflects the "legend and rumor" basis for the descriptions (It also reflects the fact that the angband.doc file is slightly out-of-date). If you want a complete, up-to-date list, ask for the spoiler file. * Unique items, once missed, are gone forever... If you get a "special" message, I suggest you use that Staff of Trap Detection, so you don't fall through a trap door! * Unique items should resist destruction by fire/frost/lightning/etc, and shouldn't be picked up by monsters, so you don't have to worry too much about some *&%&^ing green glutton ghost picking up an awesome item. Ditto with thieves stealing them... * Artifacts CAN appear on a level that doesn't give you the "special" message. The "special" message only lets you know if there is an artifact (or other special feature) on the level when it's first generated. If a monster is killed and drops an artifact, the only way you'll know about it is to ID it (or carry it a while, and hope for the "pseudo-ID" to tell you). However, if there is an artifact on the level at the time of creation, you will get the "special" message (see below on feelings, though). * Many (but not all!) artifact weapons can be identified as artifacts just by looking at them, because they do non-standard damage. For example, if you see a longsword (normally does 2d5), that says 4d5, you know it's an artifact. (In fact, it's Ringil, the best weapon in the game.) * Artifacts CAN be disenchanted, just like any other item. Disenchantment only affects your weapon, and any armor you are using, so your spare weapon is safe. If you have an item which gives you disenchantment resistance, then ALL of your items are protected. There are very few items which grant disench. res. They are: Chaos Dragon Armor Balance Dragon Armor Power Dragon Armor Calris (3d7 bastard sword, initially cursed) Deathwreaker (HEAVY 4d12 mace of disruption) Rilia (2d4 dagger) Celeborn (Mithril Plate) * Curse Weapon and Curse Armor scrolls CAN DESTROY artifacts. In PC Angband 1.3 or newer (and maybe the other ports as well) artifacts do get a saving throw against this destruction, but it's less than 50/50 that they survive. In general, it is not a good idea to read unIDed scrolls found on "lucky" levels or deep in the dungeon until you know which scrolls these two are, unless you aren't using any equipment you care about and have remove curse (spell/scroll/staff/rod) to get rid of the (newly) cursed item. You have been warned... Feelings * About "special about this level", or "good feeling", or "luck is turning", etc messages: You will only get them when you enter a level IF you've been on the previous 2 levels "long enough". This is to prevent people from standing on a stairway, and going up and down until they get a "special" message. "Long enough" is a couple hundred turns or so, if I remember right. This means that the 1st time you go to 50' into dungeon, you will never get a message, because you can't have been on the previous TWO levels yet. NOTE ALSO: If you are in wizard mode, you don't get the "something special" message, because it tells you exactly what is on the level. * Another note on the "something special about this level" message: There are three things that could cause it... Artifacts, monster pits, and player ghosts. As you get deeper in the dungeon, the game considers monster pits to be less special. At 2500', only 1 pit in 5 or 6 is likely to trigger a "special" message. So there is no guarantee that you can stop looking for an artifact just because you found a monster pit. In fact, a monster pit, or a player ghost, or an artifact on the level doesn't prevent another artifact from appearing on the level, although the odds are slim at shallow depths. * The other "feelings" you can get relate to the general 'rating' of the level. Many things can contribute to the 'rating' of a level: Out of depth monsters, out of depth items, some excellent items (DF, HA, of Westernesse, RA, R, etc), and special rooms (vaults, round rooms, giant vaults, etc). If you get one of these messages, you should be fairly careful, in case there's some out of depth monsters around, but you should also try to grab everything you can, in hopes of getting some better items. * There has been many ideas proposed on rec.games.moria for changing these feelings, or otherwise making the tactic of simply going up and down levels with resting in between unprofitable. Many of them have either been unfeasible, or would be *nasty* to code. But many others have sounded reasonable, and would not be too hard to code. (I, for one, am waiting until a really great idea comes along before I alter something so basic about the game as these messages, and how artifacts are distributed. -CFT) Spellcasting * All spellcasters are penalized for high ACs. This is based on true AC, w/o any magical bonuses. This simulates the general encumbering effects of heavy armor. * Mages, and other mage-type spell caster, lose mana for wearing gloves (or gauntlets or cestus). This simulates the interference they cause with the intricate gestures required for spellcasting. Priests and paladins don't have this problem, as they invoke the power of their diety... * The minimum spell failure chance depends both on your class and on your spell stat. Only pure spellcasters (mage and priest) can get really low failure rates. * Many duration spells don't provide much duration if cast again while the effects still last. For example, casting haste self 10 times in a row isn't a very good use of mana... * There are 9 spells books for mages, and 9 for priests. The new 5 books can be found deeper in the dungeon. Or you could get lucky and see them at the Black Market. These books are not artifacts. * Monster spell resistances have been changed from Moria... In Moria, a white dragon took extra damage from a fire bolt/ball, and partial (1/4th) damage from a frost bolt/ball. In Angband, a white dragon takes normal damage from a fire bolt/ball, and almost no (1/9th) damage from a frost bolt/ball. Basically, there are no more "susceptibilities". There are a couple of exceptions to this... Monsters can be susceptible to bright light (ie, wand of light, not lightning), and holy orb does extra damage vs evil creatures. (I was totally wrong when I had said holy orb does less than normal damage against non-evil creatures, sorry. I must have been tired when I looked at the source code. -CFT) * Many of the mage spells are now adjusted by your level. However, a lot more monsters are immune to frost/fire/lightning, so either you need a LOT of magic missiles, a good bow, or haste up and hack-n-slash. * Priests and paladins now need the right prayer book to learn spells. In Moria, they didn't. (Moria did it that way to prevent players from dropping all but the 3rd book to "force" Orb of Draining.) Angband does it this way so that the new spells in the extra books wouldn't be given to a low level character (who then couldn't cast it until he journeys deep in the dungeon and finds the right book). This means you can "force" the spells you want, if you drop all but 1 book at home before learning new spells. (Don't forget to pick the books up again afterwards! I lost a half-troll priest to a bunch of water trolls, since he forgot the book with 'portal' in it!) * "You seem to be missing a book" means that you have the capacity to learn more spells than you happen to have available to you at the moment. This might mean that you are level 50, and already know all the spells, but could learn more if there were any. It might mean that you are a 6th level rogue, who could learn a second spell, but the normal books only have one spell below level 7. (In this case, you really are missing a book). The wording of the message may be a little confusing, but, to be honest, I can't think of a relatively short message that applies to both situations and sounds good. Combat * Group monster can be DANGEROUS! Even if you can kill a single orc/ troll/novice whatever/whatever hound/etc without too much trouble, it's easy to get overwhelmed by sheer numbers. My advice: Make sure only 1 can attack you at a time, and for any spell-casting or breathing groups, ambush them from around a corner so that only 1 can see you at a time. A possible exception to this is novice rangers; they can only cast magic missile, and missile spells (as opposed to ball spells or breath weapons) cannot "jump" other monsters in Angband. So, if you're having trouble with novice rangers, get them all lined up in a corridor, and then some of them will be wounded/ killed by M.M.s from other rangers. Of course, you don't get experience for anything that you don't kill, but you might survive a bit longer... * Another major piece of advice is that you should always try to carry some cure serious wound (or better) potions (to cure some HPs, and remove blindness and confusion). This will allow spell casters to cast their escape spells, and allow others to read their escape scrolls. Scrolls of phase door or teleport are important for characters who don't have an escape spell. Staves of teleportation work also, but a thief can only steal 1 scroll at a time, or a fire trap can only burn up 1 scroll at a time... On the other hand, you can use a staff while blinded and confused. * The to-hit bonuses for using a "bow" can come from any source; rings, DEX, gauntlets of slaying, the "bow", the "arrows". But the to-dam bonus for shooting a "bow" come only from the "arrows" and the "bow", so a Ring of Damage (+18) won't help your bow damage (unless you're hitting a monster over the head with your longbow). * Damage from "ego" weapons/artifacts is calculated as follows: damage = (weapon-base * weapon-mult) * hit-mult + hit-bonus + weapon-bonus + player-bonus weapon-base is the base damage rolled (i.e. "3d4" or "1d10") weapon-mult is for special weapons (i.e. "of fire", see below). hit-mult is the multiplier granted from a "good" hit (see below). hit-bonus is the bonus damage granted from a "good" hit (see below). weapon-bonus is the "plusses" (if any) on the weapon itself player-bonus is the player's bonus damage (from rings, strength, etc). Note that bonus-damage is NOT multiplied in. This means that a dagger (1d4), even if it does x5 damage, is not as good as a two-handed sword (3d6) that does x2 damage, unless you get more swings with the dagger. Of course, if the T-H-sword had +0 to damage, and the dagger had +20 to damage, you would probably want to use the dagger anyways. There is an exception to the above equation: missile weapons, when used in conjunction with the appropriate ammo. This helps warriors survive without spells. For this case, the formula is: damage = (ammo-base + ammo-bonus + bow-bonus) * bow-mult * ammo-mult * hit-mult + hit-bonus bow-mult is the multiplier from the missile launcher (i.e. x2,x3,x4). ammo-mult is for special ammo (i.e. "of Fire", "of Dragon Slaying") hit-mult and hit-bonus are as above (i.e. "good hit", etc). Note that, unlike with normal weapons, bow-bonus's ARE multiplied in. This makes a heavy crossbow (x4) with a high bow-bonus-damage very powerful... If you have some bolts. Note also that "player-bonus" does not apply to missile weapons, unless the player actually hits the monster with the bow. * A quick note about "bows" and to-hit and to-damage bonuses. If you are wielding a "bow", and you show the info screen, the to-hit and to-dam bonuses for the bow are not added in. This is because these values reflect the extra to-hit and to-dam bonuses you get for hitting a monster over the head with your "bow". The code uses the correct values when you shoot "arrows" with your "bow". As for what happens when you actually hit a monster with the bow, I do not know... * Multipliers for various weapon powers are: L - x5 XD - x5 FB - x3 FT - x3 SD - x3 SDm - x3 SU - x3 SO - x3 SG - x3 ST - x3 SE - x2 SA - x2 Abbreviations used above are: (self knowledge mesg. in parenthesis) L - Lightning, unless res. ("electrocutes your foes") XD - Execute Dragon ("great bane of dragons") FB - Frost (Brand), unless res. ("freezes your foes") FT - Flame (Tongue), unless res. ("burns your foes") SD - Slay Dragon ("especially deadly against dragons") NOTE: SD is x3 in Angband, not x4 like it was in Moria... SDm - Slay Demon ("strikes at demons with holy wrath") SU - Slay Undead ("strikes at undead with holy wrath") SO - Slay Orcs ("especially deadly against orcs") SG - Slay Giants ("especially deadly against giants") ST - Slay Trolls ("especially deadly against trolls") SE - Slay Evil ("fights against evil with holy fury") SA - Slay Animals ("especially deadly against Nature's creatures") Note that only the highest applicable multiplier is used, if several apply. For example, a weapon with XD, SU, SE used against a Dracolich will only do the x5 from XD, NOT x5x3x2 == x30 from all three. * Damage bonuses for special hits are: "good hit" x2 + 5 "excellent hit" x2 + 10 "superb hit" x3 + 15 "*GREAT* hit" x3 + 20 The odds of getting a special hit are influenced by your plusses to hit, your combat skill, and the weight of your weapon (Heavier weapons are more likely to deliver an extra-hard hit). * Priests are penalized for wielding "non-priestly" weapons. This penalty comes from D&D. Priests are basically restricted to maces, clubs, and other blunt weapons. They should get a message ("You are not comfortable with your weapon" or something like that) if they wield a non-priestly weapon. But this is only -2 to hit and damage... If you find Ringil, WIELD IT! * For those who have examined the "blows" table (which tells how many swings you can get, based on your strength, your DEX, and the weight of your weapon), be warned: When calculating your STR to weapon weight ratio, the code considers any weapon lighter than 5 pounds to weigh 5 pounds. So there is no longer any advantage gained by wielding really light weapons (ie a Stilleto no longer gives two swings even to a character with moderate stats.) * PC Angband (and probably the other ports as well, soon) now has Chris Wilde's targetting code to aim spells, wands, rods, and missiles at monsters which at not "in line" with you. You activate it by using the '*' key. To turn off targetting when you are finished, (it's turned off automatically if you kill the monster you were targetting), use the '*' command, and then hit the ESC key to abort targetting. Items * Weapons "of Flame" are (FT). "of Frost" is (FB). "of Fire" does x3 fire damage like a (FT), but doesn't give you fire resistance. * Calris: To uncurse it, either use a scroll of *remove curse*, or just read a scroll of enchant weapon to-hit (a scroll of enchant weapon to-dam would also work, but Calris' +20 makes it infinitely improbable that it will successfully enchant it). It will still say '{cursed}', and it will still aggravate monsters, but you will be able to switch to another weapon until you can get enough enchant to-hit scrolls to remove Calris's penalty to-hit. * A Potion of Life restores lost experience, restores any drained stats, cures poison, confusion, blindness, hallucination, removes fear and stunning, heals cuts and fully heals you. It's a very nice potion to have around. * A staff or rod of Enlightenment acts as the priest spell of sense surroundings (basically, it maps one screen, without detecting anything). A potion of Enlightenment lights the entire level, like the wizard mode light command. A potion of *Enlightenment* wizard- lights the level, identifies all your items, restores your INT and WIS if they were drained or increases them otherwise, and, on the newest PC Angband (maybe also in Unix/etc versions) grants self- knowledge. * Don't drink a potion of Death, Ruination or Detonations! The potion of Detonations makes a good thrown weapon, though. * A weapon of Morgul cannot be uncursed with a normal remove curse spell. See the note on 'Calris' for how to uncurse one of these. * Dragon Scale Mail (DSM) powers: (ALL DSMs have RA, and the breath is appropriate for the type of dragon) Blue DSM: RL (breathe for 100 hp) White DSM: RC (breathe for 110 hp) Black DSM: just RA (breathe for 130 hp) Green DSM: RPoi (breathe for 150 hp) Red DSM: RF (breathe for 200 hp) Multi-Hued DSM: RL, RC, RF, RPoi (breathe for 250 hp) Bronze DSM: RConf (breathe for 120 hp) Gold DSM: RSound (breathe for 130 hp) Chaos DSM: RDisench, RChaos (breathe for 220 hp) Law DSM: RShards, RSound (breathe for 230 hp) Balance DSM: RDisench, RChaos, RShards, RSound (breathe for 250 hp) Shining DSM: RLight, RDark (breathe light/dark for 200 hp) Power DSM: RDisench, RChaos, RShards, RLight, RDark, RNexus, RNether, RL, RC, RF, RPoi (breathe "elements" for 300 hp) NOTE: RChaos resists both chaos and confusion. * A Cloak of Aman is not an artifact, it is just a cloak with RA, stealth, and a very large bonus to AC. General * You don't get any extra speed from wearing a second speed ring. You can still get extra speed by wearing a speed ring with some other source of speed, like boots of speed. This is not a bug. * If you kill Sauron out-of-depth (not on level 99 (4950')), then you will have to fall through a trap door to get beyond level 99. This is a bug, caused by an oversight in the quest code. Sorry, folks... By now, this has probably been fixed in most versions of Angband, but I'm including it here just in case. * There is a Potion of Self Knowledge, much like the potion from Nethack, which can tell you what your resistances etc. are. With judicious use of these potions, you should be able to tell what powers various artifacts grant you. This should reduce people's reliance on spoilers to decide which of 2 weapons, or 2 armors, etc. to use. Some often asked about messages: "hard to find" is stealth, "land gently" is feather fall, "appetite is small" is slow digestion, and "will not become out of shape" is sustain constitution. * Farmer Maggot CAN be killed. Just hit him a lot... * Infravision allows you to see SOME invisible monsters (if they aren't cold-blooded). This is not a bug. * Orcs and trolls can be fun to line up in a long corridor, and then blast with a wand of light! (Not all types are susceptible...) A rod of light can be a mid-level character's best friend, doing good damage against a whole line of susceptible monsters, with a really fast (~8 rounds) recharge. * Unique monsters, once missed, come back again (until killed). If you are having a LOT of trouble with one of them, run and read a WoR scroll. Maybe he won't be on the level next time... You can kill him later, when you're tougher. I especially recommend this with "Mim, betrayer of Turin" for mages... (You'll see why :-) * Some advice on identifying items: How you go about it depends on your class and level. For warriors, paladins and rogues, carry everything you find (weapons + armor; this doesn't work for potions, etc) for a while. Your 'pseudo-identify' should kick in and give you some idea how good/bad the item is. For anyone with the 'remove curse' spell, try on any armor you find. If it's cursed, uncurse it, and drop it. That way you don't have to carry cursed items at least. But DO NOT do this with weapons. There are some really bad weapons that can laugh off your feeble attempts to uncurse! For mages and rangers who have the identify spell and know it well enough to cast fairly often, ID everything you can. If you've got some really nice Mithril Plate, you don't have to ID things like studded leather armor, but you should try to get everything you can. Besides, you should be on the lookout for light armor artifacts, to avoid the mana penalty of heavy armor. For priests, and low levels mages and rangers, you have to depend on ID scrolls, staves of perceptions, etc. Even priests do get some feeling of 'cursed' items if they carry things long enough. Try not to waste ID spells on cursed items. At high levels, priests can get the ID spell, but it's in one of the deeper books. * Warriors, paladins, and rogues get an improved 'pseudo-identify', which is much better than the simply 'magik'/'cursed' version from Moria. Mages, priests, and rangers are stuck with just noticing 'blessed'/ 'cursed', and not noticing it too quickly. But warriors, rogues, and paladins can notice: 'worthless' cursed item 'terrible' cursed ego item or artifact 'average' uncursed, but nonmagic item, maybe with minuses 'good' item with plusses 'excellent' ego item 'special' artifact Warriors notice items most quickly, followed by rogues and then paladins. * Damage messages when you cast a spell, or fire a missile, are dependant on the amount of damage done relative to the current HPs of the monster. There are a number of messages, depending on how severe the attack was, and on what type of monster it is (for example, monsters without mouths don't "scream in pain", they "draw back in pain"). Note that throwing many items (like food rations) does NO DAMAGE. * The monster memory does show more than one description for some monsters. Some examples are filthy street urchins, novice mages/ priests/warriors/rangers, mimics, gnome mages, etc. There are two or more entries because there are actually two or more different types of these monsters. Often the difference between them is that one is found solo and the other is found in groups, at a slightly deeper level. * Also note that the monster memory doesn't give you credit for killing a monster if you cannot see the monster (if you are blind, or the monster is in a dark area beyond your infravision range, etc). The recall code for uniques is slightly different, and the monster memory will note their deaths, unless you never saw them, even by an 'ancestor' * To use rods with the "non-rogue" command set, use the 'z' key. This IS documented in the help screen, but it doesn't fit on the first screen. If you hit ESC instead of space, you'll never see the second (and following) help screens, so you wouldn't know this. * Monster "pits" are rectangular rooms, about 20 by 5, (they look like some of the rooms which have an "inside wall") filled with monsters. Slime pits are filled with jellies, molds, icky things, oozes, etc. Orc, Troll, Dragon and Demon pits are filled with different types of those monsters (Dragon pits are filled with the same color dragons). Undead pits (aka Graveyards) are filled with some nasty undead. Inside monster pits, there can be monsters that are VERY far out of depth, so you should be very careful around them. Monster "vaults" are unusually shaped and sized rooms, filled with monsters, treasures, and traps. The 'greater' vaults are huge (about 60x20), with outside walls of impenetrable rock except for a couple of granite walls in the corners. Monster vaults are filled with all different kinds of monsters, and often have some really nice treasure to go along with some out-of-depth monsters. Greater vaults are filled with all different kinds of out-of-depth monsters, with excellent treasure (often more than 1 artifact), and some REALLY out-of-depth monsters. Taking on a greater vault is amazingly dangerous unless you have some speed, lots of resistances, and a teleport away spell/wand/rod. You have been warned. "Monster vaults" (as opposed to "monster pits") do not cause a "special" feeling, but they do greatly improve the 'rating' of the level, so you will often get some form of "your luck is turning" message. Of course, if the "vault" happens to contain an artifact, you should get the "special" message as usual. * Nexus "stat-shuffling" attack can be prevented by Resist Nexus, which is quite rare. (PDSM, Aule, Bloodspkike, Soulkeeper, Bladeturner, and Feanor). If your stats do get "shuffled", there is no way to restore them, short of getting them shuffled again (and again and again) until they get restored. Of course, if all your stats are maxed up to 18/100, then it doesn't matter if they get shuffled. * About the name 'Angband': (with thanks to David M. Tate (dtate+@pitt.edu), who posted the article from which I extracted this. -CFT) --------------------------------------------------------------------------- When Melkor sought to establish himself as Lord of Middle-Earth, he built for himself a giant fortress, Utumno, in the far north of Middle- Earth. Being afraid of possible interference by the other Ainur from Valinor, he also constructed a strongly fortified outpost, Angband, near the western shores of Middle-Earth, north of Beleriand. Sauron (also called Gorthaur) was its captain. When the Valar, for the sake of the Elves, came and put Melkor (now called Morgoth) into captivity in the halls of Mandos for three ages, they destroyed most of Utumno. When Morgoth finally returned to Middle- Earth, after having destroyed the Two Trees, he rebuilt Angband anew, and made it the seat of his power. He caused to be raised above its gates the mighty towers Thangorodrim, and ruled there until finally defeated by the final incursion of the Might of the Ainur into Middle-Earth. "Angband" means "Hell (or prison) of Iron" in (I believe) Sindarin. The prefix 'ang-' denotes iron, which is why it occurs in the names of so many swords and other weapons (e.g. Angcrist, "Iron-cleaver", the dagger of Beren). The complete story is layed out in exquisite detail in Tolkien's _Silmarillion_. --------------------------------------------------------------------------- angband-doc-3.0.3.5/Help-Info/ability.spo0000644000000000000000000006436711020366743014666 0ustar ABILITY.SPO, version 1.00, for Angband 2.7.9v6 (all systems) Release Date : September 2, 1996 Author : Stephen S. Lee (lee9@fas.harvard.edu) with the help of : Leonard Dickens (leonard@alw.nih.gov) Craig Lewis (clewis@psl.nmsu.edu) This spoiler describes a wide variety of character abilities: statistics, hit points, speed, carrying capacity, food consumption, status conditions, digging, stealth, and magical device skill. Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). STATISTICS ---------- Here is an exhaustive list of the functions of the six basic statistics: Strength: (1) necessary to use heavy weaponry (2) affects the number of attacks possible with a melee weapon (3) affects the damage done in melee combat (4) affects the probability of hitting an opponent in melee combat (5) determines carrying capacity (6) improves digging speed Intelligence: (1) improves skill at activating magical devices (2) improves the chance to disarm a trap (3) affects spellcasting (mages, rangers, and rogues only) a) determines maximum mana b) affects the failure rate of spells c) improves the minimum failure rate of spells d) affects the number of spells learned per level Wisdom: (1) improves saving throws (2) affects praying (priests and paladins only); same general effects as for spellcasting under "Intelligence" Dexterity: (1) affects the number of attacks with a melee weapon (2) affects armor class (3) improves the chance to disarm a trap (4) affects the probability of hitting an opponent with a melee, thrown, or fired weapon (5) determines the probability of thwarting a theft attack (6) reduces the chance of being stunned after a bash Constitution: (1) affects maximum hit points (2) improves ability to recover from poison, stunning, and cuts Charisma: (1) affects buying and selling prices in shops Initial Calculation of Statistics --------------------------------- First of all, Angband rolls up your character's base statistics (i.e. independent of race and class). A value of 5+1d3+1d4+1d5 (range of 8 to 17) is assigned to each of the six statistics. These are summed up and accepted only if the total is between 73 and 83 inclusive. Then, adjustments are made for race and class. For each statistic, add up the race and class adjustments from the following tables to find the number of total statistic adjustment points. Race Str. Int. Wis. Dex. Con. Chr. ---------------------------------------------- Human 0 0 0 0 0 0 Half-Elf -1 +1 0 +1 -1 +1 Elf -1 +2 +1 +1 -2 +1 Hobbit -2 +2 +1 +3 +2 +1 Gnome -1 +2 0 +2 +1 -2 Dwarf +2 -3 +2 -2 +2 -3 Half-Orc +2 -1 0 0 +1 -4 Half-Troll +4 -4 -2 -4 +2 -6 Dunadan +1 +2 +2 +2 +3 +2 High-Elf +1 +3 -1 +3 +1 +5 Class Str. Int. Wis. Dex. Con. Chr. ---------------------------------------------- Warrior +5 -2 -2 +2 +2 -1 Mage -5 +3 0 +1 -2 +1 Priest -1 -3 +3 -1 0 +2 Rogue +2 +1 -2 +3 +1 -1 Ranger +2 +2 0 +1 +1 +1 Paladin +3 -3 +1 0 +2 +2 The adjustments are then applied as follows (in no case may any stat be adjusted below 3 or above 18/100): In maximize mode: at 18 or below, statistics are adjusted on a point for point basis. Above 18, 10 points are added for each adjustment point. (Example: a high-elf mage in maximize mode with maximum Intelligence will get +6 adjustment points added to a base Intelligence of 17, for a starting Intelligence of 18/50.) When not in maximize mode: at 18 or below, statistics are adjusted on a point for point basis. If adding a bonus to a statistic between 18 and 18/69, add 5+1d15. If adding a bonus to a statistic between 18/70 and 18/89, add 2+1d6. If adding a bonus to a statistic between 18/90 and 18/99, add 1. (Example: A Dunadan priest rolled with maximize off gets the maximum base 17 score for Wisdom. She gets a +5 adjustment to Wisdom; 1 point of this adjustment raises Wisdom to 18. The other 4 adjustment points suffice to increase Wisdom further to 18/58, 58 being the sum of four 5+1d15 rolls.) Statistics After the Start of the Game -------------------------------------- If you are not playing in maximize mode, then the natural maximum for all statistics, for all race/class combinations, is 18/100. If in maximize mode, the maximum for each statistic is 18/(100+10*stat adjustment); i.e. a half-troll warrior has a maximum natural strength of 18/190. Statistics may be raised to 18/220 (shown on the display as 18/***) by equipping various magical objects; increasing statistics above this has no effect whatsoever. HIT POINTS ---------- Your character's base HD consists of the sum of the two appropriate numbers in the following tables. (Base HD does not depend on anything other than race and class.) Base Base Bonus Race HD Race HD Class to Base HD +----------------+-----------------+ ------------------ |Human 10 | Dwarf 11 | Warrior +9 |Half-Elf 9 | Half-Orc 10 | Mage +0 |Elf 8 | Half-Troll 12 | Priest +2 |Hobbit 7 | Dunadan 10 | Rogue +6 |Gnome 8 | High-Elf 10 | Ranger +4 +----------------+-----------------+ Paladin +6 A level 1 character begins with a number of hit points equal to his or her base HD (adjusted for Constitution; see below). For each level of experience gained the character gets 1d(base HD) hit points (again adjusted for Constitution). The number of hit points gained for each level up to the maximum 50th is determined when your character is rolled, so saving the game just before gaining a level and restoring if the number of maximum hit points gained is low will not do any good. A 50th level character will always have a number of hit points (unadjusted by Constitution) between 50+(150*(base HD-1))/8 and 50+(250*(base HD-1))/8. Extra hit points may be awarded (or deducted) for high (low) Constitution. To determine this bonus, multiply your character's experience level by the appropriate factor from the following table, round down any fraction, and add this to the maximum number of hitpoints. Extra Extra Constitution HP/level Constitution HP/level -------------+--------- --------------+--------- 3 | -2.5 18/90-18/99 | 4.5 4 | -1.5 18/100-18/109 | 5.0 5 | -1.0 18/110-18/119 | 5.5 6 | -0.5 18/120-18/129 | 6.0 7-14 | 0 18/130-18/139 | 6.5 15-16 | 0.5 18/140-18/149 | 7.0 17 | 1.0 18/150-18/159 | 7.5 18-18/09 | 1.5 18/160-18/169 | 8.0 18/10-18/49 | 2.0 18/170-18/179 | 9.0 18/50-18/59 | 2.5 18/180-18/189 | 10.0 18/60-18/69 | 3.0 18/190-18/199 | 11.0 18/70-18/79 | 3.5 18/200+ | 12.5 18/80-18/89 | 4.0 | -------------+--------- --------------+--------- EXPERIENCE ---------- The experience a human warrior needs to attain a given experience level is given in the following table. Exp. Experience Exp. Experience Exp. Experience Lvl. Needed Lvl. Needed Lvl. Needed ---------------- ---------------- ---------------- 1 0 18 2,900 35 350,000 2 10 19 3,600 36 450,000 3 25 20 4,400 37 550,000 4 45 21 5,400 38 700,000 5 70 22 6,800 39 850,000 6 100 23 8,400 40 1,000,000 7 140 24 10,200 41 1,250,000 8 200 25 12,500 42 1,500,000 9 280 26 17,500 43 1,800,000 10 380 27 25,000 44 2,100,000 11 500 28 35,000 45 2,400,000 12 650 29 50,000 46 2,700,000 13 850 30 75,000 47 3,000,000 14 1,100 31 100,000 48 3,500,000 15 1,400 32 150,000 49 4,000,000 16 1,800 33 200,000 50 4,500,000 17 2,300 34 275,000 For other race/class combinations, add (not multiply!) together the appropriate race and class penalties from the following tables to find the penalty to your character's advancement rate. (Example: to attain experience level 17, a Dunadan paladin requires 2,300*(1+0.80+0.35) = 4,945 experience points.) Exp. Exp. Exp. Race Penalty Race Penalty Class penalty +----------------+-----------------+ ------------------ |Human +0% | Dwarf +20% | Warrior +0% |Half-Elf +10% | Half-Orc +10% | Mage +30% |Elf +20% | Half-Troll +20% | Priest +20% |Hobbit +10% | Dunadan +80% | Rogue +25% |Gnome +25% | High-Elf +100% | Ranger +30% +----------------+-----------------+ Paladin +35% Other notes on experience: * If your character suffers from a life drain attack and thus has below his or her maximum experience point total, monsters killed will add 1/10 their experience total to the maximum experience total, in addition to increasing the current experience point total normally. * The game internally keeps track of experience points to two decimal places, although fractions of an experience point are never displayed. SPEED ----- A "game turn" is defined as the most basic unit of time that Angband uses (it is the total number of game turns that is displayed in the high score file). It is not subdivided in any way. During every game turn, both your character and all monsters regain a number of energy points that is determined by each individual's speed. If an individual's speed is between -2 and +25 (+0 is normal, unmodified speed) add the speed to 10 to find the energy gained per game turn. Otherwise, consult the following tables to find the energy regained per game turn: Energy/ Energy/ Speed game turn Speed game turn --------------------- --------------------- -41 or below 1 +32 to +33 39 -40 to -24 2 +34 to +36 40 -23 to -16 3 +37 to +39 41 -15 to -11 4 +40 to +42 42 -10 to -7 5 +43 to +45 43 -6 to -5 6 +46 to +49 44 -4 to -3 7 +50 to +54 45 -2 to +25 (10+spd) +55 to +59 46 +26 to +27 36 +60 to +64 47 +28 to +29 37 +65 to +69 48 +30 to +31 38 +70 or higher 49 A "turn" is defined as 10 game turns -- no more, no less. Note that this does not correspond to the moves your character makes unless your character's speed is +0. Note that this is the definition of "turn" that is used to determine the duration of spells, conditions such as blindness, recharging times, etc. A character (or monster) may make an action if and only if he/she/it has 100 energy. (An action is any of the things you tell your character to do: move, hit monsters, cast spells, etc.) If the character and monsters are both over 100 energy on the same turn, the character moves first. Most actions (or "moves") require 100 energy. Exceptions are: firing from a distance weapon when you can get multiple shots per round (energy use = 100/# of shots per round, displayed on the character info sheet); and taking off an equipped object, dropping an object or stack of objects, refilling a lantern, or combining torches (energy use = 50). Note that monsters sometimes get a "double move" even if the character is faster than they are. As an illustration, consider a character (+30 speed) with 62 energy fighting a monster (+28 speed) with 93 energy. Neither can move yet; both gain energy, leaving them at 100 and 130. Both are at/over 100 energy; both move this game turn, but the character moves first. Both lose 100 energy; now they are at 0 and 30. Next game turn they are at 38 and 67, then 76 and 104. The monster moves a second time. Speed is affected by the following factors: (1) equipped objects (speed rings, boots of speed/slowness, and the artifact weapons Ringil, Cubragol, and Mormegil). (2) strength and the weight of your character's equipment (see below) (3) temporary haste effects on your character (+10 to speed) (4) temporary slow effects on your character (-10 to speed) (5) a bloated stomach (-10 to speed) (6) having search mode on (-10 to speed) Carrying Capacity and Encumbrance --------------------------------- To find your character's "weight limit" (a somewhat misleading term) in pounds, consult the following table. Strength Weight(lb) Strength Weight(lb) -------------------- ----------------------- 3 50 14 160 4 60 15 170 5 70 16 180 6 80 17 190 7 90 18-18/09 200 8 100 18/10-18/19 220 9 110 18/20-18/29 240 10 120 18/30-18/39 260 11 130 18/40-18/49 280 12 140 18/50+ 300 13 150 If your character exceeds half of the weight limit given above, his or her speed will be penalized by 1 point for every 10% of the weight limit in excess (excluding fractions thereof). For instance, a strength 11 character (weight limit 130) carrying a total of 146.2 pounds gets a penalty of (146.2-(130/2))/(130/10) = -6 to speed. FOOD CONSUMPTION ---------------- Normally, every 10 turns (100 game turns), the character will digest some food. The amount of food units digested is equal to twice the energy the character gains per turn (see above under "Speed"). If the character has magical regeneration, 30 extra food units are added to this figure; 10 food units are subtracted if the character has magical slow digestion. Here are the various hunger states your character may be in: Character's Food Units State Notes ----------- ------- ----- 15000+ Bloated -10 to speed; digestion occurs very quickly 10000-14999 Full "Satisfy hunger" sets food units to 14999 2000-9999 (normal) 1000-1999 Hungry 500-999 Weak Regeneration rate reduced about 50% 100-499 Fainting Regeneration rate reduced about 85% * 0-99 Starving No regeneration; damage inflicted each turn * * The character has a 1 in 10 chance of fainting every turn, inducing paralysis for 1d5 turns; there is no way to prevent this sort of paralysis (other than by eating). CHARACTER ABILITIES ------------------- Your character will have a number of abilities that may be intrinsic to his or her race, or more likely, may come from various equipping magical items. Some of the less obvious ones are described here. Free Action -- this will prevent many (but not all) forms of slowness and paralysis. Hold Life -- this will greatly reduce the chance that an experience drain attack will affect the character, and will reduce the severity of those attacks which do get through. Infravision -- if the character is not blind, this permits the sighting of all warm-blooded monsters within range, even if the monster is invisible to normal vision. Regeneration -- this doubles the rate at which mana and hit points regenerate, at the cost of an increased food digestion rate. Telepathy -- this permits the character to visualize all monsters in the immediate area that have a brain. Monsters with low intelligence (fleas and the like) can only be detected some of the time, and monsters without brains (such as zombies) cannot be detected at all. STATUS CONDITIONS ----------------- Status conditions (displayed on the status line at the bottom of the screen) are various negative afflictions that harm the character. (Status conditions related to food are dealt with above.) Here are descriptions and the effects of the various status conditions. The following table is used in some of the calculations below. Recovery Recovery Constitution Bonus Constitution Bonus ----------------------- ----------------------- 3-13 0 18/120-18/129 5 14-17 1 18/130-18/149 6 18-18/49 2 18/150-18/169 7 18/50-18/99 3 18/170-18/199 8 18/100-18/119 4 18/200+ 9 Afraid ------ * Prevents direct melee attacks against monsters Blind ----- * Causes loss of sight (seeing monsters on screen, look command, etc.) * Decreases search skill by 90% * Decreases disarm skill by 90% * Decreases combat skill (both melee and distance) by 50% * Prevents prayers and spellcasting * Prevents browsing spellbooks and gaining spells * Prevents reading scrolls Confused -------- * Causes movement to have a 75% chance of being random -- if a monster is in the selected direction, it will be attacked * Prevents running * Causes the direction used when aiming (throwing/shooting an object, using a wand/rod, activating dragon scale mail, etc.) to be completely random * Decreases search skill by 90% * Decreases disarm skill by 90% * Decreases device skill by 50% * Makes pseudo-identification impossible * Prevents prayers and spellcasting * Prevents browsing spellbooks and gaining spells * Prevents reading scrolls Cut --- Cuts prevent hit point regeneration, and also cause loss of hit points every turn from bleeding. Here is a table showing the various degrees of cut severity: Damage Cut counter Description per turn ----------------------------------- 1-10 Graze 1 11-25 Light cut 1 26-50 Bad cut 1 51-100 Nasty cut 1 101-200 Severe cut 2 201-1000 Deep gash 3 1000+ Mortal wound 3 Magical means must be used to cure a mortal wound. Otherwise, every turn the wound heals: 1 plus the bonus recovery rate from Constitution is subtracted from the cut counter. Hallucinating ------------- * Causes random monsters and objects to apparently show up * Prevents use of the "look" command * Decreases search skill by 90% * Decreases disarm skill by 90% Paralyzed --------- * The character cannot do anything as long as the paralysis lasts, and is vulnerable to attacks and further paralysis. Note that this can easily be lethal. Poisoned -------- * The character takes 1 point of damage per turn from poisoning. * Prevents hit point regeneration Recovering from poisoning: Every turn, 1 plus the bonus recovery rate from Constitution is subtracted from the poison counter. Stun, Heavy stun, Knocked out ----------------------------- * Your character is knocked out when the stun counter is greater than 100. It is the same as paralysis, but cannot be blocked as easily. * Your character is heavily stunned when the stun counter is between 51 and 100 inclusive. This causes a penalty of -20 both to-hit and to-damage, and increases the minimum spell/prayer failure rate by 25%. * Your character is stunned when the stun counter is between 1 and 50 inclusive. This causes a penalty of -5 both to-hit and to-damage, and increases the minimum spell/prayer failure rate by 15%. Recovering from stunning: Every turn, 1 plus the bonus recovery rate from Constitution is subtracted from the stun counter. DIGGING ------- A character may be able to dig through any kind of rock or rubble, other than permanent walls. To calculate whether this is possible, and if so, how likely it is each turn, first compute the character's digging skill. A character's digging skill is determined by his or her strength and wielded hand weapon, as follows. Start with the base digging ability, found on the following table: Str. Dig Strength Dig Strength Dig --------- ----------------- ----------------- 3-4 0 18/01-18/09 12 18/110-18/119 55 5 1 18/10-18/19 14 18/120-18/129 60 6 2 18/20-18/29 16 18/130-18/139 65 7 3 18/30-18/39 18 18/140-18/149 70 8-9 4 18/40-18/49 20 18/150-18/159 75 10-11 5 18/50-18/59 25 18/160-18/169 80 12-13 6 18/60-18/69 30 18/170-18/179 85 14-15 7 18/70-18/79 35 18/180-18/189 90 16 8 18/80-18/89 40 18/190-18/199 95 17 9 18/90-18/99 45 18/200+ 100 18 10 18/100-18/109 50 Next, if the wielded weapon is not too heavy for the character (see ATTACK.SPO), the weight of the weapon (in pounds) is added to the digging skill. Finally, if the weapon is a digger (a shovel or pick), then the digger's digging bonus times twenty is added to the digging skill. To determine the character's chance per turn to dig through a given kind of material, consult the following chart. Each turn the character digs, a random integer from 0 to material's "hardness" (minus one) is rolled and added to the "base" strength of the material; if this sum is less than the character's digging skill, then the dig succeeds. Material base hardness ------------------------ Granite 40 1600 Quartz 20 800 Magma 10 400 Rubble 0 200 Successful digging turns rock into air, and may also create an item (a 10% chance if the material is rubble), or free a treasure (if the material is quartz or magma, and marked "*"). If digging does not succeed, there is no effect other than one character turn being spent. Note that the material's base number determines if a character has any chance at all to dig through the material; if the digging skill is higher than the base, it is possible. If so, the chance to succeed each turn is: (skill_dig - base) / hardness Example: a character with strength 18/70 wielding a dwarven pick is trying to dig through granite. Is this possible, and if so, how likely? The character's digging skill is 115: 35 for strength, 20 for the weight of the weapon, and a bonus of 60 for being a +3 digger. Since 115 is greater than 40, this digging will eventually succeed. The chance each turn for success is (115 - 40)/1600, or about 4.7%. STEALTH ------- Your character's stealth is an integer between 0 and 30 inclusive. It is *not* dependent on level, and depends only on race, class, and equipment that increases stealth (Defender weapons, armor of Elvenkind, etc.) To calculate your character's stealth, take the sum of the appropriate figures from the following tables, and add equipment bonuses as appropriate. Note that stealth is effectively entirely negated if your character is equipping an object that aggravates monsters. Base Base Stealth Race Stealth Race Stealth Class Modifier +----------------+-----------------+ ------------------ |Human 1 | Dwarf 0 | Warrior +1 |Half-Elf 2 | Half-Orc 0 | Mage +2 |Elf 2 | Half-Troll -1 | Priest +2 |Hobbit 5 | Dunadan 3 | Rogue +5 |Gnome 4 | High-Elf 4 | Ranger +3 +----------------+-----------------+ Paladin +1 Each time your character moves, your character makes an amount of "noise" equal to 2 to the power of (30-stealth); yes, stealth is an exponential and not a linear function! This noise is noticed by all sleeping monsters that have your character in their detection range; once a monster hears enough noise, it wakes up. USING A WAND, STAFF, OR ROD --------------------------- To calculate the base ability of using a wand, staff, or rod, use the following charts. Begin with the base class ability, then add the race modifier. To take level into account, add in the product of your character's experience level and the class bonus per level modifier. To this add the appropriate intelligence modifier. This gives a numerical rating of your character's skill at using magic devices. Bonus per Class Base Level Int. Bonus Int. Bonus ------------------- ------------------ ------------------ Warrior 18 0.7 3-7 0 18/130-18/139 11 Mage 36 1.3 8-14 1 18/140-18/149 12 Priest 30 1.0 15-17 2 18/150-18/159 13 Rogue 32 1.0 18-18/19 3 18/160-18/169 14 Ranger 32 1.0 18/20-18/39 4 18/170-18/179 15 Paladin 24 1.0 18/40-18/59 5 18/180-18/189 16 18/60-18/79 6 18/190-18/199 17 Race Modifier 18/80-18/99 7 18/200-18/209 18 ----------------- 18/100-18/109 8 18/210-18/219 19 Human 0 18/110-18/119 9 18/220+ 20 Half-Elf 3 18/120-18/129 10 Elf 6 Hobbit 18 Gnome 12 Dwarf 9 Half-Orc -3 Half-Troll -8 Dunadan 5 High-Elf 20 To calculate the probability of successfully activating a device, first divide your character's device skill rating by 2 if your character is currently confused. Then subtract the level of the wand, staff, or rod to be activated, with a maximum subtrahend of 50. Call the resulting number K (which may be negative). If K is at least 3, then the chance of successfully activating the wand, staff, or rod is (K-1) in K. On the other hand, if K is less than 3, the probability of successfully activating the device is very low yet nonzero; the probability of success is 2 in 3*(4-K). angband-doc-3.0.3.5/Help-Info/mon-desc.spo0000644000000000000000000012575011020366743014730 0ustar Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ Name Lev Rar Spd Hp Ac Visual Info ---- --- --- --- -- -- ----------- The Filthy street urchin 0 2 +0 1d4 1 L.Dark 't' The Scrawny cat 0 3 +0 1d2 1 L.Umber 'f' The Scruffy little dog 0 3 +0 1d3 1 L.Umber 'C' [U] Farmer Maggot 0 4 +0 350 10 White 'h' The Blubbering idiot 0 1 +0 1d2 1 L.Slate 't' The Boil-covered wretch 0 1 +0 1d2 1 Green 't' The Village idiot 0 1 +10 4d4 1 L.Green 't' The Pitiful looking beggar 0 1 +0 1d4 1 L.Umber 't' The Mangy looking leper 0 1 +0 1 1 Umber 't' The Squint eyed rogue 0 1 +0 2d8 8 Blue 't' The Singing, happy drunk 0 1 +0 2d3 1 Yellow 't' The Aimless looking merchant 0 1 +0 3d3 1 Orange 't' The Mean looking mercenary 0 1 +0 5d8 20 Red 't' The Battle scarred veteran 0 1 +0 7d8 30 L.Blue 't' The Grey mold 1 1 +0 1d2 1 Slate 'm' The Grey mushroom patch 1 1 +0 1d2 1 Slate ',' The Giant yellow centipede 1 1 +0 2d6 12 Yellow 'c' The Giant white centipede 1 1 +0 3d5 10 White 'c' The White icky thing 1 1 +0 3d5 7 White 'i' The Clear icky thing 1 1 +0 2d5 6 White 'i' The Giant white mouse 1 1 +0 1d3 4 White 'r' The Large brown snake 1 1 -10 4d6 35 Umber 'J' The Large white snake 1 1 -10 3d6 30 White 'J' The Small kobold 1 1 +0 2d7 16 Yellow 'k' The Kobold 1 1 +0 3d7 16 L.Green 'k' The White worm mass 1 1 -10 4d4 1 White 'w' The Floating eye 1 1 +0 3d6 6 Orange 'e' The Rock lizard 1 1 +0 3d4 4 L.Umber 'R' The Jackal 1 1 +0 1d4 3 L.Umber 'C' The Soldier ant 1 1 +0 2d5 3 L.Slate 'a' The Fruit bat 1 1 +10 1d6 3 Orange 'b' The Shrieker mushroom patch 2 1 +0 1 1 L.Red ',' The Blubbering icky thing 2 1 +0 5d6 4 L.Slate 'i' The Metallic green centipede 2 1 +10 4d4 4 Green 'c' The Novice warrior 2 1 +0 9d4 16 Umber 'p' The Novice rogue 2 1 +0 8d4 12 Blue 'p' The Novice priest 2 1 +0 7d4 10 Green 'p' The Novice mage 2 1 +0 6d4 6 Red 'p' The Yellow mushroom patch 2 1 +0 1 1 Yellow ',' The White jelly 2 1 +10 8d8 1 White 'j' The Giant green frog 2 1 +0 2d8 8 Green 'R' The Giant black ant 2 1 +0 3d6 20 L.Dark 'a' The Salamander 2 1 +0 4d6 20 Orange 'R' The White harpy 2 1 +0 2d5 17 White 'H' The Blue yeek 2 1 +0 2d6 14 Blue 'y' [U] Grip, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' [U] Fang, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' The Green worm mass 2 1 -10 6d4 3 Green 'w' The Large yellow snake 2 1 -10 4d8 38 Yellow 'J' The Cave spider 2 1 +10 2d6 16 L.Dark 'S' The Wild cat 2 2 +10 3d5 12 L.Umber 'f' [U] Smeagol 3 2 +20 25 12 Blue 'h' The Green ooze 3 2 +10 3d4 16 Green 'j' The Poltergeist 3 1 +20 2d5 15 L.Slate 'G' The Metallic blue centipede 3 1 +10 4d5 6 Blue 'c' The Giant white louse 3 1 +10 1 5 White 'l' The Black naga 3 1 +0 6d8 40 L.Dark 'n' The Spotted mushroom patch 3 1 +0 1 1 Orange ',' The Silver jelly 3 2 +10 10d8 1 L.Slate 'j' The Yellow jelly 3 1 +10 10d8 1 Yellow 'j' The Scruffy looking hobbit 3 1 +0 3d5 8 Blue 'h' The Giant white ant 3 1 +0 3d6 16 White 'a' The Yellow mold 3 1 +0 8d8 10 Yellow 'm' The Metallic red centipede 3 1 +10 4d8 9 Red 'c' The Yellow worm mass 3 2 -10 4d8 4 Yellow 'w' The Clear worm mass 3 2 -10 4d4 1 White 'w' The Radiation eye 3 1 +0 3d6 6 L.Red 'e' The Cave lizard 4 1 +0 3d6 16 Umber 'R' The Novice ranger 4 1 +0 6d8 6 L.Slate 'p' The Novice paladin 4 1 +0 6d8 16 White 'p' The Blue jelly 4 1 +0 12d8 1 Blue 'j' The Creeping copper coins 4 2 -10 7d8 24 Umber '$' The Giant white rat 4 1 +0 2d2 7 L.Slate 'r' The Blue worm mass 4 1 -10 5d8 12 Blue 'w' The Large grey snake 4 1 -10 6d8 41 Slate 'J' [U] Bullroarer the Hobbit 5 3 +10 60 8 Blue 'h' The Novice mage 5 2 +0 6d4 6 Red 'p' The Green naga 5 1 +0 9d8 40 Green 'n' The Blue ooze 5 1 +0 3d4 16 Blue 'j' The Green glutton ghost 5 1 +20 3d4 20 Green 'G' The Green jelly 5 1 +10 22d8 1 Green 'j' The Large kobold 5 1 +0 13d9 32 Blue 'k' The Skeleton kobold 5 1 +0 5d8 26 White 's' The Grey icky thing 5 1 +0 4d8 12 Slate 'i' The Disenchanter eye 5 2 -10 7d8 10 Violet 'e' The Red worm mass 5 1 -10 5d8 12 Red 'w' The Copperhead snake 5 1 +0 4d6 20 Orange 'J' The Purple mushroom patch 6 2 +0 1 1 Violet ',' The Novice priest 6 2 +0 7d4 10 Green 'p' The Novice warrior 6 2 +0 9d4 16 Umber 'p' The Novice rogue 6 2 +0 8d4 12 Blue 'p' The Brown mold 6 1 +0 15d8 12 Umber 'm' The Giant brown bat 6 1 +20 3d8 15 Umber 'b' The Novice archer 6 2 +10 6d8 10 L.Slate 'p' The Creeping silver coins 6 2 -10 12d8 30 Slate '$' The Snaga 6 1 +0 8d8 32 L.Umber 'o' The Rattlesnake 6 1 +0 6d7 24 Red 'J' The Cave orc 7 1 +0 11d9 32 L.Green 'o' The Wood spider 7 3 +10 3d6 16 L.Umber 'S' The Manes 7 2 +0 8d8 32 Umber 'u' The Bloodshot eye 7 3 +0 5d8 6 Red 'e' The Pink naga 7 2 +0 11d8 40 L.Red 'n' The Pink jelly 7 1 +0 26d8 1 L.Red 'j' The Giant pink frog 7 1 +0 5d8 16 L.Red 'R' The Green icky thing 7 2 +0 5d8 12 Green 'i' The Zombified kobold 7 1 +0 6d8 14 Slate 'z' The Lost soul 7 2 +0 2d8 10 L.Blue 'G' The Dark elf 7 2 +0 7d10 16 L.Dark 'h' The Night lizard 7 2 +0 4d8 16 L.Dark 'R' [U] Mughash the Kobold Lord 7 3 +0 150 20 Blue 'k' [U] Wormtongue, Agent of Saruman 8 1 +0 250 30 Blue 'p' [U] Lagduf, the Snaga 8 2 +0 190 32 Orange 'o' The Brown yeek 8 1 +0 4d8 18 Umber 'y' The Novice ranger 8 1 +0 6d8 6 L.Slate 'p' The Giant salamander 8 1 +0 6d7 40 Yellow 'R' The Green mold 8 2 +0 21d8 14 Green 'm' The Skeleton orc 8 1 +0 10d8 36 White 's' The Novice paladin 8 2 +0 6d8 16 White 'p' The Lemure 8 3 +0 13d9 32 L.Umber 'u' The Hill orc 8 1 +0 13d9 32 Umber 'o' The Bandit 8 2 +0 8d8 24 Blue 'p' The Yeti 9 3 +0 11d9 24 Blue 'Y' The Bloodshot icky thing 9 3 +0 7d8 18 Red 'i' The Giant grey rat 9 1 +0 2d3 12 Slate 'r' The Black harpy 9 1 +10 3d8 22 L.Dark 'H' The Orc shaman 9 1 +0 9d8 15 Red 'o' The Baby blue dragon 9 2 +0 100 30 Blue 'd' The Baby white dragon 9 2 +0 100 30 White 'd' The Baby green dragon 9 2 +0 100 30 Green 'd' The Baby black dragon 9 2 +0 100 30 Slate 'd' The Baby red dragon 9 2 +0 110 30 Red 'd' The Giant pink ant 9 2 +0 4d8 34 L.Red 'a' [U] Brodda, the Easterling 9 2 +0 210 25 Umber 'p' The King cobra 9 2 +0 8d10 30 Green 'J' The Giant spider 10 2 +0 10d10 16 Violet 'S' The Dark elven mage 10 1 +10 7d10 16 Violet 'h' [U] Orfax, Son of Boldor 10 3 +10 120 20 Blue 'y' The Dark elven warrior 10 1 +0 10d11 16 Umber 'h' The Clear mushroom patch 10 2 +10 1 1 White ',' [U] Grishnakh, the Hill Orc 10 3 +0 230 20 L.Umber 'o' The Giant white tick 10 2 -10 12d8 40 White 'S' The Hairy mold 10 2 +0 15d8 15 Orange 'm' The Disenchanter mold 10 2 +0 16d8 20 Violet 'm' The Pseudo dragon 10 2 +0 200 30 Orange 'd' The Tengu 10 1 +10 16d9 32 L.Red 'u' The Creeping gold coins 10 3 -10 18d8 36 Yellow '$' The Wolf 10 1 +10 6d6 30 Umber 'C' The Giant fruit fly 10 6 +10 2d2 14 L.Green 'I' The Panther 10 2 +10 10d8 30 Umber 'f' The Brigand 10 2 +0 9d8 32 Blue 'p' The Baby multi-hued dragon 11 2 +0 130 30 Violet 'd' The Hippogriff 11 1 +0 20d9 14 L.Umber 'H' The Zombified orc 11 1 +0 11d8 24 Slate 'z' The Gnome mage 11 2 +0 7d8 20 Red 'h' The Black mamba 12 3 +10 10d8 32 L.Dark 'J' The White wolf 12 1 +10 7d7 30 White 'C' The Grape jelly 12 3 +0 52d8 1 Violet 'j' The Nether worm mass 12 3 -10 5d8 15 L.Dark 'w' [U] Golfimbul, the Hill Orc Chief 12 3 +0 240 60 L.Umber 'o' The Master yeek 12 2 +0 12d9 24 L.Umber 'y' The Priest 12 1 +0 12d8 22 Green 'p' The Dark elven priest 12 1 +10 7d10 30 Green 'h' The Air spirit 12 2 +20 8d8 40 L.Blue 'E' The Skeleton human 12 1 +0 10d8 30 White 's' The Zombified human 12 1 +0 12d8 24 Slate 'z' The Tiger 12 2 +10 12d10 40 Orange 'f' The Moaning spirit 12 2 +10 5d8 20 Umber 'G' The Swordsman 12 1 +0 12d8 34 L.Umber 'p' The Stegocentipede 12 2 +10 13d8 30 Umber 'c' The Spotted jelly 12 3 +10 13d8 18 Orange 'j' The Drider 13 2 +0 10d13 30 Umber 'S' The Killer brown beetle 13 2 +0 13d8 40 Umber 'K' [U] Boldor, King of the Yeeks 13 3 +10 180 24 L.Umber 'y' The Ogre 13 2 +0 13d9 33 L.Umber 'O' The Creeping mithril coins 13 4 +0 20d8 50 L.Blue '$' The Illusionist 13 2 +0 12d8 10 Red 'p' The Druid 13 2 +0 12d12 10 Red 'p' The Black orc 13 2 +0 12d10 36 L.Dark 'o' The Ochre jelly 13 3 +10 13d8 18 L.Umber 'j' The Giant flea 14 1 +10 2d2 25 Slate 'I' [U] Ufthak of Cirith Ungol 14 3 +0 320 50 Green 'o' The Giant white dragon fly 14 3 +0 5d8 20 White 'F' The Blue icky thing 14 4 -10 10d6 20 Blue 'i' The Hill giant 14 1 +0 16d10 45 L.Umber 'P' The Flesh golem 14 1 +0 12d8 30 L.Red 'g' The Warg 14 2 +10 8d8 20 Slate 'C' The Giant black louse 14 1 +10 1d2 7 L.Dark 'l' The Lurker 14 3 +0 200 25 White '.' The Wererat 15 2 +0 20d8 10 L.Dark 'r' The Black ogre 15 2 +0 20d9 33 L.Dark 'O' The Magic mushroom patch 15 2 +20 1 10 L.Blue ',' The Guardian naga 15 2 +0 24d11 65 L.Blue 'n' The Light hound 15 1 +0 6d6 30 Orange 'Z' The Dark hound 15 1 +0 6d6 30 L.Dark 'Z' The Half-orc 15 3 +0 16d10 40 Slate 'o' The Giant tarantula 15 3 +10 10d15 32 Orange 'S' The Giant clear centipede 15 2 +0 5d8 30 White 'c' The Mirkwood spider 15 2 +10 9d8 25 Green 'S' The Frost giant 15 1 +0 17d10 50 White 'P' The Griffon 15 1 +0 30d8 15 Umber 'H' The Homonculous 15 3 +0 8d8 32 Yellow 'u' The Gnome mage 15 2 +0 7d8 20 Red 'h' The Clear hound 15 2 +0 10d6 30 White 'Z' The Clay golem 15 2 +0 14d8 30 L.Umber 'g' The Umber hulk 16 1 +0 20d10 50 L.Umber 'X' The Orc captain 16 3 +0 20d10 59 Orange 'o' The Gelatinous cube 16 4 +0 360 18 L.Green 'j' The Giant green dragon fly 16 2 +0 3d8 20 Green 'F' The Fire giant 16 2 +0 20d8 60 Red 'P' The Hummerhorn 16 5 +10 2d2 14 Yellow 'I' [U] Ulfast, Son of Ulfang 16 3 +0 340 40 L.Umber 'p' The Quasit 16 2 +0 6d8 30 Orange 'u' The Imp 17 2 +0 6d8 30 Green 'u' The Forest troll 17 1 +0 20d10 50 Green 'T' [U] Nar, the Dwarf 17 2 +0 450 70 Yellow 'h' The 2-headed hydra 17 2 +0 100d3 60 Umber 'M' The Water spirit 17 1 +10 9d8 28 Slate 'E' The Giant pink scorpion 17 1 +0 11d8 44 L.Red 'S' The Earth spirit 17 2 +10 13d8 40 Umber 'E' The Fire spirit 18 2 +10 10d9 30 Red 'E' The Fire hound 18 1 +0 10d6 30 Red 'Z' The Cold hound 18 1 +0 10d6 30 White 'Z' The Energy hound 18 1 +0 10d6 30 Blue 'Z' The Mimic (potion) 18 3 +0 10d10 30 White '!' The Blink dog 18 2 +10 8d8 20 L.Blue 'C' The Uruk 18 1 +0 80 50 L.Blue 'o' [U] Shagrat, the Orc Captain 18 2 +0 400 60 Green 'o' [U] Gorbag, the Orc Captain 18 3 +0 400 60 Green 'o' The Shambling mound 18 2 +0 20d6 16 L.Slate ',' The Stone giant 18 1 +0 24d8 75 L.Slate 'P' The Giant black dragon fly 18 2 +10 3d8 20 Slate 'F' The Stone golem 19 2 -10 28d8 75 L.Slate 'g' The Red mold 19 1 +0 17d8 16 Red 'm' The Giant gold dragon fly 18 2 +10 3d8 20 Yellow 'F' [U] Bolg, Son of Azog 20 4 +10 500 50 Red 'o' The Phase spider 20 2 +10 6d8 25 L.Blue 'S' The 3-headed hydra 20 2 +10 100d5 65 Orange 'M' The Earth hound 20 1 +0 15d8 30 Umber 'Z' The Air hound 20 1 +0 15d8 30 Green 'Z' The Sabre-tooth tiger 20 2 +10 20d14 50 Yellow 'f' The Water hound 20 2 +0 15d8 30 Slate 'Z' The Chimera 20 1 +0 13d8 15 Red 'H' The Quylthulg 20 1 +0 6d8 1 Yellow 'Q' The Sasquatch 20 3 +10 20d19 40 Green 'Y' The Werewolf 20 1 +0 20d22 30 L.Dark 'C' The Dark elven lord 20 2 +10 18d15 40 L.Dark 'h' The Cloud giant 20 1 +0 24d10 60 Blue 'P' [U] Ugluk, the Uruk 20 4 +0 640 90 Blue 'o' [U] Lugdush, the Uruk 21 3 +0 720 95 Blue 'o' The Blue dragon bat 21 1 +20 4d4 26 Blue 'b' The Mimic (scroll) 21 3 +0 10d14 40 White '?' The Fire vortex 21 1 +0 9d9 30 Red 'v' The Water vortex 21 1 +0 9d9 30 Slate 'v' The Cold vortex 21 1 +0 9d9 30 White 'v' The Energy vortex 21 1 +0 12d12 30 Blue 'v' The Mummified orc 21 1 +0 15d8 28 White 'z' The Killer stag beetle 22 1 +0 20d8 55 Green 'K' The Iron golem 22 2 +0 80d12 80 Slate 'g' The Giant yellow scorpion 22 1 +0 12d8 38 Yellow 'S' The Black ooze 23 1 -20 6d8 6 L.Dark 'j' The Hardened warrior 23 1 +0 15d11 40 Umber 'p' [U] Azog, King of the Uruk-Hai 23 5 +10 900 80 Red 'o' The Master rogue 23 2 +10 15d9 30 L.Blue 'p' The Red dragon bat 23 1 +20 3d8 28 Red 'b' The Killer white beetle 23 1 +0 20d8 55 White 'K' The Giant bronze dragon fly 18 1 +10 3d8 20 L.Umber 'F' The Forest wight 24 1 +0 12d8 30 Green 'W' [U] Ibun, Son of Mim 24 2 +0 820 80 Orange 'h' [U] Khim, Son of Mim 24 2 +0 820 80 Orange 'h' The 4-headed hydra 24 2 +10 100d6 70 Yellow 'M' The Mummified human 24 1 +0 17d9 34 White 'z' The Vampire bat 24 2 +10 9d10 40 Violet 'b' [U] Sangahyando of Umbar 24 2 +0 800 80 Umber 'p' [U] Angamaite of Umbar 24 2 +0 800 80 Umber 'p' The Banshee 24 2 +10 6d8 24 Blue 'G' The Pukelman 25 3 +0 80d12 80 L.Dark 'g' The Dark elven druid 25 3 +10 20d20 75 Green 'h' The Stone troll 25 1 +0 23d10 40 L.Slate 'T' The Troll priest 25 1 +0 300 50 L.Green 'T' The Wereworm 25 3 +0 100d11 70 L.Dark 'w' The Carrion crawler 25 2 +0 20d12 40 Orange 'c' The Killer pink beetle 25 2 +0 20d8 50 L.Red 'K' The Giant grey ant 26 1 +0 19d8 40 Slate 'a' [U] Ulwarth, Son of Ulfang 26 4 +0 850 40 L.Umber 'p' The Displacer beast 26 2 +0 25d10 100 L.Dark 'f' The Giant red tick 26 1 +0 16d8 54 Red 'S' The Cave ogre 26 1 +0 30d9 33 Umber 'O' The White wraith 26 1 +0 15d8 40 White 'W' The Monadic Deva 26 6 +0 300 60 Orange 'A' [U] Mim, Betrayer of Turin 27 4 +10 1100 80 Orange 'h' The Killer red beetle 27 1 +0 13d8 45 Red 'K' The Creeping adamantite coins 27 4 +10 20d25 50 L.Green '$' The Algroth 27 1 +0 21d12 60 Orange 'T' The Vibration hound 27 3 +0 25d10 30 Yellow 'Z' The Nexus hound 27 3 +0 25d10 30 L.Red 'Z' The Ogre mage 27 2 +0 30d12 40 Red 'O' [U] Lokkak, the Ogre Chieftain 27 2 +10 1500 100 Green 'O' The Vampire 27 1 +0 25d12 45 Violet 'V' The Gorgimera 27 2 +0 25d20 55 Orange 'H' The Colbran 27 2 +10 80d12 80 Yellow 'g' The Spirit naga 28 2 +0 30d15 75 White 'n' The 5-headed hydra 28 2 +10 100d8 80 Green 'M' The Black knight 28 1 +10 30d10 70 Slate 'p' [U] Uldor the Accursed 28 4 +0 1000 70 L.Umber 'p' The Mage 28 1 +0 15d8 40 Red 'p' The Mind flayer 28 1 +0 150 60 L.Red 'h' [U] Draebor, the Imp 28 5 +10 520 50 Green 'u' The Basilisk 28 3 +10 20d30 90 Blue 'R' The Ice troll 28 1 +0 24d10 56 White 'T' The Giant purple worm 29 3 +0 65d8 65 Violet 'w' The Movanic Deva 29 6 +0 400 68 L.Blue 'A' The Catoblepas 29 2 +0 30d10 55 Green 'q' The Mimic (ring) 29 3 +10 10d35 60 White '=' The Young blue dragon 29 1 +0 270 50 Blue 'd' The Young white dragon 29 1 +0 270 50 White 'd' The Young green dragon 29 1 +0 270 60 Green 'd' The Young bronze dragon 29 3 +0 270 63 L.Umber 'd' The Mithril golem 30 4 +0 80d15 100 L.Blue 'g' The Shadow drake 30 2 +0 20d10 50 L.Dark 'd' The Skeleton troll 30 1 +0 20d10 55 White 's' The Manticore 30 2 +10 250 15 Yellow 'H' The Giant blue ant 30 2 +0 8d8 50 Blue 'a' The Giant army ant 30 3 +10 19d6 40 Orange 'a' The Grave wight 30 1 +0 12d10 50 Blue 'W' The Killer slicer beetle 30 2 +0 22d10 60 Yellow 'K' The Ghost 31 1 +10 13d8 30 White 'G' The Death watch beetle 31 3 +0 25d12 60 L.Dark 'K' The Ogre shaman 32 2 +0 14d10 55 Orange 'O' The Nexus quylthulg 32 1 +0 10d12 1 L.Red 'Q' [U] Shelob, Spider of Darkness 32 3 +0 1200 80 L.Dark 'S' The Ninja 32 2 +10 13d12 60 Yellow 'p' The Memory moss 32 3 +0 1d2 1 Red ',' The Storm giant 32 1 +0 380 60 L.Blue 'P' The Cave troll 33 1 +0 24d12 50 Umber 'T' The Half-troll 33 2 +0 25d14 50 L.Umber 'T' The Mystic 33 3 +10 350 50 Orange 'p' The Barrow wight 33 3 +0 15d10 40 Violet 'W' The Giant skeleton troll 33 1 +0 450 50 White 's' The Chaos drake 33 3 +0 500 100 Violet 'd' The Law drake 33 3 +0 550 100 L.Blue 'd' The Balance drake 33 3 +0 600 100 Violet 'd' The Ethereal drake 33 3 +0 450 100 Orange 'd' [U] Bert the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Bill the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Tom the Stone Troll 33 7 +0 1100 70 L.Slate 'T' The Shade 33 3 +10 14d20 30 L.Dark 'G' The Spectre 33 3 +10 14d20 30 L.Umber 'G' The Water troll 33 1 +0 360 50 Slate 'T' The Fire elemental 33 2 +0 30d8 50 Red 'E' The Astral Deva 33 6 +10 450 68 L.Green 'A' The Water elemental 33 2 +0 25d8 40 Slate 'E' The Invisible stalker 34 3 +20 19d12 46 Yellow 'E' The Carrion crawler 34 2 +0 20d12 40 Orange 'c' The Master thief 34 2 +20 18d10 30 L.Blue 'p' [U] Ulfang the Black 34 5 +10 1000 90 L.Umber 'p' The Lich 34 3 +0 300 60 Orange 'L' The Master vampire 34 3 +0 340 60 Green 'V' The Giant grey scorpion 34 4 +10 18d20 50 Slate 'S' The Earth elemental 34 2 -10 30d10 60 Umber 'E' The Air elemental 34 2 +10 30d5 50 L.Blue 'E' The Hell hound 35 3 +10 400 80 Red 'C' The Eog golem 35 4 -10 100d20 125 Umber 'g' The Olog 35 1 +0 420 50 Yellow 'T' The Dagashi 35 4 +10 13d25 70 Yellow 'p' The Gravity hound 35 2 +0 35d10 30 L.Slate 'Z' The Acidic cytoplasm 35 5 +10 400 18 Slate 'j' The Inertia hound 35 2 +0 35d10 30 L.Slate 'Z' The Impact hound 35 2 +0 35d10 30 Umber 'Z' The Dread 35 2 +10 25d20 30 Orange 'G' The Ooze elemental 35 3 +0 13d10 80 Green 'E' The Smoke elemental 35 3 +10 15d10 80 L.Red 'E' The Young black dragon 35 1 +0 250 60 Slate 'd' The Mumak 35 3 +0 90d10 55 Slate 'q' The Giant red ant 35 1 +0 200 49 Red 'a' The Mature white dragon 35 1 +0 400 65 White 'd' The Xorn 36 2 +0 160 80 Umber 'X' The Shadow 36 3 +10 10d20 30 L.Dark 'G' The Phantom 36 3 +10 20d25 30 Violet 'G' The Grey wraith 36 1 +0 190 50 Slate 'W' The Young multi-hued dragon 36 1 +0 320 60 Violet 'd' The Colossus 36 4 -10 3000 150 L.Green 'g' The Young gold dragon 36 2 +0 300 63 Yellow 'd' [U] Rogrog the Black Troll 36 5 +10 1500 70 L.Dark 'T' The Mature blue dragon 36 1 +0 400 75 Blue 'd' The Mature green dragon 36 1 +0 400 70 Green 'd' The Mature bronze dragon 36 2 +0 440 70 L.Umber 'd' The Young red dragon 36 1 +0 290 63 Red 'd' The Trapper 36 3 +10 600 75 White '.' The Bodak 36 2 +0 35d10 68 Red 'u' The Ice elemental 36 2 +0 35d10 60 White 'E' The Necromancer 36 2 +0 280 50 L.Red 'p' [U] Lorgan, Chief of the Easterlings 36 2 +10 1800 100 L.Red 'p' The Demonologist 36 2 +10 280 50 L.Red 'p' The Mummified troll 37 1 +0 190 50 White 'z' [U] The Queen Ant 37 2 +10 1500 100 L.Dark 'a' The Will o' the wisp 37 4 +20 200 150 L.Slate 'E' The Magma elemental 37 2 +0 35d10 70 Red 'E' The Black pudding 37 5 +0 400 18 L.Dark 'j' The Killer blue beetle 37 2 +0 250 60 Blue 'K' The Nexus vortex 37 1 +10 32d10 40 L.Red 'v' The Plasma vortex 37 1 +10 32d10 40 Red 'v' The Mature red dragon 37 1 +0 480 80 Red 'd' The Mature gold dragon 37 2 +0 560 80 Yellow 'd' The Crystal drake 37 2 +10 500 100 Violet 'd' The Mature black dragon 37 1 +0 460 55 Slate 'd' The Mature multi-hued dragon 38 2 +0 640 65 Violet 'd' The Death knight 38 1 +10 600 100 L.Dark 'p' [U] Castamir the Usurper 38 5 +10 880 90 L.Red 'p' The Time vortex 38 4 +20 32d10 40 L.Blue 'v' The Shimmering vortex 38 4 +30 6d12 30 Violet 'v' The Ancient blue dragon 38 1 +10 700 80 Blue 'D' The Ancient bronze dragon 38 2 +10 730 100 L.Umber 'D' The Beholder 38 4 +10 1600 80 L.Umber 'e' The Emperor wight 38 2 +10 380 40 Red 'W' The Planetar 38 6 +10 500 68 Red 'A' [U] Vargo, Tyrant of Fire 38 3 +10 1500 50 Red 'E' The Black wraith 38 2 +10 500 55 L.Dark 'W' The Erinyes 38 2 +0 240 50 Umber 'U' The Nether wraith 39 2 +10 480 55 L.Green 'W' The Eldrak 39 3 +0 750 80 Red 'T' The Ettin 39 3 +0 1500 100 Blue 'T' [U] Waldern, King of Water 39 3 +10 2000 40 Slate 'E' [U] Kavlax the Many-Headed 39 3 +10 1300 85 Violet 'd' The Ancient white dragon 39 1 +10 700 90 White 'D' The Ancient green dragon 39 1 +10 720 85 Green 'D' The 7-headed hydra 39 2 +10 100d10 90 L.Green 'M' The Night mare 39 3 +10 1500 85 L.Dark 'q' The Vampire lord 39 3 +10 1600 70 Blue 'V' The Ancient black dragon 39 1 +10 720 90 Slate 'D' The Disenchanter worm mass 40 3 -10 10d8 5 Violet 'w' The Rotting quylthulg 40 1 +10 160 1 Umber 'Q' The Spirit troll 40 3 +0 1000 90 L.Blue 'T' The Lesser titan 40 3 +10 1000 80 Yellow 'P' The 9-headed hydra 40 2 +10 100d12 95 Red 'M' The Enchantress 40 4 +20 520 60 L.Red 'p' The Archpriest 40 2 +10 520 60 L.Green 'p' The Sorcerer 40 2 +20 520 60 Violet 'p' The Xaren 40 1 +10 320 80 Slate 'X' The Giant roc 40 3 +0 80d13 70 Umber 'B' [U] Uvatha the Horseman 40 3 +10 1200 60 L.Dark 'W' The Minotaur 40 2 +20 100d10 25 Slate 'H' [U] Medusa, the Gorgon 40 3 +10 2400 100 Orange 'n' The Death drake 40 2 +10 1000 100 L.Green 'D' The Ancient red dragon 40 1 +10 1000 100 Red 'D' The Ancient gold dragon 40 2 +10 1500 100 Yellow 'D' The Great crystal drake 40 2 +10 1500 100 Violet 'D' The Vrock 40 2 +0 400 50 Slate 'U' The Death quasit 40 3 +20 440 80 L.Dark 'u' [U] Adunaphel the Quiet 41 3 +10 1200 60 L.Dark 'W' The Dark elven sorceror 41 2 +20 800 70 Violet 'h' The Master lich 41 2 +10 1800 80 Red 'L' The Hezrou 41 3 +0 520 40 Violet 'U' [U] Akhorahil the Blind 41 3 +10 1800 70 L.Dark 'W' [U] Gorlim, Betrayer of Barahir 41 3 +10 1600 120 Slate 'p' The Solar 41 6 +20 100d35 140 Yellow 'A' The Glabrezu 41 2 +0 600 40 Orange 'U' [U] Ren the Unclean 41 3 +10 1800 70 L.Dark 'W' The Nalfeshnee 42 2 +0 670 50 Red 'U' The Undead beholder 42 4 +10 2700 100 Umber 'e' The Dread 42 1 +10 25d20 30 Orange 'G' The Mumak 43 2 +0 90d10 55 Slate 'q' The Ancient multi-hued dragon 43 1 +10 2100 100 Violet 'D' The Ethereal dragon 43 2 +10 2100 100 Orange 'D' [U] Ji Indur Dawndeath 43 4 +10 1800 70 L.Dark 'W' The Marilith 43 2 +10 1200 75 Yellow 'U' [U] Quaker, Master of Earth 43 4 +0 1800 97 Umber 'E' The Lesser Balrog 44 3 +10 1800 50 L.Red 'U' [U] Ariel, Queen of Air 44 4 +20 2700 50 L.Blue 'E' The 11-headed hydra 44 2 +10 100d18 100 L.Red 'M' The Patriarch 44 2 +10 800 60 L.Green 'p' The Dreadmaster 44 2 +10 1200 100 Yellow 'G' The Drolem 44 3 +10 3000 130 Green 'g' [U] Scatha the Worm 44 2 +10 2000 130 White 'D' [U] Dwar, Dog Lord of Waw 44 3 +10 2000 90 L.Dark 'W' [U] Smaug the Golden 45 2 +10 2000 100 Red 'D' The Dracolich 46 2 +10 3500 120 L.Green 'D' The Greater titan 46 3 +10 3800 125 Orange 'P' The Dracolisk 46 2 +10 3500 120 L.Green 'D' The Death mold 47 1 +30 100d20 60 L.Dark 'm' [U] Itangast the Fire Drake 47 4 +10 2200 100 Red 'D' [U] Glaurung, Father of the Dragons 48 2 +10 2800 120 Red 'D' The Master mystic 50 3 +20 1100 60 Orange 'p' [U] Muar, the Balrog 50 3 +10 3000 100 Orange 'U' The Nightwing 50 4 +10 60d30 120 L.Dark 'W' The Nether hound 51 2 +10 60d10 100 L.Green 'Z' The Time hound 51 4 +20 60d10 100 L.Blue 'Z' The Plasma hound 51 2 +10 60d10 100 Red 'Z' The Demonic quylthulg 51 1 +10 480 1 Red 'Q' The Great storm wyrm 51 2 +10 3000 150 Blue 'D' [U] Baphomet the Minotaur Lord 51 4 +20 3500 120 Slate 'H' [U] Harowen the Black Hand 52 3 +30 2500 90 L.Blue 'p' [U] Hoarmurath of Dir 52 3 +10 2500 100 L.Dark 'W' The Grand master mystic 53 3 +20 2200 80 Orange 'p' [U] Khamul the Easterling 53 3 +10 3500 100 L.Dark 'W' The Ethereal hound 54 3 +10 60d15 100 L.Green 'Z' The Great ice wyrm 54 2 +10 3000 170 White 'D' [U] The Phoenix 54 3 +10 3600 130 Red 'B' The Nightcrawler 54 4 +10 80d60 160 L.Dark 'W' The Hand druj 55 4 +20 600 110 Yellow 's' The Eye druj 55 4 +20 1000 90 Red 's' The Skull druj 55 4 +20 1400 120 Orange 's' The Chaos vortex 55 1 +30 32d20 80 Violet 'v' The Aether vortex 55 2 +20 32d20 40 Violet 'v' [U] The Lernean Hydra 55 2 +10 4500 140 White 'M' [U] Thuringwethil 55 4 +20 4000 145 L.Dark 'V' The Great hell wyrm 55 2 +10 5400 170 Red 'D' The Draconic quylthulg 55 3 +10 720 1 Green 'Q' [U] Fundin Bluecloak 56 2 +20 5000 195 L.Green 'h' [U] Uriel, Angel of Fire 56 3 +20 5500 160 Red 'A' [U] Azriel, Angel of Death 57 3 +20 6000 170 L.Dark 'A' [U] Ancalagon the Black 58 3 +10 7500 125 L.Dark 'D' The Nightwalker 59 4 +20 50d65 175 L.Dark 'W' [U] Gabriel, the Messenger 59 3 +20 7500 180 White 'A' [U] Saruman of Many Colours 60 1 +10 5000 100 Violet 'p' The Dreadlord 62 2 +10 3000 150 Red 'G' [U] The Cat Lord 64 3 +20 4800 200 Red 'f' The Chaos beetle 65 4 +20 3200 125 Violet 'K' The Chaos hound 65 1 +10 60d30 100 Violet 'Z' The Great Wyrm of Chaos 67 2 +10 4500 170 Violet 'D' The Great Wyrm of Law 67 2 +10 4500 170 L.Blue 'D' The Great Wyrm of Balance 67 4 +10 4900 170 Violet 'D' [U] Tselakus, the Dreadlord 68 2 +20 6500 150 Red 'G' [U] Tiamat, Celestial Dragon of Evil 70 4 +20 10000 125 Violet 'D' The Black reaver 71 3 +10 3500 170 L.Dark 'L' The Master quylthulg 71 3 +10 2000 1 L.Blue 'Q' The Greater draconic quylthulg 71 3 +10 1500 1 L.Green 'Q' The Greater rotting quylthulg 71 3 +10 1500 1 L.Umber 'Q' [U] Vecna, the Emperor Lich 72 2 +20 5000 85 L.Red 'L' [U] Omarax the Eye Tyrant 73 4 +20 6500 80 Violet 'e' [U] Ungoliant, the Unlight 75 1 +10 13000 160 L.Dark 'S' The Aether hound 75 2 +10 60d30 100 Violet 'Z' [U] The Mouth of Sauron 78 3 +20 7000 100 Violet 'p' [U] The Emperor Quylthulg 78 3 +20 5000 1 White 'Q' [U] Qlzqqlzuup, the Lord of Flesh 78 3 +20 5000 1 Orange 'Q' [U] Murazor, the Witch-King of Angmar 80 3 +20 6000 120 L.Dark 'W' [U] Pazuzu, Lord of Air 82 2 +30 5500 125 White 'B' The Hell hound 83 4 +10 480 80 Red 'C' [U] Cantoras, the Skeletal Lord 84 2 +30 7500 120 White 's' [U] The Tarrasque 84 2 +20 8500 185 Violet 'R' [U] Lungorthin, the Balrog of White Fire 85 2 +20 8000 125 White 'U' [U] Draugluin, Sire of All Werewolves 87 2 +20 7000 90 Umber 'C' [U] Feagwath the Undead Sorceror 90 3 +20 6000 100 L.Red 'L' [U] Carcharoth, the Jaws of Thirst 92 2 +20 7500 110 L.Dark 'C' [U] Cerberus, Guardian of Hades 94 1 +20 10000 160 Red 'C' [U] Gothmog, the High Captain of Balrogs 95 1 +20 8000 140 L.Red 'U' [Q] Sauron, the Sorcerer 99 1 +20 10500 160 Violet 'p' [Q] Morgoth, Lord of Darkness 100 1 +30 20000 150 L.Dark 'P' angband-doc-3.0.3.5/Help-Info/mon-view.spo0000644000000000000000000012575011020366743014764 0ustar Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ Name Lev Rar Spd Hp Ac Visual Info ---- --- --- --- -- -- ----------- The Mimic (potion) 18 3 +0 10d10 30 White '!' The Creeping silver coins 6 2 -10 12d8 30 Slate '$' The Creeping copper coins 4 2 -10 7d8 24 Umber '$' The Creeping mithril coins 13 4 +0 20d8 50 L.Blue '$' The Creeping gold coins 10 3 -10 18d8 36 Yellow '$' The Creeping adamantite coins 27 4 +10 20d25 50 L.Green '$' The Memory moss 32 3 +0 1d2 1 Red ',' The Shrieker mushroom patch 2 1 +0 1 1 L.Red ',' The Grey mushroom patch 1 1 +0 1d2 1 Slate ',' The Clear mushroom patch 10 2 +10 1 1 White ',' The Magic mushroom patch 15 2 +20 1 10 L.Blue ',' The Spotted mushroom patch 3 1 +0 1 1 Orange ',' The Purple mushroom patch 6 2 +0 1 1 Violet ',' The Yellow mushroom patch 2 1 +0 1 1 Yellow ',' The Shambling mound 18 2 +0 20d6 16 L.Slate ',' The Lurker 14 3 +0 200 25 White '.' The Trapper 36 3 +10 600 75 White '.' The Mimic (ring) 29 3 +10 10d35 60 White '=' The Mimic (scroll) 21 3 +0 10d14 40 White '?' The Planetar 38 6 +10 500 68 Red 'A' [U] Uriel, Angel of Fire 56 3 +20 5500 160 Red 'A' [U] Gabriel, the Messenger 59 3 +20 7500 180 White 'A' The Movanic Deva 29 6 +0 400 68 L.Blue 'A' [U] Azriel, Angel of Death 57 3 +20 6000 170 L.Dark 'A' The Monadic Deva 26 6 +0 300 60 Orange 'A' The Solar 41 6 +20 100d35 140 Yellow 'A' The Astral Deva 33 6 +10 450 68 L.Green 'A' [U] The Phoenix 54 3 +10 3600 130 Red 'B' The Giant roc 40 3 +0 80d13 70 Umber 'B' [U] Pazuzu, Lord of Air 82 2 +30 5500 125 White 'B' The Hell hound 35 3 +10 400 80 Red 'C' The Hell hound 83 4 +10 480 80 Red 'C' [U] Cerberus, Guardian of Hades 94 1 +20 10000 160 Red 'C' The Warg 14 2 +10 8d8 20 Slate 'C' The Wolf 10 1 +10 6d6 30 Umber 'C' [U] Draugluin, Sire of All Werewolves 87 2 +20 7000 90 Umber 'C' The White wolf 12 1 +10 7d7 30 White 'C' The Blink dog 18 2 +10 8d8 20 L.Blue 'C' The Werewolf 20 1 +0 20d22 30 L.Dark 'C' [U] Carcharoth, the Jaws of Thirst 92 2 +20 7500 110 L.Dark 'C' The Scruffy little dog 0 3 +0 1d3 1 L.Umber 'C' The Jackal 1 1 +0 1d4 3 L.Umber 'C' [U] Fang, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' [U] Grip, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' The Ancient red dragon 40 1 +10 1000 100 Red 'D' [U] Smaug the Golden 45 2 +10 2000 100 Red 'D' [U] Itangast the Fire Drake 47 4 +10 2200 100 Red 'D' [U] Glaurung, Father of the Dragons 48 2 +10 2800 120 Red 'D' The Great hell wyrm 55 2 +10 5400 170 Red 'D' The Ancient blue dragon 38 1 +10 700 80 Blue 'D' The Great storm wyrm 51 2 +10 3000 150 Blue 'D' The Ancient green dragon 39 1 +10 720 85 Green 'D' The Ancient black dragon 39 1 +10 720 90 Slate 'D' The Ancient white dragon 39 1 +10 700 90 White 'D' [U] Scatha the Worm 44 2 +10 2000 130 White 'D' The Great ice wyrm 54 2 +10 3000 170 White 'D' The Great Wyrm of Law 67 2 +10 4500 170 L.Blue 'D' [U] Ancalagon the Black 58 3 +10 7500 125 L.Dark 'D' The Ethereal dragon 43 2 +10 2100 100 Orange 'D' The Great crystal drake 40 2 +10 1500 100 Violet 'D' The Ancient multi-hued dragon 43 1 +10 2100 100 Violet 'D' The Great Wyrm of Balance 67 4 +10 4900 170 Violet 'D' The Great Wyrm of Chaos 67 2 +10 4500 170 Violet 'D' [U] Tiamat, Celestial Dragon of Evil 70 4 +20 10000 125 Violet 'D' The Ancient gold dragon 40 2 +10 1500 100 Yellow 'D' The Death drake 40 2 +10 1000 100 L.Green 'D' The Dracolich 46 2 +10 3500 120 L.Green 'D' The Dracolisk 46 2 +10 3500 120 L.Green 'D' The Ancient bronze dragon 38 2 +10 730 100 L.Umber 'D' The Fire spirit 18 2 +10 10d9 30 Red 'E' The Fire elemental 33 2 +0 30d8 50 Red 'E' The Magma elemental 37 2 +0 35d10 70 Red 'E' [U] Vargo, Tyrant of Fire 38 3 +10 1500 50 Red 'E' The Ooze elemental 35 3 +0 13d10 80 Green 'E' The Smoke elemental 35 3 +10 15d10 80 L.Red 'E' The Water spirit 17 1 +10 9d8 28 Slate 'E' The Water elemental 33 2 +0 25d8 40 Slate 'E' [U] Waldern, King of Water 39 3 +10 2000 40 Slate 'E' The Earth spirit 17 2 +10 13d8 40 Umber 'E' The Earth elemental 34 2 -10 30d10 60 Umber 'E' [U] Quaker, Master of Earth 43 4 +0 1800 97 Umber 'E' The Ice elemental 36 2 +0 35d10 60 White 'E' The Air spirit 12 2 +20 8d8 40 L.Blue 'E' The Air elemental 34 2 +10 30d5 50 L.Blue 'E' [U] Ariel, Queen of Air 44 4 +20 2700 50 L.Blue 'E' The Invisible stalker 34 3 +20 19d12 46 Yellow 'E' The Will o' the wisp 37 4 +20 200 150 L.Slate 'E' The Giant green dragon fly 16 2 +0 3d8 20 Green 'F' The Giant black dragon fly 18 2 +10 3d8 20 Slate 'F' The Giant white dragon fly 14 3 +0 5d8 20 White 'F' The Giant gold dragon fly 18 2 +10 3d8 20 Yellow 'F' The Giant bronze dragon fly 18 1 +10 3d8 20 L.Umber 'F' The Dreadlord 62 2 +10 3000 150 Red 'G' [U] Tselakus, the Dreadlord 68 2 +20 6500 150 Red 'G' The Banshee 24 2 +10 6d8 24 Blue 'G' The Green glutton ghost 5 1 +20 3d4 20 Green 'G' The Moaning spirit 12 2 +10 5d8 20 Umber 'G' The Ghost 31 1 +10 13d8 30 White 'G' The Lost soul 7 2 +0 2d8 10 L.Blue 'G' The Shade 33 3 +10 14d20 30 L.Dark 'G' The Shadow 36 3 +10 10d20 30 L.Dark 'G' The Dread 35 2 +10 25d20 30 Orange 'G' The Dread 42 1 +10 25d20 30 Orange 'G' The Phantom 36 3 +10 20d25 30 Violet 'G' The Dreadmaster 44 2 +10 1200 100 Yellow 'G' The Poltergeist 3 1 +20 2d5 15 L.Slate 'G' The Spectre 33 3 +10 14d20 30 L.Umber 'G' The Chimera 20 1 +0 13d8 15 Red 'H' The Minotaur 40 2 +20 100d10 25 Slate 'H' [U] Baphomet the Minotaur Lord 51 4 +20 3500 120 Slate 'H' The Griffon 15 1 +0 30d8 15 Umber 'H' The White harpy 2 1 +0 2d5 17 White 'H' The Black harpy 9 1 +10 3d8 22 L.Dark 'H' The Gorgimera 27 2 +0 25d20 55 Orange 'H' The Manticore 30 2 +10 250 15 Yellow 'H' The Hippogriff 11 1 +0 20d9 14 L.Umber 'H' The Giant flea 14 1 +10 2d2 25 Slate 'I' The Hummerhorn 16 5 +10 2d2 14 Yellow 'I' The Giant fruit fly 10 6 +10 2d2 14 L.Green 'I' The Rattlesnake 6 1 +0 6d7 24 Red 'J' The King cobra 9 2 +0 8d10 30 Green 'J' The Large grey snake 4 1 -10 6d8 41 Slate 'J' The Large brown snake 1 1 -10 4d6 35 Umber 'J' The Large white snake 1 1 -10 3d6 30 White 'J' The Black mamba 12 3 +10 10d8 32 L.Dark 'J' The Copperhead snake 5 1 +0 4d6 20 Orange 'J' The Large yellow snake 2 1 -10 4d8 38 Yellow 'J' The Killer red beetle 27 1 +0 13d8 45 Red 'K' The Killer blue beetle 37 2 +0 250 60 Blue 'K' The Killer stag beetle 22 1 +0 20d8 55 Green 'K' The Killer pink beetle 25 2 +0 20d8 50 L.Red 'K' The Killer brown beetle 13 2 +0 13d8 40 Umber 'K' The Killer white beetle 23 1 +0 20d8 55 White 'K' The Death watch beetle 31 3 +0 25d12 60 L.Dark 'K' The Chaos beetle 65 4 +20 3200 125 Violet 'K' The Killer slicer beetle 30 2 +0 22d10 60 Yellow 'K' The Master lich 41 2 +10 1800 80 Red 'L' [U] Vecna, the Emperor Lich 72 2 +20 5000 85 L.Red 'L' [U] Feagwath the Undead Sorceror 90 3 +20 6000 100 L.Red 'L' The Black reaver 71 3 +10 3500 170 L.Dark 'L' The Lich 34 3 +0 300 60 Orange 'L' The 9-headed hydra 40 2 +10 100d12 95 Red 'M' The 5-headed hydra 28 2 +10 100d8 80 Green 'M' The 11-headed hydra 44 2 +10 100d18 100 L.Red 'M' The 2-headed hydra 17 2 +0 100d3 60 Umber 'M' [U] The Lernean Hydra 55 2 +10 4500 140 White 'M' The 3-headed hydra 20 2 +10 100d5 65 Orange 'M' The 4-headed hydra 24 2 +10 100d6 70 Yellow 'M' The 7-headed hydra 39 2 +10 100d10 90 L.Green 'M' The Ogre mage 27 2 +0 30d12 40 Red 'O' [U] Lokkak, the Ogre Chieftain 27 2 +10 1500 100 Green 'O' The Cave ogre 26 1 +0 30d9 33 Umber 'O' The Black ogre 15 2 +0 20d9 33 L.Dark 'O' The Ogre shaman 32 2 +0 14d10 55 Orange 'O' The Ogre 13 2 +0 13d9 33 L.Umber 'O' The Fire giant 16 2 +0 20d8 60 Red 'P' The Cloud giant 20 1 +0 24d10 60 Blue 'P' The Frost giant 15 1 +0 17d10 50 White 'P' The Storm giant 32 1 +0 380 60 L.Blue 'P' [Q] Morgoth, Lord of Darkness 100 1 +30 20000 150 L.Dark 'P' The Greater titan 46 3 +10 3800 125 Orange 'P' The Lesser titan 40 3 +10 1000 80 Yellow 'P' The Stone giant 18 1 +0 24d8 75 L.Slate 'P' The Hill giant 14 1 +0 16d10 45 L.Umber 'P' The Demonic quylthulg 51 1 +10 480 1 Red 'Q' The Draconic quylthulg 55 3 +10 720 1 Green 'Q' The Nexus quylthulg 32 1 +0 10d12 1 L.Red 'Q' The Rotting quylthulg 40 1 +10 160 1 Umber 'Q' [U] The Emperor Quylthulg 78 3 +20 5000 1 White 'Q' The Master quylthulg 71 3 +10 2000 1 L.Blue 'Q' [U] Qlzqqlzuup, the Lord of Flesh 78 3 +20 5000 1 Orange 'Q' The Quylthulg 20 1 +0 6d8 1 Yellow 'Q' The Greater draconic quylthulg 71 3 +10 1500 1 L.Green 'Q' The Greater rotting quylthulg 71 3 +10 1500 1 L.Umber 'Q' The Basilisk 28 3 +10 20d30 90 Blue 'R' The Giant green frog 2 1 +0 2d8 8 Green 'R' The Giant pink frog 7 1 +0 5d8 16 L.Red 'R' The Cave lizard 4 1 +0 3d6 16 Umber 'R' The Night lizard 7 2 +0 4d8 16 L.Dark 'R' The Salamander 2 1 +0 4d6 20 Orange 'R' [U] The Tarrasque 84 2 +20 8500 185 Violet 'R' The Giant salamander 8 1 +0 6d7 40 Yellow 'R' The Rock lizard 1 1 +0 3d4 4 L.Umber 'R' The Giant red tick 26 1 +0 16d8 54 Red 'S' The Mirkwood spider 15 2 +10 9d8 25 Green 'S' The Giant pink scorpion 17 1 +0 11d8 44 L.Red 'S' The Giant grey scorpion 34 4 +10 18d20 50 Slate 'S' The Drider 13 2 +0 10d13 30 Umber 'S' The Giant white tick 10 2 -10 12d8 40 White 'S' The Phase spider 20 2 +10 6d8 25 L.Blue 'S' The Cave spider 2 1 +10 2d6 16 L.Dark 'S' [U] Shelob, Spider of Darkness 32 3 +0 1200 80 L.Dark 'S' [U] Ungoliant, the Unlight 75 1 +10 13000 160 L.Dark 'S' The Giant tarantula 15 3 +10 10d15 32 Orange 'S' The Giant spider 10 2 +0 10d10 16 Violet 'S' The Giant yellow scorpion 22 1 +0 12d8 38 Yellow 'S' The Wood spider 7 3 +10 3d6 16 L.Umber 'S' The Eldrak 39 3 +0 750 80 Red 'T' The Ettin 39 3 +0 1500 100 Blue 'T' The Forest troll 17 1 +0 20d10 50 Green 'T' The Water troll 33 1 +0 360 50 Slate 'T' The Cave troll 33 1 +0 24d12 50 Umber 'T' The Ice troll 28 1 +0 24d10 56 White 'T' The Spirit troll 40 3 +0 1000 90 L.Blue 'T' [U] Rogrog the Black Troll 36 5 +10 1500 70 L.Dark 'T' The Algroth 27 1 +0 21d12 60 Orange 'T' The Olog 35 1 +0 420 50 Yellow 'T' The Troll priest 25 1 +0 300 50 L.Green 'T' The Stone troll 25 1 +0 23d10 40 L.Slate 'T' [U] Bert the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Bill the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Tom the Stone Troll 33 7 +0 1100 70 L.Slate 'T' The Half-troll 33 2 +0 25d14 50 L.Umber 'T' The Nalfeshnee 42 2 +0 670 50 Red 'U' The Lesser Balrog 44 3 +10 1800 50 L.Red 'U' [U] Gothmog, the High Captain of Balrogs 95 1 +20 8000 140 L.Red 'U' The Vrock 40 2 +0 400 50 Slate 'U' The Erinyes 38 2 +0 240 50 Umber 'U' [U] Lungorthin, the Balrog of White Fire 85 2 +20 8000 125 White 'U' The Glabrezu 41 2 +0 600 40 Orange 'U' [U] Muar, the Balrog 50 3 +10 3000 100 Orange 'U' The Hezrou 41 3 +0 520 40 Violet 'U' The Marilith 43 2 +10 1200 75 Yellow 'U' The Vampire lord 39 3 +10 1600 70 Blue 'V' The Master vampire 34 3 +0 340 60 Green 'V' [U] Thuringwethil 55 4 +20 4000 145 L.Dark 'V' The Vampire 27 1 +0 25d12 45 Violet 'V' The Emperor wight 38 2 +10 380 40 Red 'W' The Grave wight 30 1 +0 12d10 50 Blue 'W' The Forest wight 24 1 +0 12d8 30 Green 'W' The Grey wraith 36 1 +0 190 50 Slate 'W' The White wraith 26 1 +0 15d8 40 White 'W' The Black wraith 38 2 +10 500 55 L.Dark 'W' [U] Uvatha the Horseman 40 3 +10 1200 60 L.Dark 'W' [U] Adunaphel the Quiet 41 3 +10 1200 60 L.Dark 'W' [U] Akhorahil the Blind 41 3 +10 1800 70 L.Dark 'W' [U] Ren the Unclean 41 3 +10 1800 70 L.Dark 'W' [U] Ji Indur Dawndeath 43 4 +10 1800 70 L.Dark 'W' [U] Dwar, Dog Lord of Waw 44 3 +10 2000 90 L.Dark 'W' The Nightwing 50 4 +10 60d30 120 L.Dark 'W' [U] Hoarmurath of Dir 52 3 +10 2500 100 L.Dark 'W' [U] Khamul the Easterling 53 3 +10 3500 100 L.Dark 'W' The Nightcrawler 54 4 +10 80d60 160 L.Dark 'W' The Nightwalker 59 4 +20 50d65 175 L.Dark 'W' [U] Murazor, the Witch-King of Angmar 80 3 +20 6000 120 L.Dark 'W' The Barrow wight 33 3 +0 15d10 40 Violet 'W' The Nether wraith 39 2 +10 480 55 L.Green 'W' The Xaren 40 1 +10 320 80 Slate 'X' The Xorn 36 2 +0 160 80 Umber 'X' The Umber hulk 16 1 +0 20d10 50 L.Umber 'X' The Yeti 9 3 +0 11d9 24 Blue 'Y' The Sasquatch 20 3 +10 20d19 40 Green 'Y' The Fire hound 18 1 +0 10d6 30 Red 'Z' The Plasma hound 51 2 +10 60d10 100 Red 'Z' The Energy hound 18 1 +0 10d6 30 Blue 'Z' The Air hound 20 1 +0 15d8 30 Green 'Z' The Nexus hound 27 3 +0 25d10 30 L.Red 'Z' The Water hound 20 2 +0 15d8 30 Slate 'Z' The Earth hound 20 1 +0 15d8 30 Umber 'Z' The Impact hound 35 2 +0 35d10 30 Umber 'Z' The Clear hound 15 2 +0 10d6 30 White 'Z' The Cold hound 18 1 +0 10d6 30 White 'Z' The Time hound 51 4 +20 60d10 100 L.Blue 'Z' The Dark hound 15 1 +0 6d6 30 L.Dark 'Z' The Light hound 15 1 +0 6d6 30 Orange 'Z' The Chaos hound 65 1 +10 60d30 100 Violet 'Z' The Aether hound 75 2 +10 60d30 100 Violet 'Z' The Vibration hound 27 3 +0 25d10 30 Yellow 'Z' The Nether hound 51 2 +10 60d10 100 L.Green 'Z' The Ethereal hound 54 3 +10 60d15 100 L.Green 'Z' The Gravity hound 35 2 +0 35d10 30 L.Slate 'Z' The Inertia hound 35 2 +0 35d10 30 L.Slate 'Z' The Giant red ant 35 1 +0 200 49 Red 'a' The Giant blue ant 30 2 +0 8d8 50 Blue 'a' The Giant pink ant 9 2 +0 4d8 34 L.Red 'a' The Giant grey ant 26 1 +0 19d8 40 Slate 'a' The Giant white ant 3 1 +0 3d6 16 White 'a' The Giant black ant 2 1 +0 3d6 20 L.Dark 'a' [U] The Queen Ant 37 2 +10 1500 100 L.Dark 'a' The Giant army ant 30 3 +10 19d6 40 Orange 'a' The Soldier ant 1 1 +0 2d5 3 L.Slate 'a' The Red dragon bat 23 1 +20 3d8 28 Red 'b' The Blue dragon bat 21 1 +20 4d4 26 Blue 'b' The Giant brown bat 6 1 +20 3d8 15 Umber 'b' The Fruit bat 1 1 +10 1d6 3 Orange 'b' The Vampire bat 24 2 +10 9d10 40 Violet 'b' The Metallic red centipede 3 1 +10 4d8 9 Red 'c' The Metallic blue centipede 3 1 +10 4d5 6 Blue 'c' The Metallic green centipede 2 1 +10 4d4 4 Green 'c' The Stegocentipede 12 2 +10 13d8 30 Umber 'c' The Giant white centipede 1 1 +0 3d5 10 White 'c' The Giant clear centipede 15 2 +0 5d8 30 White 'c' The Carrion crawler 25 2 +0 20d12 40 Orange 'c' The Carrion crawler 34 2 +0 20d12 40 Orange 'c' The Giant yellow centipede 1 1 +0 2d6 12 Yellow 'c' The Baby red dragon 9 2 +0 110 30 Red 'd' The Young red dragon 36 1 +0 290 63 Red 'd' The Mature red dragon 37 1 +0 480 80 Red 'd' The Baby blue dragon 9 2 +0 100 30 Blue 'd' The Young blue dragon 29 1 +0 270 50 Blue 'd' The Mature blue dragon 36 1 +0 400 75 Blue 'd' The Baby green dragon 9 2 +0 100 30 Green 'd' The Young green dragon 29 1 +0 270 60 Green 'd' The Mature green dragon 36 1 +0 400 70 Green 'd' The Baby black dragon 9 2 +0 100 30 Slate 'd' The Young black dragon 35 1 +0 250 60 Slate 'd' The Mature black dragon 37 1 +0 460 55 Slate 'd' The Baby white dragon 9 2 +0 100 30 White 'd' The Young white dragon 29 1 +0 270 50 White 'd' The Mature white dragon 35 1 +0 400 65 White 'd' The Law drake 33 3 +0 550 100 L.Blue 'd' The Shadow drake 30 2 +0 20d10 50 L.Dark 'd' The Pseudo dragon 10 2 +0 200 30 Orange 'd' The Ethereal drake 33 3 +0 450 100 Orange 'd' The Baby multi-hued dragon 11 2 +0 130 30 Violet 'd' The Balance drake 33 3 +0 600 100 Violet 'd' The Chaos drake 33 3 +0 500 100 Violet 'd' The Young multi-hued dragon 36 1 +0 320 60 Violet 'd' The Crystal drake 37 2 +10 500 100 Violet 'd' The Mature multi-hued dragon 38 2 +0 640 65 Violet 'd' [U] Kavlax the Many-Headed 39 3 +10 1300 85 Violet 'd' The Young gold dragon 36 2 +0 300 63 Yellow 'd' The Mature gold dragon 37 2 +0 560 80 Yellow 'd' The Young bronze dragon 29 3 +0 270 63 L.Umber 'd' The Mature bronze dragon 36 2 +0 440 70 L.Umber 'd' The Bloodshot eye 7 3 +0 5d8 6 Red 'e' The Radiation eye 3 1 +0 3d6 6 L.Red 'e' The Undead beholder 42 4 +10 2700 100 Umber 'e' The Floating eye 1 1 +0 3d6 6 Orange 'e' The Disenchanter eye 5 2 -10 7d8 10 Violet 'e' [U] Omarax the Eye Tyrant 73 4 +20 6500 80 Violet 'e' The Beholder 38 4 +10 1600 80 L.Umber 'e' [U] The Cat Lord 64 3 +20 4800 200 Red 'f' The Panther 10 2 +10 10d8 30 Umber 'f' The Displacer beast 26 2 +0 25d10 100 L.Dark 'f' The Tiger 12 2 +10 12d10 40 Orange 'f' The Sabre-tooth tiger 20 2 +10 20d14 50 Yellow 'f' The Scrawny cat 0 3 +0 1d2 1 L.Umber 'f' The Wild cat 2 2 +10 3d5 12 L.Umber 'f' The Drolem 44 3 +10 3000 130 Green 'g' The Flesh golem 14 1 +0 12d8 30 L.Red 'g' The Iron golem 22 2 +0 80d12 80 Slate 'g' The Eog golem 35 4 -10 100d20 125 Umber 'g' The Mithril golem 30 4 +0 80d15 100 L.Blue 'g' The Pukelman 25 3 +0 80d12 80 L.Dark 'g' The Colbran 27 2 +10 80d12 80 Yellow 'g' The Colossus 36 4 -10 3000 150 L.Green 'g' The Stone golem 19 2 -10 28d8 75 L.Slate 'g' The Clay golem 15 2 +0 14d8 30 L.Umber 'g' The Gnome mage 11 2 +0 7d8 20 Red 'h' The Gnome mage 15 2 +0 7d8 20 Red 'h' The Scruffy looking hobbit 3 1 +0 3d5 8 Blue 'h' [U] Smeagol 3 2 +20 25 12 Blue 'h' [U] Bullroarer the Hobbit 5 3 +10 60 8 Blue 'h' The Dark elven priest 12 1 +10 7d10 30 Green 'h' The Dark elven druid 25 3 +10 20d20 75 Green 'h' The Mind flayer 28 1 +0 150 60 L.Red 'h' The Dark elven warrior 10 1 +0 10d11 16 Umber 'h' [U] Farmer Maggot 0 4 +0 350 10 White 'h' The Dark elf 7 2 +0 7d10 16 L.Dark 'h' The Dark elven lord 20 2 +10 18d15 40 L.Dark 'h' [U] Ibun, Son of Mim 24 2 +0 820 80 Orange 'h' [U] Khim, Son of Mim 24 2 +0 820 80 Orange 'h' [U] Mim, Betrayer of Turin 27 4 +10 1100 80 Orange 'h' The Dark elven mage 10 1 +10 7d10 16 Violet 'h' The Dark elven sorceror 41 2 +20 800 70 Violet 'h' [U] Nar, the Dwarf 17 2 +0 450 70 Yellow 'h' [U] Fundin Bluecloak 56 2 +20 5000 195 L.Green 'h' The Bloodshot icky thing 9 3 +0 7d8 18 Red 'i' The Blue icky thing 14 4 -10 10d6 20 Blue 'i' The Green icky thing 7 2 +0 5d8 12 Green 'i' The Grey icky thing 5 1 +0 4d8 12 Slate 'i' The Clear icky thing 1 1 +0 2d5 6 White 'i' The White icky thing 1 1 +0 3d5 7 White 'i' The Blubbering icky thing 2 1 +0 5d6 4 L.Slate 'i' The Blue jelly 4 1 +0 12d8 1 Blue 'j' The Blue ooze 5 1 +0 3d4 16 Blue 'j' The Green ooze 3 2 +10 3d4 16 Green 'j' The Green jelly 5 1 +10 22d8 1 Green 'j' The Pink jelly 7 1 +0 26d8 1 L.Red 'j' The Acidic cytoplasm 35 5 +10 400 18 Slate 'j' The White jelly 2 1 +10 8d8 1 White 'j' The Black ooze 23 1 -20 6d8 6 L.Dark 'j' The Black pudding 37 5 +0 400 18 L.Dark 'j' The Spotted jelly 12 3 +10 13d8 18 Orange 'j' The Grape jelly 12 3 +0 52d8 1 Violet 'j' The Yellow jelly 3 1 +10 10d8 1 Yellow 'j' The Gelatinous cube 16 4 +0 360 18 L.Green 'j' The Silver jelly 3 2 +10 10d8 1 L.Slate 'j' The Ochre jelly 13 3 +10 13d8 18 L.Umber 'j' The Large kobold 5 1 +0 13d9 32 Blue 'k' [U] Mughash the Kobold Lord 7 3 +0 150 20 Blue 'k' The Small kobold 1 1 +0 2d7 16 Yellow 'k' The Kobold 1 1 +0 3d7 16 L.Green 'k' The Giant white louse 3 1 +10 1 5 White 'l' The Giant black louse 14 1 +10 1d2 7 L.Dark 'l' The Red mold 19 1 +0 17d8 16 Red 'm' The Green mold 8 2 +0 21d8 14 Green 'm' The Grey mold 1 1 +0 1d2 1 Slate 'm' The Brown mold 6 1 +0 15d8 12 Umber 'm' The Death mold 47 1 +30 100d20 60 L.Dark 'm' The Hairy mold 10 2 +0 15d8 15 Orange 'm' The Disenchanter mold 10 2 +0 16d8 20 Violet 'm' The Yellow mold 3 1 +0 8d8 10 Yellow 'm' The Green naga 5 1 +0 9d8 40 Green 'n' The Pink naga 7 2 +0 11d8 40 L.Red 'n' The Spirit naga 28 2 +0 30d15 75 White 'n' The Guardian naga 15 2 +0 24d11 65 L.Blue 'n' The Black naga 3 1 +0 6d8 40 L.Dark 'n' [U] Medusa, the Gorgon 40 3 +10 2400 100 Orange 'n' The Orc shaman 9 1 +0 9d8 15 Red 'o' [U] Bolg, Son of Azog 20 4 +10 500 50 Red 'o' [U] Azog, King of the Uruk-Hai 23 5 +10 900 80 Red 'o' [U] Ugluk, the Uruk 20 4 +0 640 90 Blue 'o' [U] Lugdush, the Uruk 21 3 +0 720 95 Blue 'o' [U] Ufthak of Cirith Ungol 14 3 +0 320 50 Green 'o' [U] Gorbag, the Orc Captain 18 3 +0 400 60 Green 'o' [U] Shagrat, the Orc Captain 18 2 +0 400 60 Green 'o' The Half-orc 15 3 +0 16d10 40 Slate 'o' The Hill orc 8 1 +0 13d9 32 Umber 'o' The Uruk 18 1 +0 80 50 L.Blue 'o' The Black orc 13 2 +0 12d10 36 L.Dark 'o' [U] Lagduf, the Snaga 8 2 +0 190 32 Orange 'o' The Orc captain 16 3 +0 20d10 59 Orange 'o' The Cave orc 7 1 +0 11d9 32 L.Green 'o' The Snaga 6 1 +0 8d8 32 L.Umber 'o' [U] Grishnakh, the Hill Orc 10 3 +0 230 20 L.Umber 'o' [U] Golfimbul, the Hill Orc Chief 12 3 +0 240 60 L.Umber 'o' The Novice mage 2 1 +0 6d4 6 Red 'p' The Novice mage 5 2 +0 6d4 6 Red 'p' The Druid 13 2 +0 12d12 10 Red 'p' The Illusionist 13 2 +0 12d8 10 Red 'p' The Mage 28 1 +0 15d8 40 Red 'p' The Novice rogue 2 1 +0 8d4 12 Blue 'p' The Novice rogue 6 2 +0 8d4 12 Blue 'p' The Bandit 8 2 +0 8d8 24 Blue 'p' [U] Wormtongue, Agent of Saruman 8 1 +0 250 30 Blue 'p' The Brigand 10 2 +0 9d8 32 Blue 'p' The Novice priest 2 1 +0 7d4 10 Green 'p' The Novice priest 6 2 +0 7d4 10 Green 'p' The Priest 12 1 +0 12d8 22 Green 'p' The Demonologist 36 2 +10 280 50 L.Red 'p' The Necromancer 36 2 +0 280 50 L.Red 'p' [U] Lorgan, Chief of the Easterlings 36 2 +10 1800 100 L.Red 'p' [U] Castamir the Usurper 38 5 +10 880 90 L.Red 'p' The Enchantress 40 4 +20 520 60 L.Red 'p' The Black knight 28 1 +10 30d10 70 Slate 'p' [U] Gorlim, Betrayer of Barahir 41 3 +10 1600 120 Slate 'p' The Novice warrior 2 1 +0 9d4 16 Umber 'p' The Novice warrior 6 2 +0 9d4 16 Umber 'p' [U] Brodda, the Easterling 9 2 +0 210 25 Umber 'p' The Hardened warrior 23 1 +0 15d11 40 Umber 'p' [U] Angamaite of Umbar 24 2 +0 800 80 Umber 'p' [U] Sangahyando of Umbar 24 2 +0 800 80 Umber 'p' The Novice paladin 4 1 +0 6d8 16 White 'p' The Novice paladin 8 2 +0 6d8 16 White 'p' The Master rogue 23 2 +10 15d9 30 L.Blue 'p' The Master thief 34 2 +20 18d10 30 L.Blue 'p' [U] Harowen the Black Hand 52 3 +30 2500 90 L.Blue 'p' The Death knight 38 1 +10 600 100 L.Dark 'p' The Mystic 33 3 +10 350 50 Orange 'p' The Master mystic 50 3 +20 1100 60 Orange 'p' The Grand master mystic 53 3 +20 2200 80 Orange 'p' The Sorcerer 40 2 +20 520 60 Violet 'p' [U] Saruman of Many Colours 60 1 +10 5000 100 Violet 'p' [U] The Mouth of Sauron 78 3 +20 7000 100 Violet 'p' [Q] Sauron, the Sorcerer 99 1 +20 10500 160 Violet 'p' The Ninja 32 2 +10 13d12 60 Yellow 'p' The Dagashi 35 4 +10 13d25 70 Yellow 'p' The Archpriest 40 2 +10 520 60 L.Green 'p' The Patriarch 44 2 +10 800 60 L.Green 'p' The Novice ranger 4 1 +0 6d8 6 L.Slate 'p' The Novice archer 6 2 +10 6d8 10 L.Slate 'p' The Novice ranger 8 1 +0 6d8 6 L.Slate 'p' The Swordsman 12 1 +0 12d8 34 L.Umber 'p' [U] Ulfast, Son of Ulfang 16 3 +0 340 40 L.Umber 'p' [U] Ulwarth, Son of Ulfang 26 4 +0 850 40 L.Umber 'p' [U] Uldor the Accursed 28 4 +0 1000 70 L.Umber 'p' [U] Ulfang the Black 34 5 +10 1000 90 L.Umber 'p' The Catoblepas 29 2 +0 30d10 55 Green 'q' The Mumak 35 3 +0 90d10 55 Slate 'q' The Mumak 43 2 +0 90d10 55 Slate 'q' The Night mare 39 3 +10 1500 85 L.Dark 'q' The Giant grey rat 9 1 +0 2d3 12 Slate 'r' The Giant white mouse 1 1 +0 1d3 4 White 'r' The Wererat 15 2 +0 20d8 10 L.Dark 'r' The Giant white rat 4 1 +0 2d2 7 L.Slate 'r' The Eye druj 55 4 +20 1000 90 Red 's' The Skeleton kobold 5 1 +0 5d8 26 White 's' The Skeleton orc 8 1 +0 10d8 36 White 's' The Skeleton human 12 1 +0 10d8 30 White 's' The Skeleton troll 30 1 +0 20d10 55 White 's' The Giant skeleton troll 33 1 +0 450 50 White 's' [U] Cantoras, the Skeletal Lord 84 2 +30 7500 120 White 's' The Skull druj 55 4 +20 1400 120 Orange 's' The Hand druj 55 4 +20 600 110 Yellow 's' The Mean looking mercenary 0 1 +0 5d8 20 Red 't' The Squint eyed rogue 0 1 +0 2d8 8 Blue 't' The Boil-covered wretch 0 1 +0 1d2 1 Green 't' The Mangy looking leper 0 1 +0 1 1 Umber 't' The Battle scarred veteran 0 1 +0 7d8 30 L.Blue 't' The Filthy street urchin 0 2 +0 1d4 1 L.Dark 't' The Aimless looking merchant 0 1 +0 3d3 1 Orange 't' The Singing, happy drunk 0 1 +0 2d3 1 Yellow 't' The Village idiot 0 1 +10 4d4 1 L.Green 't' The Blubbering idiot 0 1 +0 1d2 1 L.Slate 't' The Pitiful looking beggar 0 1 +0 1d4 1 L.Umber 't' The Bodak 36 2 +0 35d10 68 Red 'u' The Imp 17 2 +0 6d8 30 Green 'u' [U] Draebor, the Imp 28 5 +10 520 50 Green 'u' The Tengu 10 1 +10 16d9 32 L.Red 'u' The Manes 7 2 +0 8d8 32 Umber 'u' The Death quasit 40 3 +20 440 80 L.Dark 'u' The Quasit 16 2 +0 6d8 30 Orange 'u' The Homonculous 15 3 +0 8d8 32 Yellow 'u' The Lemure 8 3 +0 13d9 32 L.Umber 'u' The Fire vortex 21 1 +0 9d9 30 Red 'v' The Plasma vortex 37 1 +10 32d10 40 Red 'v' The Energy vortex 21 1 +0 12d12 30 Blue 'v' The Nexus vortex 37 1 +10 32d10 40 L.Red 'v' The Water vortex 21 1 +0 9d9 30 Slate 'v' The Cold vortex 21 1 +0 9d9 30 White 'v' The Time vortex 38 4 +20 32d10 40 L.Blue 'v' The Shimmering vortex 38 4 +30 6d12 30 Violet 'v' The Aether vortex 55 2 +20 32d20 40 Violet 'v' The Chaos vortex 55 1 +30 32d20 80 Violet 'v' The Red worm mass 5 1 -10 5d8 12 Red 'w' The Blue worm mass 4 1 -10 5d8 12 Blue 'w' The Green worm mass 2 1 -10 6d4 3 Green 'w' The White worm mass 1 1 -10 4d4 1 White 'w' The Clear worm mass 3 2 -10 4d4 1 White 'w' The Nether worm mass 12 3 -10 5d8 15 L.Dark 'w' The Wereworm 25 3 +0 100d11 70 L.Dark 'w' The Giant purple worm 29 3 +0 65d8 65 Violet 'w' The Disenchanter worm mass 40 3 -10 10d8 5 Violet 'w' The Yellow worm mass 3 2 -10 4d8 4 Yellow 'w' The Blue yeek 2 1 +0 2d6 14 Blue 'y' [U] Orfax, Son of Boldor 10 3 +10 120 20 Blue 'y' The Brown yeek 8 1 +0 4d8 18 Umber 'y' The Master yeek 12 2 +0 12d9 24 L.Umber 'y' [U] Boldor, King of the Yeeks 13 3 +10 180 24 L.Umber 'y' The Zombified kobold 7 1 +0 6d8 14 Slate 'z' The Zombified orc 11 1 +0 11d8 24 Slate 'z' The Zombified human 12 1 +0 12d8 24 Slate 'z' The Mummified orc 21 1 +0 15d8 28 White 'z' The Mummified human 24 1 +0 17d9 34 White 'z' The Mummified troll 37 1 +0 190 50 White 'z' angband-doc-3.0.3.5/Help-Info/mon-uniq.spo0000644000000000000000000001666711020366743014774 0ustar Monster Spoilers for Angband Version 2.7.9 ------------------------------------------ Name Lev Rar Spd Hp Ac Visual Info ---- --- --- --- -- -- ----------- [U] Farmer Maggot 0 4 +0 350 10 White 'h' [U] Fang, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' [U] Grip, Farmer Maggot's dog 2 1 +10 25 30 L.Umber 'C' [U] Smeagol 3 2 +20 25 12 Blue 'h' [U] Bullroarer the Hobbit 5 3 +10 60 8 Blue 'h' [U] Mughash the Kobold Lord 7 3 +0 150 20 Blue 'k' [U] Lagduf, the Snaga 8 2 +0 190 32 Orange 'o' [U] Wormtongue, Agent of Saruman 8 1 +0 250 30 Blue 'p' [U] Brodda, the Easterling 9 2 +0 210 25 Umber 'p' [U] Grishnakh, the Hill Orc 10 3 +0 230 20 L.Umber 'o' [U] Orfax, Son of Boldor 10 3 +10 120 20 Blue 'y' [U] Golfimbul, the Hill Orc Chief 12 3 +0 240 60 L.Umber 'o' [U] Boldor, King of the Yeeks 13 3 +10 180 24 L.Umber 'y' [U] Ufthak of Cirith Ungol 14 3 +0 320 50 Green 'o' [U] Ulfast, Son of Ulfang 16 3 +0 340 40 L.Umber 'p' [U] Nar, the Dwarf 17 2 +0 450 70 Yellow 'h' [U] Gorbag, the Orc Captain 18 3 +0 400 60 Green 'o' [U] Shagrat, the Orc Captain 18 2 +0 400 60 Green 'o' [U] Bolg, Son of Azog 20 4 +10 500 50 Red 'o' [U] Ugluk, the Uruk 20 4 +0 640 90 Blue 'o' [U] Lugdush, the Uruk 21 3 +0 720 95 Blue 'o' [U] Azog, King of the Uruk-Hai 23 5 +10 900 80 Red 'o' [U] Angamaite of Umbar 24 2 +0 800 80 Umber 'p' [U] Ibun, Son of Mim 24 2 +0 820 80 Orange 'h' [U] Khim, Son of Mim 24 2 +0 820 80 Orange 'h' [U] Sangahyando of Umbar 24 2 +0 800 80 Umber 'p' [U] Ulwarth, Son of Ulfang 26 4 +0 850 40 L.Umber 'p' [U] Lokkak, the Ogre Chieftain 27 2 +10 1500 100 Green 'O' [U] Mim, Betrayer of Turin 27 4 +10 1100 80 Orange 'h' [U] Draebor, the Imp 28 5 +10 520 50 Green 'u' [U] Uldor the Accursed 28 4 +0 1000 70 L.Umber 'p' [U] Shelob, Spider of Darkness 32 3 +0 1200 80 L.Dark 'S' [U] Bert the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Bill the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Tom the Stone Troll 33 7 +0 1100 70 L.Slate 'T' [U] Ulfang the Black 34 5 +10 1000 90 L.Umber 'p' [U] Lorgan, Chief of the Easterlings 36 2 +10 1800 100 L.Red 'p' [U] Rogrog the Black Troll 36 5 +10 1500 70 L.Dark 'T' [U] The Queen Ant 37 2 +10 1500 100 L.Dark 'a' [U] Castamir the Usurper 38 5 +10 880 90 L.Red 'p' [U] Vargo, Tyrant of Fire 38 3 +10 1500 50 Red 'E' [U] Kavlax the Many-Headed 39 3 +10 1300 85 Violet 'd' [U] Waldern, King of Water 39 3 +10 2000 40 Slate 'E' [U] Medusa, the Gorgon 40 3 +10 2400 100 Orange 'n' [U] Uvatha the Horseman 40 3 +10 1200 60 L.Dark 'W' [U] Adunaphel the Quiet 41 3 +10 1200 60 L.Dark 'W' [U] Akhorahil the Blind 41 3 +10 1800 70 L.Dark 'W' [U] Gorlim, Betrayer of Barahir 41 3 +10 1600 120 Slate 'p' [U] Ren the Unclean 41 3 +10 1800 70 L.Dark 'W' [U] Ji Indur Dawndeath 43 4 +10 1800 70 L.Dark 'W' [U] Quaker, Master of Earth 43 4 +0 1800 97 Umber 'E' [U] Ariel, Queen of Air 44 4 +20 2700 50 L.Blue 'E' [U] Dwar, Dog Lord of Waw 44 3 +10 2000 90 L.Dark 'W' [U] Scatha the Worm 44 2 +10 2000 130 White 'D' [U] Smaug the Golden 45 2 +10 2000 100 Red 'D' [U] Itangast the Fire Drake 47 4 +10 2200 100 Red 'D' [U] Glaurung, Father of the Dragons 48 2 +10 2800 120 Red 'D' [U] Muar, the Balrog 50 3 +10 3000 100 Orange 'U' [U] Baphomet the Minotaur Lord 51 4 +20 3500 120 Slate 'H' [U] Harowen the Black Hand 52 3 +30 2500 90 L.Blue 'p' [U] Hoarmurath of Dir 52 3 +10 2500 100 L.Dark 'W' [U] Khamul the Easterling 53 3 +10 3500 100 L.Dark 'W' [U] The Phoenix 54 3 +10 3600 130 Red 'B' [U] The Lernean Hydra 55 2 +10 4500 140 White 'M' [U] Thuringwethil 55 4 +20 4000 145 L.Dark 'V' [U] Fundin Bluecloak 56 2 +20 5000 195 L.Green 'h' [U] Uriel, Angel of Fire 56 3 +20 5500 160 Red 'A' [U] Azriel, Angel of Death 57 3 +20 6000 170 L.Dark 'A' [U] Ancalagon the Black 58 3 +10 7500 125 L.Dark 'D' [U] Gabriel, the Messenger 59 3 +20 7500 180 White 'A' [U] Saruman of Many Colours 60 1 +10 5000 100 Violet 'p' [U] The Cat Lord 64 3 +20 4800 200 Red 'f' [U] Tselakus, the Dreadlord 68 2 +20 6500 150 Red 'G' [U] Tiamat, Celestial Dragon of Evil 70 4 +20 10000 125 Violet 'D' [U] Vecna, the Emperor Lich 72 2 +20 5000 85 L.Red 'L' [U] Omarax the Eye Tyrant 73 4 +20 6500 80 Violet 'e' [U] Ungoliant, the Unlight 75 1 +10 13000 160 L.Dark 'S' [U] Qlzqqlzuup, the Lord of Flesh 78 3 +20 5000 1 Orange 'Q' [U] The Emperor Quylthulg 78 3 +20 5000 1 White 'Q' [U] The Mouth of Sauron 78 3 +20 7000 100 Violet 'p' [U] Murazor, the Witch-King of Angmar 80 3 +20 6000 120 L.Dark 'W' [U] Pazuzu, Lord of Air 82 2 +30 5500 125 White 'B' [U] Cantoras, the Skeletal Lord 84 2 +30 7500 120 White 's' [U] The Tarrasque 84 2 +20 8500 185 Violet 'R' [U] Lungorthin, the Balrog of White Fire 85 2 +20 8000 125 White 'U' [U] Draugluin, Sire of All Werewolves 87 2 +20 7000 90 Umber 'C' [U] Feagwath the Undead Sorceror 90 3 +20 6000 100 L.Red 'L' [U] Carcharoth, the Jaws of Thirst 92 2 +20 7500 110 L.Dark 'C' [U] Cerberus, Guardian of Hades 94 1 +20 10000 160 Red 'C' [U] Gothmog, the High Captain of Balrogs 95 1 +20 8000 140 L.Red 'U' [Q] Sauron, the Sorcerer 99 1 +20 10500 160 Violet 'p' [Q] Morgoth, Lord of Darkness 100 1 +30 20000 150 L.Dark 'P' angband-doc-3.0.3.5/Help-Info/stats.spo0000644000000000000000000004075711020366743014364 0ustar Stat Tables for Angband 2.7.9 ----------------------------- Much of the information in this file can be found in "ability.spo". The end of this file contains the old (out-of-date) "initstat.spo" file. Most of this file was collated by Matt Craighead (pluggers@ix.netcom.com) This file is only accurate for the first "stable" release of version 2.7.9. If you are playing a different version, you may wish to either use a different spoiler file more accurate for your version or upgrade. If you are using a version prior to 2.7.0, this file may be so far out of date for your version that you should not use it at all. A few tables have been omitted, such as the blows table and the regeneration rate CON table. INT/WIS (mana stat) ------------------- Value Spells/level Mana/level Min fail Various 3-7 0 0 99% 0 8 0.5 0.5 50% 1 9 0.5 1 30% 1 10 0.5 1 20% 1 11 0.5 1 15% 1 12 1 1 12% 1 13 1 1 11% 1 14 1 1 10% 1 15 1 1 9% 2 16 1 1 8% 2 17 1 1 7% 2 18 1 1.5 6% 3 18/01-18/49 1 1.5 5% 3 18/50-18/69 1.5 2 4% 4 18/70-18/89 1.5 2.5 4% 5 18/90-18/99 2 3 3% 6 18/100 2 3.5 3% 7 18/101-18/109 2.5 4 2% 8 18/110-18/119 2.5 4.5 2% 9 18/120-18/129 2.5 5 2% 10 18/130-18/139 2.5 5.5 2% 11 18/140-18/149 2.5 6 2% 12 18/150-18/159 2.5 6.5 1% 13 18/160-18/169 2.5 7 1% 14 18/170-18/179 2.5 7.5 1% 15 18/180-18/189 2.5 8 1% 16 18/190-18/199 2.5 8 1% 17 18/200-18/209 2.5 8 0% 18 18/210-18/219 2.5 8 0% 19 18/*** 2.5 8 0% 20 Spells/Level: The number of additional spells or prayers your character gets for each level of experience. Mana/Level: The amount of mana that your character receives for each level of experience. Min fail: The minimum failure rate of any spell or prayer. Various: Affects several things: (1) Failure rate - 3% lower for each point here. (2) For INT, disarming and magic device usage. (3) For WIS, saving throw. Strength (STR) -------------- Value Damage Hit Wield Carry Dig 3 -2 -3 4 50 0 4 -2 -2 5 60 0 5 -1 -1 6 70 1 6 -1 -1 7 80 2 7 0 0 8 90 3 8 0 0 10 100 4 9 0 0 12 110 4 10 0 0 14 120 5 11 0 0 16 130 5 12 0 0 18 140 6 13 0 0 20 150 6 14 0 0 22 160 7 15 0 0 24 170 7 16 +1 0 26 180 8 17 +2 0 28 190 9 18 +2 +1 30 200 10 18/01-18/09 +3 +1 30 200 12 18/10-18/19 +3 +1 30 220 14 18/20-18/29 +3 +1 35 240 16 18/30-18/39 +3 +1 40 260 18 18/40-18/49 +3 +1 45 280 20 18/50-18/59 +3 +1 50 300 25 18/60-18/69 +3 +1 55 300 30 18/70-18/79 +4 +2 60 300 35 18/80-18/89 +5 +3 65 300 40 18/90-18/99 +5 +4 70 300 45 18/100-18/109 +6 +5 80 300 50 18/110-18/119 +7 +6 80 300 55 18/120-18/129 +8 +7 80 300 60 18/130-18/139 +9 +8 80 300 65 18/140-18/149 +10 +9 80 300 70 18/150-18/159 +11 +10 90 300 75 18/160-18/169 +12 +11 90 300 80 18/170-18/179 +13 +12 90 300 85 18/180-18/189 +14 +13 90 300 90 18/190-18/199 +15 +14 90 300 95 18/200-18/209 +16 +15 100 300 100 18/210-18/219 +18 +15 100 300 100 18/*** +20 +15 100 300 100 Damage: The bonus to damage from strength. Hit: The bonus to hit from strength. Wield: The highest weight a weapon or bow can be and still be effectively wielded, in pounds. Carry: The carrying capacity of the player in pounds. Dig: The bonus to digging from strength. Dexterity (DEX) --------------- Value Hit AC Disarm Theft 3 -3 -4 0 0% 4 -2 -3 0 1% 5 -2 -2 0 2% 6 -1 -1 0 3% 7 -1 0 0 4% 8-9 0 0 0 5% 10-11 0 0 0 6% 12 0 0 0 7% 13 0 0 +1 7% 14 0 0 +1 8% 15 0 +1 +1 8% 16 +1 +1 +2 9% 17 +2 +1 +2 9% 18 +3 +2 +4 10% 18/01-18/09 +3 +2 +4 15% 18/10-18/19 +3 +2 +4 20% 18/20-18/29 +3 +2 +4 25% 18/30-18/39 +3 +2 +4 30% 18/40-18/49 +3 +2 +5 35% 18/50-18/59 +4 +3 +5 40% 18/60-18/69 +4 +3 +5 45% 18/70-18/79 +4 +3 +6 50% 18/80-18/89 +4 +4 +6 55% 18/90-18/99 +5 +5 +7 60% 18/100-18/109 +6 +6 +8 65% 18/110-18/119 +7 +7 +8 70% 18/120-18/129 +8 +8 +8 75% 18/130-18/139 +9 +9 +8 80% 18/140-18/149 +9 +9 +8 90% 18/150-18/159 +10 +10 +9 100% 18/160-18/169 +11 +11 +9 100% 18/170-18/179 +12 +12 +9 100% 18/180-18/189 +13 +13 +9 100% 18/190-18/199 +14 +14 +9 100% 18/200+ +15 +15 +10 100% Hit: The bonus to hit from dexterity. AC: The bonus to AC from dexterity. Disarm: The bonus to disarming traps from dexterity. Theft: The probability of evading a theft if not paralyzed. Constitution (CON) ------------------ Value HP/level 3 -2.5 4 -1.5 5 -1 6 -0.5 7 0 8 0 9 0 10 0 11 0 12 0 13 0 14 0 15 +0.5 16 +0.5 17 +1 18 +1.5 18/01-18/09 +2 18/10-18/19 +2 18/20-18/29 +2 18/30-18/39 +2 18/40-18/49 +2 18/50-18/59 +2.5 18/60-18/69 +2.5 18/70-18/79 +3 18/80-18/89 +3.5 18/90-18/99 +4 18/100 +4.5 18/101-18/109 +5 18/110-18/119 +5.5 18/120-18/129 +6 18/130-18/139 +6.5 18/140-18/149 +7 18/150-18/159 +7.5 18/160-18/169 +8 18/170-18/179 +9 18/180-18/189 +10 18/190-18/199 +11 18/200-18/209 +12.5 18/210-18/219 +12.5 18/*** +12.5 HP/level: The bonus to your HP per level of experience you have attained. Charisma (CHR) -------------- Value Prices 3 130% 4 125% 5 122% 6 120% 7 118% 8 116% 9 114% 10 112% 11 110% 12 108% 13 106% 14 104% 15 103% 16 102% 17 101% 18 100% 18/01-18/09 99% 18/10-18/19 98% 18/20-18/29 97% 18/30-18/49 96% 18/50-18/59 95% 18/60-18/69 94% 18/70-18/79 93% 18/80-18/89 92% 18/90-18/99 91% 18/100-18/109 90% 18/110-18/119 89% 18/120-18/129 88% 18/130-18/139 87% 18/140-18/149 86% 18/150-18/159 85% 18/160-18/169 84% 18/170-18/179 83% 18/180-18/189 82% 18/190-18/199 81% 18/200+ 80% Prices: The percentage modifier to prices from charisma. === Spoiler File -- Initial Stats (with 2.7.8 source) === === Abbreviations === Base Stats: STR = Strength INT = Intelligence WIS = Wisdom DEX = Dexterity CON = Constitution CHA = Charisma Abilities: Dis = Disarming (mod by INT and DEX) Dev = Magic device ability (mod by INT) Sav = Saving throw (mod by WIS) Stl = Stealth adjustment Srh = Searching Ability Fos = Searching Frequency Thn = Fighting ability Thb = Bow and Throwing ability HD = Max HP per level (mod by CON) Inf = Infravision, in tens of feet XP = Experience modifier to reach next level === Initial Stat Computation === Each stat is rolled as 5 + 1d3 + 1d4 + 1d5, plus modifiers (shown below) For every minus mod while the stat is below 18, lower the score by 1 point. For every plus mod while the stat is below 18, raise the score by 1 point. For every plus mod between 18 to 18/70, raise the percentage by 5-20 points. For every plus mod between 18/70 to 18/90, raise the percentage by 3-8 points. For every plus mod after 18/90, raise the percentage by 1 point, up to 18/99. === Initial Stat Summaries (slightly out of date, see below) === Warrior STR INT WIS DEX CON CHA Dis Srh Stl Fos Thn Thb Sav HD Inf XP Human +5 -2 -2 +2 +2 -1 25 14 1 38 70 55 18 19 0 100% H-Elf +4 -1 -2 +3 +1 0 27 20 2 37 69 60 21 18 2 110% Elf +4 0 -1 +3 0 0 30 22 2 36 65 70 24 17 3 120% Hobbit +3 0 -1 +5 +4 0 40 26 5 33 60 75 36 16 4 110% Gnome +4 0 -2 +4 +3 -3 35 20 4 35 62 67 30 17 4 125% Dwarf +7 -5 -1 0 +4 -4 27 21 0 38 85 55 27 20 5 120% H-Orc +7 -3 -2 +2 +3 -5 22 14 0 41 82 50 15 19 3 110% H-Troll +9 -6 -4 -2 +5 -7 20 13 -1 43 90 45 10 21 3 120% Duned +6 0 -1 +4 +5 +1 29 17 3 35 85 65 23 19 0 180% Hi-Elf +6 -1 -3 +5 +3 +4 29 17 4 34 85 80 38 19 4 180% Mage STR INT WIS DEX CON CHA Dis Srh Stl Fos Thn Thb Sav HD Inf XP Human -5 +3 0 +1 -2 +1 30 16 2 20 34 20 36 10 0 130% H-Elf -6 +4 0 +2 -3 +2 32 22 3 19 33 25 39 9 2 140% Elf -6 +5 +1 +2 -4 +2 35 24 3 18 29 35 42 8 3 150% Hobbit -7 +5 +1 +4 0 +2 45 28 6 15 24 40 54 7 4 140% Gnome -6 +5 0 +3 -1 -1 40 22 5 17 26 32 48 8 4 155% Duned -4 +5 +1 +3 +1 +3 34 19 4 17 49 30 41 10 0 210% Hi-Elf -4 +6 -1 +4 -1 +6 34 19 5 16 49 45 56 10 4 210% Priest STR INT WIS DEX CON CHA Dis Srh Stl Fos Thn Thb Sav HD Inf XP Human -1 -3 +3 -1 0 +2 25 16 2 32 48 35 30 12 0 120% H-Elf -2 -2 +3 0 -1 +3 27 22 3 31 47 40 33 11 2 130% Elf -2 -1 +4 0 -2 +3 30 24 3 30 43 50 36 10 3 140% Gnome -2 -1 +3 +1 +1 0 35 22 5 29 40 47 42 10 4 145% Dwarf +1 -6 +4 -3 +2 -1 27 23 1 32 63 35 39 13 5 140% H-Orc +1 -4 +3 -1 +1 -2 22 16 1 35 60 30 27 12 3 130% H-Troll +3 -7 +1 -5 +3 -4 20 15 0 37 68 25 22 14 3 140% Duned +1 +2 +4 +1 +3 +4 29 19 4 29 63 45 35 12 0 200% Hgh-Elf +1 +3 +2 +2 +1 +7 29 19 5 28 63 60 50 12 4 200% Rogue STR INT WIS DEX CON CHA Dis Srh Stl Fos Thn Thb Sav HD Inf XP Human +2 +1 -2 +3 +1 -1 45 32 5 16 60 66 30 16 0 125% H-Elf +1 +2 -2 +4 0 0 47 38 6 15 59 71 33 15 2 135% Elf +1 +3 -1 +4 -1 0 50 40 6 14 55 81 36 14 3 145% Hobbit 0 +3 -1 +6 +3 0 60 44 9 11 50 86 48 13 4 135% Gnome +1 +3 -2 +5 +2 -3 55 38 8 13 52 78 42 14 4 150% H-Orc +4 0 -2 +3 +2 -5 42 32 4 19 72 61 27 16 3 135% Duned +3 +3 -1 +5 +4 +1 49 35 7 13 75 76 35 16 0 205% Hgh-Elf +3 +4 -3 +6 +2 +4 49 35 8 12 75 91 50 16 4 205% Ranger STR INT WIS DEX CON CHA Dis Srh Stl Fos Thn Thb Sav HD Inf XP Human +2 +2 0 +1 +1 +1 30 24 3 24 56 72 30 14 0 130% H-Elf +1 +3 0 +2 0 +2 32 30 4 23 55 77 33 13 2 140% Elf +1 +4 +1 +2 -1 +2 35 32 4 22 51 87 36 12 3 150% Duned +3 +4 +1 +3 +4 +3 34 27 5 21 71 82 35 14 0 210% Hgh-Elf +3 +5 -1 +4 +2 +6 34 27 6 20 71 97 50 14 4 210% Paladin STR INT WIS DEX CON CHA Dis Srh Stl Fos Thn Thb Sav HD Inf XP Human +3 -3 +1 0 +2 +2 20 12 1 38 68 40 24 16 0 135% H-Elf +2 -2 +1 +1 +1 +3 22 18 2 37 67 45 27 15 2 145% Duned +4 -1 +2 +2 +5 +4 24 15 3 35 83 50 29 16 0 215% === Effect of Level on Abilities (slightly out of date, see below) === Points added per level, by class: Thn Thb Dev Dis Sav Warrior 4 4 2/3 2/3 1 Mage 2 2 4/3 2/3 1 Priest 2 2 4/3 1 1 Rogue 3 4 1 4/3 1 Ranger 3 4 1 1 1 Paladin 3 2 1 2/3 1 === Race Information (from 2.7.8 source) === /* * Player Race Information: * Title, * {STR,INT,WIS,DEX,CON,CHR}, * Age (Base, Max), Male (Hgt, Wgt), Female (Hgt, Wgt) * r_dis, r_dev, r_sav, r_stl, r_srh, r_fos, r_thn, r_thb, * hitdie, infra, exp base, class-choices */ player_race race_info[MAX_RACES] = { { "Human", { 0, 0, 0, 0, 0, 0 }, 14, 6, 72, 6,180, 25, 66, 4,150, 20, 0, 0, 0, 0, 0, 10, 0, 0, 10, 0, 100, 0x3F, }, { "Half-Elf", { -1, 1, 0, 1, -1, 1 }, 24, 16, 66, 6,130, 15, 62, 6,100, 10, 2, 3, 3, 1, 6, 11, -1, 5, 9, 2, 110, 0x3F, }, { "Elf", { -1, 2, 1, 1, -2, 1 }, 75, 75, 60, 4,100, 6, 54, 4, 80, 6, 5, 6, 6, 1, 8, 12, -5, 15, 8, 3, 120, 0x1F, }, { "Hobbit", { -2, 2, 1, 3, 2, 1 }, 21, 12, 36, 3, 60, 3, 33, 3, 50, 3, 15, 18, 18, 4, 12, 15,-10, 20, 7, 4, 110, 0x0B, }, { "Gnome", { -1, 2, 0, 2, 1, -2 }, 50, 40, 42, 3, 90, 6, 39, 3, 75, 3, 10, 12, 12, 3, 6, 13, -8, 12, 8, 4, 125, 0x0F, }, { "Dwarf", { 2, -3, 2, -2, 2, -3 }, 35, 15, 48, 3,150, 10, 46, 3,120, 10, 2, 9, 9, -1, 7, 10, 15, 0, 11, 5, 120, 0x05, }, { "Half-Orc", { 2, -1, 0, 0, 1, -4 }, 11, 4, 66, 1,150, 5, 62, 1,120, 5, -3, -3, -3, -1, 0, 7, 12, -5, 10, 3, 110, 0x0D, }, { "Half-Troll", { 4, -4, -2, -4, 3, -6 }, 20, 10, 96, 10,250, 50, 84, 8,225, 40, -5, -8, -8, -2, -1, 5, 20,-10, 12, 3, 120, 0x05, }, { "Dunadan", { 1, 2, 2, 2, 3, 2 }, 50, 20, 82, 5, 190, 20, 78, 6, 180, 15, 4, 5, 5, 2, 3, 13, 15, 10, 10, 0, 180, 0x3F, }, { "High-Elf", { 1, 3, -1, 3, 1, 5 }, 100, 30, 90,10, 190, 20, 82, 10, 180, 15, 4, 20, 20, 3, 3, 14, 10, 25, 10, 4, 200, 0x1F, } }; === Class Information (from 2.7.8 source) === /* * Player Classes. * * Title, * {STR,INT,WIS,DEX,CON,CHR}, * c_dis, c_dev, c_sav, c_stl, c_srh, c_fos, c_thn, c_thb, * x_dis, x_dev, x_sav, x_stl, x_srh, x_fos, x_thn, x_thb, * HD, Exp, Spell-Stat, Spell-Level, Spell-Type, Spell-Encumbrance */ player_class class_info[MAX_CLASS] = { { "Warrior", { 5,-2,-2, 2, 2,-1}, 25, 18, 18, 1, 14, 2, 70, 55, 10, 7, 10, 0, 0, 0, 45, 45, 9, 0, A_STR, 0, 99, 0 }, { "Mage", {-5, 3, 0, 1,-2, 1}, 30, 36, 30, 2, 16, 20, 34, 20, 7, 13, 9, 0, 0, 0, 15, 15, 0, 30, A_INT, 0, 1, 300 }, { "Priest", {-1,-3, 3,-1, 0, 2}, 25, 30, 32, 2, 16, 8, 48, 35, 7, 10, 12, 0, 0, 0, 20, 20, 2, 20, A_WIS, 1, 1, 350 }, { "Rogue", { 2, 1,-2, 3, 1,-1}, 45, 32, 28, 5, 32, 24, 60, 66, 15, 10, 10, 0, 0, 0, 40, 30, 6, 25, A_INT, 0, 5, 350 }, { "Ranger", { 2, 2, 0, 1, 1, 1}, 30, 32, 28, 3, 24, 16, 56, 72, 8, 10, 10, 0, 0, 0, 30, 45, 4, 30, A_INT, 0, 3, 400 }, { "Paladin", { 3,-3, 1, 0, 2, 2}, 20, 24, 25, 1, 12, 2, 68, 40, 7, 10, 11, 0, 0, 0, 35, 30, 6, 35, A_WIS, 1, 1, 400 } }; angband-doc-3.0.3.5/Help-Info/mon-blow.spo0000644000000000000000000010364311020366743014752 0ustar MON-BLOW.SPO, version 1.21, for Angband v2.7.9v6 (all systems) Release Date : July 12, 1996 Author : Stephen S. Lee (lee9@fas.harvard.edu) with the help of : Leonard Dickens (leonard@alw.nih.gov) John Lame (jlame@math.ohio-state.edu) Craig Lewis (clewis@psl.nmsu.edu) This Angband spoiler describes in detail all three major types of monster attacks (melee, breath, and spellcasting). Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read). NOTICE There have been a number of changes between v2.7.9v6 and older versions of Angband; some of the following information may be inaccurate for older versions. If you are playing version 2.7.8 or older, use version 1.10 of this spoiler (fortunately there have been relatively few changes in monster attacks between 1.0 and 2.7.8). +-------------------------------------------------------------------------+ | NOTE ON NOTATION | +-------------------------------------------------------------------------+ The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24.) A capital "M" indicates a number equal to the level of a monster making a given attack. (Thus a monster normally found at depths of 1000 feet would have M equal to 20.) The following abbrevations are used throughout this spoiler to indicate the effects of some attacks. In place of X "X max Y" may be written, in which case X simply has a maximum value of Y. Blind[X] -- Blinds the character for X turns, unless the character has resist blindness. Confuse[X] -- Confuses the character for X turns, unless the character has resist confusion or chaos. Cut[X] -- Cuts the player (adding X to the cut counter), unless the character has resist shards. Cut![X] -- Cuts the player (adding X to the cut counter), even if the character has resist shards. Paralyze[X] -- Paralyzes the character for X turns, unless the character has free action. Slow[X] -- Slows the character (-10 to speed) for X turns, unless the character has free action. Slow![X] -- Slows the character (-10 to speed) for X turns, even if the player has free action. Stun[X] -- Stuns the character (adding X to the stun counter), unless the character has resist sound. Terrify[X] -- Frightens the character for X turns, unless the character is currently resistant to fear. If the player already is unfortunate enough to already have such an ailment when hit by an attack that causes that ailment, the ailment duration is cumulative unless otherwise indicated. +-------------------------------------------------------------------------+ | ELEMENTAL ATTACKS | +-------------------------------------------------------------------------+ The five basic elemental attack forms are fire, cold, acid, electricity, and poison. This section describes the effects of such attacks; the following comments apply regardless of the source of these attacks, so this is where to look for details if such an attack is mentioned elsewhere. In all five cases, if the character has immunity to the type of attack that hits him or her, no harm whatsoever is done to the character. Divide the damage done by three if the character has permanent resistance to the elemental attack; also divide by three if the character has temporary resistance to the elemental attack. "Permanent" resistance is the sort of resistance gained from equipping the appropriate item; "temporary" resistance arises from a spell, potion, artifact activation, or the like. Note that equipping more than one item providing an elemental resistance does not provide additional resistance, though such resistance *is* cumulative with temporary resistance. Fire, cold, acid, and electrical attacks can destroy items in a player's inventory. The probability of destruction for each vulnerable item is 1% if the attack is for 1-29 damage, 2% if the attack is for 30-59 damage, or 3% if the attack is for 60 or more damage; damage as considered here is that *before* resistance is taken into account. Only complete immunity to the attack form can prevent or reduce the frequency of inventory damage. Artifacts cannot be harmed by such attacks; the same applies for any other objects specifically resistant to harm from the particular elemental attack. Other effects of elemental attacks are as follows: FIRE damage: Fire attacks can destroy soft armor, gloves, cloaks, boots, hafted weapons, polearms, bows, arrows, staffs, scrolls, mundane spellbooks, or chests in the player's inventory. COLD damage: Cold attacks can destroy potions, flasks of oil, and empty bottles in the player's inventory. ACID damage: The acid randomly attacks a piece of armor the player is wearing, with equal chances of hitting the player's body armor, cloak, shield, helm, boots, or gloves. If the affected armor is not resistant to acid damage, and still affords some bonus to AC, it will lose one point from its bonus to AC. If such damage occurs, or the affected armor is resistant to acid damage, the damage done to the player is halved. Acid can also destroy armor, melee weapons, bows, arrows, bolts, staffs, scrolls, chests, and junk in the player's inventory. ELECTRICAL damage: Electricity can destroy rings and wands in the player's inventory. POISON damage: If the player does not have any form of immunity or resistance to poison, the player will be poisoned for a duration that is equal to a random number from 1 to the damage done, plus a fixed constant. +-------------------------------------------------------------------------+ | THE SAVING THROW | +-------------------------------------------------------------------------+ The character will sometimes be able to avoid the effects of certain attacks. The character may evade these attacks by making a successful saving throw roll. This chance may be calculated using the following tables. Start with the base saving throw for the player's class, and then add in the race adjustment. To take level into account, add in the product of your character's experience level and the class bonus per level modifier. To this add the appropriate wisdom modifier. This will yield the percent chance of the character successfully making a saving throw. (Be sure to round down to the nearest integer.) Bonus to Bonus to CLASS Base RACE Adj. WISDOM S. Throw WISDOM S. Throw ------------- ------------- ----------------- ----------------- Warrior 18 Human 0 3-7 0 18/130-18/139 10 Mage 30 Half-Elf 3 8-14 1 18/140-18/149 11 Priest 32 Elf 6 15-17 2 18/150-18/159 12 Rogue 28 Hobbit 18 18-18/49 3 18/160-18/169 13 Ranger 28 Gnome 12 18/50-18/69 4 18/170-18/179 14 Paladin 25 Dwarf 9 18/70-18/89 5 18/180-18/189 15 Half-Orc -3 18/90-18/99 6 18/190-18/199 16 Bonus per Half-Troll -8 18/100-18/109 7 18/200-18/209 17 CLASS level Dunedan 5 18/110-18/119 8 18/210-18/219 18 ------------- High-Elf 20 18/120-18/129 9 18/220+ 19 Warrior 1.0 Mage 0.9 Priest 1.2 Rogue 1.0 Ranger 1.0 Paladin 1.1 +-------------------------------------------------------------------------+ | ARMOR CLASS | +-------------------------------------------------------------------------+ Your character's armor class (AC) is important, for it both makes it harder for monsters to successfully land a blow in hand-to-hand combat and sometimes reduces the damage your character takes when he or she does get hit. Brackets in the description of a fully identified object always enclose information on armor class. To calculate armor class, first add up all the bracket-enclosed numbers among your character's equipped items. Any body armor, shield, helm, gloves, boots, or cloak that is equipped will offer a contribution to armor class; when fully identified any one of these will have a pair of numbers enclosed in brackets. The first member of this pair is the base armor class provided by the armor, and the second describes the magical enchantment or curse that further modifies armor class. Other items that when equipped alter armor class include Rings of Protection, Flames, Ice, and Acid; Amulets of the Magi; and Holy Avenger weapons, Defender weapons, and some of the artifact weapons. Next, your character's dexterity may give a bonus or penalty to armor class. Use the following table to determine this bonus, and add it to the total armor class offered by equipped objects. Dexterity +AC Dexterity +AC Dexterity +AC ------------- ----------------- ----------------- 3 -4 18/50-18/79 3 18/150-18/159 10 4 -3 18/80-18/89 4 18/160-18/169 11 5 -2 18/90-18/99 5 18/170-18/179 12 6 -1 18/100-18/109 6 18/180-18/189 13 7-14 0 18/110-18/119 7 18/190-18/199 14 15-17 1 18/120-18/129 8 18/200+ 15 18-18/49 2 18/130-18/149 9 Finally, some temporary magical effects affect armor class as follows: Invulnerability AC +100 (not that it makes any difference :-) Blessing AC +5 Shield AC +50 Berserk Strength AC -10 +-------------------------------------------------------------------------+ | MELEE ATTACKS | +-------------------------------------------------------------------------+ Every monster can have up to four melee attacks on the character in a round; the attacks are processed independently. If your character is currently under the magical effect of protection from evil, and the monster attacking is evil and of equal or lower level than than the character, the monster may be completely repelled. This will occur (49+player's exp. level)% of the time. If the monster's attack is not repelled by protection from evil, one in twenty attacks will always miss, and one in twenty attacks will always succeed, regardless of the level of the monster or the character's AC. Otherwise, the probability the monster successfully lands a blow is computed as follows. Find the attack form in the following list, and take the number enclosed in parentheses. To this number add three times the monster's level; call the resulting total K. The monster's attack will connect with a probability of (K-(3/4 of the player's AC)) in K. (If the character's AC is negative, the attack of any monster will only fail the minimum 1 time in 20. If, for a given monster, K<(3/4 of the character's AC), the monster will have only the minimum 1 in 20 chance to successfully strike the character.) Descriptions of the melee attack forms: attack (60) This is the basic attack of pure physical damage. The damage done is reduced by (player's AC*(2/5))%; AC for the purpose of damage reduction has a maximum value of 150. poison (5) If the character lacks any sort of resistance to poison, he or she will be poisoned (5+1d(monster's level)) points are added to the poison counter). disenchant (20) Unless the character has resist disenchantment, a currently equipped weapon or piece of armor will be disenchanted, reducing bonuses to-hit, to-dam, and to AC by 1 or 2 points; bonuses cannot drop below 0. Artifacts have a 3 in 5 chance to resist the disenchantment effect. drain charges (15) Randomly selects an item from the character's inventory; if the item chosen is a wand or staff, all of its charges will be drained by the attacking monster, which will gain a number of hit points equal to the number of charges drained multiplied by the monster's level. The process is repeated until either an item is drained or ten items have been picked. If multiple wands or staffs are in a single slot, all of them will be drained. steal gold (5) The monster will attempt to steal gold; if not paralyzed, the character can make a Dexterity check to avoid the theft. To find the percent chance of a successful theft evasion, add the appropriate value from the below table to the player's level. If the monster's attempt to steal succeeds, or 1 in 3 times otherwise, it will teleport up to 25 squares away. Base Base Base Dex. % Dex. % Dex. % --------- ---------------- ------------------ 3 0 14-15 8 18/80-18/89 40 4 1 16-17 9 18/90-18/99 45 5 2 18-18/19 10 18/100-18/109 50 6 3 18/20-18/39 15 18/110-18/119 60 7 4 18/40-18/49 20 18/120-18/129 70 8-9 5 18/50-18/59 25 18/130-18/139 80 10-11 6 18/60-18/69 30 18/140-18/149 90 12-13 7 18/70-18/79 35 18/150+ 100 steal items (5) The monster will attempt to steal a single non-artifact object from the player's inventory. If not paralyzed, the character can make a Dexterity check to avoid the theft; use the same method listed under "steal gold" find the chance of successful evastion. If the monster's attempt to steal succeeds, or 1 in 3 times otherwise, it will teleport up to 25 squares away from the player. eat your food (5) The monster will attempt to consume one item of food from the character's inventory. (This does include mushrooms.) absorb light (5) Absorbs 250+1d250 turns of light from an equipped torch or lantern. This does not affect artifact lights. shoot acid (0) Inflicts acid damage. electrify (10) Inflicts electrical damage. burn (10) Inflicts fire damage. freeze (10) Inflicts cold damage. blind (2) Has the effect of Blind[10+1dM]. confuse (10) Has the effect of Confuse[3+1dM]. terrify (10) Has the effect of Terrify[3+1dM] if the character fails a saving throw. paralyse (2) Has the effect of Paralyze[3+1dM] if the character fails a saving throw. reduce strength (0) reduce intelligence (0) reduce wisdom (0) reduce dexterity (0) reduce constitution (0) reduce charisma (0) These attacks reduce the appropriate statistic, unless the character possesses the relevant sustain against the attack. reduce all stats (2) Reduces any stats for which the character does not have a sustain. shatter (60) This attack is like a standard attack to cause damage. Also, if the monster can cause earthquakes (currently only Quaker and Morgoth can do this), and at least 24 damage was done by the attack, a radius-8 earthquake centered on the monster will be triggered. The earthquake has the same effect as the spell and the staff effect, with the difference that the player can be affected. If a wall is made on top of the player, the player will take 300 damage from being crushed by debris if he or she cannot escape the debris. If the player can escape to safety, 1 in 3 times he or she can escape unscathed; otherwise the player will take 10d4 damage and be stunned (1d50 points added to the stun counter). lower experience (by 10d6+) (5) (hold life grants 95% resistance) lower experience (by 20d6+) (5) (hold life grants 90% resistance) lower experience (by 40d6+) (5) (hold life grants 75% resistance) lower experience (by 80d6+) (5) (hold life grants 50% resistance) These attacks attempt to reduce the character's experience point total by 2% plus the amount indicated. If the player has hold life, this will only occur some of the time as indicated above -- and even if the drain does succeed in penetrating the hold life barrier, the experience loss is reduced by 90%. MONSTER CRITICAL HITS --------------------- If a monster scores a particularly effective blow against the player, it may succeed in scoring a critical hit. A critical hit either stuns or cuts the player; a single critical hit cannot do both. The description of an attack must be of a certain type in order to inflict a critical hit. An ordinary hit (i.e. the monster attack description says "hit") can either cut or stun the player. Punches, kicks, butts, and crushes can stun the player. Claws and bites can cut the player. No other attack method can cause a critical hit. Here's how to determine if a hit is critical: first of all, the attack must do at least 95% of maximum damage. Also, if less than 20 damage is done by the attack, it will only be critical (damage+1) percent of the time. To calculate the precise effect of the effect, first find the +-------+---+ corresponding value of C on the chart to the right. Then, |Damage C | add one to C if the damage done by the attack attained the |-------+---+ absolute maximum possible value. After that, if at least 20 | 1-11 | 1 | damage was done, there is a 2% chance that 1 more point is | 12-18 | 2 | added to C; the 2% roll is repeated until it fails. | 19-25 | 3 | | 26-33 | 4 | Then use C on the following tables to determine the severity | 34-45 | 5 | of the cut or stunning. The value is added to the cut or | 45+ | 6 | stun counter as appropriate. (If either cutting or stunning +-------+---+ is possible, choose one outcome at random.) Value of C | Amt. of cutting | Amt. of stunning -----------+-----------------+------------------- 0 | none | none 1 | 1d5 | 1d5 2 | 5+1d5 | 10+1d10 3 | 20+1d20 | 20+1d20 4 | 50+1d50 | 30+1d30 5 | 100+1d100 | 40+1d40 6 | 300 | 100 7 or more | 500 | 200 -----------+-----------------+----------------- +-------------------------------------------------------------------------+ | BREATH ATTACKS | +-------------------------------------------------------------------------+ Some monsters are able to breathe at the player for damage. If a monster does breathe, it has effects as the following chart indicates. The monster does damage based on its current hit point total (divided as indicated), but cannot do more damage than the indicated maximum. Regular breath attacks have a radius of 2; powerful breath attacks have a radius of 3. (Other monsters may be caught in the blast; they take less damage if they have the appropriate elemental resist or can breathe the substance themselves, or if other more esoteric criteria are met.) The "resistance" column indicates how much damage is taken if the character has resistance against the indicated attack (remember that basic elemental damage can be reduced further), or "None" if no resistance is possible. The "destruction" column indicates what sorts of objects on the ground are destroyed by the breath; "fire" means that fire-sensitive objects are destroyed, etc. Artifacts can never be destroyed in this way. Side effects are also listed. If "other" is listed, read the paragraphs below the chart to find out what the other effects are. A "D" in the side effects columns indicates the damage done by that particular attack. One important side note: uniques cannot be reduced to below one hit point by being caught in the area of a breath attack or a ball spell. Damage Max Damage Type Done Damage Resistance Destruction Side effects acid HP/3 1600 1/3 acid Standard acid damage chaos HP/6 600 6/(6+1d6) none Confuse[9+1d20], other confusion * HP/6 400 5/(6+1d6) none Confuse[10+1d20] darkness HP/6 400 4/(6+1d6) none Blind[2+1d5] ** disenchantment HP/6 500 6/(6+1d6) none other fire HP/3 1600 1/3 fire Standard fire damage force HP/6 200 None cold Stun[1d20] frost HP/3 1600 1/3 cold Standard cold damage gravity HP/3 200 None none Stun[1d(5+D/3) max 1d35], Slow![3+1d4], other inertia HP/6 200 None none Slow![3+1d4] light HP/6 400 4/(6+1d6) none Blind[2+1d5] ** lightning HP/3 1600 1/3 elec. Standard elec. damage nether HP/6 550 6/(6+1d6) none other nexus HP/3 250 6/(6+1d6) none other plasma HP/6 150 None fire/elec. Stun[1d(5+3D/4) max 1d35] poison HP/3 800 1/3 none Standard poison damage shards HP/6 400 6/(6+1d6) cold Cut[D] sound HP/6 400 5/(6+1d6) cold Stun[1d(5+3D/4) max 1d35] time HP/3 150 None none other * Chaos resistance will also reduce damage to the indicated amount. ** Resistance to the breath attack will prevent the blindness side effect. Blindness can only occur if the character is not currently blind; i.e. the effect is *not* cumulative. Also, the squares touched by the attack are darkened/lit depending on the breath type. Other side effects ------------------ chaos -- Chaos breath will cause the player to hallucinate for 1d10 turns if the player lacks resist chaos. Chaos breath may also drain experience points if the player does not have resistance to either nether or chaos; the experience point total is reduced by 2% plus 5000 additional points if the player does not have hold life (if the player does have hold life, the loss only occurs 1 in 4 times, and the loss is reduced by 90%). disenchantment -- If the character does not have resist disenchantment, this will also attempt to disenchant a random equipped weapon or piece of armor, reducing bonuses to-hit, to-dam, and to AC by 1 or 2 points; bonuses cannot drop below zero. Artifacts have a 3 in 5 chance to resist the disenchantment effect. gravity -- Gravity breath also teleports the character up to 5 squares; there is no way to resist this effect. nether -- Unless the character has resist nether, nether breath also reduces his or her experience point total by 2% plus 200 additional points. If the character has hold life, the experience point loss only occurs 1 in 4 times, and the loss is reduced to 0.2% plus 200 additional points. nexus -- If the character does not have resist nexus, the breath has an additional effect; roll 1d7 and apply the appropriate result: 1, 2, or 3 Teleports the character up to 200 squares (no saving throw) 4 or 5 Teleports the character to the monster (no saving throw) 6 Teleport level (saving throw allowed) 7 Randomly exchange two stats (saving throw allowed) time -- Time breath has the following side effects: 50% of the time the character's experience point total is reduced by 2%, plus 100 experience points. 40% of the time one random statistic is reduced. 10% of the time all six statistics are reduced. There is no way to resist any of these extra effects. Other breath effects on monsters -------------------------------- chaos -- May polymorph and/or confuse monsters caught in the blast. confusion -- May confuse monsters caught in the blast. Monster that cannot be confused take less damage. disenchantment -- Disenchanter eyes and molds resist damage as if they breathed disenchantment. force -- May stun monsters caught in the blast. gravity -- May teleport monsters caught in the blast up to 10 squares away. light -- Monsters that are susceptible to light take double damage. nether -- Evil monsters take half damage; undead take no damage at all. nexus -- Nexus quylthulgs resist damage as if they breathed nexus. sound -- May stun monsters caught in the blast. +-------------------------------------------------------------------------+ | MONSTER SPELLCASTING | +-------------------------------------------------------------------------+ The description message (in quotes) is the message you will see when the monster casts the spell (assuming you can see the monster). Saving throws do not apply unless explicitly mentioned. Bolt Spells ----------- Unlike other types of monster spells, bolt spells require a clear line of sight from the monster to the player to hit the player; if another monster stands in between, it will be hit and affected by the spell instead of the player (again, uniques cannot be reduced to below one hit point in this way). The "Damage" column describes the effect of the bolt spells. In some cases a breath type is indicated in parentheses; in these cases the bolt has all the personal effects of a breath of that particular type (see above for details). For example, a plasma bolt can stun a character lacking resist sound for up to 35 turns. If no breath type is indicated, there is no way to avoid or reduce the resulting hit point loss. Spell Damage Description --------------------------------------------------------------------- magic missile 2d6+M/3 "casts a magic missile." lightning bolt 4d8+M/3 (lightning) "casts a lightning bolt." frost bolt 6d8+M/3 (frost) "casts a frost bolt." acid bolt 7d8+M/3 (acid) "casts an acid bolt." fire bolt 9d8+M/3 (fire) "casts a fire bolt." plasma bolt 10+8d7+M (plasma) "casts a plasma bolt." ice bolt 6d6+M (frost), Cut[5d8], "casts an ice bolt." Stun[1d15] water bolt 10d10+M, Stun[1d40], "casts a water bolt." Confuse[5+1d5] nether bolt 30+5d5+3M/2 (nether) "casts a nether bolt." mana bolt 50+1d(7M/2) "casts a mana bolt." Ball Spells ----------- Ball spells affect a circular area centered on the player; the radius of the blast is two squares for most monsters, but ball spells cast by powerful monsters have a radius of 3. In most cases a breath type is given in parentheses; in these cases the ball spell has all the effects of breath of the same type (including object destruction and effects on other monsters). If no breath type is indicated, there is no way to avoid or reduce the resulting hit point loss. Spell Damage Description -------------------------------------------------------------------------- poison ball 12d2 (poison) "casts a stinking cloud." lightning ball 8+1d(3M/2) (lightning) "casts a lightning ball." frost ball 10+1d(3M/2) (frost) "casts a frost ball." fire ball 10+1d(7M/2) (fire) "casts a fire ball." acid ball 15+1d(3M) (acid) "casts an acid ball." nether ball 50+10d10+M (nether) "casts a nether ball." water ball 50+1d(5M/2), Stun[1d40], "gestures fluidly. You are Confuse[5+1d5] engulfed in a whirlpool." darkness storm 10d10+5M (darkness) "invokes a darkness storm." mana storm 10d10+5M; destroys all "invokes a mana storm." non-artifacts on the ground Curses ------ All curses will have the indicated effects unless a successful saving throw is made, in which case they have NO effect. Damage inflicted Spell and/or other effects Description -------------------------------------------------------------------------- light wounds 3d8 "points at you and curses." serious wounds 8d8 "points at you and curses horribly." critical wounds 10d15 "points at you, incanting terribly!" mortal wounds 15d15, Cut![10d10] "points at you, screaming the word DIE!" terrify Terrify[3+1d4] "casts a fearful illusion." blind Blind[12+1d3] "casts a spell, burning your eyes!" confuse Confuse[3+1d4] "creates a mesmerising illusion." slow Slow[3+1d4] "drains power from your muscles!" paralyze Paralyze[3+1d4] "stares deep into your eyes!" mind blasting 8d8, Confuse[3+1d4] "gazes deep into your eyes." brain smashing 12d15, Confuse[3+1d4], "looks deep into your eyes." Slow![3+1d4], Blind[7+1d8], Paralyze[3+1d4] Summoning Spells ---------------- All summoning spells summon monster(s) next to the player. Initial monsters have to arrive on locations within a range of two squares of the player that are not already occupied by a monster or a rune of protection. All summonings generate monsters at a level equal to the average of the summoning monster's level (M) and the current dungeon level, plus five. I.e., a 31st level monster appearing on dungeon level 28 would summon monsters generated at level 34. (34 = (31+28)/2 + 5), rounded down.) This table shows the summoning type (the same as that listed in the monster recall), the maximum number of monsters summoned ("N"), whether uniques can be called up by the spell ("U"), what types of monsters may appear (a letter of course indicates a monster symbolized by that letter), and the description the game gives you when the monster performs the summons (provided that your character is not blind). Note: If a monster normally appears in groups, or is a unique that has an escort, an entire group or unique with escorts can be summoned; the extra monsters can appear outside the normal two-square summoning range, and do not count towards N. Summoning Type N U Monster(s) Description ----------------------------------------------------------------------- a monster 1 Y any monster "summons help!" monsters 8 Y any monster "summons monsters!" ants 6 N 'a' "summons ants." spiders 6 N 'S' "summons spiders." hounds 6 N 'C' or 'Z' "summons hounds." hydras 6 N 'M' "summons hydras." an angel 1 N 'A' "summons an angel." a demon 1 N any demon "summons a hellish adversary!" an undead 1 N any undead "summons an undead adversary!" a dragon 1 N any dragon "summons a dragon!" Greater Undead 8 Y 'L', 'V', or 'W' "summons greater undead!" Ancient Dragons 8 Y 'D' "summons ancient dragons!" Ring Wraiths 8 Y 'W' and unique * "summons mighty undead opponents!" Unique Monsters 8 Y any unique * "summons special opponents." * If this fails to summon the desired number of monsters, greater undead are summoned instead. Other Spells ------------ The message the game gives you is given in parentheses, following the name of the spell used in the monster recall. drain mana ("draws psychic energy from you!") Drains 1+((1dM)/2) mana points from the player, giving the monster six hit points per drained mana point, up to the monster's maximum hit points. haste-self ("concentrates on his/her/its body.") Speeds up the spellcasting monster (+10 to speed for the first time the spell is cast, and +2 for each subsequent casting, up to a maximum of a +20 bonus to the monster's normal speed). heal-self ("concentrates on his/her/its wounds.") Restores 6M hit points to the spellcasting monster (in this case current hit points may not exceed maximum hit points). This spell will also remove any fear of your character that the monster may currently have. blink-self ("blinks away.") Teleports the spellcasting monster up to 10 squares away. teleport-self ("teleports away.") Teleports the spellcasting monster up to 45 squares away. teleport to ("commands you to return!") Teleports the player next to the spellcasting monster. teleport away ("teleports you away.") Teleports the player up to 100 squares away. teleport level ("gestures at your feet.") Teleports the player one level up or down (random); the player can only be teleported down from the town, or up from level 99 (if Sauron is alive) or level 100 (if Morgoth is alive). This has no effect if the player has resist nexus or makes a successful saving throw. create darkness ("gestures in shadow.") Causes all squares within 3 squares of the player to become unlit, including any rooms that touch the radius of effect. create traps ("casts a spell and cackles evilly.") Creates traps on all squares surrounding the player. Traps are not created on squares containing objects or stairs. cause amnesia ("tries to blank your mind.") Attempts to cause amnesia in the player (causing the player to forget the map of the current dungeon level, as well as the precise identity of all objects currently equipped or in the player's inventory). This has no effect if the player makes a successful saving throw. In addition, any items that have been *Identified* are not forgotten by your character. +-------------------------------------------------------------------------+ | OTHER MONSTER ATTACKS | +-------------------------------------------------------------------------+ There are a number of other monster abilities that are treated similar to breath attacks and spells but are neither; these are as follows: shriek for help ("makes a high pitched shriek.") This aggravates monsters, waking all monsters within 40 squares of the player and speeding up those within line of sight. fire an arrow ("fires an arrow.") [1d6 damage] fire arrows ("fires an arrow!") [3d6 damage] fire a missile ("fires a missile.") [5d6 damage] fire missiles ("fires a missile!") [7d6 damage] In these attacks, the monsters fires a projectile at the player that does the indicated damage. If a monster is in between the monster and the player, the intervening monster is hit instead. Regardless of what is hit, there is no way to resist the damage. angband-doc-3.0.3.5/debian/0000755000000000000000000000000011220706203012116 5ustar angband-doc-3.0.3.5/debian/docfaq20000644000000000000000000000132711021050777013372 0ustar Document: angband-doc-faq2 Title: Frequently asked questions about Angband, part 2 Author: Various Abstract: Angband is a single-player, text-based, dungeon simulation derived from the game Moria, which was in turn based on Rogue. This package contains additional documentation and spoilers for the game. Angband has been written by several generations of programmers over the years, and is derived from an earlier game called Moria, and the documentation has been (often haphazardly) accumulated over time as well. Section: Games/Adventure Format: HTML Index: /usr/share/doc/angband-doc/angfaq2.html Files: /usr/share/doc/angband-doc/angfaq2.html Format: text Files: /usr/share/doc/angband-doc/angfaq2.txt.gz angband-doc-3.0.3.5/debian/copyright0000644000000000000000000000114211020440174014047 0ustar This package was debianized by Manoj Srivastava It was downloaded from The documentation is freely available. The debian specific changes are Copyright (c) 1996, 1997, 1998, 1999, 2000, 2001, 2002, 2003, 2004, 2005, 2006 Manoj Srivastava, and distributed under the terms of the Artistic License. The Artistic License is available on Debian systems in the file /usr/share/common-licenses/Artistic. (This is the licence that Perl is available under) Manoj Srivastava arch-tag: d4250e44-a0e0-4ee0-adb9-2bd74f6eeb27 angband-doc-3.0.3.5/debian/docentry0000644000000000000000000000160311021050617013670 0ustar Document: angband-doc Title: Documentation for Angband Author: Various Abstract: Angband is a single-player, text-based, dungeon simulation derived from the game Moria, which was in turn based on Rogue. This package contains additional documentation and spoilers for the game. Angband has been written by several generations of programmers over the years, and is derived from an earlier game called Moria, and the documentation has been (often haphazardly) accumulated over time as well. Section: Games/Adventure Format: HTML Index: /usr/share/doc/angband-doc/index.html Files: /usr/share/doc/angband-doc/news.html /usr/share/doc/angband-doc/bugs.html /usr/share/doc/angband-doc/mods.html /usr/share/doc/angband-doc/auto.html /usr/share/doc/angband-doc/email.html /usr/share/doc/angband-doc/links.html /usr/share/doc/angband-doc/files.html angband-doc-3.0.3.5/debian/README.debian0000644000000000000000000000077111020440174014224 0ustar This is the Debian GNU/Linux prepackaged version of the documentation for the rogue-like game angband. Angband has been written by several generations of programmers over the years, and is derived from an earlier game called moria, and the documentation has been (often haphazardly) accumulated over time as well. This package was put together by Manoj Srivastava , from sources retrieved from directories Help-Help and Help-Info under angband-doc-3.0.3.5/debian/common/0000755000000000000000000000000011220705737013421 5ustar angband-doc-3.0.3.5/debian/common/README0000644000000000000000000000615411020776223014303 0ustar # This file provides a quick overview of this build system. The idea is # to convert ./debian/rules into a framework, which abstracts most of # the work required to create a Debian package into this common set of # make snippets. # The rules file would look like this: ## Include dpkg-architecture generated variables # This make snippet uses dpkg-architecture to set the various # DEB_BUILD* and DEB_HOST* variables. It also adds a couple of DEBUG # macros for use in the rules file. include debian/common/archvars.mk ## variables useful for perl packages # This sets things like the installed location of the private lib, # arch dependent lib, and vendor library directories. include debian/common/perlvars.mk ## Install commands # This sets the convenience macros install_{file,script,program} and # a make directory macro, all run as root, for the install and binary # targets. It also includes a macro to create the md5sum for # installed files. include debian/common/install_cmds.mk ## Per package variable settings. # This file sets the Make variables on a per package basis. Things # like include files, C, C++, and LD flags are set here, as well as # installation paths or, really, anything else that would be needed # during packaging operations include debian/local-vars.mk ## Setting C compiler flags. # This file takes care of setting C compiler flags, setting the # compiler if a cross compilation effort is detected, and either # arranges for binaries to be stripped or not based on # DEB_BUILD_OPTIONS. include debian/common/copt.mk ## Set automake configuration flags # This file sets confflags variable with the proper --host and # --build options if it detects a cross compilation effort underway. include debian/common/automake.mk # Set up the default target. all: @echo nothing to be done ## Include the common targets # This file sets up the flow of control during a Debian package build # process, taking into account policy requirements (mandatory # targets, ordering targets). It sets up rules for each package found # in ./debian/control file in the package, and arranges package build # to follow the order of configuration, building, installation, and # binary package creation (and of course, clean). # The details of the targets can be seen visually by running dot on # the accompanying targets.dot file. In the figure, the legend is: # Nodes attributes: # filled == Work target (most work is done in dependencies added # to these targets). These are the targets referred to # in the local.mk file # Octagon == Phony target # Oval == Real target based on a time stamp # Double lines denote a mandatory target # # Edge attributes: A Red line indicates the target is called using # $(MAKE) -f ./debian/rules . So the targets connected by the # red lines are run after all the dependencies have been updated, but # before anything else is done. include debian/common/targets.mk ## The bulk of packaging # This file adds dependencies to the double-colon rules set up in # targets.mk above, and perform the bulk of the packaging. include debian/local.mk angband-doc-3.0.3.5/debian/common/install_cmds.mk0000644000000000000000000000477011114303251016421 0ustar ######################### -*- Mode: Makefile-Gmake -*- ######################## ## install_cmds.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.internal.golden-gryphon.com ) ## Created On : Fri Jun 16 14:40:20 2006 ## Created On Node : glaurung.internal.golden-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Wed Sep 6 11:43:05 2006 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 9 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: a38b6a93-2539-4034-9060-ae94d5c8a071 ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published by ## the Free Software Foundation; either version 2 of the License, or ## (at your option) any later version. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## ## You should have received a copy of the GNU General Public License ## along with this program; if not, write to the Free Software ## Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ## ############################################################################### # install commands INSTALL = install ifeq (,$(filter nostrip,$(DEB_BUILD_OPTIONS))) INSTALL_PROGRAM += -s endif install_file = $(INSTALL) -p -o root -g root -m 644 install_program = $(INSTALL) -p -o root -g root -m 755 install_script = $(INSTALL) -p -o root -g root -m 755 make_directory = $(INSTALL) -p -d -o root -g root -m 755 define create_md5sum create_md5sums_fn () { \ cd $$1 ; \ find . -type f \ ! -regex './DEBIAN/.*' \ ! -regex './etc/.*' $(EXTRA_MD5SUM_EXCLUDE) \ -printf '%P\0' | xargs -r0 md5sum > DEBIAN/md5sums ; \ if [ -z "DEBIAN/md5sums" ] ; then \ rm -f "DEBIAN/md5sums" ; \ fi ; \ } ; \ create_md5sums_fn endef #Local variables: #mode: makefile #End: angband-doc-3.0.3.5/debian/common/debconf.mk0000644000000000000000000000642211020441465015347 0ustar ############################ -*- Mode: Makefile -*- ########################### ## debconf.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.internal.golden-gryphon.com ) ## Created On : Fri Mar 12 11:11:31 2004 ## Created On Node : glaurung.internal.golden-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Mon Apr 11 13:19:10 2005 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 20 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : helps with using debconf ## ## arch-tag: 32b933a9-05ad-4c03-97a8-8644745b832a ## ############################################################################### # The idea behind this scheme is that the maintainer (or whoever's # building the package for upload to unstable) has to build on a # machine with po-debconf installed, but nobody else does. # When building with po-debconf, a format 1 (no encoding specifications, # woody-compatible) debian/templates file is generated in the clean target # and shipped in the source package, but a format 2 (UTF8-encoded, # woody-incompatible) debian/templates file is generated in binary-arch # for the binary package only. # When building without po-debconf, the binary package simply reuses the # woody-compatible debian/templates file that was produced by the clean # target of the maintainer's build. # Also, make sure that debian/control has ${debconf-depends} in the # appropriate Depends: line., and use the following in the binary # target: # dpkg-gencontrol -V'debconf-depends=debconf (>= $(MINDEBCONFVER))' # # WARNING!! You need to create the templates.master file before this all works. ifeq (,$(wildcard /usr/bin/po2debconf)) PO2DEBCONF := no MINDEBCONFVER := 0.5 else PO2DEBCONF := yes MINDEBCONFVER := 1.2.0 endif # Hack for woody compatibility. This makes sure that the # debian/templates file shipped in the source package doesn't specify # encodings, which woody's debconf can't handle. If building on a # system with po-debconf installed the binary-arch target will # generate a better version for sarge. Only do this if there is a # templates.master, or else the debian/templates file can get # damamged. ifeq ($(PO2DEBCONF),yes) ifeq (,$(wildcard debian/templates.master)) define CREATE_COMPATIBLE_TEMPLATE echo Not modifying templates endef else define CREATE_COMPATIBLE_TEMPLATE echo 1 > debian/po/output po2debconf debian/templates.master > debian/templates rm -f debian/po/output endef endif else define CREATE_COMPATIBLE_TEMPLATE echo Not modifying templates endef endif ifeq ($(PO2DEBCONF),yes) ifeq (,$(wildcard debian/templates.master)) define INSTALL_TEMPLATE echo using old template endef else define INSTALL_TEMPLATE po2debconf debian/templates.master > debian/templates endef endif else define INSTALL_TEMPLATE echo using old template endef endif # the tool podebconf-report-po is also a great friend to have in such # circumstances define CHECKPO @for i in debian/po/*.po; do \ if [ -f $$i ]; then \ echo \"Checking: $$i\"; \ msgmerge -U $$i debian/po/templates.pot; \ msgfmt -o /dev/null -c --statistics $$i; \ fi; \ done endef angband-doc-3.0.3.5/debian/common/archvars.mk0000644000000000000000000000775211020441465015567 0ustar ############################ -*- Mode: Makefile -*- ########################### ## archvars.mk --- ## Author : Manoj Srivastava ( srivasta@golden-gryphon.com ) ## Created On : Sat Nov 15 02:40:56 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Tue Nov 16 23:36:15 2004 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 5 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : calls dpkg-architecture and sets up various arch ## related variables ## ## arch-tag: e16dd848-0fd6-4c0e-ae66-bef20d1f7c63 ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published by ## the Free Software Foundation; either version 2 of the License, or ## (at your option) any later version. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## ## You should have received a copy of the GNU General Public License ## along with this program; if not, write to the Free Software ## Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ## ############################################################################### DPKG_ARCH := dpkg-architecture ifeq ($(strip $(KPKG_ARCH)),um) MAKING_VIRTUAL_IMAGE:=YES endif ifeq ($(strip $(KPKG_ARCH)),xen) MAKING_VIRTUAL_IMAGE:=YES endif ifneq ($(strip $(CONFIG_UM)),) MAKING_VIRTUAL_IMAGE:=YES KPKG_ARCH=um endif ifneq ($(strip $(CONFIG_XEN)),) MAKING_VIRTUAL_IMAGE:=YES ifneq ($(strip $(CONFIG_X86_XEN)$(CONFIG_X86_64_XEN)),) KPKG_SUBARCH=xen else KPKG_ARCH=xen ifeq ($(strip $(CONFIG_XEN_PRIVILEGED_GUEST)),) KPKG_SUBARCH=xenu else KPKG_SUBARCH=xen0 endif endif endif ifdef KPKG_ARCH ifeq ($(strip $(MAKING_VIRTUAL_IMAGE)),) ifneq ($(CROSS_COMPILE),-) ha:=-a$(KPKG_ARCH) endif endif endif # set the dpkg-architecture vars export DEB_BUILD_ARCH := $(shell $(DPKG_ARCH) -qDEB_BUILD_ARCH) export DEB_BUILD_GNU_CPU := $(shell $(DPKG_ARCH) -qDEB_BUILD_GNU_CPU) export DEB_BUILD_GNU_SYSTEM:= $(shell $(DPKG_ARCH) -qDEB_BUILD_GNU_SYSTEM) export DEB_BUILD_GNU_TYPE := $(shell $(DPKG_ARCH) -qDEB_BUILD_GNU_TYPE) export DEB_HOST_ARCH := $(shell $(DPKG_ARCH) $(ha) -qDEB_HOST_ARCH) export DEB_HOST_ARCH_OS := $(shell $(DPKG_ARCH) $(ha) -qDEB_HOST_ARCH_OS \ 2>/dev/null|| true) export DEB_HOST_ARCH_CPU := $(shell $(DPKG_ARCH) $(ha) -qDEB_HOST_ARCH_CPU \ 2>/dev/null|| true) export DEB_HOST_GNU_CPU := $(shell $(DPKG_ARCH) $(ha) -qDEB_HOST_GNU_CPU) export DEB_HOST_GNU_SYSTEM := $(shell $(DPKG_ARCH) $(ha) -qDEB_HOST_GNU_SYSTEM) export DEB_HOST_GNU_TYPE := $(shell $(DPKG_ARCH) $(ha) -qDEB_HOST_GNU_TYPE) # arrgh. future proofing ifeq ($(DEB_HOST_GNU_SYSTEM), linux) DEB_HOST_GNU_SYSTEM=linux-gnu endif ifeq ($(DEB_HOST_ARCH_OS),) ifeq ($(DEB_HOST_GNU_SYSTEM), linux-gnu) DEB_HOST_ARCH_OS := linux endif ifeq ($(DEB_HOST_GNU_SYSTEM), kfreebsd-gnu) DEB_HOST_ARCH_OS := kfreebsd endif endif REASON = @if [ -f $@ ]; then \ echo "====== making $(notdir $@) because of $(notdir $?) ======";\ else \ echo "====== making target $@ [new prereqs: $(notdir $?)]======"; \ fi OLDREASON = @if [ -f $@ ]; then \ echo "====== making $(notdir $@) because of $(notdir $?) ======";\ else \ echo "====== making (creating) $(notdir $@) ======"; \ fi LIBREASON = @echo "====== making $(notdir $@)($(notdir $%))because of $(notdir $?)======" # macro outputing $(1) if DEBUG_DEBIAN_RULES is set, and resolving it # in all cases usage $(call doit,some shell command) doit = $(if $(DEBUG_DEBIAN_RULES),$(warning DEBUG: $(1)))$(shell $(1)) #Local variables: #mode: makefile #End: angband-doc-3.0.3.5/debian/common/copt.mk0000644000000000000000000000232211114303251014701 0ustar ############################ -*- Mode: Makefile -*- ########################### ## copt.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 02:48:40 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Sat Nov 15 02:49:07 2003 ## Last Machine Used: glaurung.green-gryphon.com ## Update Count : 1 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: a0045c20-f1b3-4852-9a4b-1a33ebd7c1b8 ## ############################################################################### PREFIX := /usr # set CC to $(DEB_HOST_GNU_TYPE)-gcc only if a cross-build is detected ifneq ($(DEB_HOST_GNU_TYPE),$(DEB_BUILD_GNU_TYPE)) CC=$(DEB_HOST_GNU_TYPE)-gcc else CC = cc endif # Policy 10.1 says to make this the default CFLAGS = -Wall -g ifneq (,$(filter noopt,$(DEB_BUILD_OPTIONS))) CFLAGS += -O0 else CFLAGS += -O2 endif ## ifneq (,$(findstring debug,$(DEB_BUILD_OPTIONS))) ## endif ifeq (,$(findstring nostrip,$(DEB_BUILD_OPTIONS))) STRIP += -s LDFLAGS += -s INT_INSTALL_TARGET = install else INT_INSTALL_TARGET = install endif angband-doc-3.0.3.5/debian/common/automake.mk0000644000000000000000000000271011020441465015551 0ustar ############################ -*- Mode: Makefile -*- ########################### ## automake.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 02:47:23 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Sat Nov 15 02:47:53 2003 ## Last Machine Used: glaurung.green-gryphon.com ## Update Count : 1 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: 1fabe69b-7cc8-4ecc-9411-bc5906b19857 ## ############################################################################### AUTOCONF_VERSION:=$(shell if [ -e configure ]; then \ grep "Generated automatically using autoconf" \ configure | sed -e 's/^.*autoconf version //g'; \ fi) HAVE_NEW_AUTOMAKE:=$(shell if [ "X$(AUTOCONF_VERSION)" != "X2.13" ]; then \ echo 'YES' ; fi) ifneq ($(strip $(HAVE_NEW_AUTOMAKE)),) ifeq ($(DEB_BUILD_GNU_TYPE), $(DEB_HOST_GNU_TYPE)) confflags += --build $(DEB_BUILD_GNU_TYPE) else confflags += --build $(DEB_BUILD_GNU_TYPE) --host $(DEB_HOST_GNU_TYPE) endif else ifeq ($(DEB_BUILD_GNU_TYPE), $(DEB_HOST_GNU_TYPE)) confflags += $(DEB_HOST_GNU_TYPE) else confflags += --build $(DEB_BUILD_GNU_TYPE) --host $(DEB_HOST_GNU_TYPE) endif endif angband-doc-3.0.3.5/debian/common/targets.mk0000644000000000000000000004574011114362333015426 0ustar ############################ -*- Mode: Makefile -*- ########################### ## targets.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 01:10:05 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Sat Apr 26 22:33:09 2008 ## Last Machine Used: anzu.internal.golden-gryphon.com ## Update Count : 131 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : The top level targets mandated by policy, as well as ## their dependencies. ## ## arch-tag: a81086a7-00f7-4355-ac56-8f38396935f4 ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published by ## the Free Software Foundation; either version 2 of the License, or ## (at your option) any later version. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## ## You should have received a copy of the GNU General Public License ## along with this program; if not, write to the Free Software ## Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ## ############################################################################### ####################################################################### ####################################################################### ############### Miscellaneous ############### ####################################################################### ####################################################################### source diff: @echo >&2 'source and diff are obsolete - use dpkg-source -b'; false define TESTROOT @test $$(id -u) = 0 || (echo need root priviledges; exit 1) endef testroot: $(TESTROOT) checkpo: $(CHECKPO) # arch-buildpackage likes to call this prebuild: # OK. We have two sets of rules here, one for arch dependent packages, # and one for arch independent packages. We have already calculated a # list of each of these packages. # In each set, we may need to do things in five steps: configure, # build, install, package, and clean. Now, there can be a common # actions to be taken for all the packages, all arch dependent # packages, all all independent packages, and each package # individually at each stage. ########################################################################### # The current code does a number of things: It ensures that the highest # # dependency at any stage (usually the -Common target) depends on the # # stamp-STAGE of the previous stage; so no work on a succeeding stage can # # start before the previous stage is all done. # ########################################################################### ################################################################################# # In the following, the do_* targets make sure all the real non-generic work is # # done, but are not in the direct line of dependencies. This makes sure # # that previous step in the order is all up to date before any of the per # # package target dependencies are run. # ################################################################################# ####################################################################### ####################################################################### ############### Configuration ############### ####################################################################### ####################################################################### # Just a dummy target to make sure that the stamp directory exists debian/stamp/dummy-config-common: $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Configuration tasks common to arch and arch indep packages go here debian/stamp/pre-config-common: debian/stamp/dummy-config-common $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Do not add dependencies to this rule debian/stamp/do-pre-config-common: debian/stamp/dummy-config-common $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/pre-config-common @echo done > $@ # Arch specific and arch independent tasks go here debian/stamp/pre-config-arch: debian/stamp/do-pre-config-common $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Do not add dependencies to this rule debian/stamp/do-pre-config-arch: debian/stamp/do-pre-config-common $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/pre-config-arch @echo done > $@ debian/stamp/pre-config-indep: debian/stamp/do-pre-config-common $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Do not add dependencies to this rule debian/stamp/do-pre-config-indep: debian/stamp/do-pre-config-common $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/pre-config-indep @echo done > $@ # Per package work happens as an added dependency of this rule. $(patsubst %,debian/stamp/CONFIG/%,$(DEB_ARCH_PACKAGES)) : debian/stamp/CONFIG/% : debian/stamp/do-pre-config-arch $(REASON) $(checkdir) @test -d debian/stamp/CONFIG || mkdir -p debian/stamp/CONFIG @echo done > $@ $(patsubst %,debian/stamp/CONFIG/%,$(DEB_INDEP_PACKAGES)) : debian/stamp/CONFIG/% : debian/stamp/do-pre-config-indep $(REASON) $(checkdir) @test -d debian/stamp/CONFIG || mkdir -p debian/stamp/CONFIG @echo done > $@ # Do not add dependencies to this rule debian/stamp/dep-configure-arch: debian/stamp/do-pre-config-arch $(patsubst %,debian/stamp/CONFIG/%,$(DEB_ARCH_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Do not add dependencies to this rule debian/stamp/dep-configure-indep: debian/stamp/do-pre-config-indep $(patsubst %,debian/stamp/CONFIG/%,$(DEB_INDEP_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-configure-arch: debian/stamp/do-pre-config-arch $(REASON) @test -d debian/stamp/CONFIG || mkdir -p debian/stamp/CONFIG $(MAKE) -f debian/rules debian/stamp/dep-configure-arch @echo done > $@ debian/stamp/do-configure-indep: debian/stamp/do-pre-config-indep $(REASON) @test -d debian/stamp/CONFIG || mkdir -p debian/stamp/CONFIG $(MAKE) -f debian/rules debian/stamp/dep-configure-indep @echo done > $@ # These three targets are required by policy configure-arch: debian/stamp/do-configure-arch $(REASON) configure-indep: debian/stamp/do-configure-indep $(REASON) configure: debian/stamp/do-configure-arch debian/stamp/do-configure-indep $(REASON) ####################################################################### ####################################################################### ############### Build ############### ####################################################################### ####################################################################### # tasks common to arch and arch indep packages go here debian/stamp/pre-build-common: $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Arch specific and arch independent tasks go here debian/stamp/pre-build-arch: debian/stamp/do-configure-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-pre-build-arch: debian/stamp/do-configure-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @test -e debian/stamp/pre-build-common || $(MAKE) -f debian/rules debian/stamp/pre-build-common $(MAKE) -f debian/rules debian/stamp/pre-build-arch @echo done > $@ debian/stamp/pre-build-indep: debian/stamp/do-configure-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-pre-build-indep: debian/stamp/do-configure-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @test -e debian/stamp/pre-build-common || $(MAKE) -f debian/rules debian/stamp/pre-build-common $(MAKE) -f debian/rules debian/stamp/pre-build-indep @echo done > $@ # Per package work happens as an added dependency of this rule. $(patsubst %,debian/stamp/BUILD/%,$(DEB_ARCH_PACKAGES)) : debian/stamp/BUILD/% : debian/stamp/do-pre-build-arch $(REASON) $(checkdir) @test -d debian/stamp/BUILD || mkdir -p debian/stamp/BUILD @echo done > $@ $(patsubst %,debian/stamp/BUILD/%,$(DEB_INDEP_PACKAGES)) : debian/stamp/BUILD/% : debian/stamp/do-pre-build-indep $(REASON) $(checkdir) @test -d debian/stamp/BUILD || mkdir -p debian/stamp/BUILD @echo done > $@ # These do targeta make sure all the per package configuration is # done, but is not in the direct line of dependencies. This makes sure # that pre-config targets are all up to date before any of the per # package target dependencies are run. debian/stamp/dep-build-arch: debian/stamp/do-pre-build-arch $(patsubst %,debian/stamp/BUILD/%,$(DEB_ARCH_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/dep-build-indep: debian/stamp/do-pre-build-indep $(patsubst %,debian/stamp/BUILD/%,$(DEB_INDEP_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-build-arch: debian/stamp/do-pre-build-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/dep-build-arch @echo done > $@ debian/stamp/do-build-indep: debian/stamp/do-pre-build-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/dep-build-indep @echo done > $@ # required build-arch: debian/stamp/do-build-arch $(REASON) build-indep: debian/stamp/do-build-indep $(REASON) build: debian/stamp/do-build-arch debian/stamp/do-build-indep $(REASON) # Work here debian/stamp/post-build-arch: debian/stamp/do-build-arch $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-post-build-arch: debian/stamp/do-build-arch $(REASON) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/post-build-arch @echo done > $@ debian/stamp/post-build-indep: debian/stamp/do-build-indep $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-post-build-indep: debian/stamp/do-build-indep $(REASON) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/post-build-indep @echo done > $@ ####################################################################### ####################################################################### ############### Install ############### ####################################################################### ####################################################################### # tasks common to arch and arch indep packages go here debian/stamp/pre-inst-common: $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Arch specific and arch independent tasks go here debian/stamp/pre-inst-arch: debian/stamp/do-post-build-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-pre-inst-arch: debian/stamp/do-post-build-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @test -e debian/stamp/INST-common || $(MAKE) -f debian/rules debian/stamp/pre-inst-common $(MAKE) -f debian/rules debian/stamp/pre-inst-arch @echo done > $@ debian/stamp/pre-inst-indep: debian/stamp/do-post-build-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-pre-inst-indep: debian/stamp/do-post-build-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @test -e debian/stamp/INST-common || $(MAKE) -f debian/rules debian/stamp/pre-inst-common $(MAKE) -f debian/rules debian/stamp/pre-inst-indep @echo done > $@ # Per package work happens as an added dependency of this rule $(patsubst %,debian/stamp/INST/%,$(DEB_ARCH_PACKAGES)) : debian/stamp/INST/% : debian/stamp/do-pre-inst-arch $(REASON) $(checkdir) @test -d debian/stamp/INST || mkdir -p debian/stamp/INST @echo done > $@ $(patsubst %,debian/stamp/INST/%,$(DEB_INDEP_PACKAGES)) : debian/stamp/INST/% : debian/stamp/do-pre-inst-indep $(REASON) $(checkdir) @test -d debian/stamp/INST || mkdir -p debian/stamp/INST @echo done > $@ # These do targeta make sure all the per package configuration is # done, but is not in the direct line of dependencies. This makes sure # that pre-config targets are all up to date before any of the per # package target dependencies are run. debian/stamp/dep-install-arch: debian/stamp/do-pre-inst-arch $(patsubst %,debian/stamp/INST/%,$(DEB_ARCH_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/dep-install-indep: debian/stamp/do-pre-inst-indep $(patsubst %,debian/stamp/INST/%,$(DEB_INDEP_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-install-arch: debian/stamp/do-pre-inst-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/dep-install-arch @echo done > $@ debian/stamp/do-install-indep: debian/stamp/do-pre-inst-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/dep-install-indep @echo done > $@ #required install-arch: debian/stamp/do-install-arch $(REASON) $(TESTROOT) install-indep: debian/stamp/do-install-indep $(REASON) $(TESTROOT) install: debian/stamp/do-install-arch debian/stamp/do-install-indep $(REASON) $(TESTROOT) ####################################################################### ####################################################################### ############### Package ############### ####################################################################### ####################################################################### # tasks common to arch and arch indep packages go here debian/stamp/pre-bin-common: $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ # Arch specific and arch independent tasks go here debian/stamp/pre-bin-arch: debian/stamp/do-install-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-pre-bin-arch: debian/stamp/do-install-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @test -e debian/stamp/BIN-common || $(MAKE) -f debian/rules debian/stamp/pre-bin-common $(MAKE) -f debian/rules debian/stamp/pre-bin-arch @echo done > $@ debian/stamp/pre-bin-indep: debian/stamp/do-install-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-pre-bin-indep: debian/stamp/do-install-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp @test -e debian/stamp/BIN-common || $(MAKE) -f debian/rules debian/stamp/pre-bin-common $(MAKE) -f debian/rules debian/stamp/pre-bin-indep @echo done > $@ # Per package work happens as an added dependency of this rule $(patsubst %,debian/stamp/BIN/%,$(DEB_ARCH_PACKAGES)) : debian/stamp/BIN/% : debian/stamp/do-pre-bin-arch $(REASON) $(checkdir) @test -d debian/stamp/BIN || mkdir -p debian/stamp/BIN @echo done > $@ $(patsubst %,debian/stamp/BIN/%,$(DEB_INDEP_PACKAGES)) : debian/stamp/BIN/% : debian/stamp/do-pre-bin-indep $(REASON) $(checkdir) @test -d debian/stamp/BIN || mkdir -p debian/stamp/BIN @echo done > $@ # These do targeta make sure all the per package work is done, but is # not in the direct line of dependencies. This makes sure that # pre-config targets are all up to date before any of the per package # target dependencies are run. debian/stamp/dep-binary-arch: debian/stamp/pre-bin-arch $(patsubst %,debian/stamp/BIN/%,$(DEB_ARCH_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/dep-binary-indep: debian/stamp/pre-bin-indep $(patsubst %,debian/stamp/BIN/%,$(DEB_INDEP_PACKAGES)) $(REASON) @test -d debian/stamp || mkdir -p debian/stamp @echo done > $@ debian/stamp/do-binary-arch: debian/stamp/do-pre-bin-arch $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/dep-binary-arch @echo done > $@ debian/stamp/do-binary-indep: debian/stamp/do-pre-bin-indep $(REASON) $(checkdir) @test -d debian/stamp || mkdir -p debian/stamp $(MAKE) -f debian/rules debian/stamp/dep-binary-indep @echo done > $@ # required binary-arch: debian/stamp/do-binary-arch $(REASON) $(TESTROOT) binary-indep: debian/stamp/do-binary-indep $(REASON) $(TESTROOT) binary: debian/stamp/do-binary-arch debian/stamp/do-binary-indep $(REASON) $(TESTROOT) @echo arch package = $(DEB_ARCH_PACKAGES) @echo indep packages = $(DEB_INDEP_PACKAGES) ####################################################################### ####################################################################### ############### Clean ############### ####################################################################### ####################################################################### # Work here CLN-common:: $(REASON) $(checkdir) # sync Work here CLN-arch:: CLN-common $(REASON) $(checkdir) CLN-indep:: CLN-common $(REASON) $(checkdir) # Work here $(patsubst %,CLEAN/%,$(DEB_ARCH_PACKAGES)) :: CLEAN/% : CLN-arch $(REASON) $(checkdir) $(patsubst %,CLEAN/%,$(DEB_INDEP_PACKAGES)) :: CLEAN/% : CLN-indep $(REASON) $(checkdir) clean-arch: CLN-arch $(patsubst %,CLEAN/%,$(DEB_ARCH_PACKAGES)) $(REASON) clean-indep: CLN-indep $(patsubst %,CLEAN/%,$(DEB_INDEP_PACKAGES)) $(REASON) clean: clean-indep clean-arch $(REASON) -test -f Makefile && $(MAKE) distclean -rm -f $(FILES_TO_CLEAN) $(STAMPS_TO_CLEAN) -rm -rf $(DIRS_TO_CLEAN) debian/stamp -rm -f core TAGS \ `find . ! -regex '.*/\.git/.*' ! -regex '.*/\{arch\}/.*' \ ! -regex '.*/CVS/.*' ! -regex '.*/\.arch-ids/.*' \ ! -regex '.*/\.svn/.*' \ \( -name '*.orig' -o -name '*.rej' -o -name '*~' -o \ -name '*.bak' -o -name '#*#' -o -name '.*.orig' -o \ -name '.*.rej' -o -name '.SUMS' \) \ -print` ####################################################################### ####################################################################### ############### ############### ####################################################################### ####################################################################### .PHONY: configure-arch configure-indep configure \ build-arch build-indep build \ install-arch install-indep install \ binary-arch binary-indep binary \ CLN-common CLN-indep CLN-arch clean-arch clean-indep clean \ $(patsubst %,CLEAN/%, $(DEB_INDEP_PACKAGES)) $(patsubst %,CLEAN/%, $(DEB_ARCH_PACKAGES)) \ implode explode prebuild checkpo #Local variables: #mode: makefile #End: angband-doc-3.0.3.5/debian/common/pkgvars.mk0000644000000000000000000001272011114303251015414 0ustar ############################ -*- Mode: Makefile -*- ########################### ## pkgvars.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 02:56:30 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Thu Jun 15 12:05:46 2006 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 11 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : This is what allows us toseparate out the top level ## targets, by determining which packages needto be built. ## ## arch-tag: 75fcc720-7389-4eaa-a7ac-c556d3eac331 ## ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published by ## the Free Software Foundation; either version 2 of the License, or ## (at your option) any later version. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## ## You should have received a copy of the GNU General Public License ## along with this program; if not, write to the Free Software ## Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA ## ############################################################################### # The maintainer information. maintainer := $(shell LC_ALL=C dpkg-parsechangelog | grep ^Maintainer: | \ sed 's/^Maintainer: *//') email := srivasta@debian.org # Priority of this version (or urgency, as dchanges would call it) urgency := $(shell LC_ALL=C dpkg-parsechangelog | grep ^Urgency: | \ sed 's/^Urgency: *//') # Common useful variables DEB_SOURCE_PACKAGE := $(strip $(shell egrep '^Source: ' debian/control | \ cut -f 2 -d ':')) DEB_VERSION := $(strip $(shell LC_ALL=C dpkg-parsechangelog | \ egrep '^Version:' | cut -f 2 -d ' ')) DEB_ISNATIVE := $(strip $(shell LC_ALL=C dpkg-parsechangelog | \ perl -ne 'print if (m/^Version:/g && ! m/^Version:.*\-/);')) DEB_DISTRIBUTION := $(strip $(shell LC_ALL=C dpkg-parsechangelog | \ egrep '^Distribution:' | cut -f 2 -d ' ')) DEB_PACKAGES := $(shell perl -e ' \ $$/=""; \ while(<>){ \ $$p=$$1 if m/^Package:\s*(\S+)/; \ die "duplicate package $$p" if $$seen{$$p}; \ $$seen{$$p}++; print "$$p " if $$p; \ }' debian/control ) DEB_INDEP_PACKAGES := $(shell perl -e ' \ $$/=""; \ while(<>){ \ $$p=$$1 if m/^Package:\s*(\S+)/; \ die "duplicate package $$p" if $$seen{$$p}; \ $$seen{$$p}++; \ $$a=$$1 if m/^Architecture:\s*(\S+)/m; \ next unless ($$a eq "all"); \ print "$$p " if $$p; \ }' debian/control ) DEB_ARCH_PACKAGES := $(shell perl -e ' \ $$/=""; \ while(<>){ \ $$p=$$1 if m/^Package:\s*(\S+)/; \ die "duplicate package $$p" if $$seen{$$p}; \ $$seen{$$p}++; \ $$c=""; \ if (/^Architecture:\s*(.*?)\s*$$/sm) { \ @a = split /\s+/, $$1 }; \ for my $$b (@a) { \ next unless ($$b eq "$(DEB_HOST_ARCH)" || \ $$b eq "any"); \ $$c="$$p"; \ } \ print "$$c " if $$c; \ }' debian/control ) # This package is what we get after removing the psuedo dirs we use in rules package = $(notdir $@) ifneq (,$(filter parallel=%,$(DEB_BUILD_OPTIONS))) NUMJOBS = $(patsubst parallel=%,%,$(filter parallel=%,$(DEB_BUILD_OPTIONS))) MAKEFLAGS += -j$(NUMJOBS) endif #Local variables: #mode: makefile #End: angband-doc-3.0.3.5/debian/common/ChangeLog0000644000000000000000000000420011020441465015160 0ustar 2008-02-06 Manoj Srivastava * copt.mk: srivasta@debian.org--lenny/skeleton-make-rules--main--0.1--patch-4 The cross building support in Debian has been rewritten to stop overriding the CC variable to $(MAKE) in order to correctly support those packages that build internal tools with the native compiler during the build. This means that other packages that assume that CC will be overridden by the cross-compiling build scripts now fail to build. The patch is simply to set CC to $(DEB_HOST_GNU_TYPE)-gcc only if a cross-build is detected. 2007-10-09 Manoj Srivastava * targets.mk: srivasta@debian.org--lenny/skeleton-make-rules--main--0.1--patch-1 fix dependency tree for targets, allow parralel compilatoin. Many changes, thanks to dot. 2007-09-20 Manoj Srivastava * targets.mk (stamp-clean): srivasta@debian.org--lenny/skeleton-make-rules--main--0.1--base-0 make clean not remove zero sized files. removed the part that cleaned out zero sized files; since there are uses for zero sized files (like, to nuke out files in upstream sources and not inflate the diff. Any zero sized files can still be nuked in the local.mk file. 2006-10-02 Manoj Srivastava * checklibs: srivasta@debian.org--etch/skeleton-make-rules--main--0.1--patch-15 New file, to detect if there are unneeded library dependencies 2006-10-01 Manoj Srivastava * archvars.mk (doit): srivasta@debian.org--etch/skeleton-make-rules--main--0.1--patch-14 Add a macro to execute $(shell ...) macos verbosely to help debugging. 2006-09-15 Manoj Srivastava * targets.mk (stamp-clean): srivasta@debian.org--etch/skeleton-make-rules--main--0.1--patch-13 Exclude version control directories from the generic clean command. 2006-08-23 Manoj Srivastava * pkgvars.mk (DEB_DISTRIBUTION): srivasta@debian.org--etch/skeleton-make-rules--main--0.1--patch-6 Add variable that contains the distribution information angband-doc-3.0.3.5/debian/common/targets.dot0000644000000000000000000006155311020776223015610 0ustar strict digraph Targets { //ranksep=0.750; //nodesep=0.500; // Nodes attributes: filled == Double-colon targt (most work is done here) // Oval == Target based on a time stamp // Octagon == Phony target // Double lines denote a mandatory target (periperies=2) // Edge attributes: Dotted line indicates the target is called using $(MAKE) "debian/stamp/dummy-config-common" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-config-common" [ style="filled", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-config-common" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-config-arch" [ style="filled", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-config-arch" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-config-indep" [ style="filled", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-config-indep" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/CONFIG/foo-arch" [ style="filled", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/CONFIG/bar-indep" [ style="filled", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-configure-arch" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-configure-indep" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-configure-arch" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-configure-indep" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10] "configure-arch" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "configure-indep" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "configure" [ style="bold", color="#DEE3FF", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "debian/stamp/pre-build-common" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-build-arch" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-build-arch" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-build-indep" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-build-indep" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/BUILD/foo-arch" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/BUILD/bar-indep" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-build-arch" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-build-indep" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-build-arch" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-build-indep" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "build-arch" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "build-indep" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "build" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "debian/stamp/post-build-arch" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/post-build-indep" [ style="filled", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-post-build-arch" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-post-build-indep" [ style="bold", color="#74A5ED", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-inst-common" [ style="filled", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-inst-arch" [ style="filled", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-inst-arch" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-inst-indep" [ style="filled", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-inst-indep" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/INST/foo-arch" [ style="filled", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/INST/bar-indep" [ style="filled", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-install-arch" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-install-indep" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-install-arch" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-install-indep" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10] "install-arch" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "install-indep" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "install" [ style="bold", color="#F8DFDB", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "debian/stamp/pre-bin-common" [ style="filled", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-bin-arch" [ style="filled", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-bin-arch" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/pre-bin-indep" [ style="filled", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-pre-bin-indep" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/BIN/foo-arch" [ style="filled", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/BIN/bar-indep" [ style="filled", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-binary-arch" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/dep-binary-indep" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-binary-arch" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "debian/stamp/do-binary-indep" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10] "binary-arch" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "binary-indep" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "binary" [ style="bold", color="#CEFFC0", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "CLN-common" [ style="filled" , color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "CLN-arch" [ style="filled" , color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "CLN-indep" [ style="filled" , color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "CLEAN/foo-arch" [ style="filled" , color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "CLEAN/bar-indep" [ style="filled" , color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "clean-arch" [ style="bold", color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "clean-indep" [ style="bold", color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon"] "clean" [ style="bold", color="#E2E8C3", fontcolor="NavyBlue", fontsize=10, shape="octagon", peripheries=2] "CLN-common" -> "CLN-arch" [dir=back] "CLN-common" -> "CLN-indep" [dir=back] "CLN-arch" -> "CLEAN/foo-arch" [dir=back] "CLN-indep" -> "CLEAN/bar-indep" [dir=back] "CLN-arch" -> "clean-arch" [dir=back] "CLEAN/foo-arch" -> "clean-arch" [dir=back] "CLN-indep" -> "clean-indep" [dir=back] "CLEAN/bar-indep" -> "clean-indep" [dir=back] "clean-indep" -> "clean" [dir=back] "clean-arch" -> "clean" [dir=back] // "debian/stamp/dummy-config-common" -> "debian/stamp/pre-config-common" [dir=back] "debian/stamp/dummy-config-common" -> "debian/stamp/do-pre-config-common" [dir=back] "debian/stamp/pre-config-common" -> "debian/stamp/do-pre-config-common" [dir=back color="Red"] // "CUSTOM-1" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-1" -> "debian/stamp/pre-config-common" [dir=back] // "debian/stamp/do-pre-config-common" -> "debian/stamp/pre-config-arch" [dir=back] "debian/stamp/do-pre-config-common" -> "debian/stamp/do-pre-config-arch" [dir=back] "debian/stamp/pre-config-arch" -> "debian/stamp/do-pre-config-arch" [dir=back color="Red"] // "CUSTOM-2" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-2" -> "debian/stamp/pre-config-arch" [dir=back] // "debian/stamp/do-pre-config-common" -> "debian/stamp/pre-config-indep" [dir=back] "debian/stamp/do-pre-config-common" -> "debian/stamp/do-pre-config-indep" [dir=back] "debian/stamp/pre-config-indep" -> "debian/stamp/do-pre-config-indep" [dir=back color="Red"] // "CUSTOM-3" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-3" -> "debian/stamp/pre-config-indep" [dir=back] // "debian/stamp/do-pre-config-arch" -> "debian/stamp/CONFIG/foo-arch" [dir=back] // "debian/stamp/do-pre-config-indep" -> "debian/stamp/CONFIG/bar-indep" [dir=back] // "debian/stamp/do-pre-config-arch" -> "debian/stamp/dep-configure-arch" [dir=back] "debian/stamp/CONFIG/foo-arch" -> "debian/stamp/dep-configure-arch" [dir=back] // "debian/stamp/do-pre-config-indep" -> "debian/stamp/dep-configure-indep" [dir=back] "debian/stamp/CONFIG/bar-indep" -> "debian/stamp/dep-configure-indep" [dir=back] "debian/stamp/do-pre-config-arch" -> "debian/stamp/do-configure-arch" [dir=back] "debian/stamp/dep-configure-arch" -> "debian/stamp/do-configure-arch" [dir=back color="Red"] // "CUSTOM-4" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-4" -> "debian/stamp/CONFIG/foo-arch" [dir=back] "debian/stamp/do-pre-config-indep" -> "debian/stamp/do-configure-indep" [dir=back] "debian/stamp/dep-configure-indep" -> "debian/stamp/do-configure-indep" [dir=back color="Red"] // "CUSTOM-5" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-5" -> "debian/stamp/CONFIG/bar-indep" [dir=back] "debian/stamp/do-configure-arch" -> "configure-arch" [dir=back] "debian/stamp/do-configure-indep" -> "configure-indep" [dir=back] "debian/stamp/do-configure-arch" -> "configure" [dir=back] "debian/stamp/do-configure-indep" -> "configure" [dir=back] // "debian/stamp/do-configure-arch" -> "debian/stamp/pre-build-arch" [dir=back] "debian/stamp/do-configure-arch" -> "debian/stamp/do-pre-build-arch" [dir=back] "debian/stamp/pre-build-common" -> "debian/stamp/do-pre-build-arch" [dir=back color="Red"] // "CUSTOM-6" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-6" -> "debian/stamp/pre-build-common" [dir=back] "debian/stamp/pre-build-arch" -> "debian/stamp/do-pre-build-arch" [dir=back color="Red"] // "CUSTOM-7" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-7" -> "debian/stamp/pre-build-arch" [dir=back] "debian/stamp/pre-build-common" -> "debian/stamp/do-pre-build-indep" [dir=back color="Red"] "debian/stamp/do-configure-indep" -> "debian/stamp/do-pre-build-indep" [dir=back] // "debian/stamp/do-configure-indep" -> "debian/stamp/pre-build-indep" [dir=back] "debian/stamp/pre-build-indep" -> "debian/stamp/do-pre-build-indep" [dir=back color="Red"] // "CUSTOM-8" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-8" -> "debian/stamp/pre-build-indep" [dir=back] // "debian/stamp/do-pre-build-arch" -> "debian/stamp/BUILD/foo-arch" [dir=back] // "debian/stamp/do-pre-build-indep" -> "debian/stamp/BUILD/bar-indep" [dir=back] // "debian/stamp/do-pre-build-arch" -> "debian/stamp/dep-build-arch" [dir=back] "debian/stamp/BUILD/foo-arch" -> "debian/stamp/dep-build-arch" [dir=back] // "debian/stamp/do-pre-build-indep" -> "debian/stamp/dep-build-indep" [dir=back] "debian/stamp/BUILD/bar-indep" -> "debian/stamp/dep-build-indep" [dir=back] "debian/stamp/do-pre-build-arch" -> "debian/stamp/do-build-arch" [dir=back] "debian/stamp/dep-build-arch" -> "debian/stamp/do-build-arch" [dir=back color="Red"] // "CUSTOM-9" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-9" -> "debian/stamp/BUILD/foo-arch" [dir=back] "debian/stamp/do-pre-build-indep" -> "debian/stamp/do-build-indep" [dir=back] "debian/stamp/dep-build-indep" -> "debian/stamp/do-build-indep" [dir=back color="Red"] // "CUSTOM-10" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-10" -> "debian/stamp/BUILD/bar-indep" [dir=back] "debian/stamp/do-build-arch" -> "build-arch" [dir=back] "debian/stamp/do-build-indep" -> "build-indep" [dir=back] "debian/stamp/do-build-arch" -> "build" [dir=back] "debian/stamp/do-build-indep" -> "build" [dir=back] // "debian/stamp/do-build-arch" -> "debian/stamp/post-build-arch" [dir=back] "debian/stamp/do-build-arch" -> "debian/stamp/do-post-build-arch" [dir=back] "debian/stamp/do-build-indep" -> "debian/stamp/do-post-build-indep" [dir=back] "debian/stamp/post-build-arch" -> "debian/stamp/do-post-build-arch" [dir=back color="Red"] // "CUSTOM-11" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-11" -> "debian/stamp/post-build-arch" [dir=back] "debian/stamp/post-build-indep" -> "debian/stamp/do-post-build-indep" [dir=back color="Red"] // "CUSTOM-12" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-12" -> "debian/stamp/post-build-indep" [dir=back] // "debian/stamp/do-post-build-arch" -> "debian/stamp/pre-inst-arch" [dir=back] "debian/stamp/pre-inst-common" -> "debian/stamp/do-pre-inst-arch" [dir=back color="Red"] // "CUSTOM-13" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-13" -> "debian/stamp/pre-inst-common" [dir=back] "debian/stamp/do-post-build-arch" -> "debian/stamp/do-pre-inst-arch" [dir=back] "debian/stamp/pre-inst-arch" -> "debian/stamp/do-pre-inst-arch" [dir=back color="Red"] // "CUSTOM-14" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-14" -> "debian/stamp/pre-inst-arch" [dir=back] // "debian/stamp/do-post-build-indep" -> "debian/stamp/pre-inst-indep" [dir=back] "debian/stamp/pre-inst-common" -> "debian/stamp/do-pre-inst-indep" [dir=back color="Red"] "debian/stamp/do-post-build-indep" -> "debian/stamp/do-pre-inst-indep" [dir=back] "debian/stamp/pre-inst-indep" -> "debian/stamp/do-pre-inst-indep" [dir=back color="Red"] // "CUSTOM-15" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-15" -> "debian/stamp/pre-inst-indep" [dir=back] // "debian/stamp/do-pre-inst-arch" -> "debian/stamp/INST/foo-arch" [dir=back] // "debian/stamp/do-pre-inst-indep" -> "debian/stamp/INST/bar-indep" [dir=back] // "debian/stamp/do-pre-inst-arch" -> "debian/stamp/dep-install-arch" [dir=back] "debian/stamp/INST/foo-arch" -> "debian/stamp/dep-install-arch" [dir=back] // "debian/stamp/do-pre-inst-indep" -> "debian/stamp/dep-install-indep" [dir=back] "debian/stamp/INST/bar-indep" -> "debian/stamp/dep-install-indep" [dir=back] "debian/stamp/do-pre-inst-arch" -> "debian/stamp/do-install-arch" [dir=back] "debian/stamp/dep-install-arch" -> "debian/stamp/do-install-arch" [dir=back color="Red"] // "CUSTOM-16" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-16" -> "debian/stamp/INST/foo-arch" [dir=back] "debian/stamp/do-pre-inst-indep" -> "debian/stamp/do-install-indep" [dir=back] "debian/stamp/dep-install-indep" -> "debian/stamp/do-install-indep" [dir=back color="Red"] // "CUSTOM-17" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-17" -> "debian/stamp/INST/bar-indep" [dir=back] "debian/stamp/do-install-arch" -> "install-arch" [dir=back] "debian/stamp/do-install-indep" -> "install-indep" [dir=back] "debian/stamp/do-install-arch" -> "install" [dir=back] "debian/stamp/do-install-indep" -> "install" [dir=back] // "debian/stamp/do-install-arch" -> "debian/stamp/pre-bin-arch" [dir=back] "debian/stamp/do-install-arch" -> "debian/stamp/do-pre-bin-arch" [dir=back] "debian/stamp/pre-bin-common" -> "debian/stamp/do-pre-bin-arch" [dir=back color="Red"] // "CUSTOM-18" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-18" -> "debian/stamp/pre-bin-common" [dir=back] "debian/stamp/pre-bin-arch" -> "debian/stamp/do-pre-bin-arch" [dir=back color="Red"] // "CUSTOM-19" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-19" -> "debian/stamp/pre-bin-arch" [dir=back] // "debian/stamp/do-install-indep" -> "debian/stamp/pre-bin-indep" [dir=back] "debian/stamp/pre-bin-common" -> "debian/stamp/do-pre-bin-indep" [dir=back color="Red"] "debian/stamp/do-install-indep" -> "debian/stamp/do-pre-bin-indep" [dir=back] "debian/stamp/pre-bin-indep" -> "debian/stamp/do-pre-bin-indep" [dir=back color="Red"] // "CUSTOM-20" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-20" -> "debian/stamp/pre-bin-indep" [dir=back] // "debian/stamp/do-pre-bin-arch" -> "debian/stamp/BIN/foo-arch" [dir=back] // "debian/stamp/do-pre-bin-indep" -> "debian/stamp/BIN/bar-indep" [dir=back] // "debian/stamp/pre-bin-arch" -> "debian/stamp/dep-binary-arch" [dir=back] "debian/stamp/BIN/foo-arch" -> "debian/stamp/dep-binary-arch" [dir=back] // "debian/stamp/do-pre-bin-indep" -> "debian/stamp/dep-binary-indep" [dir=back] "debian/stamp/BIN/bar-indep" -> "debian/stamp/dep-binary-indep" [dir=back] "debian/stamp/do-pre-bin-arch" -> "debian/stamp/do-binary-arch" [dir=back] "debian/stamp/dep-binary-arch" -> "debian/stamp/do-binary-arch" [dir=back color="Red"] // "CUSTOM-21" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-21" -> "debian/stamp/BIN/foo-arch" [dir=back] "debian/stamp/do-pre-bin-indep" -> "debian/stamp/do-binary-indep" [dir=back] "debian/stamp/dep-binary-indep" -> "debian/stamp/do-binary-indep" [dir=back color="Red"] // "CUSTOM-22" [ style="filled", color="#FFE4B5", fontcolor="NavyBlue", fontsize=10, shape="diamond"] // "CUSTOM-22" -> "debian/stamp/BIN/bar-indep" [dir=back] "debian/stamp/do-binary-arch" -> "binary-arch" [dir=back] "debian/stamp/do-binary-indep" -> "binary-indep" [dir=back] "debian/stamp/do-binary-arch" -> "binary" [dir=back] "debian/stamp/do-binary-indep" -> "binary" [dir=back] "debian/stamp/dummy-config-common" -> "debian/stamp/pre-config-common" [style="invis"] "debian/stamp/do-pre-config-common" -> "debian/stamp/pre-config-arch" [style="invis"] "debian/stamp/do-pre-config-common" -> "debian/stamp/pre-config-indep" [style="invis"] "debian/stamp/do-pre-config-arch" -> "debian/stamp/CONFIG/foo-arch" [style="invis"] "debian/stamp/do-pre-config-indep" -> "debian/stamp/CONFIG/bar-indep" [style="invis"] "debian/stamp/dep-configure-arch" -> "configure" [style="invis"] "debian/stamp/dep-configure-indep" -> "configure" [style="invis"] "debian/stamp/dep-configure-arch" -> "configure-arch" [style="invis"] "debian/stamp/dep-configure-indep" -> "configure-arch" [style="invis"] "debian/stamp/dep-configure-arch" -> "configure-indep" [style="invis"] "debian/stamp/dep-configure-indep" -> "configure-indep" [style="invis"] "configure-arch" -> "configure" [style="invis"] "configure-indep" -> "configure" [style="invis"] "configure" -> "debian/stamp/pre-build-common" [style="invis"] "debian/stamp/pre-build-common" -> "debian/stamp/pre-build-indep" [style="invis"] "debian/stamp/pre-build-common" -> "debian/stamp/pre-build-arch" [style="invis"] "debian/stamp/do-pre-build-arch" -> "debian/stamp/BUILD/foo-arch" [style="invis"] "debian/stamp/do-pre-build-indep" -> "debian/stamp/BUILD/bar-indep" [style="invis"] "debian/stamp/do-build-arch" -> "debian/stamp/post-build-arch" [style="invis"] "debian/stamp/do-build-indep" -> "debian/stamp/post-build-indep" [style="invis"] "debian/stamp/do-post-build-arch" -> "build-arch" [style="invis"] "debian/stamp/do-post-build-arch" -> "build" [style="invis"] "debian/stamp/do-post-build-indep" -> "build-indep" [style="invis"] "debian/stamp/do-post-build-indep" -> "build" [style="invis"] "build-arch" -> "build" [style="invis"] "build-indep" -> "build" [style="invis"] "build" -> "debian/stamp/pre-inst-common" [style="invis"] "debian/stamp/pre-inst-common" -> "debian/stamp/pre-inst-indep" [style="invis"] "debian/stamp/pre-inst-common" -> "debian/stamp/pre-inst-arch" [style="invis"] "debian/stamp/do-pre-inst-arch" -> "debian/stamp/INST/foo-arch" [style="invis"] "debian/stamp/do-pre-inst-indep" -> "debian/stamp/INST/bar-indep" [style="invis"] "install-arch" -> "install" [style="invis"] "install-indep" -> "install" [style="invis"] "debian/stamp/pre-bin-common" -> "debian/stamp/pre-bin-indep" [style="invis"] "debian/stamp/pre-bin-common" -> "debian/stamp/pre-bin-arch" [style="invis"] "install" -> "debian/stamp/pre-bin-common" [style="invis"] "debian/stamp/do-pre-bin-arch" -> "debian/stamp/BIN/foo-arch" [style="invis"] "debian/stamp/do-pre-bin-indep" -> "debian/stamp/BIN/bar-indep" [style="invis"] "binary-arch" -> "binary" [style="invis"] "binary-indep" -> "binary" [style="invis"] } angband-doc-3.0.3.5/debian/common/checklibs0000755000000000000000000000556211020441465015277 0ustar #! /bin/sh # -*- Mode: Sh -*- # checklibs.sh --- # Author : Manoj Srivastava ( srivasta@glaurung.internal.golden-gryphon.com ) # Created On : Fri Sep 29 15:36:22 2006 # Created On Node : glaurung.internal.golden-gryphon.com # Last Modified By : Manoj Srivastava # Last Modified On : Fri Sep 29 22:53:27 2006 # Last Machine Used: glaurung.internal.golden-gryphon.com # Update Count : 43 # Status : Unknown, Use with caution! # HISTORY : # Description : # # arch-tag: 8ba11489-77fa-45a0-92c4-9c5b162ee119 # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA # # Make sure we abort on error set -e progname="$(basename \"$0\")" trap 'rm -f search_patterns.txt;' ALRM HUP INT PIPE TERM ABRT FPE BUS QUIT SEGV ILL EXIT # Find all undefined symbols in all ELF objects in this tree readelf -s -D -W $(find . -type f -print0 | xargs -0r file | grep " ELF" | \ awk '{print $1}' | sed -e 's/:$//') | grep UND | grep -v LOCAL | perl -ple 's/.*\s(\S+)\s*$/\^$1\$/g' | sort -u > search_patterns.txt; # Find all the libraries needed in this tree objdump -T --private-headers $(find . -type f -print0 | xargs -0r file | grep " ELF" | \ awk '{print $1}' | sed -e 's/:$//') | grep NEEDED | sort -u | awk '{print $2}' | while read lib; do # For each library, see where it lives o the file system LIB= for library_dir in "/lib" "/usr/lib" $EXTRA_LIBRARY_PATHS; do if [ -e "$library_dir/$lib" ]; then LIB="$library_dir/$lib"; break fi done if [ -z "$LIB" ]; then echo >&2 "Can't find $lib" continue fi # If we fond the library, find what symbols it defines, and if these symbols # are some that we need if readelf -s -D -W $LIB | grep -v UND | perl -ple 's/.*\s(\S+)\s*$/$1/g' | \ sort -u | grep -q -f search_patterns.txt ; then # Library provides at least some symbols we need if [ -n "$DEBUG" ]; then echo "Found $LIB"; fi else # Library does not provide any symbols we need echo "$LIB" ; fi done # Get rid of the intermediate file rm -f search_patterns.txt; exit 0 angband-doc-3.0.3.5/debian/common/perlvars.mk0000644000000000000000000000210511020441465015577 0ustar ############################ -*- Mode: Makefile -*- ########################### ## perlvars.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 02:55:47 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Sat Dec 13 13:50:58 2003 ## Last Machine Used: glaurung.green-gryphon.com ## Update Count : 3 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: a97a01ba-d08d-404d-aa81-572717c03e6c ## ############################################################################### # Perl variables PERL = /usr/bin/perl INSTALLPRIVLIB = $(TMPTOP)/$(shell \ perl -e 'use Config; print "$$Config{'installprivlib'}\n";') INSTALLARCHLIB = $(TMPTOP)/$(shell \ perl -e 'use Config; print "$$Config{'installarchlib'}\n";') INSTALLVENDORLIB =$(TMPTOP)/$(shell \ perl -e 'use Config; print "$$Config{'vendorlibexp'}\n";') CONFIG = INSTALLDIRS=vendor angband-doc-3.0.3.5/debian/postinst0000755000000000000000000001612511220705557013747 0ustar #! /bin/sh # -*- Mode: Sh -*- # postinst --- # Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) # Created On : Fri Nov 14 11:25:07 2003 # Created On Node : glaurung.green-gryphon.com # Last Modified By : Manoj Srivastava # Last Modified On : Mon Apr 10 18:38:15 2006 # Last Machine Used: glaurung.internal.golden-gryphon.com # Update Count : 13 # Status : Unknown, Use with caution! # HISTORY : # Description : # # arch-tag: 5401e9ef-39cc-4aee-96a4-61dfb8f32cf7 # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA # # # Abort if any command returns an error value set -e package_name=angband-doc if [ -z "$package_name" ]; then print >&2 "Internal Error. Please report a bug." exit 1; fi # This script is called as the last step of the installation of the # package. All the package's files are in place, dpkg has already done # its automatic conffile handling, and all the packages we depend of # are already fully installed and configured. # summary of how this script can be called: # * `configure' # * `abort-upgrade' # * `abort-remove' `in-favour' # # * `abort-deconfigure' `in-favour' # `removing' # # for details, see http://www.debian.org/doc/debian-policy/ or # the debian-policy package # # quoting from the policy: # Any necessary prompting should almost always be confined to the # post-installation script, and should be protected with a conditional # so that unnecessary prompting doesn't happen if a package's # installation fails and the `postinst' is called with `abort-upgrade', # `abort-remove' or `abort-deconfigure'. # The following idempotent stuff doesn't generally need protecting # against being run in the abort-* cases. # Install info files into the dir file ##: install-info --quiet --section "section pattern" "Section Title" \ ##: --description="Name of the document" /usr/info/${package_name}.info # Create stub directories under /usr/local ##: if test ! -d /usr/local/lib/${package_name}; then ##: if test ! -d /usr/local/lib; then ##: if mkdir /usr/local/lib; then ##: chown root.staff /usr/local/lib || true ##: chmod 2775 /usr/local/lib || true ##: fi ##: fi ##: if mkdir /usr/local/lib/${package_name}; then ##: chown root.staff /usr/local/lib/${package_name} || true ##: chmod 2775 /usr/local/lib/${package_name} || true ##: fi ##: fi # Ensure the menu system is updated ##:[ ! -x /usr/bin/update-menus ] || /usr/bin/update-menus # Arrange for a daemon to be started at system boot time ##: update-rc.d ${package_name} default >/dev/null case "$1" in configure) # Configure this package. If the package must prompt the user for # information, do it here. # Install emacs lisp files ##:if [ -x /usr/lib/emacsen-common/emacs-package-install ]; then ##: /usr/lib/emacsen-common/emacs-package-install $package_name ##:fi # Activate menu-methods script ##: chmod a+x /etc/menu-methods/${package_name} # Update ld.so cache ##: ldconfig # Make our version of a program available ##: update-alternatives \ ##: --install /usr/bin/program program /usr/bin/alternative 50 \ ##: --slave /usr/man/man1/program.1.gz program.1.gz \ ##: /usr/man/man1/alternative.1.gz # Tell ucf that the file in /usr/share/foo is the latest # maintainer version, and let it handle how to manage the real # confuguration file in /etc. This is how a static configuration # file can be handled: ##:if which ucf >/dev/null 2>&1; then ##: ucf /usr/share/${package_name}/configuration /etc/${package_name}.conf ##:fi ### We could also do this on the fly. The following is from Tore ### Anderson: #. /usr/share/debconf/confmodule ### find out what the user answered. # db_get foo/run_on_boot # run_on_boot=$RET # db_stop ### safely create a temporary file to generate our suggested ### configuration file. # tempfile=`tempfile` # cat << _eof > $tempfile ### Configuration file for Foo. ### this was answered by you, the user in a debconf dialogue # RUNONBOOT=$run_on_boot ### this was not, as it has a sane default value. # COLOUROFSKY=blue #_eof ### Note that some versions of debconf do not release stdin, so ### the following invocation of ucf may not work, since the stdin ### is never coneected to ucfr. ### now, invoke ucf, which will take care of the rest, and ask ### the user if he wants to update his file, if it is modified. #ucf $tempfile /etc/foo.conf ### done! now we'll just clear up our cruft. #rm -f $tempfile # There are three sub-cases: if test "${2+set}" != set; then # We're being installed by an ancient dpkg which doesn't remember # which version was most recently configured, or even whether # there is a most recently configured version. : elif test -z "$2" -o "$2" = ""; then # The package has not ever been configured on this system, or was # purged since it was last configured. : else # Version $2 is the most recently configured version of this # package. : fi ;; abort-upgrade) # Back out of an attempt to upgrade this package FROM THIS VERSION # to version $2. Undo the effects of "prerm upgrade $2". : ;; abort-remove) if test "$2" != in-favour; then echo "$0: undocumented call to \`postinst $*'" 1>&2 exit 0 fi # Back out of an attempt to remove this package, which was due to # a conflict with package $3 (version $4). Undo the effects of # "prerm remove in-favour $3 $4". : ;; abort-deconfigure) if test "$2" != in-favour -o "$5" != removing; then echo "$0: undocumented call to \`postinst $*'" 1>&2 exit 0 fi # Back out of an attempt to deconfigure this package, which was # due to package $6 (version $7) which we depend on being removed # to make way for package $3 (version $4). Undo the effects of # "prerm deconfigure in-favour $3 $4 removing $6 $7". : ;; *) echo "$0: didn't understand being called with \`$1'" 1>&2 exit 0;; esac exit 0 angband-doc-3.0.3.5/debian/local.mk0000644000000000000000000000450611114406655013560 0ustar ############################ -*- Mode: Makefile -*- ########################### ## local.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 10:42:10 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Wed Sep 6 12:28:54 2006 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 6 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: b07b1015-30ba-4b46-915f-78c776a808f4 ## ############################################################################### testdir: $(testdir) debian/stamp/INST/angband-doc: debian/stamp/install/angband-doc debian/stamp/BIN/angband-doc: debian/stamp/binary/angband-doc CLEAN/angband-doc:: -rm -rf $(TMPTOP) debian/stamp/install/angband-doc: $(checkdir) $(REASON) $(TESTROOT) rm -rf $(TMPTOP) $(make_directory) $(GAMEDIR) $(make_directory) $(DOCDIR) $(make_directory) $(DOCBASEDIR) $(make_directory) $(LINTIANDIR) echo '$(package): description-synopsis-might-not-be-phrased-properly'>> \ $(LINTIANDIR)/$(package) $(install_file) debian/changelog $(DOCDIR)/ $(install_file) debian/README.debian $(DOCDIR)/ gzip -9fqr $(DOCDIR) $(MAKE) $(INT_INSTALL_TARGET) prefix=$(TMPTOP) \ infodir=$(INFODIR) mandir=$(MANDIR) $(install_file) debian/copyright $(DOCDIR)/copyright $(install_file) debian/docentry $(DOCBASEDIR)/$(package) $(install_file) debian/docfaq1 $(DOCBASEDIR)/$(package)_faq1 $(install_file) debian/docfaq2 $(DOCBASEDIR)/$(package)_faq2 @test -d debian/stamp/install || mkdir -p debian/stamp/install @echo done > $@ debian/stamp/binary/angband-doc: $(checkdir) $(REASON) $(TESTROOT) $(make_directory) $(TMPTOP)/DEBIAN $(install_script) debian/postinst $(TMPTOP)/DEBIAN/postinst $(install_script) debian/prerm $(TMPTOP)/DEBIAN/prerm dpkg-gencontrol -p$(package) -isp -P$(TMPTOP) $(create_md5sum) $(TMPTOP) chown -R root $(TMPTOP) chmod -R u+w,go=rX $(TMPTOP) dpkg --build $(TMPTOP) .. @test -d debian/stamp/binary || mkdir -p debian/stamp/binary @echo done > $@ angband-doc-3.0.3.5/debian/prerm0000755000000000000000000000753711220705603013210 0ustar #! /bin/sh # -*- Mode: Sh -*- # prerm --- # Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) # Created On : Fri Nov 14 12:16:39 2003 # Created On Node : glaurung.green-gryphon.com # Last Modified By : Manoj Srivastava # Last Modified On : Thu Feb 19 14:57:19 2004 # Last Machine Used: glaurung.internal.golden-gryphon.com # Update Count : 9 # Status : Unknown, Use with caution! # HISTORY : # Description : # # arch-tag: a4c1a888-137d-4800-98f8-93d0365422d8 # # This program is free software; you can redistribute it and/or modify # it under the terms of the GNU General Public License as published by # the Free Software Foundation; either version 2 of the License, or # (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA # # # Abort if any command returns an error value set -e package_name=angband-doc if [ -z "$package_name" ]; then print >&2 "Internal Error. Please report a bug." exit 1; fi # This script is called as the first step in removing the package from # the system. This includes cases where the user explicitly asked for # the package to be removed, upgrade, automatic removal due to conflicts, # and deconfiguration due to temporary removal of a depended-on package. # Info files should be uninstalled from the dir file in any case. ##: install-info --quiet --remove /usr/info/${package_name}.info case "$1" in remove) # This package about to be removed. : # Remove package-specific directories from /usr/local. Don't try # to remove standard directories such as /usr/local/lib. ##: if test -d /usr/local/lib/${package_name}; then ##: rmdir /usr/local/lib/${package_name} || true ##: fi # Deactivate menu-methods script. ##: chmod a-x /etc/menu-methods/${package_name} # Withdraw our version of a program. ##: update-alternatives --remove program /usr/bin/alternative # Get rid of the byte compiled files ##: if [ -x /usr/lib/emacsen-common/emacs-package-remove ]; then ##: /usr/lib/emacsen-common/emacs-package-remove $package_name ##: fi if [ -L /usr/doc/$package_name ]; then rm -f /usr/doc/$package_name fi # There are two sub-cases: if test "${2+set}" = set; then if test "$2" != in-favour; then echo "$0: undocumented call to \`prerm $*'" 1>&2 exit 0 fi # We are being removed because of a conflict with package $3 # (version $4), which is now being installed. : else # The package is being removed in its own right. : fi ;; deconfigure) if test "$2" != in-favour -o "$5" != removing; then echo "$0: undocumented call to \`prerm $*'" 1>&2 exit 0 fi # Package $6 (version $7) which we depend on is being removed due # to a conflict with package $3 (version $4), and this package is # being deconfigured until $6 can be reinstalled. : ;; upgrade) # Prepare to upgrade FROM THIS VERSION of this package to version $2. : if [ -L /usr/doc/$package_name ]; then rm -f /usr/doc/$package_name fi ;; failed-upgrade) # Prepare to upgrade from version $2 of this package TO THIS VERSION. # This is only used if the old version's prerm couldn't handle it, # and returned non-zero. (Fix old prerm bugs here.) : ;; *) echo "$0: didn't understand being called with \`$1'" 1>&2 exit 0;; esac exit 0 angband-doc-3.0.3.5/debian/changelog0000644000000000000000000001324211220704362013776 0ustar angband-doc (3.0.3.5) unstable; urgency=low * New bug fixing release * [f7c596d]: [angband-doc]: Updated Standards version and git url * [3228457]: [angband-doc]: Fix names of doc-base files Bug fix: "doc-base control files misnamed", thanks to Matthew Vernon (Closes: #527953). -- Manoj Srivastava Thu, 25 Jun 2009 09:25:54 -0500 angband-doc (3.0.3.4) unstable; urgency=low * Record the fact that this package has moved to a new git repository. * Move to the new, make -j friendly targets in debian/rules. * Bug fix: "Error in `/usr/share/doc-base/angband-doc';, line 21: format html already defined", thanks to Trent W\. Buck (Closes: #446091). * Bug fix: "Typo: /usr/share/share", thanks to Trent W\. Buck (Closes: #446089). -- Manoj Srivastava Mon, 02 Jun 2008 14:54:01 -0500 angband-doc (3.0.3.3) unstable; urgency=low * Bug fix: "angband-doc: Uneccessary call to update-menus", thanks to Stefan Huehner (Closes: #356860). * Refreshed some spoilers to more closely match the current version of the game. -- Manoj Srivastava Mon, 10 Apr 2006 18:48:40 -0500 angband-doc (3.0.3.2) unstable; urgency=low * Removed the old dwww/menu entry. Now we use the preferred doc-base registration method. -- Manoj Srivastava Wed, 23 Jun 2004 00:02:37 -0500 angband-doc (3.0.3.1) unstable; urgency=low * Moved over to the new build system, and arch * Updated the documentation files * Try harder to work around umask issues. -- Manoj Srivastava Thu, 19 Feb 2004 14:51:58 -0600 angband-doc (2.93.3) unstable; urgency=low * Removed dependency on fileutils closes: Bug#175695 * Fix the menu entry closes: Bug#179493 -- Manoj Srivastava Sun, 9 Feb 2003 13:13:45 -0600 angband-doc (2.93.2) unstable; urgency=low * use which instead of command -v * No longer install /usr/doc symlink. Upgraded to the latest policy version. -- Manoj Srivastava Mon, 11 Nov 2002 23:06:40 -0600 angband-doc (2.93.1) unstable; urgency=low * Updated the FAQ and added a strategy guide to the spoilers. * Fixed the doc location to /usr/share/doc closes: Bug#127082 * Fixed lintian warnings, accomodated the move of angband dirs -- Manoj Srivastava Fri, 25 Jan 2002 17:45:08 -0600 angband-doc (2.83.7) frozen unstable; urgency=low * Use absolute links when related links would not work, for the /usr/doc/ symlink. * Added a dependency on fileutiles >=4.0, since the package would fail to install with older fileutils. -- Manoj Srivastava Tue, 28 Mar 2000 03:50:26 -0600 angband-doc (2.83.6) frozen unstable; urgency=low * Fixed an upgrade bug when /usr/doc happens to be a symlink, and does not point to /usr/share/doc. A couple of people were bitten by this. closes: Bug#58121, Bug#58123 -- Manoj Srivastava Mon, 28 Feb 2000 22:27:05 -0600 angband-doc (2.83.5) frozen unstable; urgency=low * Forgot to mark the last upgrade as marked for frozen as well. For the release maintainer: * The postinst was vulnerable to being affected by symlinks (if, for some reason, the prerm failed). This has happended for latex2html; and created a grave bug. * There was a bug in the postinst in a case statement, that caused installation to fail for certain situations. * Also fixed an lintian warning -- Manoj Srivastava Wed, 9 Feb 2000 19:01:29 -0600 angband-doc (2.83.4) unstable; urgency=low * The postinst was vulnerable to being affected by symlinks (if, for some reason, the prerm failed). This has happended for latex2html; and created a grave bug. * There was a bug in the postinst in a case statement, that caused installation to fail for certain situations. * Also fixed an lintian warning -- Manoj Srivastava Tue, 8 Feb 2000 20:07:20 -0600 angband-doc (2.83.3) unstable; urgency=low * Fixed typo in README. Discovered by Lintian. * Added doc-base support. * Updated package scripts to my new standard set * Updated standards version (no changes required) -- Manoj Srivastava Sat, 27 Feb 1999 12:51:20 -0600 angband-doc (2.83.2) frozen unstable; urgency=low * Changed the changelog file to changelog (not .Debian) -- Manoj Srivastava Tue, 7 Apr 1998 01:27:21 -0500 angband-doc (2.83.1) unstable; urgency=low * New upstream docs, corresponding to angband 2.83. Added guide.spo, and new FAQ * Fixed typos in the long description. Closes: Bug#18872 -- Manoj Srivastava Thu, 5 Mar 1998 18:11:27 -0600 angband-doc (2.81.4) unstable; urgency=low * Make sure the copyright file is not compressed. closes:Bug#14376 -- Manoj Srivastava Wed, 5 Nov 1997 11:21:54 -0600 angband-doc (2.81.3) unstable; urgency=low * Fixed a minor typo. -- Manoj Srivastava Thu, 8 May 1997 01:18:34 -0500 angband-doc (2.81.2) unstable; urgency=low * Added menu entry for the HTML documentation. -- Manoj Srivastava Wed, 7 May 1997 23:00:13 -0500 angband-doc (2.81.1) unstable; urgency=low * Initial Release. -- Manoj Srivastava Tue, 6 May 1997 20:41:55 -0501 Local variables: mode: debian-changelog End: angband-doc-3.0.3.5/debian/rules0000755000000000000000000000366011020440174013203 0ustar #! /usr/bin/make -f ############################ -*- Mode: Makefile; coding: utf-8 -*- ########################### ## rules --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Fri Nov 14 12:33:34 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Tue Nov 18 17:46:22 2003 ## Last Machine Used: glaurung.green-gryphon.com ## Update Count : 70 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: 9a5063f4-1e20-4fff-b22a-de94c1e3d954 ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published by ## the Free Software Foundation; either version 2 of the License, or ## (at your option) any later version. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## ## You should have received a copy of the GNU General Public License ## along with this program; if not, write to the Free Software ## Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ## ############################################################################### # Include dpkg-architecture generated variables include debian/common/archvars.mk # Set variables with information extracted from control and changelog files include debian/common/pkgvars.mk # variables useful for perl packages include debian/common/perlvars.mk # Install commands include debian/common/install_cmds.mk include debian/local-vars.mk include debian/common/copt.mk include debian/common/automake.mk all: @echo nothing to be done include debian/common/targets.mk include debian/local.mk #Local variables: #mode: makefile #End: angband-doc-3.0.3.5/debian/docfaq10000644000000000000000000000132611021050724013360 0ustar Document: angband-doc-faq1 Title: Frequently asked questions about Angband, part 1 Author: Various Abstract: Angband is a single-player, text-based, dungeon simulation derived from the game Moria, which was in turn based on Rogue. This package contains additional documentation and spoilers for the game. Angband has been written by several generations of programmers over the years, and is derived from an earlier game called Moria, and the documentation has been (often haphazardly) accumulated over time as well. Section: Games/Adventure Format: HTML Index: /usr/share/doc/angband-doc/angfaq1.html Files: /usr/share/doc/angband-doc/angfaq1.html Format: text Files: /usr/share/doc/angband-doc/angfaq1.txt.gz angband-doc-3.0.3.5/debian/control0000644000000000000000000000153411220704057013531 0ustar Source: angband-doc VCS-Git: git://git.debian.org/~srivasta/debian/angband-doc.git VCS-Browser: http://git.debian.org/?p=users/srivasta/debian/angband-doc.git;a=summary Section: doc Priority: optional Maintainer: Manoj Srivastava Standards-Version: 3.8.2.0 Homepage: ftp://clockwork.dementia.org/angband Package: angband-doc Architecture: all Suggests: angband Description: Documentation for the roguelike game Angband. Angband is a single-player, text-based, dungeon simulation derived from the game Moria, which was in turn based on Rogue. This package contains additional documentation and spoilers for the game. . Angband has been written by several generations of programmers over the years, and is derived from an earlier game called moria, and the documentation has been (often haphazardly) accumulated over time as well. angband-doc-3.0.3.5/debian/local-vars.mk0000644000000000000000000000313711220705442014522 0ustar ############################ -*- Mode: Makefile -*- ########################### ## local-vars.mk --- ## Author : Manoj Srivastava ( srivasta@glaurung.green-gryphon.com ) ## Created On : Sat Nov 15 10:43:00 2003 ## Created On Node : glaurung.green-gryphon.com ## Last Modified By : Manoj Srivastava ## Last Modified On : Thu Feb 19 16:27:24 2004 ## Last Machine Used: glaurung.internal.golden-gryphon.com ## Update Count : 13 ## Status : Unknown, Use with caution! ## HISTORY : ## Description : ## ## arch-tag: 1a76a87e-7af5-424a-a30d-61660c8f243e ## ############################################################################### FILES_TO_CLEAN = STAMPS_TO_CLEAN = DIRS_TO_CLEAN = $(TMPTOP) debian/stamp debian/files # Location of the source dir SRCTOP := $(shell if [ "$$PWD" != "" ]; then echo $$PWD; else pwd; fi) TMPTOP = $(SRCTOP)/debian/$(package) LINTIANDIR = $(TMPTOP)/usr/share/lintian/overrides DOCBASEDIR = $(TMPTOP)/usr/share/doc-base GAMEDIR = $(TMPTOP)/var/games/angband/info MENUDIR = $(TMPTOP)/usr/lib/menu/ # Man Pages MANDIR = $(TMPTOP)/usr/share/man MAN1DIR = $(MANDIR)/man1 MAN3DIR = $(MANDIR)/man3 MAN5DIR = $(MANDIR)/man5 MAN6DIR = $(MANDIR)/man6 MAN7DIR = $(MANDIR)/man7 MAN8DIR = $(MANDIR)/man8 INFODIR = $(TMPTOP)/usr/share/info DOCTOP = $(TMPTOP)/usr/share/doc DOCDIR = $(DOCTOP)/$(package) define checkdir @test -f debian/rules -a -f Help-Info/artifact.spo || \ (echo Not in correct source directory; exit 1) endef define checkroot @test $$(id -u) = 0 || (echo need root priviledges; exit 1) endef angband-doc-3.0.3.5/Help-Page/0000755000000000000000000000000011020366743012447 5ustar angband-doc-3.0.3.5/Help-Page/angfaq1.txt0000644000000000000000000017343411020366743014542 0ustar From: trs80@tartarus.uwa.edu.au (James Andrewartha) Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.announce,rec.answers,news.answers Subject: rec.games.roguelike.angband FAQ part 1 Followup-To: rec.games.roguelike.angband Organization: Adventurers Anonymous Summary: Answers to common questions about the roguelike game Angband Approved: news-answers-request@mit.edu,rgra-request@eyrie.org Archive-name: games/roguelike/angband-faq Last-modified: 2002-11-18 Version: 0.2.7 Posting-frequency: fortnightly Maintainer: James Andrewartha (trs80@tartarus.uwa.edu.au) URL: URL: ---------------------------------------------------------------------------- Angband Frequently Asked Questions - Part 1 (Non-spoilers) ---------------------------------------------------------------------------- Originally compiled and maintained by Jason Holtzapple. Previously maintained by Ben Harrison (benh@phial.com). Currently maintained by James Andrewartha (trs80@tartarus.uwa.edu.au). For Angband 3.0.3 - May be inaccurate with other versions and variants. Modified in most recent update: 7g, 7h, 9f, some HTML changes. Angband FAQ Part Two (Spoilers) is available separately, however it is not up to date. Based on the source code, and information provided by: Jules Bean, Scott Bigham, Matt Craighead, Joseph W. DeVincentis, Ben Harrison, Jason Holtzapple, Randy Hutson, Stephen S. Lee, Rick Lim, Steve Linberg, Ross Millikan, Adam Schenker, Andrew Schoonmaker, Cliff Stamp, Billy Tanksley, Charles F. Teague II, Pat Tracy, Otto Martin, Tom Harris, Mynstral, David Thornley, Eytan Zweig, pelpel, Chris Kern and others. ---------------------------------------------------------------------------- Table of Contents ---------------------------------------------------------------------------- Angband FAQ - Part One: 1. General Information a. What is Angband? b. Who is Morgoth? c. On what computers can I play? d. What is the latest version? e. How do I get the latest version of this FAQ? f. Who's the current maintainer? g. Version History 2. Obtaining Angband and related material a. How to get Angband b. FTP sites c. WWW sites d. The Angband Newbie Guide (TANG) 3. Technical Information a. Expanding ZIP archives b. How do I use an old savefile or savefile from another platform? c. What is a "patch"? d. How do I compile Angband myself? 4. Creating Characters a. What is maximize mode? b. What is preserve mode? c. Player stat creation d. Birth options 5. Gameplay Questions a. How do I set game options and what do they mean? b. What effect does turning off haggling have on the price of items? c. How does shopkeeper rotation work? d. What is auto-scum? e. How do the cheating options work? f. What are the messages I get upon entering a new level? g. What causes a "special" feeling? h. How do I exchange weapons in Angband? i. What do the minuses in the name of a piece of armor mean? j. The game tells me that I must "Study" but I can't learn any new spells. What is going on? k. How does the fractional speed system work? l. How do I autopickup my ammunition? m. Introduction to macros n. How do I save macros? 6. Questionable gameplay techniques a. Savefile abuse b. Stair-scumming c. Monster farming d. Summoning/Polymorphing 7. About rec.games.roguelike.angband a. General notes b. Glossary of terms c. Questions on r.g.r.a d. Victory (or YAWP) posts e. Stupid Death (or YASD) posts f. Why do so many players seem to dislike or even hate Nethack? g. What's the weird code in some people's .sigs? h. Angband IRC 8. Suggestions for future versions that have been considered a. I've got this really great idea for Angband ... b. Let the player store money in his/her home. c. Increase the player's carrying capacity. d. Let players give or sell their items to other players. e. I want a real-time multi-player Angband! f. Increase the size of the player's home g. Allow the player to wear a ring on each finger h. Allow the player to load saved games after death i. Dungeon levels should be persistent j. OAngband combat should be added to Angband 9. Programming Questions a. Where can I obtain the source code? b. To what extent can I modify the source and release modified versions? c. Is there any easy way for a non-programmer to hack the game? d. What are the *_info.txt files? e. I know how to program C, where can I get an introduction to Angband programming? f. C is ugly, can't I program in Lisp instead? g. Why doesn't wizard mode work in the version that I have? h. What is the borg? Why doesn't it appear in the version that I have? i. How do I use the borg? j. How do I generate auto-spoilers? k. What is CVS? 10. Variants a. Angband Variant FAQ b. What is OAngband Combat? c. What is the JLE patch? 11. Miscellaneous a. The game says that I'm missing a spellbook when I try to learn some new spells. What's the reason for this? b. What happened to player ghosts? c. What license is Angband distributed under? ---------------------------------------------------------------------------- Angband FAQ - Part One ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 1. General Information ---------------------------------------------------------------------------- 1a. What is Angband? ---------------------------------------------------------------------------- Angband is a single-player, text-based, dungeon simulation derived from the game Moria, an enhancement of the old unix game Rogue. It is often described as a "roguelike" game because the look and feel of the game is still quite similar to Rogue. Angband features many enhancements over Moria: unique foes, artifacts, monster pits and vaults to name a few. Many of these new creatures and objects are drawn from the writings of J.R.R Tolkien, although some of the monsters come straight from classical mythology, Dungeons & Dragons, Rolemaster, or the minds of the orginal Angband coders. The ultimate goal of the game is to develop a character strong enough to defeat Morgoth, who lurks around dungeon level 100. Upon doing so, you will receive the exalted status of "winner" and your character may retire. Angband is a reference to Morgoth's "prison of iron." 1b. Who is Morgoth? ---------------------------------------------------------------------------- Morgoth was 'the Dark Enemy of Middle-Earth' during its First Age. He was banished by the Valar (offspring of Eru, "god" of J.R.R. Tolkien's world) at the end of the First Age and thus never appears in The Lord of the Rings, set during the Third Age. Sauron, who does figure into those tales, was the most powerful of his servants. Read Tolkien's 'The Silmarillion' for more on the legends of Middle-Earth. 1c. On what computers can I play? ---------------------------------------------------------------------------- The most recent version of Angband can be played on Unix (including Linux and X Windows), Acorn, Amiga, Macintosh, Power Macintosh, Mac OS X, Windows, 286, 386 and OS/2-386 systems. Pre-compiled binaries for most of these systems are available. With the introduction of version 2.7, it has become much simpler to port the code to any machine with a decent C compiler. See the source code and question (3d) for more details. In particular, there is a version of Angband for PocketPC (formerly Windows CE) available at , but there isn't a version of Angband for PalmOS, although you can get ports of iRogue and uMoria for PalmOS at . 1d. What is the latest version of Angband? ---------------------------------------------------------------------------- Angband 3.0.3 is the most recent stable version. 1e. How do I get the latest version of this FAQ? ---------------------------------------------------------------------------- Both parts of the FAQ are posted to rec.games.roguelike.angband fortnightly, although Part Two is currently in hiatus, pending updating. Part One is an official Usenet FAQ and is also posted to rec.games.roguelike.announce, rec.answers and news.answers. Part One (as an official Usenet FAQ) is archived at rtfm.mit.edu and at www.faqs.org Part One of the FAQ is available on the FTP site in both HTML and text forms: * Angband FAQ Part One as HTML * Angband FAQ Part One as text 1f. Who's the current maintainer? ---------------------------------------------------------------------------- Robert Ruehlmann (rr9@angband.org) is the current maintainer of Angband. 1g. Version history ---------------------------------------------------------------------------- This would be incomplete without a short Moria history as well: The first version of Moria was was written by Robert Alan Koeneke and Jimmey Wayne Todd Jr in 1983 for VAX machines. It was ported to Unix in 1987 under the name 'Umoria' and further maintained by James E. Wilson. In 1990, Alex Cutler and Andy Astrand, students at the University of Warwick, England, decided to write a Tolkien-based game based on Umoria 5.2.1 and Angband was born. Their intentions were to keep, or even strengthen, Moria's firm grounding in Tolkien lore. Their original changes included greatly expanded monsters and items (including uniques and artifacts), level feelings, pseudo-ID, activation, monster pits and vaults. The resulting heavily-customized Moria was not intended for outside release, but merely as a local version of Moria, to run only on Warwick's Unix system. Sometime in its development, before it was released and ported, the existing Unix code got the unlikely version number 'Angband 2.4.Frog-knows'. Over time, various people released various changes to Angband, including Sean Marsh, Geoff Hill, Charles Teague, and Charles Swiger. Ben Harrison, the immediate previous maintainer, performed a large and comprehensive cleanup of the code over several years, starting when he released version 2.7.0. For a more detailed history, including current contributers, see the Angband help file "version.txt" for some more information. ---------------------------------------------------------------------------- 2. Obtaining Angband And Related Material ---------------------------------------------------------------------------- 2a. How to get Angband ---------------------------------------------------------------------------- You can get Angband in several different ways. The most common is to download it from a FTP or WWW site, as listed in questions (2b) and (2c). You can download either a precompiled version (available for most platforms, except Unix/Linux), which you only need to decompress to run, or the source code, which you have compile yourself - see question (3d) on how to do this. Another way to get Angband is via CVS - see question (9j) for how to use CVS. If you have a Debian GNU/Linux system, the "angband" package is available in the non-free section. Angband is also sometimes sold on CD-ROMs containing many free games - while this method of distribution is not strictly permitted by the license, it is not a big deal. See question (11c) for more detail on this. 2b. FTP sites ---------------------------------------------------------------------------- There are several useful Angband FTP sites. These FTP sites are often not accessible with the FTP function of a web browser. If you experience trouble, make sure your browser is using passive FTP or try a non-web browser FTP client. To learn how to use FTP, read the Roguelike Games FAQ , posted every week to rec.games.roguelike.misc. * Official Angband Development FTP site * Official Angband Mirror FTP site * European Angband Mirror FTP site * Australian Angband Mirror FTP site 2c. WWW sites ---------------------------------------------------------------------------- There are lots of Angband WWW sites. Quite a few are geared towards particular variants or platforms. * Official Angband Home Page * Angband code page - put it in your .sig * Angband Links page at Thangorodrim - lists many, many Angband sites 2d. The Angband Newbie Guide ---------------------------------------------------------------------------- An excellent source of gameplay information is available from The Angband Newbie Guide (TANG), by Chris Weisiger. TANG is available in the in-game help system, or from ---------------------------------------------------------------------------- 3. Technical Information ---------------------------------------------------------------------------- 3a. Expanding ZIP archives ---------------------------------------------------------------------------- When using "PKUNZIP" to expand a distribution archive, be sure to use the '-d' option to create the 'lib' subdirectories, or they will have to be created by hand. This is not necessary with "WinZip". On Linux or Unix systems, use the '-aL' command line options to "unzip" so that text files are converted to UNIX (LF) end-of-line format. 3b. How do I use an old savefile or savefile from another platform? ---------------------------------------------------------------------------- The latest version of Angband only imports savefiles from version 2.9.0 or newer. If you want to import from version older than 2.9.0, including MacAngband 1.0 - 2.0.3 and PC Angband 1.4, you will first have to import it into Angband 2.9.3, and then into Angband 3.0.3. However, some older savefiles will lose some information during the import (for example, pre-2.7.8 savefiles may lose all or part of the monster memory and/or object memory). Savefiles are platform-independent. Be sure to use 'binary' FTP if that is your method of transfer. On a Macintosh, use the Import... menu item to import savefiles lacking the proper type ('SAVE') and creator ('A271'). 3c. What is a "patch"? ---------------------------------------------------------------------------- A patch is a modification to Angband that alters the game in some way. Some patches add more features to the game, while others change the gameplay. Many patches are available from the patch page on Thangorodrim The method of installing patches varies from patch to patch. For example, a LUA patch only requires placing some files in 'lib/script'; many others require the game to be recomplied. For the patches that require recompilation, there are sometimes pre-compiled patched versions available. If you want to apply multiple patches, you'll almost certainly have to compile your own copy of Angband. 3d. How do I compile Angband myself? ---------------------------------------------------------------------------- To compile Angband, you need two things - a C compiler, and the Angband source. You can get the source from the FTP sites listed in question (9a). Most unix systems (including Linux) come with a C compiler (either cc or gcc). For Windows, you'll need to have either a commercial C compiler, eg Microsoft Visual C++ or Borland C, or download a free C compiler, eg DJGPP (will only make DOS versions of Angband) or Cygwin. For Macintosh, the commercial C compilers available are Metrowerks Codewarrior (at least version 5 to compile recent Angband version), while the Macintosh Programmer's Workshop is free from Apple (although this is untested with recent versions). Once you have both of these, go into the "./src" directory, and edit the appropriate "makefile.???" (??? = mac for Mac, ami for Amiga etc.) for your system, and config.h to set the compile-time options you want. Or, if you have a unix system, you could try the autoconf system - type "./configure" to use this. Then you can start the compilation, either by typing "make" or selecting the appropriate menu option in your compiler. The above are only general instructions - for more detail about compiling Angband for your particular system, see the Thangorodrim compiling page ---------------------------------------------------------------------------- 4. Creating Characters ---------------------------------------------------------------------------- 4a. What is maximize mode? ---------------------------------------------------------------------------- All characters receive stat modifiers based on their race and class (Half-Trolls get an INT penalty, Priests get a WIS bonus, and so forth). The maximize mode flag determines how these modifiers are applied to the character's actual stats. Since this obviously affects character creation, the value of this flag must be chosen before you create your character (birth options). As an example of how this works, imagine rolling up a High-Elf Mage. High-Elf Mages receive a combined racial and class bonus of +6 to INT; for purposes of illustration, let's say the stat roller rolls a 17 INT (the highest possible value before modification). In non-maximize mode, the +6 bonus is applied much as if the character quaffed six Potions of Intelligence. The positive side of this is that your character can get a starting INT of around 18/70, since each "potion" can give them more than 10 percentiles once they are past 18. The negative side of this is that this 18/70 is now your character's base INT, and without stat-boosting items, he/she can only push their base INT up to 18/100. In maximize mode, the +6 bonus is applied as though the character had swallowed a Ring of Intelligence (+6). The negative side of this is that your character can't get a starting INT above 18/50 (17 plus the +6 "ring" bonus). The positive side of this is that although the effective INT is 18/50, the base INT is only 17; once you've pushed your character's base INT up to 18/100, the effective INT without stat-boosting items will be 18/160! On the flip side, our High-Elf Mage also gets a combined -4 penalty to STR. In non-maximize mode, this is treated like quaffing four Potions of Weakness, but your character's STR can still be increased all the way up to 18/100. In maximize mode, you've effectively got a Spleen of Weakness (-4), which means that your character's maximum possible effective STR, without stat-boosting items, is 18/60 (18/100 base plus the -4 penalty). In summary, then in non-maximize mode, your character will get bettter starting stats, and all stats will max out at 18/100. This typically makes the early game easier, while in maximize mode, your character's starting stats aren't as good, but the primary stat(s) will max out above 18/100, while the "off" stats will max out below 18/100. This typically makes the end game easier. [Contributed by Scott Bigham] 4b. What is preserve mode? ---------------------------------------------------------------------------- "Preserve mode" is named because having the mode on preserves artifacts. Characters created with preserve mode off will sometimes get a "special" feeling upon entering a level. This means that the level contains a pit, vault, or artifact. Any artifact which is lying on the floor when the player leaves the level will be lost forever. Characters created with preserve mode on do not get the "special" feeling, but as long as an artifact is not identified, it will show up again. (If you ID an artifact and leave it on the floor it will disappear forever once you leave the level.) See questions (5f) and (5g) for more information on level feelings. [Contributed by Chris Kern] 4c. Player stat generation ---------------------------------------------------------------------------- Once you have chosen the race/sex/class of your character, their stats will be generated. There are several methods to do this, which one is used will depend upon what birth options are set (see question (4d)): Autoroller You will be presented with a list of the six character statistics (STR, INT, WIS, DEX, CON, CHR) and their maximum possible values for your race/class. Enter the minimum desired value for each stat, or leave it blank to accept any value. Once you have done this for all the stats, characters are rolled up until one that meets the minimums you gave is obtained. You can then accept or reject this character - if you reject it, more characters are rolled up until another one that meets your minimums is created. Point-based Each of your internal statistics starts at 10, which you can increase by spending some of your 48 points. The number of points required to increase a stat increases relative to how many points you've already put into that stat. Any points not used are added to your starting gold at 100 GP per point. Non-mamixise mode does not give better starting stats than maximise mode with point-based generation. Basic If you don't select point-based or autoroller, characters are rolled up one at a time and presented for you to accept or reject. 4d. Birth options ---------------------------------------------------------------------------- Birth options are game options (see question (5a)) that only affect starting characters. Any changes you make to the birth options will take effect the next time you create a character. During character creation, you will be asked if you want to modify the options; this is the only time you can change birth options and have an effect on the current character. In some variants you have to press the "=" key to set the birth options during character creation. Some birth options (and the questions that have more detail on them) are maximise (4a), preserve (4b) and ironman (7b) modes, whether the autoroller or point based systems are used (4c), and whether to cheat death (5e). ---------------------------------------------------------------------------- 5. Gameplay Questions ---------------------------------------------------------------------------- 5a. How do I set game options and what do they mean? ---------------------------------------------------------------------------- They are set using the "=" command. To see what the various options mean, access the List of Options help menu with the "?" command. Doing this while in the options menu will jump you to the help section for the option that is currently selected. 5b. What effect does turning off haggling have on the price of items? ---------------------------------------------------------------------------- Turning off haggling causes all prices to be determined as the "best" price that could have been acheived via haggling, modified by a special ten percent "transaction tax". This tax is not applied if haggling would not have been necessary in the first place (if the item is very cheap or very expensive, or you have a good haggling history for the item, or you have a good haggling history with the shopkeeper). So, normally, it is possible to get a better deal by taking the time to actually haggle with a shopkeeper. 5c. How does shopkeeper rotation work? ---------------------------------------------------------------------------- The shopkeepers will change, but this can take a long time. Be patient. When they do change, all items in the shop are marked down by various percentages (from 10-90%) and all haggling and insult counters are reset. Different shop owners will give different prices for items for various reasons, and no shop owner will ever pay more for an item then the amount mentioned in the header of the shop's inventory list, which varies from 5000-30000. 5d. What is auto-scum? ---------------------------------------------------------------------------- With autoscum enabled, the Angband dungeon generator will stop only on levels that it considers "good enough". The deeper in the dungeon your character, the "better" the level must be. See question (5f) for an explanation of what contributes to this calculation. If your character is not in preserve mode, the game will always stop on any "special" level. 5e. How do the cheating options work? ---------------------------------------------------------------------------- Enabling any of the cheating options will mark the current savefile as a "cheater", and your character will be unable to make the high score list. Each option activates some special behavior which may make the game easier in some way. The various "peek into xxx creation" cheating options will cause the game to announce the creation of "interesting" occurances of the relevant topic. The "peek into something else" option will cause the game to accounce all changes involving shops. The "know complete monster info" cheating option will grant your character complete information about every monster. The "allow player to avoid death" cheating option will allow your character to "cheat death" whenever he would normally die. This causes your character to be fully healed, and instantly teleported to the town level. 5f. What are the messages I get upon entering a new level? ---------------------------------------------------------------------------- These are known as "level feelings" and give the general rating of the level. You will only get them when you enter a level if you've been on the previous level long enough. Otherwise you will get a "Looks like any other level" message. "Long enough" is 1000 game turns, adjusted by your speed. For a normal speed character, this would be 100 player turns. Many players say that only "good," "very good," "excellent," "superb," and "special" levels are worth exploring, but this of course a matter of opinion. Valuable objects, artifacts, pits, nests, vaults, out-of-depth creatures and out-of-depth non-cursed objects all contribute to the "rating" of a level, and thus to the resulting "feeling". 5g. What causes a "special" feeling? ---------------------------------------------------------------------------- A "special" feeling (about a level) only occurs if, when the level was first created, it contained an artifact, a monster pit, a monster nest, or a vault. As your character gets deeper in the dungeon, there is less of a chance that monster pits, monster nests, and vaults will cause "special" feelings. See the spoiler "dungeon.spo" for more detail. If you are playing in preserve mode, you will never receive a "special" feeling. 5h. How do I exchange weapons in Angband? ---------------------------------------------------------------------------- There is a fairly simple way to exchange weapons using a default macro. Using the "{" command, inscribe your "primary" weapon with "@w1@w0", and your "secondary" weapon with "@w2@w0". The "X" command will then switch between the two, and you will be also be able to use the command "w1" and "w2" to explicitly wield the primary and secondary weapons, respectively. 5i. What do the minuses in the name of a piece of armor mean? ---------------------------------------------------------------------------- This is a to-hit penalty for wearing heavy or inflexible armor. Such armor, if not identified, will not show the penalty but it will still be in effect. 5j. The game tells me that I must "Study" but I can't learn any new spells. What is going on? ---------------------------------------------------------------------------- Your character is missing one of the more powerful books containing spells that s/he can learn. See question (11a) for more detail. 5k. How does the fractional speed system work? ---------------------------------------------------------------------------- Basically, time passes in the world in small units called "game turns", and during every "game turn", each entity (the monsters and the player) receives some "energy" points, based on its "speed" rating. When an entity acquires at least 100 energy points, they must perform some action (such as move or attack or rest) which consumes some of their energy points. The higher the "speed" rating, the faster "energy" points are acquired, so more actions can be performed in a given number of "game turns". A "normal" entity has a speed of 110, and receives 10 energy points per game turn. A "slow" entity has a speed below 110, and receives between 1 and 9 energy points per game turn. A "fast" entity has a speed above 110, and receives between 11 and 49 energy points per game turn. Note that the number of energy points received per game turn is approximately equal to the speed minus 110, but the actual equation is more asymptotic. The current speed of your character, if not "normal", is displayed as "Slow (-N)" or "Fast (+N)", indicating the distance of the speed from "normal". The most obvious effect of speed is in combat, but it also affects the rate of food consumption (extremely fast characters must be careful not to starve), and the number of "player turns" that a character must spend on a level to get a level feeling on the next. 5l. How do I autopickup my ammunition? ---------------------------------------------------------------------------- Inscribe (the "{" command) it with "=g", then whenever you walk over an item that's the same as one inscribed with "=g" in your inventory, you will automatically pick it up. For more useful inscriptions (including how to stop fighting with your shovel), read the Really Quick Guide to Magic Inscriptions 5m. Introduction to macros ---------------------------------------------------------------------------- See the Angband help file "playing.txt" for a good introduction to macros, and to the "user pref files" in which they can be saved. Since macros are stored in user pref files, and not in your character's savefile, if you quit without saving your new macros to a user pref file, they will be lost. Angband will automatically load several "user pref files" when a character is loaded, for example, if I am playing a high-elf mage named "Fearless" on some kind of Macintosh computer, in graphics mode, then the user pref files "pref.prf", "graf.prf", "user.prf", and "Fearless.prf" will be autoloaded, which will themselves load "pref-mac.prf", "graf-mac.prf", "graf-xxx.prf", and "user-mac.prf". In this example, new macros sould be saved either in "user-mac.prf" or "Fearless.prf". A very in-depth treatment of macros is given in the Angband Macro FAQ 5n. How do I save macros? ---------------------------------------------------------------------------- Use the "%" command. Option 2, "Dump macros," will allow you to save all the current macros into a user pref file. There is currently no way to only save newly added macros. If you are on a multiuser system, all pref files will be saved to ~/.angband/Angband, otherwise they will be in the 'lib/user' directory. ---------------------------------------------------------------------------- 6. Questionable Gameplay Techniques ---------------------------------------------------------------------------- 6a. Savefile abuse ---------------------------------------------------------------------------- Angband follows the same behavior when a character dies as many of the other rogue-like games. When a character dies, that's it, game over. Information on monsters that the character has seen (monster memory) is retained, but the player must start again. This is in contrast to most fantasy role-playing computer games that let you restore your game from a savefile if you die. Angband also differs from most commercial games in that there is no puzzle solving as such. This behavior has given rise to backup savefile abuse, which entails making a copy of the savefile to another part of your disk, and in the unfortunate event of death, moving it back to its original location and restoring the game. Almost everyone uses backup savefiles at the start, but as soon as your players stop dying with great frequency, you should probably stop using them. Your play experience will become more rewarding as a result. You certainly do not have to stop using backups, many players never do. As long as you enjoy the game, who cares? However, when posting winner posts to the newsgroup, you should note if you used backup savefiles. Note that it is possible to compile Angband with a variety of options which attempt to prevent savefile abuse and other security problems, but this normally only applies if you are using some version of UNIX. 6b. Stair-scumming ---------------------------------------------------------------------------- Stair scumming is a technique primarily used to generate levels with artifacts (special weapons and items). It involves loitering around a stairway for a certain number of turns on a "non-special" level, then using the stairway to force the game to generate a new level. If the new level is not "special," the process is repeated. The technique may also be used to force the storekeepers in town to refresh their inventory of identify and word of recall scrolls, restore stat and life-level restore potions, and light sources, since they restock every 10000 game turns (1000 player turns for a character at normal speed). This is also known as "town scumming". The first type of scumming is a more serious abuse than the second. There has been much discussion on the newsgroup on how to restrict this type of abuse. It will likely remain unresolved because of the personal decision involved, i.e. you don't *have* to stair scum. Also, many of the proposed fixes (for this and other forms of scumming) have negative gameplay effects for people who don't stair scum. 6c. Monster farming ---------------------------------------------------------------------------- Involves cloning monsters with good treasure drops in the hopes of getting good items and gaining experience. Effective with ancient dragons, wyrms, druj, and many others. Can be dangerous, considering the power of the monsters. Also used in regards to "worm farming," which is an easy (albeit boring) way to quickly gain experience at low levels. This leads to the "golf ball" trick, in which a golf ball is placed upon a key to hold it down. This then repeats a macro that performs the worm farming for you. For more details about this method, see the Angband Macro FAQ Finally, when you don't have enough money to afford that Ring of Speed in the black market, you can engage in "townperson scumming", killing the people generated in town for the (small) amount of gold they drop. Since some townspeople are dangerous for low level characters and/or don't drop much money, this sort of scumming (like most others) is an exercise for the high-level and patient. 6d. Summoning/Polymorphing ---------------------------------------------------------------------------- Summoning and polymorphing monsters at low experience levels can be dangerous if the new monster is more than your character can handle. Summoning deep in the dungeon is perilous for any character. ---------------------------------------------------------------------------- 7. About rec.games.roguelike.angband ---------------------------------------------------------------------------- 7a. General notes ---------------------------------------------------------------------------- The newsgroup serves a dual-purpose role, supporting both game development and gameplay discussions. If you write new program code for the game, don't post it (unless it is really short); upload it to an ftp site and give a pointer. Also, since Angband and its variants are still in active development, this newsgroup has high traffic. 7b. Glossary of terms ---------------------------------------------------------------------------- Common Abbreviations: * C?W - Cure (Light/Serious/Critical) Wounds * DSM - Dragon Scale Mail * FA - Free Action * GCV - Greater Checkerboard Vault * GoI - Globe of Invulnerability * HA - Holy Avenger * OoD - Orb of Draining * OOD - Out Of Depth * PDSM - Power Dragon Scale Mail * Phial - Phial of Galadriel * RGRA - rec.games.roguelike.angband * RLL - Potion of Restore Life Levels * RNG - Random Number Generator/Random Number God * RoS - Ring of Speed * WoR - Word of Recall * YAAD - Yet Another Annoying Death * YABWP - Yet Another Borg Winner Post / Yet Another Borg Winning Player * YACD - Yet Another Character Dump * YAFM - Yet Another Funny Message * YASD - Yet Another Stupid Death / Yet Another Silly Death * YASM - Yet Another Stupid Move / Yet Another Strange Message / Yet Another Silly Message * YAWP - Yet Another Winning Player / Yet Another Winning Post Definitions: * Borg - An automatic Angband player. Must be enabled at compile time. Precompiled versions of the game do not often come with the Borg. * Graveyard - a monster nest filled with undead creatures. * Ironman - a style of play in which you cannot go up stairs or recall to town once in the dungeon, and/or other restrictions. Can be enforced by setting birth options. * Nest - Similar to a pit, but containing an inner room and a random assortment of monsters of a given type. Monsters vary by depth, so a Nest deep in the dungeon can be very nasty. * Pit - A 19x5 room filled with a certain type of creature. * Vault - A special room that comes in two flavors, lesser and greater. They will often contain out-of-depth monsters and good items. * Vanilla - Angband itself is often called "Vanilla" when speaking of the many variants, which usually just have names with one or more letters tacked on it front of the word "Angband" (or sometimes, just "band"). * *band - Angband and all its variants. Generally used when discussing features common to all (or most) variants. * Wizard Mode - Used mainly by Angband coders to debug the game. Allows object creation, telepathy, etc. It is enabled by default, but can be turned off at compile time. * Zoo - A monster nest filled with animals. See also the Angband acronym page 7c. Questions on r.g.r.a ---------------------------------------------------------------------------- Don't let the amount of technical information discussed deter you from asking a question, but do browse this FAQ (and the table of contents of Part Two as well) and read some recent postings before posting yourself. Questions on strategy, bug reports, suggestions, and amusing stories related to the game are all welcome. If you give hints, you should be fairly sure that you have accurate information (or you may qualify your statements with a comment on your uncertainty). Although there isn't any plot to speak of, information about monsters or items is considered spoilers by some, so it's polite to marked them with "SPOILER" in the subject line. 7d. Victory (or YAWP) posts ---------------------------------------------------------------------------- Victory posts are where you get to boast of your crowning achievement, the defeat of Morgoth. A victory post commonly gives the equipment list and statistic screen for the lucky King or Queen (through the 'C' command), plus a short summary of the game including highlights such as especially lucky treasure finds or near-death experiences. With a victory post you should state some facts like which version of Angband you are playing and whether you used backup files, cheating options, wizard mode. If you are a die-hard player and win with a self-imposed restriction (like "no artifacts") mention this as well so others will shower you with even more glory. 7e. Stupid Death (or YASD) posts ---------------------------------------------------------------------------- This is where you post your depressing stories about your poor, late alter ego. Other people may be able to empathize with you and console you; others may be able to offer tips so that you won't fall into the same trap again. Also, you teach others about your experience and help them avoid the same mistake you made. Posts that are in the form of a short, amusing tale often provoke a positive response from other readers of the group and do wonders at relieving stress. 7f. Why do so many players seem to dislike or even hate Nethack? ---------------------------------------------------------------------------- Nethack's atmosphere is less serious than Angband and sometimes just plain silly. Many people enjoy and play both games, there is just a different philosophy behind Nethack. Also, Nethack thrives on hundreds of individually-scripted responses to different situations in the game (using an uncursed wand of wishing while confused might give a totally different result than using it while posioned on a full moon), while Angband tries to avoid these. 7g. What's the weird code in some people's .sigs? ---------------------------------------------------------------------------- Some people place a copy of their Angband code in their .signature. The Angband code is similar to the Geek code and lists various things about your current character, playing style and thoughts on various aspects of Angband (and variants). You can encode your Angband code and decode others using the guide at the Angband Code page . An example of an Angband code follows: A(2.9.1) DS "Niehao" HEM L:41 DL:2200' A+ R- Sp w:Ringil(+20,+23) A L H- D- ?c f- PV+ s- TT? d- P++ M+ C? S- I+ So- B-- ac !GHB SQ? !RQ V? 7h. Angband IRC ---------------------------------------------------------------------------- Want to talk to people in real time about Angband? Then join #angband on the WorldIRC network . There's generally people active all through the day, from all around the world. The channel infobot, Gandalf, has many features, including searchable artifact spoilers for all major variants. There's also a stats page and a gallery of some of the regulars . ---------------------------------------------------------------------------- 8. Suggestions For Future Versions That Have Been Considered ---------------------------------------------------------------------------- 8a. I've got this really great idea for Angband ... ---------------------------------------------------------------------------- While you are free to raise any Angband-related topic on rgra, there are a number of topics that have been discussed many times before. Therefore, before posting on any of the topics in this section, you should check the rgra archives at and check to see if you really have something new to consider. Also, Angband and its variants have many things that are a matter of personal opinion, and so there is no often no "right" way that a particular feature should be. In any case, the opinions that matter are the variant maintainers'. So, if there's something that the variant maintainer refuses to change, consider starting your own variant and doing it your way, rather than argue over it with them. Another reason why suggestions are not used is that they would change aspects of Angband that are essential to its nature. Angband has a long history, and so has developed a certain character over the years. Some changes, while they might make a good game, or even a better game than Angband, would likely make a game that is not Angband. To some extent, variants exist to address this, but even so they tend to adhere to the core Angband principles. 8b. Let the player store money in his/her home. ---------------------------------------------------------------------------- This would make the monetary theft attack useless. Omega features a bank. Nethack allows players to keep money in bags so it can't be stolen, but this allows the whole bag to be stolen! 8c. Increase the player's carrying capacity. ---------------------------------------------------------------------------- This idea involves giving the player more item slots or the creation of items like "bags of holding." If the character was allowed to carry a nearly unlimited supply of items, then there would be no strategy involving careful selection of equipment and inventory, which is an integral part of the game. 8d. Let players give or sell their items to other players. ---------------------------------------------------------------------------- That would make the game trivial for low level players with friends and make rare items much easier to acquire. The "pawn shop" in town falls into this category. In Nethack, players can do this indirectly, because its "bone" files contain the inventory of the dead player. The roguelike FAQ contains a list of multi-player roguelike games, where this might be an option. 8e. I want a real-time multi-player Angband! ---------------------------------------------------------------------------- There are two variants that offer this - MAngband , which is based on Vanilla, and ToMENet , which is based on Vanilla and ToME. For more details read the Angband Variants FAQ, detailed in question (10a). 8f. Increase the capacity of the player's home ---------------------------------------------------------------------------- The limit on the size of the home is part of the game balance of Angband - it forces the player to make choices about what they store and what they throw out. There are occasionally suggestions about having museums in the town to store particularly bad junkarts etc. in (and they cannot be removed from the museum), and there have been a few patches posted to the newsgroup that do this. 8g. Allow the player to wear a ring on each finger ---------------------------------------------------------------------------- Again, allowing the player to wear only two rings is a game balance decision. As it stands, the player is forced to consider which combination of rings is best for their situation, also rings are powerful enough that 10 of them would make the player unstoppable. ToME allows possessors to wear more rings depending upon what body they are possesing, but this is balanced by bodies with many ring slots tending to not be able to wield a weapon or wear armour. 8h. Allow the player to load saved games after death ---------------------------------------------------------------------------- This goes against a core premise of Angband (and many other roguelike games): that death is final. However, you can resurrect a dead character by loading the savefile in wizard mode, but doing so will mark the savefile, meaning that the character will not be able to make the high score list. It is trivial to get around this restriction by save-scumming (see question (6a)), but it is unlikely that a save-scum feature will ever be added to the game. Conversely, Angband will probably not make it harder to load saved games after death, for the simple reason that any measures it takes can be easily circumvented outside of the game, and also inconvienences the player. In the case of ADOM, which corrupts savefiles after a game is loaded, there exist a number of utilites to backup savefiles to prevent the loss of a character due to a (program or computer) crash. 8i. Dungeon levels should be persistent ---------------------------------------------------------------------------- Angband requires the player to kill many monsters to obtain the experience and equipment necessary to kill Morgoth, however few monsters are generated on previously cleared dungeon levels. Also, storing the entire dungeon requires a great deal of memory, which would prevent Angband from running on low-end systems (yes, people still use them). Storing just the dungeon layout and other variations on persistent levels hav been discussed, but nothing much has come of them. Several variants have experimented with persistent levels, including GSNband. Nethack and ADOM also have persistent dungeon levels. 8j. OAngband combat should be added to Angband ---------------------------------------------------------------------------- This is not going to be done (at least in the near future) because too many people feel that such a fundamental change with major implications everywhere in the game should be reserved for variants rather than Standard (the same applies to a wilderness, set or random quests, lots of new races or classes, multiple dungeons, etc.) [Contributed by Chris Kern] ---------------------------------------------------------------------------- 9. Programming Questions ---------------------------------------------------------------------------- 9a. Where can I obtain the source code? ---------------------------------------------------------------------------- The source code for the most recent version is available via anonymous FTP. * Official Angband Developement FTP site Source directory * Official Angband Mirror FTP site Source directory * European Angband Mirror FTP site Source directory * Australian Angband Mirror FTP site Source directory 9b. To what extent can I modify the source and release modified versions? ---------------------------------------------------------------------------- You are free to rewrite sections of the game code and release your own version of Angband, provided that you retain copyright notices and proper credits, and do not attempt to make a profit in any way. The license is discussed in more detail in question (11c). 9c. Is there any easy way for a non-programmer to hack the game? ---------------------------------------------------------------------------- Figure out the format of the 'lib/edit/*.txt' files, edit them, delete the corresponding 'lib/data/*.raw' files (deleting them is not necessary in recent versions), and restart the game. This should not be done unless you know exactly what you are doing (or at least have a fairly good idea). These files should be treated in the same manner as "source code", and for those of you who do not know what this means, realize that changing such files may result in unusable savefiles and/or unexpected crashes. You have been warned! But don't let this warning scare you off. Most (if not all) of the 'lib/edit/*.txt' files have documentation describing their format at the top of the file. Changing values within each entry is not likely to mess up your game. However changing the order of entries, or what each item is does require a good knowledge of Angband internals, since there are still quite a few hardcoded limits. In any case, you should keep a seperate set of 'lib/edit/*.txt' files (or even a complete second copy of the game) for fiddling with rather than messing up the savefile of your character who's just about to take on Morgoth. Another way of changing the game is to write LUA scripts. LUA is a small scripting language embedded into Angband (version 3.0.0 and greater), ToME and ZAngband (recent development versions). Depending on the variant, you can add new races, classes, objects and stores. This is similar to editting the lib/edit/*.txt files described above, except that LUA is much easier to read. The main advantage of LUA, however, is that you can actually write small programs in it. For example, if you have a new spell you want to put into the game, you can define its effect as a combination of various other spells, add it to a spellbook and set its cost completely in LUA. You can also have LUA programs execute when certain events occur. This allows people who don't know C to customise the game to a greater extent than previously. 9d. What are the *_info.txt files? ---------------------------------------------------------------------------- The 'lib/edit/*.txt' files used to be called *_info.txt (eg a_info.txt for artifacts, r_info.txt for monsters) instead of the current artifact.txt and monster.txt etc. However, since this change was only recently implemented, most variants (and people in the newsgroup) still call these the *_info.txt files. 9e. I know how to program C, where can I get an introduction to Angband programming? ---------------------------------------------------------------------------- Have a look at , especially the "Angband coding style" and "The Caveman Guide to Angband Programming" . These pages contain an introduction to the Angband codebase and programming style. Once you've read these, the best way to start learning is to make your own changes! Use the wizard mode to test (that's what it's there for) and pick up any bugs. Lather, rinse, repeat. However, it's probably best to start with simple changes, and not attempt to add/rewrite entire subsystems until you have a good idea of how the code works. 9f. C is ugly, can't I program in Lisp instead? ---------------------------------------------------------------------------- Yes, you can. LAngband is a reimplementation of Angband in Common Lisp. It is designed around a plugin strategy, with different variants as different plugins, although currently there only exists an (incomplete) Vanilla plugin. It also sports a new SDL-based interface using either ASCII or graphic tiles. 9g. Why doesn't wizard mode work in the version that I have? ---------------------------------------------------------------------------- The debug commands are intended as a debugging tool for programmers. While it is enabled by default, your system administrator may have disabled it for space or other reasons on a multi-user system. You can always activate the debug commands by compiling your own version of Angband (or by getting somebody else to do it for you). Using the debug commands will "mark" your character's savefile, and you will be unable to make the high score list that character. See the source code for more information. 9h. What is the borg? Why doesn't it appear in the version that I have? ---------------------------------------------------------------------------- The borg commands allow an automatic player to control your character. It is not currently enabled with most pre-compiled versions of Angband because of the additional memory and disk space required, but some special pre-compiled versions do include the borg commands. You can always activate the borg commands by compiling your own version of Angband (or by getting somebody else to do it for you). Using the borg commands will "mark" your character's savefile, and you will be unable to make the high score list that character, unless SCORE_BORGS is enabled at compile time. See the source code for more information. 9i. How do I use the borg? ---------------------------------------------------------------------------- Use the "control-z" command to access the borg commands, if they have been included in the version you are using. When prompted, you may start the borg using the "z" key, and stop it by pressing any key. See the source code for more information. Be warned that the borg may contain bugs! 9j. How do I generate auto-spoilers? ---------------------------------------------------------------------------- You must have a version compiled with ALLOW_WIZARD and ALLOW_SPOILERS, which is most versions these days. Enter wizard mode, then type control-a and a double quote ("). 9k. What is CVS? ---------------------------------------------------------------------------- CVS is a means of letting multiple developers work on the same project at once. It can also be used to non-developers (ie most of us) to download the most absolutely recent version of a game without waiting for an official release. This has some advantages and disadvantages: often bugs are said to be "fixed in CVS", which means that if you are suffering from a bug you should upgrade to the latest CVS version. However, since CVS is the development version, some features may be broken or not fully implemented. The Angband CVS can be accessed at . You will have to compile it yourself (see question (3d) for details). Scott Holder is currently doing daily compiles for Windows, which are available at . A good guide on how to use CVS is the CVS HOWTO at . ---------------------------------------------------------------------------- 10. Variants ---------------------------------------------------------------------------- 10a. Angband Variant FAQ ---------------------------------------------------------------------------- Julian Lighton maintains an FAQ listing all the known Angband variants. It is posted regularly to the newsgroup, and is also available from . For each variant, it lists the most recent version, development status (active or inactive), author(s)/maintainer(s), web site and download location, as well as a brief description of the variant. 10b. What is OAngband Combat? ---------------------------------------------------------------------------- OAngband emphasizes larger weapons whereas Vanilla combat emphasizes the smaller, lighter weapons. It originated in OAngband , and has since been adopted by ZAngband (in versions 2.4 and above) and DrAngband (2.9.3 and above). For specific details on how it affects damage, please see the Part Two of the Angband FAQ (when it is updated). 10c. What is the JLE patch? ---------------------------------------------------------------------------- The JLE patch (by Jonathan Ellis) is a set of files (*_info.txt and help) that alters the distributions and types of monsters, items, artifacts, as well as adding new ones. This means that it plays differently to normal Angband, although the game mechanics are unchanged. It is available (with installation instructions) from the Thangorodrim patch page . The JLE patch has been integrated into Vanilla since version 3.0.0. ---------------------------------------------------------------------------- 11. Miscellaneous ---------------------------------------------------------------------------- 11a. The game says that I'm missing a spellbook when I try to learn some new spells. What's the reason for this? ---------------------------------------------------------------------------- You are missing a book containing spells that you can learn. More often than not, your character needs one of the books that can only be found in the black market or deep in the dungeon. Only 4 of the 9 mage or priest spellbooks are readily available in town. 11b. What happened to player ghosts? ---------------------------------------------------------------------------- Player ghosts were removed in Angband 2.7.9, during a code cleanup by the then maintainer (Ben Harrision), who thought they were a hack. There have been proposals to put them back in, but none have come to fruition yet. Also, some variants (including OAngband and PernAngband) have reimplented player ghosts. 11c. What license is Angband distributed under? ---------------------------------------------------------------------------- Angband has the following license: Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke This software may be copied and distributed for educational, research, and not for profit purposes provided that this copyright and statement are included in all such copies. Other copyrights may also apply. In addition: All changes made by Ben Harrison, Robert Ruehlmann, and many other Angband developers are also available under the GNU GENERAL PUBLIC LICENSE. Note that this doesn't influence the current distribution, since parts of the source are still only available under the old Moria/Angband license. Until all parts of Angband are distributed under the GPL the only valid license remains the original Moria/Angband license. This second license is due to an ongoing attempt to dual-license the the source code under the GPL, but many of the earlier contributors are hard to reach for their permission to this change. There is more information about Angband and the GPL at So what does the above mean? Basically you can give Angband to anyone, but are not allowed to charge someone for it. In theory, you can't sell a CD containing Angband to someone, but in practice you could sell them a blank CDR, and then burn a copy of Angband for them on that CDR free of charge. Downloading off the internet etc. is all legal as well. If you are making a variant, the license does not compel you to release the sources. However, not releasing the sources is frowned upon by the Angband community, and it is likely that a large portion would not run it, either on principle or because they need the sources to compile for their particular system. There is more that could be said about the license, but it's boring legalese that would just clog up this FAQ. If you want further information, look at the above webpage, and browse the rgra archives at . Debates over the Angband license have a tendancy to get heated and most of the time don't accomplish anything. Be careful if you are considering raising this topic (especially along the lines of "I don't like the GPL.") ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- angband-doc-3.0.3.5/Help-Page/bugs.html0000644000000000000000000010056311020366743014302 0ustar Angband -- Bugs

Angband -- Bugs

This page lists known "bugs" in recent versions of Angband.

Table of Contents


Bugs in Angband 2.8.3 that got fixed in the 1998-02-11 archive

  • A new archive was uploaded that fixes the problems mentioned below. You have the new archive if the very last option on the first page of options mentions "Audible bell".
  • The "depth_in_feet" option has been restored due to popular demand. The "show_flavors" option has instead replaced the "inventory_colors" option, which (like the old "hilight_seams" option) can be simulated by clever use of a user pref file (use attr 0x01 for all "E" entries). The "show_flavors" option is grouped with the other "show_xxx" options. The "lib/help/options.txt" help file was updated.
  • Two occurances of "benh@voicenet.com" were changed to "benh@phial.com".
  • Becoming aware of an object via purchasing the object in a store now induces pack reordering, as does quaffing potions of self knowledge.
  • The map scrolling the occurs when the player gets too close to the edge of the map has been delayed until after the move is complete, preventing the annoying situation in which the player is redrawn, some messages are displayed, and then the map is redrawn.
  • The "-s" command line argument now works when no high scores exist.
  • Bad assumptions about the return value of "isupper" have been fixed.
  • Accept (but convert to underscore) all non-alphanumeric characters when building the player "basename" from the player "fullname". This affects the names used for new savefiles on some systems, and the names used for player-specific user pref files on all systems.
  • The character description screen now shows the correct Shots/turn, and no longer displays the maximized stat indicator in the wrong column.
  • The "window option flags" that control the "display_player()" dumps were renamed to reflect their actual purpose.
  • User pref file expressions now treat all printable characters except space and brackets as "token" characters, allowing correct processing of hyphenated race names (an add-on to "graf-xxx.prf" is available to choose an "appropriate" player picture based on race and class).
  • Previously, when using "main-win.c", "main-mac.c", or "main-ami.c", the "SAVEFILE_MUTABLE" flag told the game to pick a new name for the savefile whenever the player name changed. This flag has been removed, and now, on those platforms, the game will only pick a new name for the savefile when a brand new character has just been created and the savefile has no name yet. This means that, on these machines, changing your name will no longer change the name of your savefile!
  • A brand new "main-emx.c" file was obtained.
  • Some minor random cleanups were done.

Bugs in Angband 2.8.3 that will be fixed in the next version

  • The "sounds" in the Macintosh version are horrible.
  • Make new "ext-mac", "ext-win", "ext-dos", "ext-ibm", etc, files.

Bugs in Angband 2.8.3 that might get fixed in the next version

  • There are new "main-emx.c" and "Makefile.emx" files in my email, and at the ftp site.
  • The "main-ami.c" file (and a few others) is woefully out of date.
  • Need the ability to "record" a macro action.
  • The "graf-xxx.prf" file always uses the "white" spell effect pictures and the "bluish" flavored object pictures. This should be fixed.
  • New "xxx_to_attr"/"xxx_to_char" tables could be created for the visual representations of all objects/monsters/terrain/etc, which would allow some code and such to be removed from various places. The code to prevent "cheating" by attr/code redefinitions should somehow be encoded in the "*_info.txt" files, as is currently done with the "mimic" terrain feature fields.
  • The "z-term.h" package should take "y,x" args, not "x,y". Also, "byte" should be used for both "attr" and "char" values. Perhaps certain functions should take "attr" and/or "char" as "int" for efficiency. These changes might make it harder to use "cptr" in various functions. Perhaps a "bptr" type should be created.
  • Turning off "testing_stack" when a stack of objects exists, and then saving the game, will create an unloadable savefile.
  • The "visuals" should be specified in "text.prf" and "graf.prf", and should not be done at all in the "lib/edit/*.txt" files (except for the "r_info.txt" file, for now, anyway). The "visuals" should use an encoder which allows normal characters and hexidecimal values, and which (perhaps) does something special for "colors". Objects with "flavors" should be initialized only by the code which assigns "colors" to each flavor, and the colors of these objects should only be modifiable by special "U:N:A:C" lines in user pref files. This would disable the display of the "racial basics", and might require "genocide" to change to a "targetted" spell.
  • A standard "debug" flag would be useful (perhaps use "arg_fiddle") for analyzing problems in "visual modules".
  • The game needs better startup error processing, particularly, better error messages when the "lib" directory cannot be found, or when the sub-directories of the "lib" directory are missing.
  • Make sure all of the "flow" functions treat cost "zero" correctly.
  • The "teleport" spells should limit the "distance" argument to reasonable values, to assist with variants.
  • Spells like "sleep 3" cause the monster health bar to track each monster as it is affected, stopping on the final monster.
  • It looks like ball spells which affect multiple monsters may be causing the health bar to auto-track one of the monsters.
  • Note the following sequence. Step onto panel scroll grid, which contains a trap. See "You have found a trap. You are enveloped in flames. -more-", then player is redrawn at "scrolled" grid, then "One of your arrows is destroyed. -more-" and finally, the actual map is scrolled. Oops. Similar behavior may be occuring the player is being prompted for what to do with objects which are walked onto at the edge of the map. Perhaps "handle_stuff()" should be called after the player moves, before grids effects are checked.
  • Perhaps generalize panel_bounds() to do initial assignment, based on the player location, and only if requested, and then, if requested, adjust the panel to "center" the player, and then, always, adjust the panel to be legal (even in town).
  • The "monster_swap()" function will break if monsters are ever allowed to move into the player's grid. It should use a "m1 < 0" comparison. It should perhaps be the nexus for the monster movement disturb code.
  • The "WinZip" program fails to create empty directories, perhaps the game should attempt to create any missing directories. This will require even more portable code, however, unless it is done directly in "main-win.c", "main-ibm.c", etc. If not, then empty files should be placed into all the empty "lib" sub-folders for those machines which are brain-dead.
  • Describe options which make the game faster in the help files.
  • Mac version leaves font files open at exit.
  • Move the silly "crown" picture into an external file.
  • Make some kind of "idiot's guide to downloading and installing angband" for various computers.
  • Patrick Tracy sent "descriptions" for all the normal weapons/armor.
  • Jim Lyon sent a patch for cleaning up the "generate.c" file, as well as another patch (10/09/97) that looks quite useful.
  • Somebody sent a patch for stupid monster wake up frequency (10/10/97).
  • Attacking invisible monsters while afraid needs a better message, perhaps two separate messages.
  • Perhaps monster breath attack power should be based on their health.
  • Consider using the "control-right-brace" key as a "macro recording" key, which would save keypresses into the "macro__buf" variable, until the next "control-right-brace" keypress. Actually, this key could be used as the "magic" key that I have been considering, for which macro recording would be but one possible use.
  • Perhaps moving diagonally should take 140 energy. Then we could use 200 as the minimal energy level, for a total range of 0 to 249.
  • The "object_flags_known()" function should have some "cheat" flags to allow knowledge of artifacts and ego-items.
  • Change "wizard" to a few "cheat" flags, such as "show_damage". Then use "wizard" only for preventing death and restoring dead characters.
  • Perhaps the "cheat" options (and "noscore") should be cleaned up, perhaps including changing "wizard" into some "cheat_xxx" flags, and reserving eight full flags for the "Borg".
  • Something is not quite right about the X11 macro processing (interupting digging may sometimes disable macros). Perhaps the special X11 macro support should be removed or replaced by special auto-macro generation code in "main-x11.c".
  • Perhaps a special screen which displays all keypresses and what actions they are bound to via keymaps, and allows changes to be made. This might require textual names for every "command". This might also require a new command keypress.
  • Better interface to the "macro" command, including a keypress for "enter keypress, then action, then choose macro type", and perhaps even some form of macro browsing. It would be nice to actually be able to delete old macros, and have this work with the code that only dumps newly created macros. Perhaps we should combine the "command macros" and "keymaps" into new and improved "keymaps", and use "macros" just for honest to goodness macros.
  • Perhaps add an option to display stacks using a special symbol.
  • Add an option to provide "full" descriptions for identified objects, but be careful about objects in non-home stores.
  • Perhaps certain monsters should have "torch-lite" of some radius.
  • The "object recall window", with room for 8 spells, showed the 9th spell on the same line as the 8th spell, probably due to an illegal "cursor" motion.
  • In a store, press "i" + "=" + + "s", and note that the command starts out in "display" mode, because the "=" command does not clear it.
  • Add a wake up monster function of some kind that allows monsters to wake up their friends, either as an action, or as a side effect.
  • Gravity breath attacks can "blink" you into another grid which is still queued up to be affected by the breath, allowing Kavlax to do double or even triple damage in a single breath. This applies to monsters also.
  • Using Angband on the Macintosh, if you close all the Angband windows, switch to another application, switch back, and then re-open the main Angband window, the game will crash, in a call to "ClipRect()". This is one of the weirdest bugs I have ever encountered.
  • Add hints to the "identify symbol" prompt about special chars, or at least provide a special "?" sub-command.
  • The pictures need help. Either change the walls or the doors. The high level books all have different pictures. The flavored objects all have "random" pictures. Some traps (glyph, summon, teleport) look the same. Some traps (trap door, pit, spots) look the same. All veins (magma, quartz) look the same. Many of the "wall" pictures are not used for anything.
  • Perhaps "identify" (and "*identify*") should only work on items which are "appropriate", that is, unknown (or *unknown*).
  • Perhaps we should have macros to get/set "cave flags", and/or the "marked" flag (etc) on objects/monsters.
  • Any "blasted" objects are "restored" when the savefile is loaded.
  • Consider using the "TERM_XTRA_SHAPE" hook with "soft_cursor".
  • Allow "escape" (and return) to make default choices during birth.
  • Every 'bell()' call should perhaps have a 'message_add()' call as well, especially for debugging problems. Perhaps certain "prompts" should also have "message_add()" calls. Perhaps a special function for displaying prompts should be created.
  • Try to remove some of the "Hack" and "XXX" comments.
  • Perhaps the "charge" on artifacts should be different from that on rods, for example, each artifact (or dragon scale mail) could have a "default timer" which is reset whenever the item is taken off (or put on), so it must be worn ahead of its desired use (instead of worn to recharge and then removed for later use).
  • Do something about "It moves quickly" applied to mushrooms.
  • Remove cycles from "main-gcu.c" via a special "Term_xtra_gcu_shape()" function, and placing it before "Term_xtra_gcu_alive()". Move the init/nuke functions down quite a bit. See "src-old" directory.
  • Macintosh version needs a better format for the preference file, perhaps borrowed from the Windows "angband.ini" file.
  • Use proper terrain feature description code for "You tunnel into xxx" and "You feel xxx blocking your way" and "There is xxx in your way". messages.
  • Should have a generic "change depth" procedure.
  • All "special" screens should actually save, clear, use, and load the screen. This should include "self knowledge" and "examine" (but not "recall monster" and "inventory"). Perhaps all of these screens should (optionally) appear on a non-primary window. This might require a special prompt on the main screen.
  • Add "object_mark()" and "object_mark_p()" interface functions to interface with the player specific object memorization flags.
  • Add "monster_mark()" and "monster_mark_p()" interface functions to interface with the player specific monster memorization flags.
  • For "main-x11.c", need a nice way to turn extra windows on and off.
  • I saw "You have killed the small kobold. The spikes disappear." when in a corridor, with plenty of space behind the kobold. This is weird.
  • Let monsters breathe when confused (in random directions?)
  • Clean up running code (treat doors and walls alike) and try to make player stop at closed doors.
  • Consider using a held_m_idx field of -1 for the player's inventory. Consider, once more, storing the player inventory in the normal object array (but not the stores). This would simplify a lot of the low level object manipulation code.
  • Some of the "p_ptr->depth" references really should be "d_ptr->depth", such as the dungeon generation code, especially for multi-player use.
  • Look at the earthquake functions (in terms of multiple players).
  • Try to come up with a spiral function to use in the "look" and "target" commands to remove the need for any static arrays. That is, a weird way to traverse all the dungeon grids in a spiral path around the player, for doing the "next/prev interesting grid" computation. This could be (and should be) restricted to the "current panel", which should always contain the player, though the ability to move the panel while targetting might be really convenient. Or we could simply remove the ability to do the "next/prev interesting grid" motion, and modify the "jump to next interesting grid in the given direction" code with dynamic computation.
  • High score list should actually save "living" characters and should allow some method for removing them at various times in some manner.
  • Do something with spell flags and spell order variables, including perhaps a full translation when loading older savefiles, and the removal of the spell order variable with forget applying to highest level stuff first.
  • Use bool arrays instead of bit flags for the spell flags.
  • Check the "main-ami.c" file, especially "town" references.
  • The "z-term.c" package should not "initialize" the "mem" and "tmp" structures until they are actually used. A new function "Term_exchange" is available to do something with "tmp". Maybe some functions to discard (and create) those structures. Maybe "Term_load()" and/or "Term_exchange" should be more "efficient" about the way they load the screen.
  • People are working on various "random artifact" patches.
  • People are working on "obvious flags" patches, in which the player "knows" certain things about certain items, and "learned flags" patches, in which certain flags are learned during the use of an object.
  • Be more paranoid when loading savefiles, in particular, check sex/race/class indexes, and object/monster locations.
  • Various objects (monster, object, artifact, unique, race, etc) should split out the pieces (if any) which are "player specific", such as recall, preferred colors, visibility, etc, to facilitate multi-player code.
  • A new encoding is needed for the status of artifacts, so that the "preserve" code and the "list known artifacts" code can be simplified. Actually, both "uniques" and "artifacts" should both have special "state" array with values "Waiting", "Created", and "Finished".
  • Reduce the power of globe of invulnerability, perhaps by adding a total damage field.
  • Check the artifact spoiler file generation code.
  • Should weird mind only be learned when actually sensed?
  • Should a glyph under the player protect from attacks?
  • The "show_file()" function needs a key for "up one line", and the "-" key should go back an entire page, and the prompt is not quite right for single page dumps, and the "go to line" should default to the current line, and the prompt should mention the "#" and "%" commands.
  • The standard help files need some work. The "attack.txt" file needs to be cleaned up. The "options.txt" needs information on the new window and stacking options. The "version.txt" file needs to have most of its contents moved to the web page. We need an introductory on-line help file explaining how to play the game, in very general terms, from start to finish.
  • Consider a special command, bound to "tab", which would, without changing the screen, take control at the "inkey" prompt and allow the use of various special "sub-functions", including a special "enter direct keypress" interface, and a "take snap-shot" command, and maybe even a special "exit game immediately" command.
  • The "hallucination" code is currently "silly" with "use_graphics", but then, "hallucincation" is pretty silly anyway, so who cares. Also, various "special effects" look bad with "use_graphics", because the "misc_to_attr/misc_to_char" arrays have not yet been used to encode a variety of "special pictures", including the spell attack symbols and ball explosions, various player pictures, the special "stack" picture, and the "darkness" picture. The use of entry zero in various "picture" arrays was probably a mistake.
  • Add a "known monster" sub-option to the "knowledge" command.
  • New "cheat" options are needed for granting the player full knowledge of artifacts/ego-items (including "hidden" flags).
  • The Macintosh defines some kind of "WINDOWS" constant.
  • Maybe all the "arg_xxx" options should simply "over-ride" the "savefile options", and then "use_sound" and "use_graphics" should all become normal options, and the "main-xxx.c" files would then have to keep a special flag for "reacting" to such changes.
  • Add interface to modify the names of windows, the names of sounds, and allow both to be encoded in pref files.
  • Certain functions (such as the steal code) should first make sure there is an available object, but should still handle failure gracefully.
  • The "graf-xxx.prf" file contains some questionable mappings, in particular, the colors of potions (etc) are semi-random.
  • Normal monster drops should have a message, if visible, and the "atmosphere" option is set.
  • Do something, perhaps a complete object list re-order, to allow stacks to maintain the proper order across savefiles.
  • Consider monster inventory pre-generation, and increase the size of the object array. Consider the possibility of monsters carrying artifacts. Consider the possibility of monsters using the objects they are carrying.
  • Make monsters which steal gold carry around "gold" items.
  • Perhaps "autoscum" should not work unless the player is actually using stairs, after all, the "definition" of autoscum is based on the ability to "scum" using stairs.
  • An option to bypass the "-more-" prompts for messages has been suggested for use with the new "recall messages" window.
  • Certain window options should be allowed to work together, such as the "recall monster" and "recall object" options, since some window options are only needed temporarily, while others are only needed when nothing else is being displayed.
  • The "heal" prayer does not cure poison, maybe it should.
  • Making the player inventory part of the dungeon objects would be very nice for functions which pass around object indexes, and would allow expandable player inventory, but would require some work to make sure that player objects were protected from various functions, much like monster objects.
  • Perhaps the "feeling" from out-of-depth objects should be "capped" at some reasonable value, consider rings of speed.
  • Orc captains should perhaps have escorts.
  • Darkness breath looks weird (floors) when the player is blind.
  • Intelligent monsters should avoid certain spells, like useless summon spells, and grabbing the player when the monster is fleeing.
  • If two items both have inscriptions, and those inscriptions are different, then it should still be possible to merge them somehow.
  • Some people have requested static "shower" strings, with separate ones for each type of file display.
  • The help files need to be updated and cleaned up, perhaps even get some special formatting codes such as "advance to new page". This might or might not work well with some kind of temp file usage. The "my_fgets()" call is probably too aggressive.
  • Perhaps the "my_fgets()" call should be converted into specialized functions working with the "fd_open()" command. Or maybe not.
  • New spoiler files are needed for the monsters, artifacts, etc.
  • Do some kind of "context help" for things like "recall messages".
  • Perhaps the "note" command should save the note in a special set of string memory, which could be dumped with the character dump, allowing all sorts of possibilities.
  • New savefile format for messages/notes to optimize storage.
  • Broken messages should not (?) allow other messages on same line. The "display recent messages" window should split long messages.
  • Armor prices should be calculated relative to the *assumed* modifiers to hit and to damage, not to zero, and then all the armor prices should be readjusted to allow unknown armor to be worth at most as much as known armor. Verify this.
  • The Lucerne Hammer should be a bladed pole-arm and not a hafted/blunt weapon. I have been waiting on this until the object list is rearranged. Also, there is an artifact Lucerne Hammer designed for priests (add the "blessed" flag).
  • Perhaps a "map information centered around the player" window flag would be nice, though very expensive, perhaps it should display the "viewable" grid array, which might be slightly faster.
  • The "snap-shot" window flag are not ready yet, and the "over-ride" flags have not even been implemented, much less defined.
  • The new "c_roff()" command should perhaps be used for the "examine object" command, instead of just doing a multi-line phrase dump.
  • Perhaps the object, ego-item, and artifact files should use the "description" fields.
  • The "monsters know player resistances" option should be modified to allow a monster to "weight" various attacks based on "predicted damage" (much as is done by the Borg), since currently, the option is actually counter-productive, and having a fire dragon *never* breathe fire is slightly silly.
  • Perhaps the "filename parser" should be used in all situations to convert between "canonical" filenames (leading tilde, slash divider) to "system" filenames (no tildes, system-specific separator). This would simplify some things and complicate others.
  • Using stairs takes a turn, perhaps this is bad, note that recall, for example, does not. Perhaps entering a new level should always start the player with zero, or perhaps full, energy. Remember that loading a saved game often acts like entering a new level.
  • Player ghosts have been removed for now, until they can be added as "special" unique monsters, with "fill-in" names.
  • Monsters attempt to open closed doors even when walking around the closed door would be a more reliable method.
  • The IBM archive MUST be extracted with the "pkunzip -d" option, or the "lib" sub-directories will be lost, and the game will not work.
  • Several "main-xxx.c" files should probably use some of the new flags in "term.c", including "always_text", "higher_pict", etc, and should perhaps use "white space" instead of "black space".
  • A "bubble" sort is still used to select monsters in pits and during object spoiler file generation.
  • The various Monsters and Objects are perhaps "Excessively Capitalized".
  • Something needs to be done about monster distribution.
  • The standard "pluralization" rules are slightly incorrect, for example, "staff" should become "staves". But few people actually care.
  • The four "druj" monsters never get to use their melee attacks.
  • Some default color mappings are needed for the "pref-ibm.prf" file.
  • Various "main-xxx.c" files should actually "resize" the sub-windows instead of simply shrinking the displayed region, which will allow the recall window (and such) to correctly "wrap" various things.
  • Various "main-xxx.c" files need work to take advantage of the new "z-term.c" methods. The new "main-x11.c" and "main-xaw.c" files are more or less done, but need to use the "angband_color_table".
  • There is a new "TERM_XTRA_REACT" ability that various "main-xxx.c" files should probably support.
  • Sometimes "main-mac.c" does not refresh the screen when a dialog box or other application obscures the main window (or a sub-window).
  • More support is needed for the "sound()" function.
  • Various people have reported unexplainable "level feelings".
  • Some people have requested a method for changing the titles of the various windows, in particular, the main window. This would simplify things like running multiple sessions of Angband simultaneously. The window titles are currently taken from a global array of strings, but this only effects the name the window is created with.
  • Some people have requested that "messages", monster recall, and various other things, be "colored" in some meaningful way, and that these colors be used in the message recall window as well.
  • Some people have suggested that the "description" fields for objects and such be used to provide code for the "examine item" command, with short textual descriptions of the object perhaps supplemented by stuff generated by the game, like in the "monster recall" code. And then perhaps an "auto-recall" option for the recall window for objects.
  • Some people have suggested a "backstab" or "theft" attack for rogues.
  • Some people have requested that feather falling resist trap doors, or gravity.
  • Some people have requested the ability to memorize "negative" info about monsters, for example, to be able to notice when a monster can *not* open doors, or is *not* invisible.
  • Some people have requested "quest" levels, and someone sent some code to implement the "dragon" quest, more or less, and perhaps a general method of encoding "hard-coded levels" should be introduced.
  • Some people want the "character dump" to include killed uniques, found artifacts, number of each monster killed, etc.
  • Some people have requested that the "monster tracking" code be correctly implemented.
  • Some people have requested a new method for stats, for example, starting at "000" and ranging up to "250" naturally, and then up to "399" (etc) with equipment bonuses.
  • Some people have requested that more types of "monster status" (as in "unhurt" or "wounded") be used.
  • Some people have requested that "unused" blows not take energy, allowing multiple attacks to be spread among wimpy monsters.
  • Some people have requested the ability to have the color of the objects in the inventory match the color of the object on the ground, or to have pictures of the item appear next to the item description.
  • Some people have requested an expensive "real-time shimmer" of the multi-hued monsters.
  • Some people have requested that the object_level in monster drops be calculated from a more interesting formula using the monster level and the dungeon level.
  • Some people have requested the use of a limit on the total number of "boosted" dice on ego-items, and of increased boosting odds.
  • Some people have requested than "unknown" weapons and armor and launchers display the "default" damage, armor, and multipliers, instead of the "actual" values.

Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/email.html0000644000000000000000000001652311020366743014433 0ustar Angband -- People

Angband -- People

This page lists some people involved with Angband.

Table of Contents


People who are deeply involved with Angband

  • Ben Harrison ( benh@voicenet.com) is the current maintainer of Angband, the designer of this web page, and the author of Angband 2.7.0 through Angband 2.8.X.
  • Jason Holtzapple ( jth@paranoia.com) is the maintainer of the Unofficial Angband Home Page, and of the Angband FAQ.
  • Brian E. Gallew ( geek+@CMU.EDU) maintains the Angband ftp site at "clockwork.dementia.org".
  • Karl S. Hagen ( greyhelm@Empire.Net) maintains the Angband mirror ftp site at "ftp.cis.ksu.edu".

People who have worked on some Angband ports

  • Ben Harrison ( benh@voicenet.com) worked on "main-x11.c" for Unix/X11, "main-gcu.c" for Unix/Curses, "main-cap.c" for Unix/Termcap, "main-mac.c" for Macintosh (major rewrite, graphics support), and "main-win.c" for Windows (major rewrite).
  • Torbjorn Lindgren ( tl@funcom.no) worked on "main-xaw.c" for Unix/Xaw.
  • Keith Randall ( randall@theory.lcs.mit.edu) worked on "main-mac.c" for Macintosh (initial code).
  • Skirmantas Kligys ( kligys@scf.usc.edu) worked on "main-win.c" for Windows (initial code, graphics support).
  • Ekkehard Kraemer ( ekraemer@pluto.camelot.de) worked on "main-emx.c" for OS2-386.
  • William Tanksley ( wtanksle@ucsd.edu) worked on "main-ibm.c" for DOS-386 (initial code).
  • Mike Marcelais ( mrmarcel@eos.ncsu.edu) worked on "main-ibm.c" for DOS-386 (palette code, graphics support).
  • Roland Jay Roberts ( jay@map.com) worked on "main-ibm.c" for DOS-386 (DOS-286 support).
  • Lars Haugseth ( larshau@ifi.uio.no) worked on "main-ami.c" for Amiga.
  • Kevin Bracey ( kbracey@applied-risc-tech.co.uk) worked on "main-acn.c" for Acorn.

People who have compiled recent Angband ports


People who are otherwise involved with Angband

  • Charles William Swiger ( infidel+@CMU.EDU) was the previous maintainer of Angband, and the author of Angband 2.5.1 through Angband 2.6.2, and repaired a lot of bugs from Angband 2.4.
  • Keith Randall ( randall@theory.lcs.mit.edu) ported Angband 2.6.1 to the Macintosh (MacAngband 2.6.1), and provided the initial implementation of color and extra windows used in Angband.
  • Topi Ylinen ( f1toyl@uta.fi) ported Angband 2.4 to DOS-286, with support for simple graphics (more info needed).
  • Mike Marcelais ( mrmarcel@eos.ncsu.edu) wrote ChrHack 2.3, which can be used to implement simple graphics on older versions of Angband for IBM machines (more info needed).
  • Charles F. Teague II ( cteague@cs.umb.edu) was involved in an early version of Angband.
  • Robert Alan Koeneke ( koeneke@ionet.net) wrote the original Moria game.
  • Geoff Hill ( bluenose@globalnet.co.uk) was involved with Angband 2.4.
  • Sean Marsh ( smarsh@dcs.warwick.ac.uk) was involved with Angband 2.4.

People who are responsible for Angband variants

  • Topi Ylinen ( f1toyl@uta.fi) is responsible for the "Zangband" variant.
  • Julian Lighton ( jl8e@fragment.com) is responsible for the "Sangband" variant.
  • Ken Wigle ( wigle@niktow.canisius.edu) is responsible for the "Kangband" variant.
  • Aram Harrow ( aram@mit.edu) is responsible for the "Psi-angband" variant.
  • Other people are responsible for the "Mangband" variant, the "Drangband" variant, and others.

Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/angfaq1.html0000644000000000000000000020407711020366743014665 0ustar Angband FAQ Part One

Angband FAQ Part One

From: trs80@tartarus.uwa.edu.au (James Andrewartha)
Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.announce,rec.answers,news.answers
Subject: rec.games.roguelike.angband FAQ part 1
Followup-To: rec.games.roguelike.angband
Organization: Adventurers Anonymous
Summary: Answers to common questions about the roguelike game Angband
Approved: news-answers-request@mit.edu,rgra-request@eyrie.org

Archive-name: games/roguelike/angband-faq
Last-modified: 2003-03-24
Version: 0.3.0
Posting-frequency: fortnightly
Maintainer: James Andrewartha (trs80@tartarus.uwa.edu.au)
URL: <ftp://clockwork.dementia.org/angband/Help/angfaq1.html>
URL: <http://tartarus.uwa.edu.au/~trs80/angfaq1.html>


Angband Frequently Asked Questions - Part 1 (Non-spoilers)

Originally compiled and maintained by Jason Holtzapple.
Previously maintained by Ben Harrison (benh@phial.com).
Currently maintained by James Andrewartha (trs80@tartarus.uwa.edu.au).
For Angband 3.0.3 - May be inaccurate with other versions and variants.
Modified in most recent update: 10b, 10c, 11c based on suggestions by Leon Marrick.

Angband FAQ Part Two (Spoilers) is available separately, however it is not up to date.

Based on the source code, and information provided by: Jules Bean, Scott Bigham, Matt Craighead, Joseph W. DeVincentis, Ben Harrison, Jason Holtzapple, Randy Hutson, Stephen S. Lee, Rick Lim, Steve Linberg, Ross Millikan, Adam Schenker, Andrew Schoonmaker, Cliff Stamp, Billy Tanksley, Charles F. Teague II, Pat Tracy, Otto Martin, Tom Harris, Mynstral, David Thornley, Eytan Zweig, pelpel, Chris Kern, Leon Marrick and others.


Table of Contents
Angband FAQ - Part One:
  1. General Information
    1. What is Angband?
    2. Who is Morgoth?
    3. On what computers can I play?
    4. What is the latest version?
    5. How do I get the latest version of this FAQ?
    6. Who's the current maintainer?
    7. Version History
  2. Obtaining Angband and related material
    1. How to get Angband
    2. FTP sites
    3. WWW sites
    4. The Angband Newbie Guide (TANG)
  3. Technical Information
    1. Expanding ZIP archives
    2. How do I use an old savefile or savefile from another platform?
    3. What is a "patch"?
    4. How do I compile Angband myself?
  4. Creating Characters
    1. What is maximize mode?
    2. What is preserve mode?
    3. Player stat creation
    4. Birth options
  5. Gameplay Questions
    1. How do I set game options and what do they mean?
    2. What effect does turning off haggling have on the price of items?
    3. How does shopkeeper rotation work?
    4. What is auto-scum?
    5. How do the cheating options work?
    6. What are the messages I get upon entering a new level?
    7. What causes a "special" feeling?
    8. How do I exchange weapons in Angband?
    9. What do the minuses in the name of a piece of armor mean?
    10. The game tells me that I must "Study" but I can't learn any new spells. What is going on?
    11. How does the fractional speed system work?
    12. How do I autopickup my ammunition?
    13. Introduction to macros
    14. How do I save macros?
  6. Questionable gameplay techniques
    1. Savefile abuse
    2. Stair-scumming
    3. Monster farming
    4. Summoning/Polymorphing
  7. About rec.games.roguelike.angband
    1. General notes
    2. Glossary of terms
    3. Questions on r.g.r.a
    4. Victory (or YAWP) posts
    5. Stupid Death (or YASD) posts
    6. Why do so many players seem to dislike or even hate Nethack?
    7. What's the weird code in some people's .sigs?
    8. Angband IRC
  8. Suggestions for future versions that have been considered
    1. I've got this really great idea for Angband ...
    2. Let the player store money in his/her home.
    3. Increase the player's carrying capacity.
    4. Let players give or sell their items to other players.
    5. I want a real-time multi-player Angband!
    6. Increase the size of the player's home
    7. Allow the player to wear a ring on each finger
    8. Allow the player to load saved games after death
    9. Dungeon levels should be persistent
  9. Programming Questions
    1. Where can I obtain the source code?
    2. To what extent can I modify the source and release modified versions?
    3. Is there any easy way for a non-programmer to hack the game?
    4. What are the *_info.txt files?
    5. I know how to program C, where can I get an introduction to Angband programming?
    6. C is ugly, can't I program in Lisp instead?
    7. Why doesn't wizard mode work in the version that I have?
    8. What is the borg? Why doesn't it appear in the version that I have?
    9. How do I use the borg?
    10. How do I generate auto-spoilers?
    11. What is CVS?
  10. Variants
    1. Angband Variant FAQ
    2. What is OAngband-style Combat?
    3. What is the JLE patch?
  11. Miscellaneous
    1. The game says that I'm missing a spellbook when I try to learn some new spells. What's the reason for this?
    2. What happened to player ghosts?
    3. What license is Angband distributed under?

Angband FAQ - Part One


1. General Information

1a. What is Angband?


Angband is a single-player, text-based, dungeon simulation derived from the game Moria, an enhancement of the old unix game Rogue. It is often described as a "roguelike" game because the look and feel of the game is still quite similar to Rogue.

Angband features many enhancements over Moria: unique foes, artifacts, monster pits and vaults to name a few. Many of these new creatures and objects are drawn from the writings of J.R.R Tolkien, although some of the monsters come straight from classical mythology, Dungeons & Dragons, Rolemaster, or the minds of the orginal Angband coders.

The ultimate goal of the game is to develop a character strong enough to defeat Morgoth, who lurks around dungeon level 100. Upon doing so, you will receive the exalted status of "winner" and your character may retire.

Angband is a reference to Morgoth's "prison of iron."

1b. Who is Morgoth?


Morgoth was 'the Dark Enemy of Middle-Earth' during its First Age. He was banished by the Valar (offspring of Eru, "god" of J.R.R. Tolkien's world) at the end of the First Age and thus never appears in The Lord of the Rings, set during the Third Age. Sauron, who does figure into those tales, was the most powerful of his servants. Read Tolkien's 'The Silmarillion' for more on the legends of Middle-Earth.

1c. On what computers can I play?


The most recent version of Angband can be played on Unix (including Linux and X Windows), Acorn, Amiga, Macintosh, Power Macintosh, Mac OS X, Windows, 286, 386 and OS/2-386 systems. Pre-compiled binaries for most of these systems are available. With the introduction of version 2.7, it has become much simpler to port the code to any machine with a decent C compiler. See the source code and question (3d) for more details.

In particular, there is a version of Angband for PocketPC (formerly Windows CE) available at <http://mirrors.mksecure.com/angbandce/>, but there isn't a version of Angband for PalmOS, although you can get ports of iRogue and uMoria for PalmOS at <http://roguelike-palm.sourceforge.net/>.

1d. What is the latest version of Angband?


Angband 3.0.3 is the most recent stable version.

1e. How do I get the latest version of this FAQ?


Both parts of the FAQ are posted to rec.games.roguelike.angband fortnightly, although Part Two is currently in hiatus, pending updating. Part One is an official Usenet FAQ and is also posted to rec.games.roguelike.announce, rec.answers and news.answers.

Part One (as an official Usenet FAQ) is archived at rtfm.mit.edu <ftp://rtfm.mit.edu/pub/usenet/news.answers/games/roguelike/angband-faq> and at www.faqs.org <http://www.faqs.org/faqs/games/roguelike/angband-faq>

Part One of the FAQ is available on the FTP site in both HTML and text forms:

1f. Who's the current maintainer?


Robert Ruehlmann (rr9@angband.org) is the current maintainer of Angband.

1g. Version history


This would be incomplete without a short Moria history as well:

The first version of Moria was was written by Robert Alan Koeneke and Jimmey Wayne Todd Jr in 1983 for VAX machines. It was ported to Unix in 1987 under the name 'Umoria' and further maintained by James E. Wilson.

In 1990, Alex Cutler and Andy Astrand, students at the University of Warwick, England, decided to write a Tolkien-based game based on Umoria 5.2.1 and Angband was born. Their intentions were to keep, or even strengthen, Moria's firm grounding in Tolkien lore. Their original changes included greatly expanded monsters and items (including uniques and artifacts), level feelings, pseudo-ID, activation, monster pits and vaults. The resulting heavily-customized Moria was not intended for outside release, but merely as a local version of Moria, to run only on Warwick's Unix system. Sometime in its development, before it was released and ported, the existing Unix code got the unlikely version number 'Angband 2.4.Frog-knows'.

Over time, various people released various changes to Angband, including Sean Marsh, Geoff Hill, Charles Teague, and Charles Swiger. Ben Harrison, the immediate previous maintainer, performed a large and comprehensive cleanup of the code over several years, starting when he released version 2.7.0.

For a more detailed history, including current contributers, see the Angband help file "version.txt" for some more information.


2. Obtaining Angband And Related Material

2a. How to get Angband


You can get Angband in several different ways. The most common is to download it from a FTP or WWW site, as listed in questions (2b) and (2c). You can download either a precompiled version (available for most platforms, except Unix/Linux), which you only need to decompress to run, or the source code, which you have compile yourself - see question (3d) on how to do this.

Another way to get Angband is via CVS - see question (9j) for how to use CVS. If you have a Debian GNU/Linux system, the "angband" package is available in the non-free section. Angband is also sometimes sold on CD-ROMs containing many free games - while this method of distribution is not strictly permitted by the license, it is not a big deal. See question (11c) for more detail on this.

2b. FTP sites


There are several useful Angband FTP sites. These FTP sites are often not accessible with the FTP function of a web browser. If you experience trouble, make sure your browser is using passive FTP or try a non-web browser FTP client. To learn how to use FTP, read the Roguelike Games FAQ <http://www.faqs.org/faqs/games/roguelike/info-ftp/index.html>, posted every week to rec.games.roguelike.misc.

2c. WWW sites


There are lots of Angband WWW sites. Quite a few are geared towards particular variants or platforms.

2d. The Angband Newbie Guide


An excellent source of gameplay information is available from The Angband Newbie Guide (TANG), by Chris Weisiger. TANG is available in the in-game help system, or from <http://www.thangorodrim.net/TANG/index.html>


3. Technical Information

3a. Expanding ZIP archives


When using "PKUNZIP" to expand a distribution archive, be sure to use the '-d' option to create the 'lib' subdirectories, or they will have to be created by hand. This is not necessary with "WinZip". On Linux or Unix systems, use the '-aL' command line options to "unzip" so that text files are converted to UNIX (LF) end-of-line format.

3b. How do I use an old savefile or savefile from another platform?


The latest version of Angband only imports savefiles from version 2.9.0 or newer. If you want to import from version older than 2.9.0, including MacAngband 1.0 - 2.0.3 and PC Angband 1.4, you will first have to import it into Angband 2.9.3, and then into Angband 3.0.3. However, some older savefiles will lose some information during the import (for example, pre-2.7.8 savefiles may lose all or part of the monster memory and/or object memory).

Savefiles are platform-independent. Be sure to use 'binary' FTP if that is your method of transfer. On a Macintosh, use the Import... menu item to import savefiles lacking the proper type ('SAVE') and creator ('A271').

3c. What is a "patch"?


A patch is a modification to Angband that alters the game in some way. Some patches add more features to the game, while others change the gameplay. Many patches are available from the patch page on Thangorodrim <http://www.thangorodrim.net/development/patches.html>

The method of installing patches varies from patch to patch. For example, a LUA patch only requires placing some files in 'lib/script'; many others require the game to be recomplied. For the patches that require recompilation, there are sometimes pre-compiled patched versions available. If you want to apply multiple patches, you'll almost certainly have to compile your own copy of Angband.

3d. How do I compile Angband myself?


To compile Angband, you need two things - a C compiler, and the Angband source. You can get the source from the FTP sites listed in question (9a). Most unix systems (including Linux) come with a C compiler (either cc or gcc). For Windows, you'll need to have either a commercial C compiler, eg Microsoft Visual C++ or Borland C, or download a free C compiler, eg DJGPP (will only make DOS versions of Angband) or Cygwin. For Macintosh, the commercial C compilers available are Metrowerks Codewarrior (at least version 5 to compile recent Angband version), while the Macintosh Programmer's Workshop is free from Apple (although this is untested with recent versions).

Once you have both of these, go into the "./src" directory, and edit the appropriate "makefile.???" (??? = mac for Mac, ami for Amiga etc.) for your system, and config.h to set the compile-time options you want. Or, if you have a unix system, you could try the autoconf system - type "./configure" to use this. Then you can start the compilation, either by typing "make" or selecting the appropriate menu option in your compiler.

The above are only general instructions - for more detail about compiling Angband for your particular system, see the Thangorodrim compiling page <http://www.thangorodrim.net/compiling.html>


4. Creating Characters

4a. What is maximize mode?


All characters receive stat modifiers based on their race and class (Half-Trolls get an INT penalty, Priests get a WIS bonus, and so forth). The maximize mode flag determines how these modifiers are applied to the character's actual stats. Since this obviously affects character creation, the value of this flag must be chosen before you create your character (birth options).

As an example of how this works, imagine rolling up a High-Elf Mage. High-Elf Mages receive a combined racial and class bonus of +6 to INT; for purposes of illustration, let's say the stat roller rolls a 17 INT (the highest possible value before modification).

In non-maximize mode, the +6 bonus is applied much as if the character quaffed six Potions of Intelligence. The positive side of this is that your character can get a starting INT of around 18/70, since each "potion" can give them more than 10 percentiles once they are past 18. The negative side of this is that this 18/70 is now your character's base INT, and without stat-boosting items, he/she can only push their base INT up to 18/100.

In maximize mode, the +6 bonus is applied as though the character had swallowed a Ring of Intelligence (+6). The negative side of this is that your character can't get a starting INT above 18/50 (17 plus the +6 "ring" bonus). The positive side of this is that although the effective INT is 18/50, the base INT is only 17; once you've pushed your character's base INT up to 18/100, the effective INT without stat-boosting items will be 18/160!

On the flip side, our High-Elf Mage also gets a combined -4 penalty to STR. In non-maximize mode, this is treated like quaffing four Potions of Weakness, but your character's STR can still be increased all the way up to 18/100. In maximize mode, you've effectively got a Spleen of Weakness (-4), which means that your character's maximum possible effective STR, without stat-boosting items, is 18/60 (18/100 base plus the -4 penalty).

In summary, then in non-maximize mode, your character will get bettter starting stats, and all stats will max out at 18/100. This typically makes the early game easier, while in maximize mode, your character's starting stats aren't as good, but the primary stat(s) will max out above 18/100, while the "off" stats will max out below 18/100. This typically makes the end game easier.

[Contributed by Scott Bigham]

4b. What is preserve mode?


"Preserve mode" is named because having the mode on preserves artifacts.

Characters created with preserve mode off will sometimes get a "special" feeling upon entering a level. This means that the level contains a pit, vault, or artifact. Any artifact which is lying on the floor when the player leaves the level will be lost forever.

Characters created with preserve mode on do not get the "special" feeling, but as long as an artifact is not identified, it will show up again. (If you ID an artifact and leave it on the floor it will disappear forever once you leave the level.)

See questions (5f) and (5g) for more information on level feelings.

[Contributed by Chris Kern]

4c. Player stat generation


Once you have chosen the race/sex/class of your character, their stats will be generated. There are several methods to do this, which one is used will depend upon what birth options are set (see question (4d)):
Autoroller
You will be presented with a list of the six character statistics (STR, INT, WIS, DEX, CON, CHR) and their maximum possible values for your race/class. Enter the minimum desired value for each stat, or leave it blank to accept any value. Once you have done this for all the stats, characters are rolled up until one that meets the minimums you gave is obtained. You can then accept or reject this character - if you reject it, more characters are rolled up until another one that meets your minimums is created.
Point-based
Each of your internal statistics starts at 10, which you can increase by spending some of your 48 points. The number of points required to increase a stat increases relative to how many points you've already put into that stat. Any points not used are added to your starting gold at 100 GP per point. Non-mamixise mode does not give better starting stats than maximise mode with point-based generation.
Basic
If you don't select point-based or autoroller, characters are rolled up one at a time and presented for you to accept or reject.

4d. Birth options


Birth options are game options (see question (5a)) that only affect starting characters. Any changes you make to the birth options will take effect the next time you create a character. During character creation, you will be asked if you want to modify the options; this is the only time you can change birth options and have an effect on the current character. In some variants you have to press the "=" key to set the birth options during character creation. Some birth options (and the questions that have more detail on them) are maximise (4a), preserve (4b) and ironman (7b) modes, whether the autoroller or point based systems are used (4c), and whether to cheat death (5e).


5. Gameplay Questions

5a. How do I set game options and what do they mean?


They are set using the "=" command. To see what the various options mean, access the List of Options help menu with the "?" command. Doing this while in the options menu will jump you to the help section for the option that is currently selected.

5b. What effect does turning off haggling have on the price of items?


Turning off haggling causes all prices to be determined as the "best" price that could have been acheived via haggling, modified by a special ten percent "transaction tax". This tax is not applied if haggling would not have been necessary in the first place (if the item is very cheap or very expensive, or you have a good haggling history for the item, or you have a good haggling history with the shopkeeper). So, normally, it is possible to get a better deal by taking the time to actually haggle with a shopkeeper.

5c. How does shopkeeper rotation work?


The shopkeepers will change, but this can take a long time. Be patient. When they do change, all items in the shop are marked down by various percentages (from 10-90%) and all haggling and insult counters are reset.

Different shop owners will give different prices for items for various reasons, and no shop owner will ever pay more for an item then the amount mentioned in the header of the shop's inventory list, which varies from 5000-30000.

5d. What is auto-scum?


With autoscum enabled, the Angband dungeon generator will stop only on levels that it considers "good enough". The deeper in the dungeon your character, the "better" the level must be. See question (5f) for an explanation of what contributes to this calculation.

If your character is not in preserve mode, the game will always stop on any "special" level.

5e. How do the cheating options work?


Enabling any of the cheating options will mark the current savefile as a "cheater", and your character will be unable to make the high score list. Each option activates some special behavior which may make the game easier in some way.

The various "peek into xxx creation" cheating options will cause the game to announce the creation of "interesting" occurances of the relevant topic. The "peek into something else" option will cause the game to accounce all changes involving shops.

The "know complete monster info" cheating option will grant your character complete information about every monster.

The "allow player to avoid death" cheating option will allow your character to "cheat death" whenever he would normally die. This causes your character to be fully healed, and instantly teleported to the town level.

5f. What are the messages I get upon entering a new level?


These are known as "level feelings" and give the general rating of the level. You will only get them when you enter a level if you've been on the previous level long enough. Otherwise you will get a "Looks like any other level" message. "Long enough" is 1000 game turns, adjusted by your speed. For a normal speed character, this would be 100 player turns. Many players say that only "good," "very good," "excellent," "superb," and "special" levels are worth exploring, but this of course a matter of opinion.

Valuable objects, artifacts, pits, nests, vaults, out-of-depth creatures and out-of-depth non-cursed objects all contribute to the "rating" of a level, and thus to the resulting "feeling".

5g. What causes a "special" feeling?


A "special" feeling (about a level) only occurs if, when the level was first created, it contained an artifact, a monster pit, a monster nest, or a vault. As your character gets deeper in the dungeon, there is less of a chance that monster pits, monster nests, and vaults will cause "special" feelings. See the spoiler "dungeon.spo" for more detail. If you are playing in preserve mode, you will never receive a "special" feeling.

5h. How do I exchange weapons in Angband?


There is a fairly simple way to exchange weapons using a default macro. Using the "{" command, inscribe your "primary" weapon with "@w1@w0", and your "secondary" weapon with "@w2@w0". The "X" command will then switch between the two, and you will be also be able to use the command "w1" and "w2" to explicitly wield the primary and secondary weapons, respectively.

5i. What do the minuses in the name of a piece of armor mean?


This is a to-hit penalty for wearing heavy or inflexible armor. Such armor, if not identified, will not show the penalty but it will still be in effect.

5j. The game tells me that I must "Study" but I can't learn any new spells. What is going on?


Your character is missing one of the more powerful books containing spells that s/he can learn. See question (11a) for more detail.

5k. How does the fractional speed system work?


Basically, time passes in the world in small units called "game turns", and during every "game turn", each entity (the monsters and the player) receives some "energy" points, based on its "speed" rating. When an entity acquires at least 100 energy points, they must perform some action (such as move or attack or rest) which consumes some of their energy points. The higher the "speed" rating, the faster "energy" points are acquired, so more actions can be performed in a given number of "game turns".

A "normal" entity has a speed of 110, and receives 10 energy points per game turn. A "slow" entity has a speed below 110, and receives between 1 and 9 energy points per game turn. A "fast" entity has a speed above 110, and receives between 11 and 49 energy points per game turn. Note that the number of energy points received per game turn is approximately equal to the speed minus 110, but the actual equation is more asymptotic. The current speed of your character, if not "normal", is displayed as "Slow (-N)" or "Fast (+N)", indicating the distance of the speed from "normal".

The most obvious effect of speed is in combat, but it also affects the rate of food consumption (extremely fast characters must be careful not to starve), and the number of "player turns" that a character must spend on a level to get a level feeling on the next.

5l. How do I autopickup my ammunition?


Inscribe (the "{" command) it with "=g", then whenever you walk over an item that's the same as one inscribed with "=g" in your inventory, you will automatically pick it up. For more useful inscriptions (including how to stop fighting with your shovel), read the Really Quick Guide to Magic Inscriptions <http://www.fragment.com/~jl8e/angband/inscriptions.html>

5m. Introduction to macros


See the Angband help file "playing.txt" for a good introduction to macros, and to the "user pref files" in which they can be saved. Since macros are stored in user pref files, and not in your character's savefile, if you quit without saving your new macros to a user pref file, they will be lost.

Angband will automatically load several "user pref files" when a character is loaded, for example, if I am playing a high-elf mage named "Fearless" on some kind of Macintosh computer, in graphics mode, then the user pref files "pref.prf", "graf.prf", "user.prf", and "Fearless.prf" will be autoloaded, which will themselves load "pref-mac.prf", "graf-mac.prf", "graf-xxx.prf", and "user-mac.prf". In this example, new macros sould be saved either in "user-mac.prf" or "Fearless.prf".

A very in-depth treatment of macros is given in the Angband Macro FAQ <http://www.thangorodrim.net/help/macrofaq.txt>

5n. How do I save macros?


Use the "%" command. Option 2, "Dump macros," will allow you to save all the current macros into a user pref file. There is currently no way to only save newly added macros. If you are on a multiuser system, all pref files will be saved to ~/.angband/Angband, otherwise they will be in the 'lib/user' directory.


6. Questionable Gameplay Techniques

6a. Savefile abuse


Angband follows the same behavior when a character dies as many of the other rogue-like games. When a character dies, that's it, game over. Information on monsters that the character has seen (monster memory) is retained, but the player must start again. This is in contrast to most fantasy role-playing computer games that let you restore your game from a savefile if you die. Angband also differs from most commercial games in that there is no puzzle solving as such.

This behavior has given rise to backup savefile abuse, which entails making a copy of the savefile to another part of your disk, and in the unfortunate event of death, moving it back to its original location and restoring the game.

Almost everyone uses backup savefiles at the start, but as soon as your players stop dying with great frequency, you should probably stop using them. Your play experience will become more rewarding as a result. You certainly do not have to stop using backups, many players never do. As long as you enjoy the game, who cares? However, when posting winner posts to the newsgroup, you should note if you used backup savefiles.

Note that it is possible to compile Angband with a variety of options which attempt to prevent savefile abuse and other security problems, but this normally only applies if you are using some version of UNIX.

6b. Stair-scumming


Stair scumming is a technique primarily used to generate levels with artifacts (special weapons and items). It involves loitering around a stairway for a certain number of turns on a "non-special" level, then using the stairway to force the game to generate a new level. If the new level is not "special," the process is repeated.

The technique may also be used to force the storekeepers in town to refresh their inventory of identify and word of recall scrolls, restore stat and life-level restore potions, and light sources, since they restock every 10000 game turns (1000 player turns for a character at normal speed). This is also known as "town scumming".

The first type of scumming is a more serious abuse than the second.

There has been much discussion on the newsgroup on how to restrict this type of abuse. It will likely remain unresolved because of the personal decision involved, i.e. you don't *have* to stair scum. Also, many of the proposed fixes (for this and other forms of scumming) have negative gameplay effects for people who don't stair scum.

6c. Monster farming


Involves cloning monsters with good treasure drops in the hopes of getting good items and gaining experience. Effective with ancient dragons, wyrms, druj, and many others. Can be dangerous, considering the power of the monsters. Also used in regards to "worm farming," which is an easy (albeit boring) way to quickly gain experience at low levels.

This leads to the "golf ball" trick, in which a golf ball is placed upon a key to hold it down. This then repeats a macro that performs the worm farming for you. For more details about this method, see the Angband Macro FAQ <http://www.thangorodrim.net/help/macrofaq.txt>

Finally, when you don't have enough money to afford that Ring of Speed in the black market, you can engage in "townperson scumming", killing the people generated in town for the (small) amount of gold they drop. Since some townspeople are dangerous for low level characters and/or don't drop much money, this sort of scumming (like most others) is an exercise for the high-level and patient.

6d. Summoning/Polymorphing


Summoning and polymorphing monsters at low experience levels can be dangerous if the new monster is more than your character can handle. Summoning deep in the dungeon is perilous for any character.


7. About rec.games.roguelike.angband

7a. General notes


The newsgroup serves a dual-purpose role, supporting both game development and gameplay discussions. If you write new program code for the game, don't post it (unless it is really short); upload it to an ftp site and give a pointer. Also, since Angband and its variants are still in active development, this newsgroup has high traffic.

7b. Glossary of terms


Common Abbreviations:
  • C?W   - Cure (Light/Serious/Critical) Wounds
  • DSM   - Dragon Scale Mail
  • FA    - Free Action
  • GCV   - Greater Checkerboard Vault
  • GoI   - Globe of Invulnerability
  • HA    - Holy Avenger
  • OoD   - Orb of Draining
  • OOD   - Out Of Depth
  • PDSM  - Power Dragon Scale Mail
  • Phial - Phial of Galadriel
  • RGRA  - rec.games.roguelike.angband
  • RLL   - Potion of Restore Life Levels
  • RNG   - Random Number Generator/Random Number God
  • RoS   - Ring of Speed
  • WoR   - Word of Recall
  • YAAD  - Yet Another Annoying Death
  • YABWP - Yet Another Borg Winner Post / Yet Another Borg Winning Player
  • YACD  - Yet Another Character Dump
  • YAFM  - Yet Another Funny Message
  • YASD  - Yet Another Stupid Death / Yet Another Silly Death
  • YASM  - Yet Another Stupid Move / Yet Another Strange Message / Yet Another Silly Message
  • YAWP  - Yet Another Winning Player / Yet Another Winning Post
Definitions:
  • Borg - An automatic Angband player. Must be enabled at compile time. Precompiled versions of the game do not often come with the Borg.
  • Graveyard - a monster nest filled with undead creatures.
  • Ironman - a style of play in which you cannot go up stairs or recall to town once in the dungeon, and/or other restrictions. Can be enforced by setting birth options.
  • Nest - Similar to a pit, but containing an inner room and a random assortment of monsters of a given type. Monsters vary by depth, so a Nest deep in the dungeon can be very nasty.
  • Pit - A 19x5 room filled with a certain type of creature.
  • Vault - A special room that comes in two flavors, lesser and greater. They will often contain out-of-depth monsters and good items.
  • Vanilla - Angband itself is often called "Vanilla" when speaking of the many variants, which usually just have names with one or more letters tacked on it front of the word "Angband" (or sometimes, just "band").
  • *band - Angband and all its variants. Generally used when discussing features common to all (or most) variants.
  • Wizard Mode - Used mainly by Angband coders to debug the game. Allows object creation, telepathy, etc. It is enabled by default, but can be turned off at compile time.
  • Zoo - A monster nest filled with animals.
See also the Angband acronym page <http://www.thangorodrim.net/acronyms.html>

7c. Questions on r.g.r.a


Don't let the amount of technical information discussed deter you from asking a question, but do browse this FAQ (and the table of contents of Part Two as well) and read some recent postings before posting yourself. Questions on strategy, bug reports, suggestions, and amusing stories related to the game are all welcome.

If you give hints, you should be fairly sure that you have accurate information (or you may qualify your statements with a comment on your uncertainty). Although there isn't any plot to speak of, information about monsters or items is considered spoilers by some, so it's polite to marked them with "SPOILER" in the subject line.

7d. Victory (or YAWP) posts


Victory posts are where you get to boast of your crowning achievement, the defeat of Morgoth. A victory post commonly gives the equipment list and statistic screen for the lucky King or Queen (through the 'C' command), plus a short summary of the game including highlights such as especially lucky treasure finds or near-death experiences.

With a victory post you should state some facts like which version of Angband you are playing and whether you used backup files, cheating options, wizard mode. If you are a die-hard player and win with a self-imposed restriction (like "no artifacts") mention this as well so others will shower you with even more glory.

7e. Stupid Death (or YASD) posts


This is where you post your depressing stories about your poor, late alter ego. Other people may be able to empathize with you and console you; others may be able to offer tips so that you won't fall into the same trap again. Also, you teach others about your experience and help them avoid the same mistake you made. Posts that are in the form of a short, amusing tale often provoke a positive response from other readers of the group and do wonders at relieving stress.

7f. Why do so many players seem to dislike or even hate Nethack?


Nethack's atmosphere is less serious than Angband and sometimes just plain silly. Many people enjoy and play both games, there is just a different philosophy behind Nethack. Also, Nethack thrives on hundreds of individually-scripted responses to different situations in the game (using an uncursed wand of wishing while confused might give a totally different result than using it while posioned on a full moon), while Angband tries to avoid these.

7g. What's the weird code in some people's .sigs?


Some people place a copy of their Angband code in their .signature. The Angband code is similar to the Geek code and lists various things about your current character, playing style and thoughts on various aspects of Angband (and variants). You can encode your Angband code and decode others using the guide at the Angband Code page <http://www.harris.ukgateway.net/angband/code.html>. An example of an Angband code follows:
A(2.9.1) DS "Niehao" HEM L:41 DL:2200' A+ R- Sp w:Ringil(+20,+23)
A L H- D- ?c f- PV+ s- TT? d- P++ M+
C? S- I+ So- B-- ac !GHB SQ? !RQ V?

7h. Angband IRC


Want to talk to people in real time about Angband? Then join #angband on the WorldIRC network <http://www.worldirc.org/>. There's generally people active all through the day, from all around the world. The channel infobot, Gandalf, has many features, including searchable artifact spoilers for all major variants. There's also a stats page <http://everything.vaevictus.net/index.pl?node_id=424> and a gallery of some of the regulars <http://angband.oook.cz/gallery/>.


8. Suggestions For Future Versions That Have Been Considered

8a. I've got this really great idea for Angband ...


While you are free to raise any Angband-related topic on rgra, there are a number of topics that have been discussed many times before. Therefore, before posting on any of the topics in this section, you should check the rgra archives at <http://groups.google.com/> and check to see if you really have something new to consider.

Also, Angband and its variants have many things that are a matter of personal opinion, and so there is no often no "right" way that a particular feature should be. In any case, the opinions that matter are the variant maintainers'. So, if there's something that the variant maintainer refuses to change, consider starting your own variant and doing it your way, rather than argue over it with them.

Another reason why suggestions are not used is that they would change aspects of Angband that are essential to its nature. Angband has a long history, and so has developed a certain character over the years. Some changes, while they might make a good game, or even a better game than Angband, would likely make a game that is not Angband. To some extent, variants exist to address this, but even so they tend to adhere to the core Angband principles.

8b. Let the player store money in his/her home.


This would make the monetary theft attack useless.

Omega features a bank. Nethack allows players to keep money in bags so it can't be stolen, but this allows the whole bag to be stolen!

8c. Increase the player's carrying capacity.


This idea involves giving the player more item slots or the creation of items like "bags of holding."

If the character was allowed to carry a nearly unlimited supply of items, then there would be no strategy involving careful selection of equipment and inventory, which is an integral part of the game.

8d. Let players give or sell their items to other players.


That would make the game trivial for low level players with friends and make rare items much easier to acquire. The "pawn shop" in town falls into this category.

In Nethack, players can do this indirectly, because its "bone" files contain the inventory of the dead player. The roguelike FAQ contains a list of multi-player roguelike games, where this might be an option.

8e. I want a real-time multi-player Angband!


There are two variants that offer this - MAngband <http://www.mangband.org/>, which is based on Vanilla, and ToMENet <http://www.tomenet.net/>, which is based on Vanilla and ToME. For more details read the Angband Variants FAQ, detailed in question (10a).

8f. Increase the capacity of the player's home


The limit on the size of the home is part of the game balance of Angband - it forces the player to make choices about what they store and what they throw out. There are occasionally suggestions about having museums in the town to store particularly bad junkarts etc. in (and they cannot be removed from the museum), and there have been a few patches posted to the newsgroup that do this.

8g. Allow the player to wear a ring on each finger


Again, allowing the player to wear only two rings is a game balance decision. As it stands, the player is forced to consider which combination of rings is best for their situation, also rings are powerful enough that 10 of them would make the player unstoppable.

ToME allows possessors to wear more rings depending upon what body they are possesing, but this is balanced by bodies with many ring slots tending to not be able to wield a weapon or wear armour.

8h. Allow the player to load saved games after death


This goes against a core premise of Angband (and many other roguelike games): that death is final. However, you can resurrect a dead character by loading the savefile in wizard mode, but doing so will mark the savefile, meaning that the character will not be able to make the high score list. It is trivial to get around this restriction by save-scumming (see question (6a)), but it is unlikely that a save-scum feature will ever be added to the game.

Conversely, Angband will probably not make it harder to load saved games after death, for the simple reason that any measures it takes can be easily circumvented outside of the game, and also inconvienences the player. In the case of ADOM, which corrupts savefiles after a game is loaded, there exist a number of utilites to backup savefiles to prevent the loss of a character due to a (program or computer) crash.

8i. Dungeon levels should be persistent


Angband requires the player to kill many monsters to obtain the experience and equipment necessary to kill Morgoth, however few monsters are generated on previously cleared dungeon levels. Also, storing the entire dungeon requires a great deal of memory, which would prevent Angband from running on low-end systems (yes, people still use them). Storing just the dungeon layout and other variations on persistent levels hav been discussed, but nothing much has come of them.

Several variants have experimented with persistent levels, including GSNband. Nethack and ADOM also have persistent dungeon levels.

8j. OAngband combat should be added to Angband


This is not going to be done (at least in the near future) because too many people feel that such a fundamental change with major implications everywhere in the game should be reserved for variants rather than Standard (the same applies to a wilderness, set or random quests, lots of new races or classes, multiple dungeons, etc.)

[Contributed by Chris Kern]


9. Programming Questions

9a. Where can I obtain the source code?


The source code for the most recent version is available via anonymous FTP.

9b. To what extent can I modify the source and release modified versions?


You are free to rewrite sections of the game code and release your own version of Angband, provided that you retain copyright notices and proper credits, and do not attempt to make a profit in any way. The license is discussed in more detail in question (11c).

9c. Is there any easy way for a non-programmer to hack the game?


Figure out the format of the 'lib/edit/*.txt' files, edit them, delete the corresponding 'lib/data/*.raw' files (deleting them is not necessary in recent versions), and restart the game. This should not be done unless you know exactly what you are doing (or at least have a fairly good idea). These files should be treated in the same manner as "source code", and for those of you who do not know what this means, realize that changing such files may result in unusable savefiles and/or unexpected crashes. You have been warned!

But don't let this warning scare you off. Most (if not all) of the 'lib/edit/*.txt' files have documentation describing their format at the top of the file. Changing values within each entry is not likely to mess up your game. However changing the order of entries, or what each item is does require a good knowledge of Angband internals, since there are still quite a few hardcoded limits.

In any case, you should keep a seperate set of 'lib/edit/*.txt' files (or even a complete second copy of the game) for fiddling with rather than messing up the savefile of your character who's just about to take on Morgoth.

Another way of changing the game is to write LUA scripts. LUA is a small scripting language embedded into Angband (version 3.0.0 and greater), ToME and ZAngband (recent development versions). Depending on the variant, you can add new races, classes, objects and stores. This is similar to editting the lib/edit/*.txt files described above, except that LUA is much easier to read.

The main advantage of LUA, however, is that you can actually write small programs in it. For example, if you have a new spell you want to put into the game, you can define its effect as a combination of various other spells, add it to a spellbook and set its cost completely in LUA. You can also have LUA programs execute when certain events occur. This allows people who don't know C to customise the game to a greater extent than previously.

9d. What are the *_info.txt files?


The 'lib/edit/*.txt' files used to be called *_info.txt (eg a_info.txt for artifacts, r_info.txt for monsters) instead of the current artifact.txt and monster.txt etc. However, since this change was only recently implemented, most variants (and people in the newsgroup) still call these the *_info.txt files.

9e. I know how to program C, where can I get an introduction to Angband programming?


Have a look at <http://www.thangorodrim.net/development/index.html>, especially the "Angband coding style" <http://www.thangorodrim.net/development/coding_style.html> and "The Caveman Guide to Angband Programming" <http://www.thangorodrim.net/development/caveman-programming-guide.html>. These pages contain an introduction to the Angband codebase and programming style.

Once you've read these, the best way to start learning is to make your own changes! Use the wizard mode to test (that's what it's there for) and pick up any bugs. Lather, rinse, repeat. However, it's probably best to start with simple changes, and not attempt to add/rewrite entire subsystems until you have a good idea of how the code works.

9f. C is ugly, can't I program in Lisp instead?


Yes, you can. LAngband <http://langband.org/> is a reimplementation of Angband in Common Lisp. It is designed around a plugin strategy, with different variants as different plugins, although currently there only exists an (incomplete) Vanilla plugin. It also sports a new SDL-based interface using either ASCII or graphic tiles.

9g. Why doesn't wizard mode work in the version that I have?


The debug commands are intended as a debugging tool for programmers. While it is enabled by default, your system administrator may have disabled it for space or other reasons on a multi-user system. You can always activate the debug commands by compiling your own version of Angband (or by getting somebody else to do it for you). Using the debug commands will "mark" your character's savefile, and you will be unable to make the high score list that character. See the source code for more information.

9h. What is the borg? Why doesn't it appear in the version that I have?


The borg commands allow an automatic player to control your character. It is not currently enabled with most pre-compiled versions of Angband because of the additional memory and disk space required, but some special pre-compiled versions do include the borg commands. You can always activate the borg commands by compiling your own version of Angband (or by getting somebody else to do it for you). Using the borg commands will "mark" your character's savefile, and you will be unable to make the high score list that character, unless SCORE_BORGS is enabled at compile time. See the source code for more information.

9i. How do I use the borg?


Use the "control-z" command to access the borg commands, if they have been included in the version you are using. When prompted, you may start the borg using the "z" key, and stop it by pressing any key. See the source code for more information. Be warned that the borg may contain bugs!

9j. How do I generate auto-spoilers?


You must have a version compiled with ALLOW_WIZARD and ALLOW_SPOILERS, which is most versions these days. Enter wizard mode, then type control-a and a double quote (").

9k. What is CVS?


CVS is a means of letting multiple developers work on the same project at once. It can also be used to non-developers (ie most of us) to download the most absolutely recent version of a game without waiting for an official release. This has some advantages and disadvantages: often bugs are said to be "fixed in CVS", which means that if you are suffering from a bug you should upgrade to the latest CVS version. However, since CVS is the development version, some features may be broken or not fully implemented.

The Angband CVS can be accessed at <http://angband.oook.cz/cvs.php>. You will have to compile it yourself (see question (3d) for details). Scott Holder is currently doing daily compiles for Windows, which are available at <http://angbandcvs.homedns.org/>. A good guide on how to use CVS is the CVS HOWTO at <http://www.tldp.org/HOWTO/CVS-RCS-HOWTO.html>.


10. Variants

10a. Angband Variant FAQ


Julian Lighton maintains an FAQ listing all the known Angband variants. It is posted regularly to the newsgroup, and is also available from <http://www.fragment.com/~jl8e/angband/faq.txt>. For each variant, it lists the most recent version, development status (active or inactive), author(s)/maintainer(s), web site and download location, as well as a brief description of the variant.

10b. What is OAngband Combat?


OAngband emphasizes larger weapons whereas Vanilla combat emphasizes the smaller, lighter weapons. It originated in OAngband , and has since been adopted by ZAngband (in versions 2.4 and above) and DrAngband (2.9.3 and above). For specific details on how it affects damage, please see the Part Two of the Angband FAQ (when it is updated).

10c. What is the JLE patch?


The JLE patch (by Jonathan Ellis) is a set of files (*_info.txt and help) that alters the distributions and types of monsters, items, artifacts, as well as adding new ones. This means that it plays differently to normal Angband, although the game mechanics are unchanged. It is available (with installation instructions) from the Thangorodrim patch page <http://www.thangorodrim.net/development/patches.html>.

The JLE patch has been integrated into Vanilla since version 3.0.0.


11. Miscellaneous

11a. The game says that I'm missing a spellbook when I try to learn some new spells. What's the reason for this?


You are missing a book containing spells that you can learn. More often than not, your character needs one of the books that can only be found in the black market or deep in the dungeon. Only 4 of the 9 mage or priest spellbooks are readily available in town.

11b. What happened to player ghosts?


Player ghosts were removed in Angband 2.7.9, during a code cleanup by the then maintainer (Ben Harrision), who thought they were a hack. There have been proposals to put them back in, but none have come to fruition yet. Also, some variants (including OAngband and PernAngband) have reimplented player ghosts.

11c. What license is Angband distributed under?


Angband has the following license:
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke

This software may be copied and distributed for educational, research, and not for profit purposes provided that this copyright and statement are included in all such copies. Other copyrights may also apply.

In addition:
All changes made by Ben Harrison, Robert Ruehlmann, and many other Angband developers are also available under the GNU GENERAL PUBLIC LICENSE. Note that this doesn't influence the current distribution, since parts of the source are still only available under the old Moria/Angband license. Until all parts of Angband are distributed under the GPL the only valid license remains the original Moria/Angband license.
This second license is due to an ongoing attempt to dual-license the the source code under the GPL, but many of the earlier contributors are hard to reach for their permission to this change. There is more information about Angband and the GPL at <http://www.thangorodrim.net/development/opensource.html>

So what does the above mean? Basically you can give Angband to anyone, but are not allowed to charge someone for it. In theory, you can't sell a CD containing Angband to someone, but in practice you could sell them a blank CDR, and then burn a copy of Angband for them on that CDR free of charge. Downloading off the internet etc. is all legal as well.

If you are making a variant, the license does not compel you to release the sources. However, not releasing the sources is frowned upon by the Angband community, and it is likely that a large portion would not run it, either on principle or because they need the sources to compile for their particular system.

There is more that could be said about the license, but it's boring legalese that would just clog up this FAQ. If you want further information, look at the above webpage, and browse the rgra archives at <http://groups.google.com>. Debates over the Angband license have a tendancy to get heated and most of the time don't accomplish anything. Be careful if you are considering raising this topic (especially along the lines of "I don't like the GPL.")



angband-doc-3.0.3.5/Help-Page/files.html0000644000000000000000000000271211020366743014441 0ustar Angband -- Files

Angband -- Files

This page lists some files related to Angband.

Table of Contents


Some html files related to Angband

Some text files related to Angband

Some binary files related to Angband

  • There are no such files currently available.

Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/angfaq2.html0000644000000000000000000010553011020366743014660 0ustar Angband FAQ Part Two

Angband FAQ Part Two

From: benh@phial.com (Ben Harrison)
Newsgroups: rec.games.roguelike.angband
Subject: rec.games.roguelike.angband FAQ part 2
Followup-To: rec.games.roguelike.angband
Organization: Adventurers Anonymous
Summary: Some *SPOILERS* for the roguelike game Angband


Angband Frequently Asked Questions - Part 2 (Spoilers)

Compiled and maintained by Ben Harrison (benh@phial.com).
For Angband version 2.8.3 - May be inaccurate with other versions.

Angband FAQ Part One (Non-Spoilers) is available separately.

Based on the old Angband FAQ by Charles F. Teague II & Charles Swiger, and information provided by Jules Bean, Matt Craighead, Joseph W. DeVincentis, Leonard Dickens, Ben Harrison, Jason Holtzapple, Randy Hutson, Stephen S. Lee, Rick Lim, Steve Linberg, Mike Marcelais, Ross Millikan, Adam Schenker, Andrew Schoonmaker, Cliff Stamp, Billy Tanksley, Pat Tracy, and others.


Table of Contents
Angband FAQ - Part Two:
  1. Spoiler Files
    1. Where can I get spoiler files and what are their contents?
  2. Abilities and Resistances
    1. I don't have see invisible, but I occasionally see invisible monsters. What's going on?
    2. What's the best way to identify items?
    3. I just got a feeling about an item. What does it mean?
    4. What does free action do? Is it important?
    5. My stats got shuffled by a nexus attack! How do I prevent this? Can they be restored?
    6. What is the difference between resist confusion and resist chaos?
    7. What is the difference between ignore, resist and immune?
  3. Items
    1. What is a weapon of freezing/burning/shocking/melting?
    2. What does a [insert item here] do ?
    3. I found a weapon of Morgul. Is is worth anything?
    4. What are the special powers of Dragon Scale Mail?
    5. Explain "good" and "great" items.
    6. Which items can have extra powers?
    7. How do I discover an item's special powers?
  4. Artifacts
    1. Will I ever see an artifact in one of the stores in town?
    2. Explain the generation of artifacts.
    3. Can an artifact be stolen or destroyed by a monster attack?
    4. I found an artifact on a level that was not "special." What's up?
    5. One of my items/artifacts was disenchanted! How can I prevent this? Is there any way to restore the item?
    6. I found Calris. Joy! But how do I uncurse it?
  5. Combat & Survival
    1. Is there a trick for surviving an attack by a group of monsters?
    2. What are some general survival tips?
    3. How many attacks should my character be getting?
    4. How do missile weapon to-hit and to-damage bonuses work?
    5. How do damage multipliers work?
    6. What are the damage mulipliers for ego weapons?
    7. I got a critical hit with my weapon. How much damage did it do?
    8. My priest character doesn't feel comfortable wielding his or her weapon. Why?
  6. Spellcasting
    1. How do I keep my spellbooks from being destroyed by fire?
    2. Why did my maximum mana suddenly go down?
    3. I don't have enough mana to cast a spell. What are the consequences if I cast it anyway?
    4. I cast a spell twice in a row. Why doesn't the duration double?
    5. My bolt spell took out a row of monsters! What happened?
    6. Where do I find the higher-level spellbooks?
  7. Monsters
    1. Are monsters susceptible to certain attacks, like they were in Moria?
    2. Why are there two different entries in my monster memory for the same monster?
    3. I killed a monster that I couldn't see. Do I get credit in the monster memory for the kill? What about experience?
    4. How do I kill large numbers of orcs or trolls fairly easily?
    5. Why can't I target a monster in a wall?
    6. Should I kill Farmer Maggot?
    7. I'm having lots of trouble with a unique monster. Help!
  8. Dungeon Features
    1. How is the treasure in chests generated?
    2. What are monster pits?
    3. What are monster nests?
    4. What are lesser vaults?
    5. What are greater vaults?

Angband Faq - Part Two


1. Spoiler Files

1a. Where can I get spoiler files and what are their contents?


The most recent spoiler files can be obtained via anonymous FTP from the official developement FTP site (Help-Info directory) at ftp://clockwork.dementia.org/angband/Help-Info.

Descriptions of some useful spoiler files follow:

  • initstat.spo: details how the computer generates starting statistics for a character based on class and race (outdated)
  • stat.spo: modifiers to abilities based on statistics (outdated)
  • store.spo: information on storekeepers (outdated)
  • spells.spo: spell effects (outdated)
  • dungeon.spo: information on dungeon level creation and level feelings
  • obj-long.spo: detailed information on every object found in the game, mundane and magical, except for artifacts. Also includes information on wand/staff/rod failure rates
  • obj-good.spo: how good and great items are created and their abilities
  • artifact.spo: artifact list with complete descriptions
  • attack.spo: determining player combat skill
  • mon-blow.spo: information on monster attacks
  • mon-info.spo: very long spoiler detailing monsters and uniques
By adding spoiler files to the ./lib/info directory, you should be able to access them via the online help, if you have the appropriate "menu" files in addition to the spoiler files themselves.


2. Abilities And Resistances

2a. I don't have see invisible, but I occasionally see invisible monsters. What's going on?


Infravision allows you to see some invisible monsters if they aren't cold-blooded. This is not a bug.

2b. What's the best way to identify items?


Some items are junk and don't have to be identified: broken bones, skulls and sticks, empty bottles, shards of pottery and skeletons. Some items look like junk but have value: filthy rags can be worn if you have no armor and broken swords and daggers can be wielded as weapons. Occasionally, even the lowliest filthy rag or broken sword can have amazing powers.

For warriors, paladins and rogues, carry all the weapons and armor your character finds. The 'pseudo-identify' will give some idea of the item's value. For mages and rangers who have the identify spell and know it well enough to cast fairly often, ID everything. Warriors, priests, and low level mages and rangers have to depend on Scrolls of Identify and Rods and Staves of Perception. Priests with 'Orb of Draining' can use it to weed out non-artifact cursed items on the floor. Even priests, mages and rangers do get some feeling of 'good' or 'cursed' items if they carry things long enough, but this is much more general than the feelings other classes receive. See the next question.

2c. I just got a feeling about an item. What does it mean?


Warriors, rogues and paladins can get these feelings:
 'terrible'  - cursed artifact, usually bad
 'worthless' - cursed ego item
 'cursed'    - cursed item
 'broken'	 - useless normal item
 'average'   - normal item
 'good'      - item with bonuses
 'excellent' - item with special powers (ego item)
 'special'   - artifact, usually good
But note that at least one 'terrible' item is actually good (Calris).

While priests, mages and rangers are limited to:

 'good'    - can be 'special,' 'excellent,' or 'good' as above
 'cursed'  - can be 'terrible,' 'worthless,' or 'cursed' as above
2d. What does free action do? Is it important?
Free action prevents you from being paralyzed or slowed by most attacks. It does not protect against certain slowing attacks, like the breath of gravity hounds. It is essential after about 1000', as paralyzation at those levels can often mean instant death. Thankfully, many items provide it, and it is not too difficult to obtain.

2e. My stats got shuffled by a nexus attack! How do I prevent this? Can they be restored?


The nexus "stat-shuffling" attack can be prevented by resist nexus. PDSM, Aule, Bloodspkike, Soulkeeper, Bladeturner, Isildur, Arvedui, Iron Crown of Morgoth, Hammerhand and Feanor all resist nexus. You also get a saving throw, so high WIS helps. If your stats do get shuffled, there is no way to restore them, short of getting them shuffled again until they get restored. Of course, if all your stats are maximized then it doesn't matter if they get shuffled.

2f. What is the difference between resist confusion and resist chaos?


Resist chaos grants resist chaos and resist confusion. But resist confusion only resists confusion. I hope the confusion over this issue has ended. :)

2g. What is the difference between ignore, resist and immune?


An item with an 'ignore' power cannot be damaged by that attack.

Items with 'resist' powers make your character resist damage and side effects from those attacks, but they do not protect other equipment from harm.

Items with 'immune' powers make your character immune to damage of that type and protect carried items from harm.


3. Items

3a. What is a weapon of freezing/burning/shocking/melting?


These weapons are "branded" with one of the four elements, cold/fire/electricity/acid (respectively). A monster that is not resistant to the branded element will take x3 base damage from any attack with that weapon.

3b. What does a [insert item here] do ?


  • Potion of Life - restores lost experience, restores any drained stats, cures poison, confusion, blindness, hallucination, removes fear and stunning, heals cuts and fully heals you.

  • Potion of Augmentation - restores all your stats, then attempts to raise each one.

  • Potion of Death or Ruinations - Need you ask? Don't drink it!

  • Potion of Detonations - Don't drink it! It makes a good thrown weapon, though, inflicting 25d25 points of damage.

  • Potion of Enlightenment - a Potion of Enlightenment maps and lights the entire level, like the 'Clairvoyance' prayer. It also detects all objects.

  • Potion of *Enlightenment* - completely lights and maps the level, identifies all your items, restores your INT and WIS and then increases them if below maximum, grants self-knowledge, and detects all objects in the immediate vicinity.

  • Staff or Rod of Enlightenment - acts as the priest spell of sense surroundings (basically, it maps one screen, without detecting anything).

  • Staff of the Magi - restores your INT and mana to the maximum.

  • Scroll of Acquirement - Creates one item of great quality on the floor near the player. *Acquirement* creates several.

  • Curse Weapon/Armor Scroll - these will ruin an equipped weapon or piece of armor. Artifacts have only a small chance to survive ruination. Can be used to remove a heavily cursed weapon, as the scroll will "lower" the curse to a normal curse.
3c. I found a weapon of Morgul. Is is worth anything?
No! Not only do they have large minuses to hit and to damage, they are *cursed*, meaning if your character wields one they cannot unwield it until they read a scroll of *Remove Curse*.

3d. What are the special powers of Dragon Scale Mail?


All DSMs except for the rare Power DSM start at [30,+10] and weigh just 20 pounds, so they are great armor. No DSM can be damaged by the four elemental attacks.

All DSMs provide resistance to the "natural" breath weapon(s) of that type of dragon (i.e., Red DSM has resist fire, Green DSM has resist poison, etc.) Some of these resistances are not very useful, but some are very rare and precious high resistances. Some of the more powerful DSMs are the are the only items in the game (except artifacts) that can provide multiple high resistances.

In addition, all DSM can be activated for a breath weapon appropriate for the type of dragon. This capability can very useful for a lower level character who is lucky enough to find a DSM.

For information on the specific resistance(s) and activation provided by a particular type of DSM, see the spoiler file obj-long.spo.

3e. Explain "good" and "great" items.


Note that this section is slightly out of date!

Any weapon or piece of armor created by Angband has a chance to become a "good" item, based on the dungeon level on which it was created. "Good" weapons have bonuses to hit and damage and "good" armor will have a bonus to Armor Class.

Any "good" item has a chance (again based on dungeon level) to become a "great" item. These items are most of the "named" items such as Holy Avengers, Slay Weapons and special "resist" armors. Sometimes a "great" item will have additional bonuses over the previous "good" item. These are also called "ego items."

Any "great" item has a chance to become an artifact if several other conditions exist.

For more information, see the spoilers obj-good.spo and artifact.spo.

3f. Which items can have extra powers?


Seven ego-items in the game have random powers and are likely candidates for *Identify* scrolls.

These items will sustain one statistic:

  • Holy Avenger weapons
  • Defender weapons
These items will have one ability chosen from the following: feather fall, permanent light(1), see invisible, telepathy, slow digestion, regeneration, free action, or hold life
  • Crown of the Magi
  • Blessed weapons
These items will have one high resist chosen from the following: blindness, confusion, sound, shards, nether, nexus, chaos, disenchantment or poison.
  • Cloak of Aman
  • Robe of Permanence
  • Armor of Elvenkind
3g. How do I discover an item's special powers?
For most items, identify them and read the spoiler files obj-good.spo and obj-long.spo. This is sufficient for all items except those with extra powers.

Items with random powers take a little more work. The easiest way to find out all their powers is to read a scroll of *Identify* on them. Another magical way to find an item's powers is with a potion of Self Knowledge. Unequip all your character's items except for the one in question then quaff the potion. Subtract any special racial abilities, and you should be able to tell the powers of the item.

Finally, there is always the method of trying it out. Some of the abilities and resistances are easily deduced; others take work. Have your character carry the item. When he/she runs into weak monsters with a particular attack equip the item, let the monster hit or cast a spell, and see if the item protects your character.


4. Artifacts

4a. Will I ever see an artifact in one of the stores in town?


Artifacts never appear in stores unless you sell one to them.

4b. Explain the generation of artifacts.


If you are not playing in preserve mode, artifacts, once created and left behind on a level, are gone forever. This includes both artifacts generated when the level is created and those dropped by monsters. If you use the "~" command on the town level and see an artifact in the list you have never found, it means you have missed it somehow in the dungeon. See obj-good.spo for more detail.

4c. Can an artifact be stolen or destroyed by a monster attack?


Artifacts resist destruction by monster attacks, and should never be picked up or stolen. However, artifacts are somewhat vulnerable to disenchant attacks.

4d. I found an artifact on a level that was not "special." What's up?


Artifacts can appear on a level that doesn't give you the "special" message. The "special" message only lets you know if there is an artifact (or other special feature) on the level when it's first generated. If a monster is killed and drops an artifact, the only way you'll know about it is to ID it (or carry it a while, and hope for the "pseudo-ID" to tell you). However, if there is an artifact on the level at the time of creation, you will get the "special" message, if not playing in preserve mode.

4e. One of my items/artifacts was disenchanted! How can I prevent this? Is there any way to restore the item?


Artifacts can be disenchanted, just like any other item. If you have an item which gives you disenchantment resistance, then all of your items are protected. There are a few items which always grant disenchantment resistance: Chaos and Balance Dragon Scale Mail, Rilia, Calris, Deathwreaker, Belthronding, Celeborn and Bladeturner.

In addition, certain ego items have a chance of granting disenchantment resistance. See question 3f.

It is nearly impossible to restore any item past +10, and impossible past +15. Artifacts are especially difficult. Be careful around disenchanting monsters and uniques!

4f. I found Calris. Joy! But how do I uncurse it?


A *remove curse* or dispel curse will get rid of the curse permanently, and enchant to hit can actually eliminate the curse. Each time an item is enchanted to +0 or higher, a curse on it has a 1 in 4 chance of disappearing. You will know this has occurred when the inscription changes to {uncursed}.


5. Combat & Survival

The spoiler attack.spo provides a lot of detail on character attack skill. These questions and answers only attempt to address the basics.

5a. Is there a trick for surviving an attack by a group of monsters?


Group monsters can be dangerous! Even if you can kill a single creature without too much trouble, it's easy to get overwhelmed by sheer numbers. Make sure only 1 can attack you at a time, and for any spell-casting or breathing groups, ambush them from around a corner so that only 1 can see you at a time. This is the best way to deal with those pesky hounds. A possible exception to this is novice rangers; they can only cast magic missile, and missile spells (as opposed to ball spells or breath weapons) cannot "jump" other monsters in Angband. So, if you're having trouble with novice rangers, get them all lined up in a corridor, and then some of them will be wounded/killed by magic missiles from other rangers. Of course, you don't get experience for anything that you don't kill, but you may survive a bit longer.

5b. What are some general survival tips?


  • How do I know how far to dive?

    Try not to descend below a certain depth without certain powers. Free Action and Poison Resistance are particularly important.

     1000' - Free Action, See Invisible
     1500' - Fire, Cold, Acid and Lightning Resistance
     2000' - Poison and Nether Resistance, Hold Life
  • High-level characters should always have lots of Cure Critical potions or better on hand. If you receive a mortal wound, you cannot heal it on your own. They are also cheap ways to cure confusion, blindness and poison.

  • Carry multiple copies of the lower-level spellbooks to prevent losses to theft and fire damage.

  • If you are a warrior, or don't know the Satisfy Hunger spell, buy 6 rations of food per visit to town. Leave any extra food in the dungeon to free up an inventory slot.

  • Teleport away and banishment (the latter for priests/paladins) are important magics for emergency use.

  • Have a way to escape in an emergency if there are too many monsters to teleport away. Scrolls of phase door/teleport/teleport level are good for characters who don't have an escape spell. Staves of Teleportation work also, but a thief can only steal 1 scroll at a time, or a fire attack can only burn up 1 scroll at a time. On the other hand, you can use a staff while blinded and confused.

  • For mages and those lucky to have some of the appropriate scrolls, mass genocide is very effective against high-level summoning uniques, as it gets rid of all monsters except uniques.

  • Speed is important. Items providing speed boosts should be treasured, and you should generally carry around items that temporarily boost speed (know the spells, or have potions/staffs/rods). However, speed over about +30 does your character little good, and may actually be annoying because of the increased food consumption. Also, you may now equip two rings of speed (unlike earlier versions of Angband).

  • When going deep into the dungeon, always have a way to invoke the spell of recall. Carry multiple scrolls, or have a Rod of Recall and a high level and/or dexterity (18/150+) to prevent theft.
Some combat tactics:
  • Hit-and-retreat - when you have a big edge in speed, you can hit the monsters, backup, and then hit the monster again when it follows you. Repeat. (This doesn't work well if the monster has a distance attack.)

  • Pillar Trick - Dig out a single section of dungeon thus:
      ....... ...D...
      ..D#... ...#@..
      ...@... .......
    
    If your player has a speed advantage over a monster, they can often hit and move as shown before the monster can even attack.

  • Shoot and scoot - for monsters that are dangerous up close (such as disenchanters), use a heavily enchanted shooting weapon and ammo, and phase door away every time the monster gets near you.

  • Against summoners - Summoners are not as dangerous when fought in a corridor, as they have less room to summon enemies against you. The disadvantage is that the potential treasure drop is also reduced, and summoned undead may be able to walk through walls and surround you anyway.
5c. How many attacks should my character be getting?
The blows per round formula is based on several factors including strength, dexterity, class, level and weapon weight.

All characters can get a maximum of five attacks per round except for mages, who only receive four and warriors, who can receive six. There is one exception: a weapon of extra attacks can exceed this limit.

If you are playing version 2.7.9v3 or later, the character info screen ('C') tells you exactly how many hits and shots your character should be receiving.

Otherwise, you must consult the source code or a spoiler file, as it is a rather complex formula.

5d. How do missile weapon to-hit and to-damage bonuses work?


The to-hit bonuses for using a bow can come from any source: rings, DEX, gauntlets of slaying, the bow or the arrows. But the to-damage bonus for shooting a bow come only from the arrows and the bow, so a Ring of Damage (+18) won't help your bow damage.

5e. How do damage multipliers work?


Note that this section is slightly out of date!

For normal weapon attacks, damage is calculated as:

damage = (((base weapon damage rolled) * weap_mult * hit_mult)
          + to-dam + hit_bonus)
where weap_mult is the special multiplier for the weapon (if any), to-dam is the total damage plusses from the weapon and the character, hit_mult is the multiplier granted for a good or better hit, and hit_bonus is the plusses granted for a good or better hit.

Note that, for weapon attacks, the special multiplier for the weapon (if any) does not affect the damage bonuses. This means that a dagger (1d4), even if it does x5 damage, is not as good as a two-handed sword (3d6) that does x2 damage, unless you get more swings with the dagger, or the dagger has a very high to-dam bonus.

For bows attacks with the correct ammo, damage is calculated as:

damage = (((base ammo damage rolled) + to-dam-ammo + to-dam-bow)
          * bow_mult * ammo_mult * hit_mult + hit_bonus)
where bow_mult is the basic multiplier for the bow, ammo_mult is the special multiplier for the ammo (if any), to-dam-ammo is the damage plusses for the ammo, to-dam-bow is the damage plusses for the bow, hit_mult is the multiplier granted for a good or better hit, and hit_bonus is the plusses granted for a good or better hit.

Note that, for bow attacks, the basic multiplier for the bow and the special multiplier for the ammo (if any) both affect the damage bonuses. This makes a heavy crossbow (x4) with a high to-dam-bow very powerful, even with non-magical bolts.

5f. What are the damage mulipliers for ego weapons?


Most of the damage multipliers are x3, except for:
 *Slay* Dragon   x5
 Slay Animal     x2
 Slay Evil       x2
Note that only the highest applicable multiplier is used if several apply.

5g. I got a critical hit with my weapon. How much damage did it do?


Damage bonuses for critical hits are:
 "good hit"      x2 +5
 "excellent hit" x2 +10
 "superb hit"    x3 +15
 "*GREAT* hit"   x3 +20
 "*SUPERB* hit"  x3.5 +25
Heavier weapons have critical hits more often. See attack.spo for the odds on receiving a critical hit.

5h. My priest character doesn't feel comfortable wielding his or her weapon. Why?


Priests are penalized for wielding "non-priestly" weapons. Priests are basically restricted to blunt weapons and "blessed blades." They should get a warning message if they wield a non-priestly weapon. Priests get a whopping +25% to their spell failure rate (before adjustments) for wielding one of these, and also a -2 to hit and damage. However, some of the more powerful artifact weapons may be worth wielding regardless of these penalties. And of course, your character can always switch weapons before praying.


6. Spellcasting

6a. How do I keep my spellbooks from being destroyed by fire?


Deathwreaker, Narya, and the One Ring grant immunity to fire. If you do not have immunity to fire, always bring at least 2 copies of the first 4 spellbooks on trips to the dungeon. Take more if you have a high STR. The 5 most powerful spellbooks of each class are immune to destruction by fire. You may also hide some books in a safe part of the dungeon if you are hunting a monster that you know is going to incinerate your inventory.

6b. Why did my maximum mana suddenly go down?


There are two possible equipment-related causes:
  1. All spellcasters are penalized for wearing a combination of armor items weighing over a certain amount. This simulates the general encumbering effects of heavy armor. Try removing some armor to restore your mana, if this is a problem.
  2. Mages, and other mage-type spell casters, lose mana for wearing gloves (or gauntlets or cestus). This simulates the interference they cause with the intricate gestures required for spellcasting. Gloves providing either free action and/or agility will not decrease mana. Among these are the artifacts Fingolfin and Cambeleg. Priests and paladins don't have this problem, as they invoke the power of their deity directly.

6c. I don't have enough mana to cast a spell. What are the consequences if I cast it anyway?


Casting a spell without enough mana has a 1/3 chance of damaging your CON, sometimes permanently. It can also cause you to faint from the effort.

6d. I cast a spell twice in a row. Why doesn't the duration double?


Haste Self and Essence of Speed spells are not cumulative in effect. For example, if your character is already hasted (with a non-permanent spell or item), casting addtional Haste Self spells will only extend the total duration by 1-5 player turns, rather than the normal amount.

The effects of additional Heroism, Shield, Berserker, Globe of Invulnerability, Bless, Chant, Sense Invisible, Protection From Evil and Prayer spells/prayers are fully cumulative.

6e. My bolt spell took out a row of monsters! What happened?


Certain "bolt" spells (magic missile, lightning, fire and frost bolt, etc) have a chance to become a "beam" based on your experience level. This chance is 1% / level for mages and 0.5% / level for rangers. Magic Missile, Lightning Bolt and Frost Bolt all have a -10% to the roll.

Wands have a 20% chance to "beam" and rods have a 10% chance.

6f. Where do I find the higher-level spellbooks?


There are 9 spellbooks for mages and 9 for priests. The five higher-level books can be found deeper in the dungeon, often as part of the treasure drops of high-level monsters and uniques. You might get lucky and see them at the Black Market. These books are not artifacts.


7. Monsters

7a. Are monsters susceptible to certain attacks, like they were in Moria?


Monster spell resistances have been changed from Moria. In Moria, a white dragon took extra damage from a fire bolt, and partial (1/4th) damage from a frost bolt. In Angband, a white dragon takes normal damage from a fire bolt, and almost no (1/9th) damage from a frost bolt. Basically, there are no more "susceptibilities." There are a couple of exceptions to this. Monsters can be susceptible to bright light (i.e. wand of light, not lightning), and holy orb does extra damage vs. evil creatures. Earthy creatures are also susceptible to stone-to-mud attacks.

7b. Why are there two different entries in my monster memory for the same monster?


The monster memory does show more than one description for some monsters. Some examples are novice mages/priests/warriors/rangers, mimics, gnome mages, etc. There are two or more entries because there are actually two or more different types of these monsters. Often the difference between them is that one is found solo and the other is found in groups, at a slightly deeper level.

7c. I killed a monster that I couldn't see. Do I get credit in the monster memory for the kill? What about experience?


Monster memory doesn't give you credit for killing a monster if you cannot see the monster (if you are blind, or the monster is in a dark area beyond your infravision range, etc). The recall code for unique monsters is slightly different, and the monster memory will note their deaths, unless you never saw them, even by an "ancestor." You will still gain experience regardless.

7d. How do I kill large numbers of orcs or trolls fairly easily?


You can line orcs and trolls up in a long corridor and then blast them with a wand of light! (Not all types are susceptible.) A rod of light can be a mid-level character's best friend, doing good damage against a whole line of susceptible monsters, with a really fast (9 rounds) recharge. For higher-level characters, dispel evil, orb of draining or a staff of power can also work wonders.

7e. Why can't I target a monster in a wall?


Monsters in walls can't be hit with spells or missiles, only by physical attacks.

7f. Should I kill Farmer Maggot?


Unfortunately, yes. He can't harm you, just hit him until he dies. He may drop a nice item for your troubles.

7g. I'm having lots of trouble with a unique monster. Help!


Run or teleport the monster away. You can kill the unique later, when you're tougher. Speed helps a great deal, as does a nice missile weapon, especially with uniques that resist all the major attack forms (Mim and Lorgan come to mind).


8. Dungeon Features

8a. How is the treasure in chests generated?


The treasure in chests is based on the dungeon level where they were generated, not where the chest is opened.

8b. What are monster pits?


Monster pits are rectangular rooms, 19x5, (they look like some of the rooms that have an inside wall) filled with monsters. Jelly pits are filled with jellies, molds, icky things, oozes, etc. Orc, Troll, Giant, Dragon and Demon pits are filled with different types of those monsters (Dragon pits are filled with the same color dragons). Undead pits (a.k.a. Graveyards) are filled with some nasty undead. Inside monster pits there can be monsters that are far out of depth, so you should be very careful around them.

8c. What are monster nests?


Similar to a pit, but containing an inner room and a random assortment of monsters of a given type. Monsters in a nest vary by depth, so a nest deep in the dungeon can be very nasty.

8d. What are lesser vaults?


Monster vaults are unusually shaped and sized rooms, filled with monsters, treasures, and traps. Lesser vaults are about 40x20. They are filled with all different kinds of monsters, and often have some really nice treasure to go along with some out-of-depth monsters.

8e. What are greater vaults?


Greater vaults are huge rooms (about 60x20), with outside walls of impenetrable rock except for a couple of granite walls in the corners. They are filled with all different kinds of out-of-depth monsters, with excellent treasure (often more than 1 artifact), and some really out-of-depth monsters. Taking on a greater vault is amazingly dangerous unless you have some speed, lots of resistances, and a teleport away spell/wand/rod.



angband-doc-3.0.3.5/Help-Page/news.html0000644000000000000000000001415311020366743014315 0ustar Angband -- News

Angband -- News

This page contains information and recent news about Angband.

Table of Contents


General Information

The most interesting thing about Angband is perhaps its long and glorious history, dating back at least to 1985. Since its origin, Angband has been released as source code, and so every few years, a new person steps in and advances the game to a new version. My primary contributions have been to clean up the source code, add a huge number of features, and facilitate the porting of the game to a multitude of different platforms, including Macintosh, Windows, DOS-386, Amiga, Unix/Curses, Unix/X11, and others.

For more information about the historical background behind Angband, see the "version.txt" online help file.


Recent News

Source code for Angband 2.8.3 is now available. The 1998-02-11 archive includes fixes for the (several) bugs reported in the 1998-02-09 archive.

In Angband 2.8.3 (Windows, Macintosh, and Amiga versions only), changing your character name will no longer change the name of your savefile (except when you first create a brand new character). One side effect of this is that you can no longer change your name and save the game to create a back up savefile, and another is that you can safely move your savefiles around.

Angband 2.8.3 features brand new field of view code.

Angband 2.8.3 includes a new "allow_quantities" option for everyone who was disappointed to see it removed.

The Official Angband Home Page has moved to a new location.

The Angband Borg now has its own sub-page.

Complete source code for Angband 2.8.2 is now available. Pre-compiled versions of Angband 2.8.2 are available for Macintosh, Windows (32 bit), DOS-386, DOS-286.

Complete source code for Angband 2.8.1 is still available. Pre-compiled versions of Angband 2.8.1 are available for Macintosh.

Complete source code for Angband 2.8.0 is still available. Pre-compiled versions of Angband 2.8.0 are available for Macintosh, Windows (32 bit), OS2-386, DOS-386, DOS-286.

Complete source code for Angband 2.7.9v6 is still available. Pre-compiled versions of Angband 2.7.9v6 are available for many platforms.

Complete source code for Angband 2.7.8 is still available. Pre-compiled versions of Angband 2.7.8 are available for many platforms.

Angband 2.8.2 requires the use of the "0" key before a command to allow the selection of more than one object at a time, for example, use "0" + "s" + "a" in a store to sell all items in the first inventory slot.

Angband 2.8.1 includes support for multiple items per cave grid and for monsters carrying objects, using new "testing" options. Note that these options still have a few minor bugs.

Angband 2.8.1 allows the "+" command (and control+direction) as a generic "alter adjacent grid" command, performing whatever command is "appropriate" to the given destination grid, such as attack, tunnel, bash, open, close, or disarm.

New "Help-Help" and "Help-Info" directories at the ftp sites contain the latest help files and spoiler files, respectively.

The latest sounce for the "Ben Borg", which works with Angband 2.8.0, is available at the ftp site as "/angband/Borg/borg-ben.tar.gz". See the "Borg" page for more information. The Ben Borg is also available in special precompiled versions of Angband 2.8.0 for the Macintosh and Windows, but these versions are completely unsupported.

The new terrain features are now saved in the savefile.

The random number generator state is now saved in the savefile.

Angband 2.8.0 now parses savefiles from all known versions of Angband including "MacAngband 1.0", "MacAngband 2.0.3", "PC Angband 1.4", etc.

There is finally a working version of Angband 2.8.0 for the Macintosh running System 6. Maybe.

There is finally a working version of Angband 2.8.0 for Windows.

There is a special version of Angband for use with ancient DOS-286 computers, and another for ancient Macintosh computers, and another for 16-bit Windows.

Angband 2.8.0 includes support for up to seven "sub-windows", each having the ability to display a variety of interesting things, such as the current inventory, a description of the current character, descriptions of recently encountered monsters, etc. There is a new sub-page of the "options" screen to modify the window display flags.

Angband 2.8.0 includes support for interactive modification of the color palette, plus modification of the symbols used to display all terrain features, objects, and monsters. These abilities are also available via "user pref files". Remember to use the "redraw" command (^R) after changing any options or other settings which should affect the visual display.

Chuck Swiger has pointed out that to allow proper use of Angband on a Unix system with multiple users, you must make the angband executable owned and setuid to games, using "chown games _path_to_angband_" and "chmod u+s _path_to_angband_". Joseph DeVincentis has suggested also doing "chown -R games /path/lib/save" and "chmod 755 /path/lib/save" and "chmod 644 /path/lib/save/*".

Several monsters have changed name, description, symbol, and/or color in recent versions of Angband, especially from Angband 2.7.8 to 2.8.0. This primarily affects "elemental" monsters (dragons, hounds, vortexes, elementals, etc), "people" (mages, priests, etc), "ghosts", "mummies", "zombies", "snakes", and "hydras". See "lib/edit/r_info.txt".


Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/links.html0000644000000000000000000000754411020366743014467 0ustar Angband -- Links

Angband -- Links

This page lists some pages/sites/groups related to Angband.

Table of Contents


Some web pages related to Angband


Some ftp sites related to Angband


Some newsgroups related to Angband


Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/mods.html0000644000000000000000000005257011020366743014310 0ustar Angband -- Changes

Angband -- Changes

This page lists "changes" in recent versions of Angband.

Table of Contents


Changes made for Angband 2.8.3

  • The "lib/file/news.txt" file was redesigned. Various of the online help files were updated slightly. Much commenting was performed.
  • The old "depth_in_feet" option has been removed, and in its place, a new "show_flavors" option has been added, to allow object flavors to be shown even on "aware" objects (except in stores).
  • The "misc_to_attr"/"misc_to_char" arrays have been activated, and are being used for both "spell effects" and "object flavors", which will allow "lib/user/font.prf" and/or "lib/user/graf.prf" to specify better attr/char codes when they are available. It is no longer possible to force a flavored objects to change its "appearance" when identified.
  • The inventory, equipment, and browsing commands now display a special prompt of the form "(xxx) Command: ", where "xxx" indicates what type of special display mode is active, and then they prompt for a command. The "total weight" is no longer displayed in the prompts.
  • The character display screens have been cleaned up and consolidated into two screens. Both display the player name, sex, race, class, title, hitpoints, mana, and complete stat info. The "standard" one also displays age, height, weight, status, maximize, preserve, level, experience, gold, burden, bonuses, infravision, skills, and history. The "special" one also displays player level and various flags which are known to be induced by equipment (or inate abilities).
  • The "NOT" expression in user pref files has been fixed.
  • The "interact with macros (and keymaps)" screen now uses a more user friendly method for macro/keymap creation.
  • Command macros have been replaced by keymaps (or normal macros). Macros are now really intended to be used only as a simulation of real hardware based macros, with the ability to manage them at a software level.
  • Keymaps may now specify a command count, so, for example, you can now make a keymap from "s" to "05s" to induce semi-repeated searching, but then you would have to use "d" or "\s" or "01s" to sell single items. Pre-supplying an explicit command count will allow the keymap to be used without its numeric count, so, for example, typing "01s" in the example above would search for one turn.
  • Keymaps have been changed. For each "mode" (original and roguelike), each "keypress" can be mapped to any sequence of keys, as with macros. This sequence of keys will not be matched against macros or keymaps, and so every "command key" in the sequence must be an "underlying" one. The "interact with macros" command now allows dumping of all keymaps for the current mode to a file, and for interactive modification of keymaps. Keymaps can appear in user pref files. The default mappings for both keysets are listed in the main "pref.prf" file. Commands which take a direction now extract the legal directions from the bodies of keymaps for the current mode. Note that a keymap may specify a sequence of several actions, and if the "flush_failure" option is set, then any failures will cancel any pending actions.
  • Nar the Dwarf now has the "ONLY_ITEM" flag.
  • Objects from the second page of a store are now always have indexes from "m" to "x", and you may get/purchase objects from either "page" of the display. The "m" and "p" and "s" store commands will be, at some point in the future, removed. Start using "g" and "d" instead.
  • A new "main-dos.c" file has been created to leverage the "Allegro" graphics library for DOS-386 machine. It can now be compiled with the standard "main-ibm.c" file as a backup method. Both files have been cleaned up somewhat. The "main-ibm.c" file now sets the cursor visibility correctly, and cleans up the video mode on exit.
  • The "Term_save()" and "Term_load()" calls have been wrapped in new "screen_save()" and "screen_load()" functions, with a static variable to make sure they are never called incorrectly. The "character_icky" and "character_xtra" flags have been converted into counters.
  • The "main-win.c" file now recognizes "keypad 5" (and various other special keys, such as "pause").
  • The "main-win.c" and "main-mac.c" files no longer allow the game to be saved when it is in an inconsistant state.
  • The "bell()" function now takes a string to add to the message recall, and it may be extended at some point to use the "plog" method to show error messages to the user, but this would require special code for some of the "main-xxx.c" files.
  • It is now officially illegal to "resize" the primary Angband window (this is enforced by the "z-term.c" package), which must be at least 24x80 in size. This change has made a lot of code faster and safer.
  • The "target" code was wrapped lightly in an interface. The "macro" and "quark" and "message" packages were wrapped lightly as well.
  • The "dispel" prayers now do the "correct" amount of damage, that is, for some number D between 1 and N, where N is some multiple of the player level, all appropriate monsters take D damage.
  • The "main-xaw.c" file now saves all keypress events in "old_td", which should fix some old bugs.
  • The "update_flow()" function was optimized.
  • The "Borg" and "Debug" commands now always prompt for acceptance of the first usage per session, with plenty of warnings, unless a new option is set.
  • Multi-page self knowledge displays have been fixed.
  • A source only beta release of Angband 2.8.2 with the changes below has been released for testing purposes only.
  • Minor cleanups (comments, indentation, and such).
  • Most global array variables are now dynamically allocated.
  • Allow "special" artifacts to be created in any order.
  • Only the "cave_set_feat()" function may change features.
  • Cleaned up "generate.c" with some higher level functions.
  • Optimized "message_add()" and "object_desc()" functions.
  • Major optimizations of various "cave.c" functions.
  • New "project_path()" function (using actual range).
  • New "update_view()" code (absorbed "update_lite()").
  • The entrances to shops are now more widely illuminated.
  • Compilation option for "new field of view algorithm".
  • Compilation option for "complex wall illumination".
  • Option "hidden_player" to hide player when running.
  • Option "verify_destroy" to verify object destruction.
  • Option "verify_special" to verify unsupported commands.
  • Option "allow_quantity" to allow quantity specification.
  • There is a new "project_path()" function for calculating projection paths. Range is now correctly applied to diagonal projections. All "ball" attacks now auto-explode if they reach maximum range.
  • The "update_view()" function was optimized, and absorbed the "update_lite()" function. The "display torch lit grids in yellow" option now affects only grids which are not perma-lit. There is a new version of the "update_view()" algorithm which is much better.
  • A new bitmap file has been uploaded for Windows Angband, and the precompiled archive has been recreated using the new file.
  • New "ext-mac" and "ext-win" archives have been uploaded.

Changes made for Angband 2.8.2

  • The "help" files have been cleaned up and updated (a little).
  • Filling up the object array in "drop_near()" and "place_object()" will no longer result in the possible permanent loss of artifacts.
  • The "sounds" have been cleaned up somewhat, but they are still really stupid.
  • The "show_choices" option, if active, and if only one sub-window is being used to display inventory or equipment, will temporarily take control of that sub-window to make sure it always displays the "relevant" screen during item selection. This is independant of the "ctrl-e" command, which changes the "default" display.
  • The useless "display spell info in a sub-window" option has been replaced with a new "display player flags in a sub-window", using the new "display_player(2)" method. The only way to see a list of spells is to activate "object recall" in a window (possibly the same one in which "monster recall" is active), and then you will see your "most recently selected spellbook" spells. Also, stat modifiers are always "known" in the "player flags" display.
  • The heroism and beserk strength potions no longer affect maximum health, but they still do a small amount of healing when used.
  • The "color" handling was cleaned up in "main-win.c", "main-mac.c", and "main-x11.c". The default colors for "dark gray" and "blue" were made slightly "lighter".
  • The source files were cleaned up. Various comments were updated.
  • The "xtra object flags" from old savefiles are ignored. Some new flags (resist fear, lite, dark) have been added to the "resist" set.
  • Objects now lose their "marked" flag when picked up from the ground. Old savefiles will be repaired.
  • The "other_query_flag" option allows the user to choose items from floor stacks, instead of just auto-choosing the first legal item.
  • The spoiler file generation code had a few syntactic flaws.
  • The "graphics" support for the Amiga, Macintosh, and Windows versions have all been unified, and they all use the same "graf-xxx.prf" file.
  • The "main-win.c" has been rewritten, and seems to work. It now uses the "standard" bitmap file, and can handle any "tile size", whether or not there is a font available in that size, though the interface is pretty annoying.
  • Five more (obvious) types of ego-ammo are half-added to the game.
  • The "cheating" options are handled in a standardized manner.
  • Using the "option" screen now induces a complete "redraw" because people get confused otherwise. The "do_cmd_redraw()" command now completely redraws the current "lite" and "view" regions.
  • When the player dies, the "savefile" is now untouched until after the "tombstone" is displayed. This will facilitate some forms of savefile abuse which were disabled a few versions back.
  • Warriors now get intrinsic "resist fear" at player level 30.
  • When saving the game, monster/object compaction is now synchronized, preventing a variety of bizarre bugs.
  • The "z-term.c" file no longer induces occasional graphics glitches.
  • Paralysis attacks on a paralyzed player always do at least one hp of damage. This should prevent "infinite paralysis" from floating eyes. Being paralyzed or stunned now prevents regeneration just like being cut or poisoned (or starving).
  • The "main.c" file now allows specific "visual display systems" to be chosen, and allows "command line args" to be passed to the underlying "main-xxx.c" file. The "main-x11.c" and "main-xaw.c" files are better.
  • The "rubble" terrain is now a "pile of rubble".
  • Some code has been cleaned up somewhat, including the "sector" code, the "haggling" code, the "running" code, the "get_item()" code, and the "object_forge" code.
  • Some functions have been optimized, including "update_view()", "update_lite()", "update_mon()", and "process_monsters()".
  • The old "cave" variable was split into several global two dimensional arrays, one for each field in the old "cave_type" structure. All of these new variables, and some of the old variables, are now allocated in global memory, instead of dynamically on the heap, for efficiency.
  • The "option" variables were moved into the player structure as an array of bool's, and the global "option" structures were broken out into several different arrays. The old "allow_stack" options were replaced by the new stack/carry options. The "show_details" option now defaults to TRUE.
  • The old negative "c_ptr->m_idx" semantics have been restored. The player grid now always contains a "c_ptr->m_idx" value of -1. A new "monster_swap()" function has been added to swap the locations of any two monsters and players, by location. A new "player_place" function has been added to control initial player placement.
  • Savefiles containing dungeons with illegal depth, size, or player location (including all old "town" levels) will be ignored, and the player will be placed in a newly generated town level. Any savefile checksums from old versions are also ignored.
  • The "town" is now centered in a large field of solid walls, and the panel always causes the town to be "centered" on the screen, except when the "view world" command is being used. All dungeon levels are now the same size, though smaller levels may be created if desired by filling the rest of the dungeon with perma-walls.
  • The "cur_hgt" and "cur_wid" variables have been replaced by direct reference to the DUNGEON_HGT and DUNGEON_WID compilation constants, which replace the old MAX_HGT and MAX_WID compilation constants.
  • The "tval_to_char" array has been removed. The "use_color" option has been converted into an "inventory_colors" option, which allows the "tval_to_attr" array to be used. You must now redefine all the standard colors to "white" to totally disable the use of color, and even that will only affect the physical appearance.
  • You must now use the "repeat count" method to specify any quantity above one for any command, including the buy/sell store commands. The "zero" count may be used to special "all" of a stack, which also disables the confirmation for the "destroy" command.
  • High stats are now displayed "correctly" (not as "18/***").
  • The use of various pointer variables was standardized.
  • The "resistance" screen was cleaned up, more flags were added, footers were added, the columns are now color coded by parity, and the equippy chars use the actual object attr/chars.
  • All of the "do_cmd_xxx()" functions now take no arguments, so "do_cmd_help()" lost an argument, and "do_cmd_walk()" and "do_cmd_stay()" were broken into sub-functions.
  • Only walking and running induce standard player movement. This has affected the semantics of bashing and disarming.
  • The "extra shots" and "extra might" flags were turned into flags which are modified by "pval". The artifact launchers were slightly rebalanced, changing Cubragol from "M*4" to "M*3", Belthronding from "M*6,D+3" to "M*6,D+1", and Bard from "M*4,D+3" to "M*5,D+2".
  • The object flags were reorganized slightly for various reasons. Some of the object flags were renamed. The "RES_FEAR" object flag was added. All objects which grant immunity also grant resistance, for consistency.
  • The "p_ptr" structure was cleaned up somewhat, and absorbed many global variables, as well as a few newly created ones.
  • The initialization of options was moved into "init2.c" and "load2.c" where it belonged. The "X"/"Y" actions can now be used in "pref.prf" to set "default" options, and in "user.prf" to set "override" options.
  • The ability to conditionally evaluate sections of user pref files based on the current "system", and/or player class or race or name has been added. The standard user pref files have been converted to use this method. The "RACE.prf" and "CLASS.prf" files are no longer included explicitly, and any old files should be moved into "user.prf" with conditionals. The game now loads "pref.prf" during initialization, one of "font.prf" or "graf.prf" during "reset_visuals()", and then "user.prf" and "PLAYER.prf" after a character is prepared.
  • The "wizard" flag no longer grants telepathy, but there is a new "detect all monsters" debug command.
  • Offscreen monsters can be "visible" if appropriate, and messages about such monsters will mention the fact that they are currently "offscreen".
  • Telepathy on "weird mind" monsters will now work on some monsters, all of the time, instead of on all monsters, some of the time.
  • Monsters now stay fully visible while detected, so that, for example, the "center map" and "redraw" commands will not cancel the effects of "detect monsters". The "mflag" repair code has been rewritten.
  • The player can now tunnel through doors, they are harder than anything except granite. You may also tunnel through secret doors, and there is a (small) chance you will find the door while digging.
  • New "floor_carry()", "monster_carry()", "monster_place()" functions were created, unifying a lot of redundant code. Objects can now combine when picked up by monsters.
  • Normal commands which take a direction now verify that the direction makes sense before applying confusion and attempting the action. It is now illegal to attempt some actions on an unknown grid. The "alter" command chooses the action based on the requested grid, which may or may not work if the player is confused.
  • The recall window updating code has been optimized, and is only performed when the player is about to type a command.
  • A bug in "excise_object_idx()" meant that if you picked up an object from the middle of a stack, then the objects below that one will be "invisible" until you save/restore.
  • The "main-mac.c" file was modified to use the "modern" names for all "Toolbox" functions, to allow compilation with the latest version of CodeWarrior. Note that the resulting executable cannot read "Unix" style text files.
  • The "toggle choice window" command was restored to "^E", so that the "tab" key ("^I") can be saved for something special in the future.
  • A new command, "knowledge", has been created, and bound to the "~" (and "|") key, absorbing the old "known artifacts" and "known uniques" commands, and adding a new (silly) sub-option for "known objects".
  • The "object_flags_known()" function now assumes that the player knows the "standard" properties of all ego-items.
  • The "update_view()" function was excessively optimized, so that in certain circumstances, certain perma-lit wall grids were not memorized or displayed when they should have been. Making all perma-lit walls "translucent" would have fixed all these problems, and would make the game faster, but would cause annoying visual and semantic weirdness when a dark hallway was placed next to a lit room.
  • The official source upload contains a bad Makefile, some bad function stubs in "main.c", and a disabled "username()" function in "util.c". The "Makefile" may by default generate an executable called "testing".
  • Some early uploads contained a bug which caused the "sex" of new characters to be an illegal value.

Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/angfaq2.txt0000644000000000000000000011142111020366743014527 0ustar Angband FAQ Part Two From: benh@phial.com (Ben Harrison) Newsgroups: rec.games.roguelike.angband Subject: rec.games.roguelike.angband FAQ part 2 Followup-To: rec.games.roguelike.angband Organization: Adventurers Anonymous Summary: Some *SPOILERS* for the roguelike game Angband ---------------------------------------------------------------------------- Angband Frequently Asked Questions - Part 2 (Spoilers) ---------------------------------------------------------------------------- Compiled and maintained by Ben Harrison (benh@phial.com). For Angband version 2.8.3 - May be inaccurate with other versions. Angband FAQ Part One (Non-Spoilers) is available separately. Based on the old Angband FAQ by Charles F. Teague II & Charles Swiger, and information provided by Jules Bean, Matt Craighead, Joseph W. DeVincentis, Leonard Dickens, Ben Harrison, Jason Holtzapple, Randy Hutson, Stephen S. Lee, Rick Lim, Steve Linberg, Mike Marcelais, Ross Millikan, Adam Schenker, Andrew Schoonmaker, Cliff Stamp, Billy Tanksley, Pat Tracy, and others. ---------------------------------------------------------------------------- Table of Contents ---------------------------------------------------------------------------- Angband FAQ - Part Two: 1. Spoiler Files a. Where can I get spoiler files and what are their contents? 2. Abilities and Resistances a. I don't have see invisible, but I occasionally see invisible monsters. What's going on? b. What's the best way to identify items? c. I just got a feeling about an item. What does it mean? d. What does free action do? Is it important? e. My stats got shuffled by a nexus attack! How do I prevent this? Can they be restored? f. What is the difference between resist confusion and resist chaos? g. What is the difference between ignore, resist and immune? 3. Items a. What is a weapon of freezing/burning/shocking/melting? b. What does a [insert item here] do ? c. I found a weapon of Morgul. Is is worth anything? d. What are the special powers of Dragon Scale Mail? e. Explain "good" and "great" items. f. Which items can have extra powers? g. How do I discover an item's special powers? 4. Artifacts a. Will I ever see an artifact in one of the stores in town? b. Explain the generation of artifacts. c. Can an artifact be stolen or destroyed by a monster attack? d. I found an artifact on a level that was not "special." What's up? e. One of my items/artifacts was disenchanted! How can I prevent this? Is there any way to restore the item? f. I found Calris. Joy! But how do I uncurse it? 5. Combat & Survival a. Is there a trick for surviving an attack by a group of monsters? b. What are some general survival tips? c. How many attacks should my character be getting? d. How do missile weapon to-hit and to-damage bonuses work? e. How do damage multipliers work? f. What are the damage mulipliers for ego weapons? g. I got a critical hit with my weapon. How much damage did it do? h. My priest character doesn't feel comfortable wielding his or her weapon. Why? 6. Spellcasting a. How do I keep my spellbooks from being destroyed by fire? b. Why did my maximum mana suddenly go down? c. I don't have enough mana to cast a spell. What are the consequences if I cast it anyway? d. I cast a spell twice in a row. Why doesn't the duration double? e. My bolt spell took out a row of monsters! What happened? f. Where do I find the higher-level spellbooks? 7. Monsters a. Are monsters susceptible to certain attacks, like they were in Moria? b. Why are there two different entries in my monster memory for the same monster? c. I killed a monster that I couldn't see. Do I get credit in the monster memory for the kill? What about experience? d. How do I kill large numbers of orcs or trolls fairly easily? e. Why can't I target a monster in a wall? f. Should I kill Farmer Maggot? g. I'm having lots of trouble with a unique monster. Help! 8. Dungeon Features a. How is the treasure in chests generated? b. What are monster pits? c. What are monster nests? d. What are lesser vaults? e. What are greater vaults? ---------------------------------------------------------------------------- Angband Faq - Part Two ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- 1. Spoiler Files ---------------------------------------------------------------------------- 1a. Where can I get spoiler files and what are their contents? ---------------------------------------------------------------------------- The most recent spoiler files can be obtained via anonymous FTP from the official developement FTP site (Help-Info directory) at ftp://clockwork.dementia.org/angband/Help-Info. Descriptions of some useful spoiler files follow: * initstat.spo: details how the computer generates starting statistics for a character based on class and race (outdated) * stat.spo: modifiers to abilities based on statistics (outdated) * store.spo: information on storekeepers (outdated) * spells.spo: spell effects (outdated) * dungeon.spo: information on dungeon level creation and level feelings * obj-long.spo: detailed information on every object found in the game, mundane and magical, except for artifacts. Also includes information on wand/staff/rod failure rates * obj-good.spo: how good and great items are created and their abilities * artifact.spo: artifact list with complete descriptions * attack.spo: determining player combat skill * mon-blow.spo: information on monster attacks * mon-info.spo: very long spoiler detailing monsters and uniques By adding spoiler files to the ./lib/info directory, you should be able to access them via the online help, if you have the appropriate "menu" files in addition to the spoiler files themselves. ---------------------------------------------------------------------------- 2. Abilities And Resistances ---------------------------------------------------------------------------- 2a. I don't have see invisible, but I occasionally see invisible monsters. What's going on? ---------------------------------------------------------------------------- Infravision allows you to see some invisible monsters if they aren't cold-blooded. This is not a bug. 2b. What's the best way to identify items? ---------------------------------------------------------------------------- Some items are junk and don't have to be identified: broken bones, skulls and sticks, empty bottles, shards of pottery and skeletons. Some items look like junk but have value: filthy rags can be worn if you have no armor and broken swords and daggers can be wielded as weapons. Occasionally, even the lowliest filthy rag or broken sword can have amazing powers. For warriors, paladins and rogues, carry all the weapons and armor your character finds. The 'pseudo-identify' will give some idea of the item's value. For mages and rangers who have the identify spell and know it well enough to cast fairly often, ID everything. Warriors, priests, and low level mages and rangers have to depend on Scrolls of Identify and Rods and Staves of Perception. Priests with 'Orb of Draining' can use it to weed out non-artifact cursed items on the floor. Even priests, mages and rangers do get some feeling of 'good' or 'cursed' items if they carry things long enough, but this is much more general than the feelings other classes receive. See the next question. 2c. I just got a feeling about an item. What does it mean? ---------------------------------------------------------------------------- Warriors, rogues and paladins can get these feelings: 'terrible' - cursed artifact, usually bad 'worthless' - cursed ego item 'cursed' - cursed item 'broken' - useless normal item 'average' - normal item 'good' - item with bonuses 'excellent' - item with special powers (ego item) 'special' - artifact, usually good But note that at least one 'terrible' item is actually good (Calris). While priests, mages and rangers are limited to: 'good' - can be 'special,' 'excellent,' or 'good' as above 'cursed' - can be 'terrible,' 'worthless,' or 'cursed' as above 2d. What does free action do? Is it important? ---------------------------------------------------------------------------- Free action prevents you from being paralyzed or slowed by most attacks. It does not protect against certain slowing attacks, like the breath of gravity hounds. It is essential after about 1000', as paralyzation at those levels can often mean instant death. Thankfully, many items provide it, and it is not too difficult to obtain. 2e. My stats got shuffled by a nexus attack! How do I prevent this? Can they be restored? ---------------------------------------------------------------------------- The nexus "stat-shuffling" attack can be prevented by resist nexus. PDSM, Aule, Bloodspkike, Soulkeeper, Bladeturner, Isildur, Arvedui, Iron Crown of Morgoth, Hammerhand and Feanor all resist nexus. You also get a saving throw, so high WIS helps. If your stats do get shuffled, there is no way to restore them, short of getting them shuffled again until they get restored. Of course, if all your stats are maximized then it doesn't matter if they get shuffled. 2f. What is the difference between resist confusion and resist chaos? ---------------------------------------------------------------------------- Resist chaos grants resist chaos and resist confusion. But resist confusion only resists confusion. I hope the confusion over this issue has ended. :) 2g. What is the difference between ignore, resist and immune? ---------------------------------------------------------------------------- An item with an 'ignore' power cannot be damaged by that attack. Items with 'resist' powers make your character resist damage and side effects from those attacks, but they do not protect other equipment from harm. Items with 'immune' powers make your character immune to damage of that type and protect carried items from harm. ---------------------------------------------------------------------------- 3. Items ---------------------------------------------------------------------------- 3a. What is a weapon of freezing/burning/shocking/melting? ---------------------------------------------------------------------------- These weapons are "branded" with one of the four elements, cold/fire/electricity/acid (respectively). A monster that is not resistant to the branded element will take x3 base damage from any attack with that weapon. 3b. What does a [insert item here] do ? ---------------------------------------------------------------------------- * Potion of Life - restores lost experience, restores any drained stats, cures poison, confusion, blindness, hallucination, removes fear and stunning, heals cuts and fully heals you. * Potion of Augmentation - restores all your stats, then attempts to raise each one. * Potion of Death or Ruinations - Need you ask? Don't drink it! * Potion of Detonations - Don't drink it! It makes a good thrown weapon, though, inflicting 25d25 points of damage. * Potion of Enlightenment - a Potion of Enlightenment maps and lights the entire level, like the 'Clairvoyance' prayer. It also detects all objects. * Potion of *Enlightenment* - completely lights and maps the level, identifies all your items, restores your INT and WIS and then increases them if below maximum, grants self-knowledge, and detects all objects in the immediate vicinity. * Staff or Rod of Enlightenment - acts as the priest spell of sense surroundings (basically, it maps one screen, without detecting anything). * Staff of the Magi - restores your INT and mana to the maximum. * Scroll of Acquirement - Creates one item of great quality on the floor near the player. *Acquirement* creates several. * Curse Weapon/Armor Scroll - these will ruin an equipped weapon or piece of armor. Artifacts have only a small chance to survive ruination. Can be used to remove a heavily cursed weapon, as the scroll will "lower" the curse to a normal curse. 3c. I found a weapon of Morgul. Is is worth anything? ---------------------------------------------------------------------------- No! Not only do they have large minuses to hit and to damage, they are *cursed*, meaning if your character wields one they cannot unwield it until they read a scroll of *Remove Curse*. 3d. What are the special powers of Dragon Scale Mail? ---------------------------------------------------------------------------- All DSMs except for the rare Power DSM start at [30,+10] and weigh just 20 pounds, so they are great armor. No DSM can be damaged by the four elemental attacks. All DSMs provide resistance to the "natural" breath weapon(s) of that type of dragon (i.e., Red DSM has resist fire, Green DSM has resist poison, etc.) Some of these resistances are not very useful, but some are very rare and precious high resistances. Some of the more powerful DSMs are the are the only items in the game (except artifacts) that can provide multiple high resistances. In addition, all DSM can be activated for a breath weapon appropriate for the type of dragon. This capability can very useful for a lower level character who is lucky enough to find a DSM. For information on the specific resistance(s) and activation provided by a particular type of DSM, see the spoiler file obj-long.spo. 3e. Explain "good" and "great" items. ---------------------------------------------------------------------------- Note that this section is slightly out of date! Any weapon or piece of armor created by Angband has a chance to become a "good" item, based on the dungeon level on which it was created. "Good" weapons have bonuses to hit and damage and "good" armor will have a bonus to Armor Class. Any "good" item has a chance (again based on dungeon level) to become a "great" item. These items are most of the "named" items such as Holy Avengers, Slay Weapons and special "resist" armors. Sometimes a "great" item will have additional bonuses over the previous "good" item. These are also called "ego items." Any "great" item has a chance to become an artifact if several other conditions exist. For more information, see the spoilers obj-good.spo and artifact.spo. 3f. Which items can have extra powers? ---------------------------------------------------------------------------- Seven ego-items in the game have random powers and are likely candidates for *Identify* scrolls. These items will sustain one statistic: * Holy Avenger weapons * Defender weapons These items will have one ability chosen from the following: feather fall, permanent light(1), see invisible, telepathy, slow digestion, regeneration, free action, or hold life * Crown of the Magi * Blessed weapons These items will have one high resist chosen from the following: blindness, confusion, sound, shards, nether, nexus, chaos, disenchantment or poison. * Cloak of Aman * Robe of Permanence * Armor of Elvenkind 3g. How do I discover an item's special powers? ---------------------------------------------------------------------------- For most items, identify them and read the spoiler files obj-good.spo and obj-long.spo. This is sufficient for all items except those with extra powers. Items with random powers take a little more work. The easiest way to find out all their powers is to read a scroll of *Identify* on them. Another magical way to find an item's powers is with a potion of Self Knowledge. Unequip all your character's items except for the one in question then quaff the potion. Subtract any special racial abilities, and you should be able to tell the powers of the item. Finally, there is always the method of trying it out. Some of the abilities and resistances are easily deduced; others take work. Have your character carry the item. When he/she runs into weak monsters with a particular attack equip the item, let the monster hit or cast a spell, and see if the item protects your character. ---------------------------------------------------------------------------- 4. Artifacts ---------------------------------------------------------------------------- 4a. Will I ever see an artifact in one of the stores in town? ---------------------------------------------------------------------------- Artifacts never appear in stores unless you sell one to them. 4b. Explain the generation of artifacts. ---------------------------------------------------------------------------- If you are not playing in preserve mode, artifacts, once created and left behind on a level, are gone forever. This includes both artifacts generated when the level is created and those dropped by monsters. If you use the "~" command on the town level and see an artifact in the list you have never found, it means you have missed it somehow in the dungeon. See obj-good.spo for more detail. 4c. Can an artifact be stolen or destroyed by a monster attack? ---------------------------------------------------------------------------- Artifacts resist destruction by monster attacks, and should never be picked up or stolen. However, artifacts are somewhat vulnerable to disenchant attacks. 4d. I found an artifact on a level that was not "special." What's up? ---------------------------------------------------------------------------- Artifacts can appear on a level that doesn't give you the "special" message. The "special" message only lets you know if there is an artifact (or other special feature) on the level when it's first generated. If a monster is killed and drops an artifact, the only way you'll know about it is to ID it (or carry it a while, and hope for the "pseudo-ID" to tell you). However, if there is an artifact on the level at the time of creation, you will get the "special" message, if not playing in preserve mode. 4e. One of my items/artifacts was disenchanted! How can I prevent this? Is there any way to restore the item? ---------------------------------------------------------------------------- Artifacts can be disenchanted, just like any other item. If you have an item which gives you disenchantment resistance, then all of your items are protected. There are a few items which always grant disenchantment resistance: Chaos and Balance Dragon Scale Mail, Rilia, Calris, Deathwreaker, Belthronding, Celeborn and Bladeturner. In addition, certain ego items have a chance of granting disenchantment resistance. See question 3f. It is nearly impossible to restore any item past +10, and impossible past +15. Artifacts are especially difficult. Be careful around disenchanting monsters and uniques! 4f. I found Calris. Joy! But how do I uncurse it? ---------------------------------------------------------------------------- A *remove curse* or dispel curse will get rid of the curse permanently, and enchant to hit can actually eliminate the curse. Each time an item is enchanted to +0 or higher, a curse on it has a 1 in 4 chance of disappearing. You will know this has occurred when the inscription changes to {uncursed}. ---------------------------------------------------------------------------- 5. Combat & Survival ---------------------------------------------------------------------------- The spoiler attack.spo provides a lot of detail on character attack skill. These questions and answers only attempt to address the basics. 5a. Is there a trick for surviving an attack by a group of monsters? ---------------------------------------------------------------------------- Group monsters can be dangerous! Even if you can kill a single creature without too much trouble, it's easy to get overwhelmed by sheer numbers. Make sure only 1 can attack you at a time, and for any spell-casting or breathing groups, ambush them from around a corner so that only 1 can see you at a time. This is the best way to deal with those pesky hounds. A possible exception to this is novice rangers; they can only cast magic missile, and missile spells (as opposed to ball spells or breath weapons) cannot "jump" other monsters in Angband. So, if you're having trouble with novice rangers, get them all lined up in a corridor, and then some of them will be wounded/killed by magic missiles from other rangers. Of course, you don't get experience for anything that you don't kill, but you may survive a bit longer. 5b. What are some general survival tips? ---------------------------------------------------------------------------- * How do I know how far to dive? Try not to descend below a certain depth without certain powers. Free Action and Poison Resistance are particularly important. 1000' - Free Action, See Invisible 1500' - Fire, Cold, Acid and Lightning Resistance 2000' - Poison and Nether Resistance, Hold Life * High-level characters should always have lots of Cure Critical potions or better on hand. If you receive a mortal wound, you cannot heal it on your own. They are also cheap ways to cure confusion, blindness and poison. * Carry multiple copies of the lower-level spellbooks to prevent losses to theft and fire damage. * If you are a warrior, or don't know the Satisfy Hunger spell, buy 6 rations of food per visit to town. Leave any extra food in the dungeon to free up an inventory slot. * Teleport away and banishment (the latter for priests/paladins) are important magics for emergency use. * Have a way to escape in an emergency if there are too many monsters to teleport away. Scrolls of phase door/teleport/teleport level are good for characters who don't have an escape spell. Staves of Teleportation work also, but a thief can only steal 1 scroll at a time, or a fire attack can only burn up 1 scroll at a time. On the other hand, you can use a staff while blinded and confused. * For mages and those lucky to have some of the appropriate scrolls, mass genocide is very effective against high-level summoning uniques, as it gets rid of all monsters except uniques. * Speed is important. Items providing speed boosts should be treasured, and you should generally carry around items that temporarily boost speed (know the spells, or have potions/staffs/rods). However, speed over about +30 does your character little good, and may actually be annoying because of the increased food consumption. Also, you may now equip two rings of speed (unlike earlier versions of Angband). * When going deep into the dungeon, always have a way to invoke the spell of recall. Carry multiple scrolls, or have a Rod of Recall and a high level and/or dexterity (18/150+) to prevent theft. Some combat tactics: * Hit-and-retreat - when you have a big edge in speed, you can hit the monsters, backup, and then hit the monster again when it follows you. Repeat. (This doesn't work well if the monster has a distance attack.) * Pillar Trick - Dig out a single section of dungeon thus: ....... ...D... ..D#... ...#@.. ...@... ....... If your player has a speed advantage over a monster, they can often hit and move as shown before the monster can even attack. * Shoot and scoot - for monsters that are dangerous up close (such as disenchanters), use a heavily enchanted shooting weapon and ammo, and phase door away every time the monster gets near you. * Against summoners - Summoners are not as dangerous when fought in a corridor, as they have less room to summon enemies against you. The disadvantage is that the potential treasure drop is also reduced, and summoned undead may be able to walk through walls and surround you anyway. 5c. How many attacks should my character be getting? ---------------------------------------------------------------------------- The blows per round formula is based on several factors including strength, dexterity, class, level and weapon weight. All characters can get a maximum of five attacks per round except for mages, who only receive four and warriors, who can receive six. There is one exception: a weapon of extra attacks can exceed this limit. If you are playing version 2.7.9v3 or later, the character info screen ('C') tells you exactly how many hits and shots your character should be receiving. Otherwise, you must consult the source code or a spoiler file, as it is a rather complex formula. 5d. How do missile weapon to-hit and to-damage bonuses work? ---------------------------------------------------------------------------- The to-hit bonuses for using a bow can come from any source: rings, DEX, gauntlets of slaying, the bow or the arrows. But the to-damage bonus for shooting a bow come only from the arrows and the bow, so a Ring of Damage (+18) won't help your bow damage. 5e. How do damage multipliers work? ---------------------------------------------------------------------------- Note that this section is slightly out of date! For normal weapon attacks, damage is calculated as: damage = (((base weapon damage rolled) * weap_mult * hit_mult) + to-dam + hit_bonus) where weap_mult is the special multiplier for the weapon (if any), to-dam is the total damage plusses from the weapon and the character, hit_mult is the multiplier granted for a good or better hit, and hit_bonus is the plusses granted for a good or better hit. Note that, for weapon attacks, the special multiplier for the weapon (if any) does not affect the damage bonuses. This means that a dagger (1d4), even if it does x5 damage, is not as good as a two-handed sword (3d6) that does x2 damage, unless you get more swings with the dagger, or the dagger has a very high to-dam bonus. For bows attacks with the correct ammo, damage is calculated as: damage = (((base ammo damage rolled) + to-dam-ammo + to-dam-bow) * bow_mult * ammo_mult * hit_mult + hit_bonus) where bow_mult is the basic multiplier for the bow, ammo_mult is the special multiplier for the ammo (if any), to-dam-ammo is the damage plusses for the ammo, to-dam-bow is the damage plusses for the bow, hit_mult is the multiplier granted for a good or better hit, and hit_bonus is the plusses granted for a good or better hit. Note that, for bow attacks, the basic multiplier for the bow and the special multiplier for the ammo (if any) both affect the damage bonuses. This makes a heavy crossbow (x4) with a high to-dam-bow very powerful, even with non-magical bolts. 5f. What are the damage mulipliers for ego weapons? ---------------------------------------------------------------------------- Most of the damage multipliers are x3, except for: *Slay* Dragon x5 Slay Animal x2 Slay Evil x2 Note that only the highest applicable multiplier is used if several apply. 5g. I got a critical hit with my weapon. How much damage did it do? ---------------------------------------------------------------------------- Damage bonuses for critical hits are: "good hit" x2 +5 "excellent hit" x2 +10 "superb hit" x3 +15 "*GREAT* hit" x3 +20 "*SUPERB* hit" x3.5 +25 Heavier weapons have critical hits more often. See attack.spo for the odds on receiving a critical hit. 5h. My priest character doesn't feel comfortable wielding his or her weapon. Why? ---------------------------------------------------------------------------- Priests are penalized for wielding "non-priestly" weapons. Priests are basically restricted to blunt weapons and "blessed blades." They should get a warning message if they wield a non-priestly weapon. Priests get a whopping +25% to their spell failure rate (before adjustments) for wielding one of these, and also a -2 to hit and damage. However, some of the more powerful artifact weapons may be worth wielding regardless of these penalties. And of course, your character can always switch weapons before praying. ---------------------------------------------------------------------------- 6. Spellcasting ---------------------------------------------------------------------------- 6a. How do I keep my spellbooks from being destroyed by fire? ---------------------------------------------------------------------------- Deathwreaker, Narya, and the One Ring grant immunity to fire. If you do not have immunity to fire, always bring at least 2 copies of the first 4 spellbooks on trips to the dungeon. Take more if you have a high STR. The 5 most powerful spellbooks of each class are immune to destruction by fire. You may also hide some books in a safe part of the dungeon if you are hunting a monster that you know is going to incinerate your inventory. 6b. Why did my maximum mana suddenly go down? ---------------------------------------------------------------------------- There are two possible equipment-related causes: 1. All spellcasters are penalized for wearing a combination of armor items weighing over a certain amount. This simulates the general encumbering effects of heavy armor. Try removing some armor to restore your mana, if this is a problem. 2. Mages, and other mage-type spell casters, lose mana for wearing gloves (or gauntlets or cestus). This simulates the interference they cause with the intricate gestures required for spellcasting. Gloves providing either free action and/or agility will not decrease mana. Among these are the artifacts Fingolfin and Cambeleg. Priests and paladins don't have this problem, as they invoke the power of their deity directly. 6c. I don't have enough mana to cast a spell. What are the consequences if I cast it anyway? ---------------------------------------------------------------------------- Casting a spell without enough mana has a 1/3 chance of damaging your CON, sometimes permanently. It can also cause you to faint from the effort. 6d. I cast a spell twice in a row. Why doesn't the duration double? ---------------------------------------------------------------------------- Haste Self and Essence of Speed spells are not cumulative in effect. For example, if your character is already hasted (with a non-permanent spell or item), casting addtional Haste Self spells will only extend the total duration by 1-5 player turns, rather than the normal amount. The effects of additional Heroism, Shield, Berserker, Globe of Invulnerability, Bless, Chant, Sense Invisible, Protection From Evil and Prayer spells/prayers are fully cumulative. 6e. My bolt spell took out a row of monsters! What happened? ---------------------------------------------------------------------------- Certain "bolt" spells (magic missile, lightning, fire and frost bolt, etc) have a chance to become a "beam" based on your experience level. This chance is 1% / level for mages and 0.5% / level for rangers. Magic Missile, Lightning Bolt and Frost Bolt all have a -10% to the roll. Wands have a 20% chance to "beam" and rods have a 10% chance. 6f. Where do I find the higher-level spellbooks? ---------------------------------------------------------------------------- There are 9 spellbooks for mages and 9 for priests. The five higher-level books can be found deeper in the dungeon, often as part of the treasure drops of high-level monsters and uniques. You might get lucky and see them at the Black Market. These books are not artifacts. ---------------------------------------------------------------------------- 7. Monsters ---------------------------------------------------------------------------- 7a. Are monsters susceptible to certain attacks, like they were in Moria? ---------------------------------------------------------------------------- Monster spell resistances have been changed from Moria. In Moria, a white dragon took extra damage from a fire bolt, and partial (1/4th) damage from a frost bolt. In Angband, a white dragon takes normal damage from a fire bolt, and almost no (1/9th) damage from a frost bolt. Basically, there are no more "susceptibilities." There are a couple of exceptions to this. Monsters can be susceptible to bright light (i.e. wand of light, not lightning), and holy orb does extra damage vs. evil creatures. Earthy creatures are also susceptible to stone-to-mud attacks. 7b. Why are there two different entries in my monster memory for the same monster? ---------------------------------------------------------------------------- The monster memory does show more than one description for some monsters. Some examples are novice mages/priests/warriors/rangers, mimics, gnome mages, etc. There are two or more entries because there are actually two or more different types of these monsters. Often the difference between them is that one is found solo and the other is found in groups, at a slightly deeper level. 7c. I killed a monster that I couldn't see. Do I get credit in the monster memory for the kill? What about experience? ---------------------------------------------------------------------------- Monster memory doesn't give you credit for killing a monster if you cannot see the monster (if you are blind, or the monster is in a dark area beyond your infravision range, etc). The recall code for unique monsters is slightly different, and the monster memory will note their deaths, unless you never saw them, even by an "ancestor." You will still gain experience regardless. 7d. How do I kill large numbers of orcs or trolls fairly easily? ---------------------------------------------------------------------------- You can line orcs and trolls up in a long corridor and then blast them with a wand of light! (Not all types are susceptible.) A rod of light can be a mid-level character's best friend, doing good damage against a whole line of susceptible monsters, with a really fast (9 rounds) recharge. For higher-level characters, dispel evil, orb of draining or a staff of power can also work wonders. 7e. Why can't I target a monster in a wall? ---------------------------------------------------------------------------- Monsters in walls can't be hit with spells or missiles, only by physical attacks. 7f. Should I kill Farmer Maggot? ---------------------------------------------------------------------------- Unfortunately, yes. He can't harm you, just hit him until he dies. He may drop a nice item for your troubles. 7g. I'm having lots of trouble with a unique monster. Help! ---------------------------------------------------------------------------- Run or teleport the monster away. You can kill the unique later, when you're tougher. Speed helps a great deal, as does a nice missile weapon, especially with uniques that resist all the major attack forms (Mim and Lorgan come to mind). ---------------------------------------------------------------------------- 8. Dungeon Features ---------------------------------------------------------------------------- 8a. How is the treasure in chests generated? ---------------------------------------------------------------------------- The treasure in chests is based on the dungeon level where they were generated, not where the chest is opened. 8b. What are monster pits? ---------------------------------------------------------------------------- Monster pits are rectangular rooms, 19x5, (they look like some of the rooms that have an inside wall) filled with monsters. Jelly pits are filled with jellies, molds, icky things, oozes, etc. Orc, Troll, Giant, Dragon and Demon pits are filled with different types of those monsters (Dragon pits are filled with the same color dragons). Undead pits (a.k.a. Graveyards) are filled with some nasty undead. Inside monster pits there can be monsters that are far out of depth, so you should be very careful around them. 8c. What are monster nests? ---------------------------------------------------------------------------- Similar to a pit, but containing an inner room and a random assortment of monsters of a given type. Monsters in a nest vary by depth, so a nest deep in the dungeon can be very nasty. 8d. What are lesser vaults? ---------------------------------------------------------------------------- Monster vaults are unusually shaped and sized rooms, filled with monsters, treasures, and traps. Lesser vaults are about 40x20. They are filled with all different kinds of monsters, and often have some really nice treasure to go along with some out-of-depth monsters. 8e. What are greater vaults? ---------------------------------------------------------------------------- Greater vaults are huge rooms (about 60x20), with outside walls of impenetrable rock except for a couple of granite walls in the corners. They are filled with all different kinds of out-of-depth monsters, with excellent treasure (often more than 1 artifact), and some really out-of-depth monsters. Taking on a greater vault is amazingly dangerous unless you have some speed, lots of resistances, and a teleport away spell/wand/rod. ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- angband-doc-3.0.3.5/Help-Page/mods-27X.html0000644000000000000000000007464511020366743014675 0ustar Angband -- Changes

Angband -- Changes

This page lists "changes" in older versions of Angband.

Table of Contents


Changes made for Angband 2.7.9v6

  • The savefile loading process was repaired and improved. It is now possible to correctly load pre-2.7.0 savefiles, including old "MacAngband 1.0" savefiles, old "MacAngband 2.0.3" savefiles, old "PC Angband 1.4" savefiles.
  • The Borg has been updated, and is no longer included with the official source archive, but can now be found in "/angband/Borg/", along with various other materials related to the Borg. There is a new "Borg" section on the Official Angband Home Page.
  • The "debug" commands have been separated from "wizard mode", with their own "savefile marker" flag, and independant verification of usage, similar to the method used for the "borg" commands.
  • The "-w" option will now allow you to correctly restore a dead character, using the "cheat death" code. The "cheat death" code now kicks in after the player has "died", and cancels the "death".
  • The "update_view()" and "update_lite()" functions were optimized (again) since "update_view()" is a major bottleneck when resting.
  • The class titles were restored, with one title per five levels.
  • The source files were re-formatted, using four space indentation per block, and aligned stand-alone curly braces. A few of the "main-xxx.c" files were ignored because they were beyond repair.
  • The "mirror" window can now be used to show debugging messages (currently used only for the Borg).
  • The "mirror" window can now be used to show an overhead view of the map (normally updated only when the map sector changes).
  • The "windows" now work correctly with the Windows version. Note that the scrolls bars were removed, and all windows are resizable, up to the maximum size of 80x24.
  • The "lib" folder now "works" with older Macintosh computers.
  • Memory wiping now clears inscriptions generated by "sensing".
  • Reading unknown scrolls of identify is no longer dangerous, and using unaware wands/staffs/etc now works correctly with the choice window.
  • The "handle_stuff()" function was broken into three sub-functions, "notice_stuff()", "update_stuff()", and "redraw_stuff()", each using a separate bit flag set, for various reasons. The "notice_stuff()" function now handles everything which can only be done between player turns, including pack rearrangement.
  • The colors for "main-ibm.c" and "main-win.c" were changed slightly to match the "official" colors (red, light red, and violet), and "main-win.c" was changed to use the new "color_table" array. The "Term_user()" hook in "main-win.c" is now used to allow the user to force complex color or palette abilities.
  • All messages are now split if they exceed 72 characters.
  • The "msg_print()" and "get_xxx()" functions have been changed, primarily to simplify the "msg_print()" function. The top line of the screen should now, in general, be used only for "messages", temporary queries, and certain special full screen interactions.
  • Player ghosts are no longer created, nor loaded from savefiles. They will now be restored until the player ghost code has been completely rewritten.
  • The refueling code was repaired and improved.
  • Item inscriptions now resist destruction by stacking.
  • Changing the "rogue-like commands" option works "better".
  • Some more options were removed or modified slightly.
  • Artifacts are marked "(charging)" when they are charging.
  • The "DELAY_R_INFO_TEXT" compilation option is now functional, and allows the "monster race descriptions" to be read from disk as needed, instead of keeping them in memory and using 60K.
  • The "verification" code was moved from "init_file_paths()" to "show_news()", allowing system-specific path modification.

Changes made for Angband 2.7.9v5

  • Many of the source files were reorganized for various reasons.
  • Several "Makefile.xxx" files were updated for the new files.
  • Some changes were made to the "term.c" package to optimize stuff, and to allow the use of the new "Term_pict()" hook in various situations. Most "main-xxx.c" files needed some minor changes, look for "TERM_XTRA_BEVIS", "TERM_XTRA_INVIS", and "scan_events".
  • The "teleport player" spells now act instantaneously.
  • You are now correctly notified when you can learn new spells.
  • Changing equipment now correctly updates the lite radius.
  • The running code has been optimized some more, and now stops next to rubble, and can now take a "maximal run distance" argument.
  • Various options have been removed, modified, or moved around.
  • The "disturb" options now work "better" with "telepathy".
  • The "show uniques" and "show artifacts" no longer crash if the "tmpnam()" function fails. In fact, there is a new "path_temp()" function to acquire a temporary file name, since the standard one seems to fail on many machines. Also, these commands now use the same interface as the "on line help" commands.
  • The "request_command()" function is now used in stores, allowing the "keyset" and "command macro" code to work in stores. Using "p" and "s" to "buy" and "sell" in stores is handled by a hack.
  • Creating a new character using a reduced savefile will not clear the "aware" flags on objects. In "player_wipe()" in "birth.c", change "if (k_ptr->has_flavor) k_ptr->aware = FALSE" into "k_ptr->aware = FALSE".
  • Every call to "get_mon_num()" and "get_obj_num()" should check for "failure" (a return value of zero), since otherwise, weird things may happen, including the creation of bizarre "player" monsters, and division by zero errors if you "look" at it. These checks must be done AFTER any "global restrictions" are reset.
  • The Borg no longer has problems "swapping" his rings.
  • Using "angband -n" now correctly loads the old savefile.
  • The Cloaks of Aman, Cloaks of Stealth, and Boots of Quiet, should all say "(+X to stealth)" not just "(+X)".
  • The "user abort" code in "borg-ben.c" needs a little work.
  • The "main-win.c" file (and support files) are almost ready.
  • The "main-ami.c" file (and support files) are almost ready.

Changes made for Angband 2.7.9v4

  • Running no longer stops next to secret doors (early release bug).
  • Wimpy monsters no longer induce cuts/stuns (early release bug).
  • The "disturb_other" option now induces disturbance when the player status changes. This includes various subtle changes in "food", "cuts" and "stuns", that do not induce actual messages.
  • The "tombstone" picture is now loaded from "lib/file/dead.txt".
  • The "character dump" code has been cleaned up and optimized.
  • The "list artifacts" and "list uniques" commands now use a generic "display file" method using a temporary file.
  • The "list artifacts" command can now be used in the dungeon, since it does not show the unknown artifacts on the dungeon floor, or in the player inventory.
  • You can now put "tab" characters in "help" files and other text files used by Angband. They are expanded using eight character tab stops.
  • There are nice new generic "my_fgets()" and "my_fputs()" functions.
  • Cheating death now restores your hitpoints and spellpoints, and your food, and such, and "recalls" you to the town.
  • The "main-xaw.c" file now uses the "GRAPHIC_xxx" defines, and uses the color set from "main-x11.c" which is apparently "better".
  • The "handle_stuff()" routine, and the functions which induce it, were cleaned up and verified.
  • The player can now directly drop/sell "equipment" items in stores.
  • The player inventory is correctly combined and reordered in stores, and the "do_cmd_redraw()" function works in almost all situations.
  • The "character_icky" flag is now used only to indicate that the "dungeon" is not currently displayed in the main window. Most of the special screens were modified to allow the use of "msg_print()".
  • The character display is no longer shown when loading a saved game, for increased efficiency and code simplification.
  • The "notice_stuff()" function has been completely removed, and broken out into various "set_xxx()" functions, and the functions that update the bonuses, mana, and spells. This should increase efficiency and enforce more correct semantics for blindness and related things.
  • Each store has been given an additional two "base items" from which to choose its "stock", making certain items more common (low level books, lanterns/oil, boots/armor, scrolls of identify/recall, and arrows/bolts), and the temple sells more potions of restore life levels and no potions of restore wisdom.
  • The "halberds" now do "3d5" damage not "3d4", some of the artifacts have been given slightly different rarities or minimum levels, the "electric" and "acid" brands now do "x3" damage not "x5" or "x2", and a few monsters have been given new abilities.
  • The "fiddle" flag is now used only to show extra debugging messages.
  • There are new "main-win.c", "main-ibm.c", "main-ami.c", and "main-acn.c" files.
  • There are some new spoiler files, and an "info.tar.gz" spoiler archive. Many (but not all) of the files have been updated for Angband 2.7.9v4.
  • Items can no longer provide "immunity" to poison, only resistance, this affected only a single artifact, and simplified some code.
  • The "food" code needed some work. There is now a generic "set_food()" function, and much simpler "digestion" code. The result is faster, has fewer possible bugs, and is much more sensitive to player speed.
  • The eyes, icky things, jellies, oozes, molds, and mushrooms are no longer "animals".
  • The "animal nest" code now uses the "animal" flag to choose contents.
  • Some more attr/char changes were made to the monster list, for example, the "snakes" are now a special race using the "J" symbol.
  • Some of the global arrays were made non-dynamic for efficiency.
  • Monster pits/nests now include all "acceptable" non-unique monsters, including invisible, teleporting, and multiplying, monsters.
  • Repeated commands are now handled by the command itself. The "repeat" count is not displayed until the command is actually repeating.
  • The player can no longer target non-projectable monsters, except via the "target a location" command. This allows the use of macros which assume that the "nearest" target is actually projectable.
  • The player can no longer "accidentally" run into a wall, running now stops next to embedded treasure and rubble, and the running code has been optimized some more.
  • The "attr/char" info from the "I" lines in the "x_info.txt" files have been split out into a separate "G" line to fix some "sscanf()" problems.
  • The user can now modify the attr/char of terrain feature zero (used for "unseen" grids), object zero (used eventually for "stacks" of items), and monster zero (used for the "player").
  • Mushrooms of restore strength now cost 350 gold.
  • There are now new command line arguments to activate "graphics" mode (-g) and "sound" mode (-v), when supported.
  • The "auto-scum" code now accepts any non-boring feeling on the first four dungeon levels.
  • The chance of out-of-depth monsters has been doubled, in such a way that it is "possible" to get monsters which are up to 10 levels out of depth.
  • Out of depth monsters now contribute more to the level rating.
  • Autorolling is now "aborted" after a million rounds, and uses the same "semi-efficient" method on all machines.
  • Several of the "stat tables" have been adjusted slightly, the main change is that the player should get multiple blows more easily.
  • The "main-ibm.c" file now uses new "true color palette code", and allows the use of the new "color specification" methods.
  • Faulty use of the "GetAppDir()" function in the Macintosh version may have been "fixed".
  • Invisible traps can be given different attr/char codes from floors, but the attr/char codes for invisible traps are never used.
  • The "trapper" and "lurker" monsters are now "translucent".
  • The "main-x11.c" file now handles the "mirror" window correctly.
  • Cursed shovels can no longer have a positive "pval" bonus.
  • There is a new "interact with colors" command which allows the user to modify the internal representations of various colors, on systems which support such modification, such as the Macintosh.
  • The special "Term_user(0)" command is now be reserved for "weird" stuff like changing graphics/sound mode, or executing "shell" commands.
  • The "command.txt" file has been updated to correctly describe the new "Interact with macros", "Interact with visuals", "Interact with colors", "Interact with options", and "Interact with the system" commands.
  • Most of the commands available in the dungeon are now available in stores, though the "keymaps" are ignored.
  • Various things are now updated more often in stores.
  • The "Term_pict()" function, and the related hooks, now take an attr/char pair instead of a picture index for optimal usage.
  • Trap doors are no longer improperly created at dungeon level 99.
  • The create staircase spell now "memorizes" the new stairs.
  • Angband now autoloads the "user.prf" and "user-xxx.prf" user pref files, plus one of "font-xxx.prf" or "graf-xxx.prf" as appropriate.
  • The "pref-xaw.prf" file now simply includes "pref-x11.prf".
  • A typo in the "pref-ibm.prf" file was fixed, and part of the file was split off a "font-ibm.prf" file. The "pref-win.prf" file now simply includes "pref-ibm.prf".
  • The Windows version has a new "graf-win.prf" file that "correctly" encodes the various bitmap entries using the new row/col metaphor, plus a "font-win.prf" file with the "non-bitmap" attr/char mappings.
  • Various "graf-xxx.prf" files were fixed to handle the four new items, and/or the change from "seedy looking human" to "novice paladin".
  • The "Ettin" monster was restored to full hitpoints.
  • The "dehex()" function was fixed.
  • The "look" / "target" commands now start at the "closest" location.
  • The "message recall" command now allows the use of the "/" key for a primitive "search" ability.

Changes made for Angband 2.7.9v3

  • The "main-ibm.c" file had to be rewritten several more times. It now handles all known environments correctly. It was given a new default color scheme, and a method to allow the user to choose among several pre-defined color sets. The keypress code was cleaned up once and for all, and the "main-win.c" file was changed to use the same macro triggers, and a new "pref-ibm.prf" file was created using the new triggers.
  • A pre-compiled version using "main-ibm.c" for DOS-286 is now available.
  • The "main-x11.c" and "main-xaw.c" files now support the "mirror" window, and correctly handle the "TERM_XTRA_CLEAR" command.
  • Some minor bugs in "main-cap.c" and "main-gcu.c" were fixed.
  • The "repeat count" is now used for various things, such as the "quantity" of the "drop" or "destroy" command, if it is not being used for anything else.
  • The "show reduced map" command was optimized a lot.
  • There is a new "recall most recent message" command ("ctrl-O").
  • The "notice_stuff()" function was broken up into several generic "set_xxx()" functions, to handle "changes" in various "properties" of the player, such as "blindness" or "paralysis". This now only made the game faster, but also provided better "world semantics", and fixed some "bugs" involving "blindness", "see invisible", etc.
  • One of the shop-keepers had an incorrect tolerance of zero.
  • Importing pre-2.7.9 no longer causes "Calris" to become re-cursed, as long as the "uncursed" inscription is still present.
  • When an object is picked up (or a trap is disarmed) in a dark hallway or room, a "marked" floor grid is no longer left behind.
  • The "note_spot()" function is now called when an object is dropped into a grid (by the player or monsters). Also, neither "note_spot()" nor "lite_spot()" are called during dungeon level generation.
  • Objects and terrain features now have separate "memorized" flags to prevent visual glitches when memorized objects are picked up by the player or by monsters. This had the side effect that "detected" dungeon objects converted from pre-2.7.9v3 savefiles will lose their "detection" status, leaving behind a "known" floor grid.
  • The "earthquake" spell now correctly creates "wall" grids.
  • The "monster health bar" is now updated after a monster casts a "heal" spell on itself, drains mana/charges to heal self, or is hit by a "heal monster" attack.
  • The "staff of darkness" now attempts to blind the player.
  • Aiming a wand of wonder on the ground at itself can no longer destroy the wand, since this could have "messy" results.
  • Several uses of the "saving throw" now have better "semantics" and/or "messages".
  • The "get_item()" function no longer has any visual glitches.
  • The "get_spell()" function now correctly uses the "mirror" window.
  • The player's total gold is now displayed in the Home.
  • The "Giant clear centipeed" is now "clear". The "Giant purple worm" now resists poison. The "Umber Hulk" is now a light umber "X" monster. The "clear" monsters are now "white" in the recall window.
  • The "color scheme" of several monsters has been changed. See the new "r_info.txt" file for more information. Most of the changes involve new color schemes for "elemental" monsters (dragons, hounds, etc) and "people" monsters (mages, warriors, etc).
  • The object distribution was cleaned up slightly. The artifact damage sides were brought in line with the underlying object damage sides.
  • A nice generic quick-sort function now allows all of the sorting to be done by one optimized function, and allows many more things to be sorted at low cost.
  • The character description screen was cleaned up a bit, making room for on-screen display of blows/round and shots/round.
  • The "options", "pref", and "macro" commands were made into full screen commands starting at line two, and were cleaned up a lot.
  • A new command was added to directly specify a "user pref command", as if it came from a "user pref file".
  • The Borg was given a few patches, and was optimized some more. Also, it was taught to consider all possible equipment combinations, and to use the home to "stockpile" certain items.
  • The glyph of protection now uses the "semi-colon" symbol.
  • Several terrain features got new colors, and the special lighting effects now only affect floor grids. The result is much faster, and still rather interesting to watch.
  • Some patches for EM/ESA and Amiga and DOS-286 were added.
  • More optimizations were performed (visual display of the map grids, full screen map, running, the Borg, the player command loop, message memorization, update monster).
  • Several messages about traps now include the name of the trap.

Changes made for Angband 2.7.9v2

  • Throwing an object no longer causes a SEGV error.
  • Bashing non-doors no longer creates open doors.
  • The "destroy traps/doors" effects now works.
  • The Macintosh "save bug" was squashed by using "absolute" path names.
  • The "great" objects (ego-items and artifacts) are now more common.
  • Several of the "main-xxx.c", "Makefile.xxx", and "pref-xxx.prf" files were updated.
  • The "main-ibm.c" file absorbed the "main-wat.c" and "main-286.c" files, and uses the new "TERM_XTRA_FROSH" command for efficiency.
  • Some "typos" in various files were fixed.
  • The cursor is no longer misplaced in the "choose_sex()" function.
  • Monsters can no longer be summoned, created, or teleported, on top of a glyph of warding.
  • The priest prayer "Confuse Creature" was renamed "Scare Monster", and the mage spell "Confusion" was renamed "Confuse Monster".
  • The mage spells of the "Resistance" variety are no longer worth as much experience.
  • The priest prayers of the "healing" variety now heal more than the corresponding potions (Nd10 vs Nd8).
  • Several hard-coded numerical constants were replaced by symbolic constants (player race, player class, etc).
  • Various functions were optimized.
  • The "note_spot()" function is used more often.
  • When the area around the player is "forgotten", for example, by earthquake, darkness, or sunset, and the memorize torch lit grids option is set, the grids near the player are now re-memorized.
  • Some "color" glitches in "main-gcu.c" were fixed.
  • Some of the on-line help files and such were updated.
  • The "preserve" mode now only preserves "unknown" artifacts.

Changes made for Angband 2.7.9v1

  • I may have missed some other changes, since I just started a complete change log with this version.
  • Filling a level with too many objects no longer causes nasty visual errors.
  • Generating a level with "too many" objects or monsters now causes the level to be regenerated, with no "annoying" messages.
  • The *enchant* weapon and *enchant* armor scrolls were fixed.
  • The Borg is very different (and for the better).
  • The "l_list"/"r_list" arrays have been absorbed by "r_info". The "x_list"/"k_list" arrays have been absorbed by "k_info". The "v_list" array is now "a_info", and "e_info" was added, for "ego-item" info.
  • The "init.c" file is MUCH faster and prettier.
  • The "main-cur.c" file is gone (ancient curses support), and the "main-cap.c" file is complete (play without "curses").
  • All high starting stats affect starting gold negatively. The auto-roller shows max-stats before asking for min-stats.
  • Multi-hued and Clear monsters look better with "use_graphics".
  • Several arrays are now malloc'd instead of staticly declared. Several tables have been moved into "init.c" or "birth.c". Several tables have been modified to use 40 (not 80) bytes.
  • Monster death messages via missiles now resemble by spells.
  • The "bash monster" code has been removed.
  • All "commands" that take directions check for "legality" first. All "commands" that take directions will "attack" monsters in way. The "get_a_dir()" spawned "get_aim_dir()" and "get_rep_dir()".
  • There are new global "running" and "resting" variables.
  • Granite is harder than quartz is harder than magma. Quartz is actually rather hard, consider a digger.
  • There are "generic" routines to "lose"/"gain" a stat
  • Some "Random" checks now use "percentage" code.
  • Spiking is now the only command that does not ask for an item.
  • There is now a "generic" option manager, with an option table. You can now specify "forced values" for options in pref files.
  • A few variables and defines were renamed for consistency. A few more variables have more precise types (bool,byte,s16b).
  • The "make macro" function is simpler, and also easier to use.
  • The "message recall" code is hyper-efficient, space-wise anyway.
  • There is a generic "get_spell()" routine for casting and studying.
  • Studying spells/prayers takes a turn, and requires a book choice.
  • Curing of various maladies takes (blind, etc) place right away.
  • Curse weapon affects only weapons, curse armor only body armor.
  • There is now a "get_lib_path()" function for each machine.
  • The "lib/README" and "lib/RECORD" files have been "moved". The "lib/README" file is now required (to verify "lib" folder). The "lib/RECORD" file (high scores) is portable between platforms.
  • There is now a maximum limit (of 128) on all "depth" values. You cannot descend below level 128 (6400 feet) except as a wizard.
  • You can customize the macro/message/quark support in "config.h".
  • The ego-item indexes have been re-arranged, and renamed, etc. There has been some modification of the ego-item "textual names". Each "ego-item" can only apply to a given "equipment slot" now.
  • The "attack to cause earthquakes" is now an actual blow effect.
  • You now get a "You die." message when you die, ala "nethack".
  • A lot of code is now conditional on "SET_UID", which is cleaner.
  • You get better messages if the "lib/RECORD" file is "locked". Empty and missing files ("load.txt" or "time.txt") are different. A missing "permissions" file defaults to maximal permissions. An empty "permissions" file defaults to "standard" restrictions.
  • The stores are now a slightly more complex structure.
  • An explicit "break" is placed in the message recall at birth.
  • The dungeon generation code has been cleaned up some more.
  • Support for the "ACORN" Risk OS has been added.
  • The "Q" key (suicide) has been re-installed for roguelike keyset.
  • The internal direction "5" is now "target" and "zero" is nothing.
  • The "inkey()" function now handles ALL keypress input.
  • The "use_stat" array is now recalculated by "calc_bonuses()".
  • The "handle_stuff()" function is slightly cleaner/faster.
  • The "hardcoded arrays" have removed except from "save-old.c".
  • Genocide (and mass genocide) no longer work on Unique monsters.
  • The "name" and "text" fields of various arrays have been optimized. You can now specify a "description" for objects, artifacts, ego-items. This description, however, is not currently used for anything.
  • The "player ghost" code is still a hack and a half.
  • Sometime soon we should see variable energy actions.
  • Sometime soon we might see a separate "unique" array.
  • Some of the "ego-item extensions" are now actual "ego-items". Thus, a "Mace of Kill Evil (+1 to WIS)", and other such items.
  • All "boosted" ammo is an ego-item, usually "of Wounding".
  • The "recharge" scode has been "fixed" and now handles stacks.
  • Turning off haggling results in fixed prices being displayed. Haggling and then turning off haggling also works "correctly".
  • Picking up an item describes the entire resulting slot.
  • Low dexterity no longer penalizes disarming ability.
  • Clearing the screen now induces an actual screen clear. Clearing a portion of the screen now takes (x,y,w,h).
  • Some unused functions (umask, chmod, etc) were removed.

Go back to the Official Angband Home Page

See also Ben Harrison's Home Page / Ben Harrison / benh@phial.com
angband-doc-3.0.3.5/Help-Page/mods-28X.html0000644000000000000000000004534211020366743014666 0ustar Angband -- Changes

Angband -- Changes

This page lists "changes" in older versions of Angband.

Table of Contents


Changes made for Angband 2.8.1

  • The "use_sound" and "use_graphics" flags were restored, but must be set by "main-xxx.c" files which support them based on the "arg_sound" and "arg_graphics" flags.
  • Some more sound support has been added.
  • The "player sex" concept was genericized into a table.
  • Monster death and chest death now use "drop_near()".
  • The "drop_near()" function was changed to use a "better" method for determining where an object should fall, and it seems to work well with the new "stacking" code. The radius of the drop zone was increased.
  • Various "resistance tables" have been added as sub-screens of the "character description" screen.
  • The race/class restrictions have been relaxed, and "illegal" combinations are labelled "for advanced players only".
  • Some onscreen instructions have been added to "birth.c" for display during initial player creation.
  • The "z-term.c" package has been optimized (again), causing some changes. The "Term->pict_hook" function now takes a length, an array of attrs and an array of chars, instead of a single attr and char. The "Term->text_hook" function still takes a "string", but it is no longer "null-terminated". The "cursor" is now erased and redrawn on every non-trivial refresh. Trivial refresh calls now have no effect.
  • The old "use_sound" and "use_graphics" flags have been changed to "arg_sound" and "arg_graphics", and now have the semantics that the user has requested the use of sound or graphics. These flags are ignored by the game itself, and now the appropriate "main-xxx.c" file must interpret these flags "correctly" (or ignore them).
  • Macintosh Angband now supports basic "graphics" (using the same pixmap array as Amiga Angband), allows each window to be scaled to any desired size, allows the use of non-mono-spaced fonts, and supports simple "sounds".
  • The "main-x11.c" and "main-xaw.c" files have been fixed.
  • Whenever the "r" key may be used to activate on-screen monster recall, it may also be used to disable this on-screen recall.
  • Searching will no longer find "traps" on non-chest objects.
  • Cheating death no longer induces screen weirdness.
  • Leaving a store no longer induces screen weirdness.
  • Pack overflow is now handled at the start of the players turn, not the end, which has various subtle effects.
  • A new monster flag was introduced to force "nasty" monsters to refrain from using spell attacks until the player has had a chance to react to their birth.
  • A new monster flag was introduced to prevent monsters from being processed during the turn of their birth. This allowed the removal of the "m_fast" and "o_fast" arrays, and some code.
  • The "other_query" option is now used exclusively to activate verification of "use object on ground" commands, which can be used to select objects from the middle of object stacks. The default behavior is to accept the top-most acceptable object.
  • Stacks of objects on the dungeon floor, and monsters carrying objects, are now stored in the savefile, but the "order" of the objects in both stacks in not currently maintained.
  • Monsters can now "carry" objects if a special "testing" option is activated. Looking at a monster described all of objects being carried by the monster. When a monster dies, all of the objects being carried are dropped in the monster grid before the standard monster drop is calculated. When a monster is deleted, all objects being carried are deleted as well. Any objects picked up or stolen by the monster will be carried.
  • Objects can now "stack" on the ground if a special "testing" option is activated. Looking at a stack of objects describes each object in turn. The map displays the picture of the uppermost "memorized" object in each grid, if any.
  • Objects may now "combine" on the ground with similar objects when they are dropped into the same grid.
  • Unidentified missiles will no longer stack with identified missiles, even if they are identical.
  • Objects are no longer restricted to a single rating bonus.
  • Inscriptions on store items are removed when purchased.
  • Cleaned up the messages involved in taking off equipment.
  • Cleaned up the use of "temporary" objects.
  • You can no longer drop equipped cursed items in your home.
  • Running may work better around closed doors, but more investigation is needed.
  • The "you are confused" message is now used whenever the player specifies a direction but gets a different one.
  • The detection spells now "detect" terrain/objects/monsters even if they are already "visible" or "detected", and give a message about successful detection. The "door" detection spells now detect all doors, not just secret doors. The monster detection spells now make every detected monster "visible" for one player turn.
  • Using the "finder" string now activates the "shower" string, and the "shower" string now hilites only the matching portion of each line, if any.
  • A problem with the interactive creation of new macros using "main-x11.c" or "main-xaw.c" has been repaired.
  • The player's current mana/hitpoints are no longer adjusted when the maximum mana/hitpoints change, except to enforce maximum limits. Among other things, gaining a level no longer raises the player's current mana/hitpoints immediately. This prevents some bizarre implications of the old adjustment semantics.
  • The "target" and "look" commands have been combined. Both allow the user to "examine" nearby "interesting" grids (or all grids), setting a target if desired. The "target" command requires grids to contain "targetable" monsters to be considered interesting, and uses the "space" key to jump immediately to the next "interesting" grid, instead of furthur examining the grid containing the monster. The "return" key will always step through the description (forever), and the "+" key will always jump to the next "interesting" grid.
  • The monster recall window is now maintained in a more intelligent manner. Whenever the player attacks a single monster, that monster race will be auto-recalled. Note that player spells which affect multiple monsters, or which work by affecting all monsters in line of sight (even if only a single monster is thus affected), will not trigger auto-recall. The "monster recall window" is now updated whenever "interesting" information (flags, attacks, spells) is learned by the player while the monsters are being processed.
  • Scrolls/Staffs of darkness now blind before bringing darkness.
  • The messages about remaining spells/prayers to be learned are now more detailed and correctly pluralized.
  • It is no longer possible to accidentally accept a shop-keepers initial (non-final) offer by hitting return.
  • The player now gets experience from killing monsters based on his "maximum" player level, not the "current" player level.
  • All artifact activations now include a brief visual description.
  • Inability to create a glyph of warding is now mentioned.
  • Scrolls of identify/recharging/enchantment no longer describe themselves when they are read.
  • The "stat display" now indicates which stats cannot be improved by quaffing stat potions, using a "bang" instead of a "colon".
  • There is an optional "pref-gcu.prf" file which allows basic use of the standard VT100 keypad keys and arrow keys.
  • The basic "tunnel" command is now selected using "T" (or "^T" in the roguelike command set) if needed. The standard "open" and "disarm" commands must be used on chests, and the standard "bash" command may be used on locked doors.
  • The "+" keypress (as well as the various "control" combinations such as control-direction or control-keypad, which map to the "+" keypress) is now a new "alter" command, which will take a direction, and perform the "obvious" command that direction, that is, attack monsters, tunnel into walls (or veins or rubble), disarm traps, bash jammed doors, open closed (or locked) doors. This command always takes a full turn, and will have no effect if there is no "obvious" command, in particular, this command will only induce movement when used to bash jammed doors or disarm traps, so it can be used to attack adjacent grids without moving into those grids.
  • Opening doors now takes energy.
  • The sub-window processing has been optimized, especially for the cases when they are not being actively used.
  • The "display objects" window option is now used to allow an object kind to be "recalled" in a window. Currently, this is used to provide the old "display spell choices" functionality, using the same display code as the "browse" command, with the browse, study, cast, and pray commands auto-tracking whichever book is used with the command.
  • Wearing unidentified artifacts no longer allows artifact identity detection via the "list artifacts" command.
  • Direction "5" is no longer accepted for commands such as "run" or "close", so running in place is no longer a fatal error, and in fact, "5" acts like "escape" for these commands.
  • Creating a character dump no longer messes up the screen.
  • The "shower" hiliting in "files.c" has been repaired.
  • Digestion can no longer be negative or non-existant.
  • Changing the terrain feature of a grid has been made into a general function, catching some weirdness involving things like the memorization of new glyphs of warding in dark rooms.
  • Several spoiler files have been updated. New directories have been created at the ftp site for help files and spoiler files.

Changes made for Angband 2.8.0

  • Use "Rand_div()" instead of the faster but less random "Rand_mod()", and save the RNG state in the savefile.
  • New methods are needed for loading/saving savefiles with the new terrain feature flags, and to save normal options and window options so that future option changes will not cause trouble.
  • Messages are now memorized as complete strings. The message recall window shows one message per line, using the '4' and '6' keys to "slide" the viewing area left and right to view long messages.
  • The "look" command now starts on the player.
  • Monsters are now healed when they drain charges from the pack.
  • The "options" interface was cleaned up somewhat.
  • The "z-term.c" function was optimized and verified some more.
  • Object destruction now uses correct pluralization rules.
  • The "overhead map window" is redrawn whenever the player moves.
  • Stupid monsters now rarely wake up when illuminated.
  • Pack combination now performs its own "reorganization", avoiding bizarre "rearrangement" messages.
  • There is a new function to combine "paths" with "files", which allows the use of "absolute filenames" and "tilde filenames" in certain situations, such as the "character dump".
  • Using a "count" with the "destroy" command will bypass "verification" unless the "other_query_flag" option is set.
  • The "wield" and "takeoff" commands now use the "w" and "t" keys (like the original keyset) for the underlying commands, and the "[" and "]" keys are now unused. The "_" key can now be used to enter a store, and walking onto a store generates this "keypress". The "ctrl-e" command was replaced by the "ctrl-i" (tab) command, to "flip" any "windows" displaying the equipment or inventory.
  • There are some new "sub-window flags" which induce various new displays in sub-windows, including "recall old messages" and "display complete spell list".
  • The various "windows" are now handled in a more generic manner, using a set of 8 pointers to "term" structures, and, for each, a set of "usage" flags, accessable via a new "options" screen, which, in combination with the new "p_ptr->window" field, allows the game to determine what should be displayed in each window.
  • All of the source files were "indented" and cleaned up a bit.
  • The "main-mac.c" file was cleaned up quite a bit, and, among other things, now allows "monster recall" to "wrap" at the window edges.
  • The "resurrection" code now works, and "cheating death" now marks your social class as zero (and counts deaths in your age), as well as marking your savefile as having cheated death, which disables placement on the high-score list.
  • There is now a generalized "c_roff()" command, which provides colored, word-wrapping, multi-line output, and which is now used for the monster recall code, which may thus be "colored" at some point.
  • An object inscription of the form "^x" will induce verification of the command "x" while the object is being worn. Inscribing "^;" on a shovel will thus prevent attacking (or walking) with the shovel, while inscribing "^+" on your weapon will prevent digging with it.
  • Several options were added, removed, modified, combined, etc, and the "option.txt" helpfile was updated accordingly, so read it.
  • New options allow the "look" command to see everything on the current panel, and for the "list" commands to "wrap" at the edges of the list, and for new "special lighting effects", and for new "optimizations" of various things, and for new "disturbance" criteria, etc.
  • The "map_info()" function was optimized, and the "special lighting effects" were completely rewritten.
  • Shop-keeper rotation is no longer optional, and is four times as common as before. Buying the last item from a shop now induces a possible shop-keeper rotation, plus the creation of new stock.
  • The "feature types" can now take an index of another feature type which they should "mimic", allowing the generic "conversion" of secret doors into walls, all locked/jammed doors into closed doors, all walls into the same wall, and hidden treasure into normal veins. Floors and invisible traps often bypass this field for efficiency.
  • The general store now buys and sells basic ammunition.
  • New object/monster allocation table routines have been written, which optimize various things, including the generation of pits and nests, and the summon/escort code. Monster nests now contain up to 64 different types of monsters.
  • Thrown objects (and fired missiles) now rarely "disappear" unless they are thrown at a monster (intentionally or accidentally), or if they attempt to land in a crowded area.
  • The "inkey()" code was cleaned up somewhat. The "default action" code in the X11 keypress code needs to be tested.
  • The hard-coded "feature" codes were replaced with constants, plus a few hard-coded "offsets" from the "shop"/"trap"/"door" constants.
  • Several fields and variables and such were renamed, primarily to migrate from "inven_type *i_ptr" to "object_type *o_ptr", and from "fdat" and "ftyp" to "info" and "feat" for cave grids.
  • The "delay()" function has been migrated into another "Term_xtra()" hook, using the "TERM_XTRA_DELAY" action. All standard "main-xxx.c" files were changed to use the new method. The "delay_factor" is now "cubed" when used to give a better "range" of delay values, ranging from a single millisecond to almost a full second.
  • Chests are now quite a bit "better" than they used to be.
  • The windows no longer continuously "shrink" in the Windows version, the pixmaps are not "garbled", and double-clicking savefiles works.
  • Ancient "Archimedes Angband 1.2" savefiles can now be parsed.
  • Dungeon generation now uses "stack" memory instead of heap memory, since the Windows version appeared to be fragmenting memory for no apparent reason.
  • Artifacts are no longer lost due to "aborted" level generation.
  • The "showing" ('=') action (which displays matching lines in yellow), and the "finding" ('/') action (which changes the current line), are now available in the online help, listing uniques/artifacts, and the message recall, and both actions remember "previous" settings.
  • Starting a new character should reset the "cheat" options.
  • The "main-gcu.c" file needs to play games with "bool" to prevent conflicts with various versions of "curses".
  • The "polymorph" code was slightly broken.
  • Certain versions (DOS, Windows, etc, but not Unix or Macintosh) require the "O_BINARY" flag in the "fd_make()" and "fd_open()" routines in "util.c" or the "lib/data/*.raw" files get broken. Some compilers do not support the "O_CREAT" flag. (?)

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angband-doc-3.0.3.5/Help-Page/auto.html0000644000000000000000000000137611020366743014314 0ustar Angband -- Borg

Angband -- Borg

The Angband Borg is an automatic player of Angband.

The Angband Borg was created and maintained by me (Ben Harrison) along with the Angband Game. The Borg has grown quite a bit, and now has its very own web page.

See the Angband Borg Home Page for more information.


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angband-doc-3.0.3.5/Help-Page/index.html0000644000000000000000000000303711020366743014447 0ustar The Official Angband Home Page

Welcome to The Official Angband Home Page

This Angband Home Page is maintained by Ben Harrison, the maintainer of the Angband game, the author of Angband 2.7.0 through Angband 2.8.X, etc, and the designer of the Angband Borg. The Angband game (and this Angband Home Page) are in active developement, so check this Angband page for the most recent information. Please link to this Angband page, and not to any "sub-pages", since they may change, but this Angband page is permanent.

Angband is a rather addictive freeware computer role playing game based loosely on the world of J.R.R.Tolkien, in which the player explores the complex dungeon of Angband, killing monsters and collecting treasure, and eventually defeating Morgoth, the Master of the Pits of Angband.

Table of Contents


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