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  • unarmed attacks now allow the player to learn "notice on attack" things fire at closest monster is now bound to 'Tab' in roguelike mode
    522 bytes (80 words) - 14:47, 15 July 2020
  • Added monster fear if player level >> monster level [hh] Adjusted player's number of attacks per round
    2 KB (303 words) - 13:32, 15 July 2020
  • ...g back to its pre-3.0 behaviour of protecting from melee as well as ranged attacks, and making summoned monsters appear next to the summoner rather than the p Made rods of detection invulnerable to electric attacks.
    3 KB (495 words) - 14:27, 15 July 2020
  • ...iki/Doom_(video_game) Doom], as there is an "Id" monster, and vanilla Doom monster names and weapon names. Qlzqqlzuup, who mostly summons monsters, and grants a 'summon monster' ability.
    2 KB (369 words) - 14:04, 16 July 2020
  • ...es''', or '''elements''', are the distinct flavors that monster and player attacks have in Angband and its variants. All common damage types have their own si ...nest damage type, [[poison]], is sometimes also considered a base element. Attacks based on these five elements can be extremely deadly, to the point of killi
    10 KB (1,499 words) - 20:59, 5 February 2020
  • ...evlings and Zulgors which are original to Portralis. Also available is the Monster race, which allows players to play as any of the monsters of the dungeons. ...ch as [[ToME]], implements [[Lua]], and players can give monsters scripted attacks, or can create complex scripted events. Players can also create their own s
    3 KB (454 words) - 13:33, 16 July 2020
  • Monster recall indicates good / special treasures ...ve-file cleanup, including: fixing invis. monster, saving old_turn, saving monster max hp and fear, saving player fear, additional space for flags
    4 KB (550 words) - 13:31, 15 July 2020
  • ...and character to vanilla Angband. This is done mostly through redoing the monster list and making changes to classes, races, and magic. See the DaJAngband R ...ing origin of items, cavern levels, ego grenades, effects of monster size, monster resistance levels, lots of other changes, and of course, more bugfixes.</p>
    4 KB (627 words) - 14:11, 16 July 2020
  • == Monster attributes == ...e monster's spells and attacks. [[Armor class]] determines how difficult a monster is to hit in [[melee]] or [[ranged combat]].
    19 KB (2,934 words) - 17:27, 6 February 2020
  • allow more control over monster generation for thematic purposes ...array containing the terrain, locality info, traps, objects, flow info and monster on each grid
    4 KB (603 words) - 15:01, 15 July 2020
  • Whenever the "r" key may be used to activate on-screen monster recall, it may also be used to disable this on-screen recall. ...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.
    10 KB (1,613 words) - 14:04, 15 July 2020
  • === Monster fights === ...ese variants is still limited; if the fight continues too long without the monster being killed, it eventually stops giving XP.
    9 KB (1,330 words) - 23:18, 29 February 2020
  • Monster fear Artifacts likely to resist enchantment/disenchantment & other attacks
    4 KB (580 words) - 13:17, 15 July 2020
  • Bolt attacks will continue "through" the target location. Runtime parsing of the monster race list from a text file.
    2 KB (395 words) - 13:35, 15 July 2020
  • Made the water vortex immune to water-based attacks. Chaos resistance protects against confusion by chaos based attacks.
    10 KB (1,662 words) - 14:25, 15 July 2020
  • ...ing in another offpsring-of-Moria game, Morgul, as a way of making missile attacks "fairer", as monsters could fire missiles at the player without being align ...ou can polymorph monsters (Not uniques, and not into uniques; also the new monster will not be drastically wimpier/tougher than the old one).
    9 KB (1,460 words) - 13:14, 15 July 2020
  • ...-hand combat (albeit massively aided by the spell) rather than magic-based attacks, and replaced with a mage equivalent to the Priest's Glyph of Warding, Run ..., "kill undead"), activations, monster attacks ("cause hallucination") and monster spells/abilities (summon animal, throw boulder) for the JLE patch.
    8 KB (1,253 words) - 14:18, 15 July 2020
  • Target closest monster ("'") (#374) Tweak monster recall; (#743, #532, #541)
    8 KB (1,090 words) - 14:46, 15 July 2020
  • In melee, the concept of "attacks per round" changed. Attacks now cost a fixed amount of "energy", dependent on your stats, class and wea #527 Add monster light
    7 KB (1,061 words) - 14:49, 15 July 2020
  • Many new monster pits and nests Changes to monster summoning
    7 KB (999 words) - 14:53, 15 July 2020

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