← Easyband shrine · In-game help of Easyband 2.3 (?), lib/help/, unchanged text.
Welcome to the Angband Online Help System.
Please choose one of the following online help files:
(1) General Information (general.txt)
(2) Creating a Character (birth.txt)
(3) Exploring the Dungeon (dungeon.txt)
(4) Attacking Monsters (attack.txt)
(5) Playing the Game (playing.txt)
(6) Command Descriptions (command.txt)
(7) Option Descriptions (option.txt)
(8) Version Information (version.txt)
(9) Spoiler Menu (if any) (spoiler.hlp)
(0) User Menu (if any) (user.hlp)
=== Using the Online Help ===
You can press Escape (ESC) at any time to leave the online help.
You can press Question Mark (?) to return to the previous help file.
You can press Space to advance one page, Plus (+) to advance one half page,
or Return to advance one line. If you reach the end, you will jump to the
start. You can press Minus (-) to back up one half page, Underscore (_) to
back up one page, or Equal (=) to back up one line. If you reach the start,
you will stay there. Advancing by one page is the only efficient method.
You can press Pound (#) [or Percent (%)] to go to a specific line [or file].
You can press Slash (/) [or Ampersand (&)] to search for [or hilite] a string
(case-insensitive by default, (!) toggles to case-sensitive).
Use "#" + "0" + Return + "/" + Return to restart a search.
Please continue to press Space to view the rest of this file...
=== General Information ===
Angband is basically a complex single player dungeon simulation. A player
creates a character, choosing from a variety of sexes, races and classes,
and then "runs" that character over a period of days, weeks, even months.
The player will begin his adventure on the town level where he may acquire
supplies, weapons, armor, and magical devices by bartering with various shop
owners. Then the player can descend into the Pits of Angband, where he will
explore the many levels of the dungeon, gaining experience by killing fierce
creatures, collecting powerful objects and valuable treasure, and returning
to town occasionally to barter for new supplies. Eventually, as the player
grows more experienced, he may attempt to win the game by defeating Morgoth,
the Lord of Darkness, who resides far below the surface.
Note that Angband is a very complex game, and it may be difficult to grasp
everything at first, especially if you have never played a "roguelike" game
before. You should probably browse through all of the "online help files",
especially this one, before beginning any serious adventuring...
=== A Note from the Maintainer ===
Welcome to Angband 2.8.X.
My name is Ben Harrison, and I have been the maintainer of Angband since
November 1994. I have been responsible for many improvements to the game
over the past few years, and I have many more planned for the future.
Angband 2.8.X is available for almost every known system (including Unix,
Macintosh, Amiga, Windows, DOS, OS/2, etc). It is written entirely in C,
and the source code is freely available. Creating a version for a new
platform involves writing as few as 100 lines of code and recompiling.
Angband 2.7.8 was the most recent official "stable" version. However,
it contained a few minor (non-fatal) bugs (see the web page). You can
give Angband 2.7.8 to your friends while they wait for Angband 2.8.2.
Angband 2.8.3 will be the next official "stable" version. A whole lot of
changes have been made since Angband 2.7.8 was released, and there is now
a web page listing all of the changes made in each version since that one.
Angband 2.7.9v1, 2.7.9v2, 2.7.9v3, 2.7.9v4, 2.7.9v5, 2.7.9v6, 2.8.0, 2.8.1,
and 2.8.2, are basically "transition" versions leading up to Angband 2.8.3,
and they are all still available (for now) at the ftp sites. Angband 2.8.3
is based on all previous versions, and incorporates bug fixes in addition to
new features.
See the Official Angband Home Page ("http://thangorodrim.angband.org/") for
up to date information about the latest version of Angband, including a
complete list of recent modifications and known bugs.
You can obtain the latest source and pre-compiled executables from various
places, try "ftp://ftp.cis.ksu.edu/pub/Games/Angband/Angband-2.7.x" and
the developer site at "ftp://export.andrew.cmu.edu/angband".
You can email compliments, complaints, suggestions, bug reports, and patches
to me ("rr9@angband.org"), and you can post interesting experiences and
basic questions to the newsgroup ("rec.games.roguelike.angband").
You may freely distribute the game, and its source, though you are bound
not only by the existing copyright notice from 1984, but also whatever
restrictions may be present on various other pieces of the code, including
the fact that any source written by me is technically automatically placed
under copyright and may thus not be used for commercial purposes. Remember
to read the "version.txt" help file for some more copyright information.
The basic help files supplied with this game are more or less up to date,
but when in doubt, you should ask the newsgroup for confirmation.
The documentation is very easy to modify and update, so you may want to
check in to the ftp site occasionally to see if there are any new help
files (or spoiler files) for you to acquire. Note that the spoiler files
are not distributed with the source since they are so huge, but you can
obtain them from various places as with the source and executables. New
spoiler files may be placed into the "lib/info" directory, or into a user
specified external directory, to allow access via the "online help" system.
Remember to tell all your friends about how much you like Angband...
=== A quick demonstration ===
Angband is, as mentioned above, a very complex game, so you may want to
try the following quick demonstration. The following instructions are
for demonstration purposes only, and so they are intentionally boring.
For this demo, I will assume that you have never played Angband before,
that you have not requested any special "sub-windows", that you have not
requested any special "graphics" modes, that you have a "numeric keypad"
on your computer, and that you are using the default options, including,
in particular, the "original" command set. If any of these assumptions
are incorrect, you will need to keep in mind that this demo may not work.
There are many ways to view this file while playing, in particular, you
should be able to view it using the "online help" built into the game.
Any time you see the "-more-" prompt, read the message and press space.
This takes precedence over any other instructions. At any other prompt,
for example, if you accidentally hit a key, you can normally "cancel" the
action in progress by pressing escape.
When the game starts up, depending on what platform you are using, you may
be taken directly to the character creation screen, or you may have to ask
to create a new character. In either case, you will be shown the character
information screen, and you will be asked a series of questions. For this
demo, press "a" three times to select a "female human warrior" character.
Then press "n" when asked about preserve mode and maximize mode, and when
asked if you wish to use the autoroller. You will now be presented with a
description of your character. Look over the description briefly, there is
a lot of information here, and most of it will not make any sense. Press
escape three times and your character will be placed into the "town".
You should now be looking at the basic dungeon interaction screen. To the
left is some information about your character. To the right is an overhead
view of the town. Nothing happens in Angband while the game is waiting for
you to specify a command, so take a good look at the town. You will see a
variety of symbols on the screen. Each symbol normally represents a terrain
feature, an object, or a monster. The "@" symbol is special, it represents
your character. You can use the "/" command to find out what a given symbol
represents. Press "/" plus "@" now to verify the meaning of the "@" symbol.
The "#" symbols around the edge of the town represent the walls that surround
the the town. The "#" symbols arranged in large rectangles represent stores.
The "numeric" symbols represent an "entrance" to a store. The "." symbols
represent "floor" grids which are "illuminated". It is currently daytime,
so most of the town should consist of stores and illuminated floor grids.
Any "alphabetic" symbols always represent monsters, where the word "monsters"
specifies a wide variety of entities, including people, animals, plants, etc.
Only a few "races" of monsters normally appear in town, and all of them are
"relatively" harmless. The most common "monsters" in town are small animals
(cats and dogs) and townspeople (merchants, mercenaries, miscreants, etc).
Now use the "l" command to "look" around. This will cause the cursor to be
moved onto each "interesting" grid that can be "seen" by your character, one
at a time, giving you a description of that grid. The cursor always starts
on the grid containing your character. In this case, you will see a message
telling you that your character is standing on a staircase. Keep pressing
space until the prompt goes away. Note that your character can only "see"
a subset of the things which are actually displayed on the screen.
Now press "i", to display your character's "inventory". All new characters
start out with some objects to help them survive. Your character will have
some food, a potion, some torches, some chain mail, and a sword. Press "w"
to wield/wear something. Observe that the inventory listing is reduced to
those objects which can actually be wielded or worn. Press "d" to wear the
chain mail, and then press "i" again. Note that the chain mail is no longer
shown in the inventory, and the sword has moved up in the listing.
Now press "e" to see your "equipment". Your character has twelve "slots" for
equipment, including slots for a weapon, a bow, two rings, an amulet, a light,
some armor, a cloak, a shield, a helmet, some gloves, and some boots. Press
"t" to take something off. Note that the equipment listing is reduced to
those objects which can actually be taken off. Press "g" to take off the
chain mail, and then press "e" again. Note that the chain mail is no longer
shown in the equipment. Press escape.
Now press "w" + "d" to wear your armor again. Note that you do not have to
look at the inventory before using the "w" command. Press "w" + "d" to wield
your sword. Press "w" + "c" to hold up a lit torch and hold it aloft.
Monsters can only move after you use a command which takes "energy" from your
character. So far, you have used the "w" and "t" commands, which take energy,
and the "e", "i", "l", and "/" commands, which are "free" commands, and so do
not take any energy. In general, the only commands which take energy are the
ones which require your character to perform some action in the world of the
game, such as moving around, attacking monsters, and interacting with objects.
If there were any monsters near your character while you were experimenting
with the "w" and "t" commands, you may have seen them "move" or even "attack"
your character. Although unlikely, it is even possible that your character
has already been killed. This is the only way to lose the game. So if you
have already lost, simply exit the game and restart this demo.
One of the most important things that your character can do is move around.
Use the numeric keys on the keypad to make your character move around. The
"4", "6", "8", and "2" keys move your character west, east, north, and south,
and the "7", "9", "1" and "3" keys move your character diagonally. When your
character first moves, observe the ">" symbol that is left behind. This is
the "staircase" that she was standing on earlier in the demo.
Attempting to stay away from monsters, try and move your character towards
the entrance to the "general store", which is represented as a "1" on the
screen. As your character moves around, use the "l" command to look around.
You can press escape at any time to cancel the looking. If you die, start
over. As you get close to the general store, your character will be able
to "see" the entrance. Note that you can see the entrance no matter where
your character is, but your character cannot see it unless she is close to
it, and there are no walls between her and the entrance.
One of the hardest things for people to get used to, when playing games of
this nature for the first time, is that the character is not the same as the
player. The player presses keys, and looks at a computer screen, while the
character performs complex actions, and interacts with a virtual world. The
player decides what the character should do, and tells her to do it, and the
character then performs the actions. These actions may induce some changes
in the virtual world. Some of these changes may be apparent to the character,
and information about the changes is then made available to the player by a
variety of methods, including messages, character state changes, or visual
changes to the screen. Some changes may only be apparent to the player.
There are also a whole set of things that the player can do that can not even
be described in the virtual world inhabited by the character, such as resize
windows, read online help files, modify colormaps, or change options. Some
of these things may even affect the character in abstract ways, for example,
the player can request that from now on all monsters know exactly where the
character is at all times, or that the character be able to "look" at things
which are on the other side of walls. Likewise, there are some things that
the character does on a regular basis that the player may not even consider,
such as digesting food, or searching for traps while running down a hallway.
To make matters worse, as you get used to the difference between the player
and the character, it becomes so "obvious" that you start to ignore it. At
that point, you find yourself merging the player and the character in your
mind, and you find yourself saying things like "So yesterday, I was at my
friend's house, and I stayed up late playing Angband, and I was attacked by
some wild dogs, and I got killed by a demon, but I made it to the high score
list", in which the pronoun changes back and forth from the real world to
the virtual one several times in the same sentence. So, from this point on
you may have to separate the player and the character for yourself.
So anyway, keep walking towards the entrance to the general store until you
actually walk into it. At this point, the screen should change to the store
interaction screen. You will see the name of the shop-keeper, and the name
of the shop, and a list of objects which are available. If there are more
than twelve different objects, you can use the space key to advance to the
next page of objects. Hopefully, when you arrive, the general store will
be selling some flasks of oil. If so, press the "p" key to purchase some
oil, and when asked which item you want, press the letter shown to the left
of the flasks of oil. If you are asked how many you want, just hit return.
Any time you are asked a question and there is already something under the
cursor, pressing return will accept that choice. You will then see a few
messages describing the transaction, as always, hit space at each "-more-"
prompt, and eventually you will be asked to make an offer for the flask of
oil. Since flasks of oil are so cheap, you will not be given the chance to
haggle, but instead will simply be told how much you must pay. Hit return
to accept the price. Many commands work inside the store, for example, use
the "i" command to see your inventory, with the new flask of oil. Note that
your inventory is always kept sorted in a semi-logical order, so the indexes
of some of the objects may change as your inventory changes.
Purchase another flask of oil, if possible. Note that this time you were not
asked to make an offer, because once you purchase something at the "optimal"
price, it becomes "fixed" at that price, as indicated by the letter "F" after
the price. Purchase a few more flasks of oil, if possible, this time, when
asked how many you want, press "3" plus return to buy three flasks at once.
Flasks of oil are very important for low level characters, because not only
can they be used to fuel a lantern (which gives more light than a torch), but
also, they can be ignited and thrown at monsters from a distance. So it is
often a good idea to have a few extra flasks of oil. Press escape to leave
the store. If you want, take time to visit the rest of the stores. One of
the buildings, marked with an "8", is your "home", and is not a real store.
Now move to the staircase, represented by the ">" symbol, and press ">", to
go down the stairs. At this point, you are in the dungeon. Use the "l"
command to look around. Note that you are standing on a staircase leading
back to town. Use the "<" command to take the stairs back to town. Now use
the ">" command to go back down the stairs into the dungeon. You are now in
a different part of the dungeon than you were in before. The dungeon is so
huge, once you leave one part of the dungeon, you will never find it again.
Now look the screen. Your character may be in a lit room, represented as a
large rectangle of illuminated floor grids ("."), surrounded by walls ("#").
If you are not in a lit room, keep going back up to the town and back down
into the dungeon until you are. Now look around. You may see some closed
doors ("+") or some open doors ("'") or some holes (".") in the walls which
surround the room. If you do not, keep playing the stairway game until you
are in such a room. This will keep the demo simple.
Now look around using the "l" command. You may see some monsters and/or some
objects in the room with you. You may see some stairs up ("<") or some stairs
down (">"). If you see any monsters, move up next to the monster, using the
movement keys, and then try and move into the monster. This will cause you to
attack the monster. Keep moving into the monster until you kill the monster,
or it runs away, or you die. If you die, start a new game. If the monster
runs away, ignore it, or chase it, but do not leave the room. Once all the
monsters in the room are dead or gone, walk on top of any objects in the room.
This will cause you to pick up the object. If there are any closed doors ("+")
in the room walk up next to them and press "o" and then the direction key which
would move you into the door, which should attempt to "open" the door.
Now use the movement keys to explore the dungeon. As you leave the room, you
will probably notice that your character cannot see nearly as far as she could
in the room. Also, you will notice that as she moves around, the screen keeps
displaying some of the grids that your character has seen. Think of this as a
kind of "map" superimposed on the world itself, the player can see the entire
map, but the character can only see those parts of the world which are actually
nearby. If the character gets near the edge of the "map" portion of the screen
the entire map will scroll to show a new portion of the world. Only about ten
percent of the dungeon level can be seen by the player at one time, but you
can use the "L" command to look at other pieces of the map. Use the "." key,
plus a direction, to "run" through the dungeon. Use the "R" key, plus return,
to force your character to "rest" until she has recovered from any damage she
incurs while attacking monsters. Use the "M" key to see the entire dungeon
level at once, and hit escape when done. If your food rations are still at
index "a" in your inventory, press "E" + "a" to eat some food. If your oil
is still at index "b" in your inventory, and there is a monster, for example,
directly to the east, press "v" + "b" + "6" to throw a flask of oil at the
monster. To drop an item from your inventory, press "d" plus the index of
that item. You can use the "^X" key to quit and save the game.
You now know enough to play a quick game of Angband. There is a lot more for
you to learn, including how to interpret information about your character, how
to create different kinds of characters, how to determine which equipment to
wield/wear, how to use various kinds of objects, and how to use the more than
fifty different commands available to your character. The best resource for
learning these things is the online help, which include, among other things,
a complete list of all commands available to your player, and a list of all
the symbols which you may encounter in the dungeon, and information about
creating new characters.
=== Creating a Character ===
Angband is a roleplaying game, in which you, the player, control a character
in the world of Angband. Perhaps the most important thing you control is the
birth of your character, in which you choose or allow to be chosen various
attributes that will affect the future life of your character.
Character creation, or birth, is controlled through a variety of choices
as to constraints on the type of character you wish to play, followed by
a series of random calculations to generate ("roll up") a random character
matching the appropriate constraints.
Once your character has been generated, you will be given the choice to
generate a new character obeying the same constraints, and once you have
generated more than one character, you can switch back and forth between
the two most recent characters, until you are presented with a personality
that you feel comfortable with.
You may start the entire process over at any time.
Once you have accepted a character you will asked to provide a name for the
character. In general, the actual choice of a name is not important, but do
keep in mind that it may have some effect on the game itself. For example,
on some machines, the chatacter name determines the filename that will be
used to save the character to disk. On others, the character name specifies
special "pref" files. And the character name is used on the high score list.
=== Character Characteristics ===
Each character has three primary attributes, sex, race, and class, that
are chosen before the character is generated, and which will stay fixed
for the entire life of that character. These attributes have many effects,
which will be mentioned as they come up.
Each character has a few secondary attributes, height, weight, social class,
and background history, which are randomly determined, but which are affected
by the sex and race of the character. In general, these attributes are only
used to provide "flavor" to the character, to assist in the roll playing, but
they do have a few minor effects on the game. For example, background history
affects social class, which affects the amount of money the character will
start with.
Each character also has six primary "stats", strength, intelligence, wisdom,
dexterity, constitution, and charisma, which modify the abilities of the
character in a variety of ways. Every stat has a numerical value, ranging
from a minimum of 3, up to a normal maximum of 18, and even higher, into
the "percentile" range, represented as "18/01" through "18/100". Actually,
every stat can be raised even above 18/100 by magical means, up to a pure
maximum of 18/220, which is represented as "18/***". Traditionally, a
percentile stat such as "18/50" has been though of as representing a value
part way between 18 and 19, and this is one way to think of them. However,
often, the best way to view the "bonus" values after the "18/" is as "tenth"
points, since it often takes the same magic to raise a stat from, say, 4 to 5,
or 16 to 17, as it does from, say, 18/40 to 18/50. The important thing to
remember is that almost all internal calculations "ignore" the final digit
of any "bonus", so that, for example, "18/40" and "18/49" are always have
the same effects. During character generation, each stat is rolled out as
a number from 8 to 17, with a normal distribution, and is then immediately
modified based on the race and class of the character.
Each character also has several primary "skills", disarming, magic devices,
saving throws, stealth, searching ability, searching frequency, fighting skill,
and shooting skill, which are derived from the character's race, class, level,
stats, and current equipment. These skills have rather obvious effects, but
will be described more completely below.
Each character may have one or more "racially intrinsic skills", based on
the race of the character. These may include special resistances, or even
abilities such as infravision.
Each character has experience, which increases as the character becomes more
experienced, and a level, which is based on experience, and also on race and
class. As the experience rises, so does the level, and as the level rises,
certain other abilities and characteristics rise as well. Deep down inside,
the real objective of the game is to increase your experience, and certain
other characteristics, and also to collect useful items, to give you a decent
chance against Morgoth. Certain monsters can "drain" your experience, and
thus your level, which will cause you to lose all of the effects of the higher
level. Luckily, you can restore drained experience through magical means, or
by simply regaining the experience all over again.
Each character has some gold, which can be used to buy items from the shops
in the town, and which can be obtained not only from selling items to the
shops, but also by taking it from dead monsters and by finding it hidden in
the dungeon. Each character starts out with some gold, the amount of which
is based on the characters social class (higher is better), charisma (higher
is better), sex (female characters start with more gold), and other stats
(less powerful characters start with more gold). Each character also starts
out with a few useful items, which may be kept, or sold to a shop-keeper for
more gold.
Each character has an armor class, representing how well the character can
avoid damage. The armor class is affected by dexterity and the equipment.
Each character has hit points, representing how much damage the character can
sustain before he dies. The maximum number of hit points is derived from your
race, class, level, and constitution, and you can never have more hit points
than the maximum. Hit points may be regained by resting, or by a variety of
magical means.
Each character has spell points, or mana, which represents how many spells
(or prayers) a character can cast (or pray). The maximum number of spell
points is derived from your class, level, and intelligence (for spells) or
wisdom (for prayers), and you can never have more spell points than the
maximum. Spell points may be regained by resting, or by magical means.
=== Races ===
There are ten different races that you can choose from in Angband. Some
races are restricted as to what profession they may be, and each race has
its own adjustments to a character's stats and abilities. Most races also
have intrinsic abilities.
Human
The human is the base character. All other races are com-
pared to them. Humans can choose any class and are average
at everything. Humans tend to go up levels faster than any
other race because of their shorter life spans. No racial
adjustments or intrinsics occur to characters choosing human.
Half-Elf
Half-elves tend to be smarter and faster than a human, but
not as strong. Half-elves are slightly better at searching,
disarming, saving throws, stealth, bows, and magic, but they
are not as good at hand weapons. Half-elves may choose any
class and do not receive any intrinsic abilities.
Elf
Elves are better magicians then humans, but not as good at
fighting. They tend to be smarter and faster than either
humans or half-elves and also have better wisdom. Elves
are better at searching, disarming, perception, stealth, bows,
and magic, but they are not as good at hand weapons. Elves
may choose any class except Paladin. They resist light
effects intrinsically.
Hobbits
Hobbits, or Halflings, are very good at bows, throwing, and
have good saving throws. They also are very good at search-
ing, disarming, perception, and stealth; so they make excel-
lent rogues, but prefer to be called burglars. They will be
much weaker than humans, and no good at melee fighting.
Halflings have fair infravision, so they can detect warm
creatures at a distance. Hobbits can choose between being a
warrior, mage, or rogue. They have their dexterity sustained.
Gnome
Gnomes are smaller than dwarves but larger than halflings.
They, like the halflings, live in the earth in burrow-like
homes. Gnomes make excellent mages, and have very good saving
throws. They are good at searching, disarming, perception,
and stealth. They have lower strength than humans so they
are not very good at fighting with hand weapons. Gnomes have
fair infra-vision, so they can detect warm-blooded creatures
at a distance. A gnome may choose between being a warrior,
mage, priest, or rogue. Gnomes are intrinsically protected
against paralysis and some slowing effects.
Dwarf
Dwarves are the headstrong miners and fighters of legend.
Since dungeons are the natural home of a dwarf, they are
excellent choices for a warrior or priest. Dwarves tend to
be stronger and tougher but slower and less intelligent than
humans. Because they are so headstrong and are somewhat wise,
they resist spells which are cast on them. Dwarves also have
very good infra-vision because they live underground. They
do have one big drawback, though. Dwarves are loudmouthed and
proud, singing in loud voices, arguing with themselves for no
good reason, screaming out challenges at imagined foes. In
other words, dwarves have a miserable stealth. They can never
be blinded.
Half-Orc
Half-Orcs make excellent warriors and decent priests, but
are terrible at magic. They are as bad as dwarves at stealth,
and horrible at searching, disarming, and perception.
Half-Orcs are, let's face it, ugly. They tend to pay more for
goods in town. Half-Orcs do make good warriors and rogues,
for the simple reason that Half-Orcs tend to have great
constitutions and lots of hit points. Because of their
preference to living underground to on the surface, half-orcs
resist darkness attacks.
Half-Troll
Half-Trolls are incredibly strong, and have more hit points
than any other character race. They are also very stupid and
slow. They will make great warriors and iffy priests. They
are bad at searching, disarming, perception, and stealth.
They are so ugly that a Half-Orc grimaces in their presence.
They also happen to be fun to run... Half-trolls always have
their strength sustained.
Dunadan
Dunedain are a race of hardy men from the West. This elder
race surpasses human abilities in every field, especially
constitution. However, being men of the world, very little is
new to them, and levels are very hard to gain... They can
play all classes. Their constitution cannot be reduced.
High-Elf
High-elves are a race of immortal beings dating from the
beginning of time. Levels are even harder for them to gain
than to Dunedain. They are masters of all skills, and are
strong and intelligent, although their wisdom is sometimes
suspect. They can play all classes except Paladin, and very
well at that. High-elves begin their lives able to see the
unseen, and resist light effects just like regular elves.
PowPlayer
Nothing is know of the PowPlayer,someone whisper that they
come far from the Space. Skillfull, powerfull, and genius,
but so ugly ...
Snip
The Snip are a semi unknow race from the underdark.
A little lovable furry-ball, whith excellent stealth and
unsurpassed infravision. They are weak in body but curious
for nature. Unable to do anything right they need just few Xp
to gain levels and resist some "flurry" attacks.
=== Classes (outdated) ===
Once a race has been chosen, you will need to pick a class. Some
classes will not be available to certain races, for instance, a
Half-Troll cannot become a Paladin. For the first few adventures
it is suggested that you run a warrior or rogue. Spell casting
generally requires a more experienced player that is familiar
with survival techniques.
Warrior
A Warrior is a hack-and-slash character, who solves most of
his problems by cutting them to pieces, but will occasion-
ally fall back on the help of a magical device. His prime
stats are Strength and Constitution, and a good Dexterity
can really help at times. A Warrior will be good at Fight-
ing and Throwing/Bows, but bad at most other skills.
Mage
A Mage must live by his wits. He cannot hope to simply hack
his way through the dungeon, and so must therefore use his
magic to defeat, deceive, confuse, and escape. A mage is
not really complete without an assortment of magical devices
to use in addition to his spells. He can master the higher
level magical devices far easier than anyone else, and has
the best saving throw to resist effects of spells cast at
him. Intelligence and Dexterity are his primary stats.
There is no rule that says a mage cannot become a good
fighter, but spells are his true realm.
Priest
A Priest is a character of holy devotion. They explore the
dungeon only to destroy the evil that lurks within, and if
treasure just happens to fall into their packs, well, so
much more to the glory of their church! Priests receive
their spells from a deity, and therefore do not choose which
spells they will learn. They are familiar with magical dev-
ices, preferring to call them instruments of god, but are
not as good as a mage in their use. Priests have good sav-
ing throws, and make decent fighters, preferring blunt
weapons over edged ones. Wisdom and Charisma are the
priest's primary stats.
Rogue
A Rogue is a character that prefers to live by his cunning,
but is capable of fighting his way out of a tight spot. He
is the master of traps and locks, no device being impossible
for him to overcome. A rogue has a high stealth allowing
him to sneak around many creatures without having to fight,
or sneak up and get the first blow. A rogue's perception is
higher than any other class, and many times he will notice a
trap or secret door before having to search. A rogue is
better than warriors or paladins with magical devices, but
still can not rely on their performance. Rogues can also
learn a few spells, but not the powerful offensive spells
magi can use. A rogue's primary stats are Intelligence and
Dexterity.
Ranger
A Ranger is a warrior/mage. He is a good fighter, and the
best of the classes with a missile weapon such as a bow.
The ranger learns spells much more slowly than a mage, but
is capable of learning all but the most powerful spells.
Because a ranger is really a dual class character, more
experience is required for him to advance. A ranger has a
good stealth, good perception, good searching, a good saving
throw, and is good with magical devices. His primary stats
are Intelligence and Dexterity.
Paladin
A Paladin is a warrior/priest. He is a very good fighter,
second only to the warrior class, but not very good at mis-
sile weapons. He receives prayers at a slower pace then the
priest, but can even receive the most powerful prayers.
Because a paladin is really a dual class character, it
requires more experience to advance him. A paladin lacks
much in the way of abilities. He is poor at stealth, per-
ception, searching, and magical devices. He has a decent
saving throw due to his divine alliance. His primary stats
are Strength and Charisma.
=== Stats ===
Strength
Strength is important in fighting with weapons and in melee
combat. A high strength can improve your chances of hitting
as well as the amount of damage done with each hit. Char-
acters with low strengths may receive penalties. Strength
is also useful in tunneling and in carrying heavy items.
Intelligence
Intelligence affects the spellcasting abilities of mage-like
spellcasters, mages, rangers, and rogues. Intelligence
will affect the number of spells you may learn each level as
well as the number of spell points you receive. A high
intelligence may also improve your chances of successfully
casting a spell. You cannot learn spells if your intelligence
is 7 or lower. A good intelligence can also help with using
magic devices, picking locks, and disarming traps.
Wisdom
The primary function of wisdom is to determine the ability
of a priest or paladin to use prayers, just like intelligence
affects spellcasting. Again, high wisdom will increase the
number of spell points you have and increase the number of
prayers you can learn each level, while improving the chance
that a prayer will be successful. A good wisdom can also
help to improve your chances of resisting magical spells cast
upon you by monsters.
Dexterity
Dexterity is a combination of agility and quickness. A high
dexterity may allow a character to get multiple blows with
lighter weapons, thus greatly increasing his kill power, and
will increase his chances of hitting with any weapon and
dodging blows from enemies. Dexterity is also useful in
picking locks, disarming traps, and protecting yourself from
some of the thieves that inhabit the dungeons.
Constitution
Constitution is a character's ability to resist damage to his
body, and to recover from damage received. Therefore a
character with a high constitution will receive more hit
points and also recover them faster while resting.
Charisma
Charisma represents a character's personality and physical
appearance. A character with a high charisma will receive
better prices from store owners, whereas a character with a
very low charisma may be robbed blind. A high charisma will
also mean more starting money for the character.
=== Abilities (outdated) ===
Characters possess some different abilities which can help them
to survive. The starting abilities of a character are based upon
race and class. Abilities may be adjusted by high or low stats,
and may increase with the level of the character.
Fighting
Fighting is the ability to hit and do damage with weapons or
fists. Normally a character gets a single blow from any
weapon, but if his dexterity and strength are high enough,
he may receive more blows per round with lighter weapons.
Strength and dexterity both modify the ability to hit an
opponent. This skill increases with the level of the char-
acter.
Shooting Ability
Using ranged missile weapons (and throwing objects) is
included in this skill. Different stats apply to different
weapons, but this ability may modify the distance an object
is thrown/fired, the amount of damage done, and the ability
to hit a creature. This skill increases with the level of
the character.
Saving Throws
A Saving Throw is the ability of a character to resist the
effects of a spell cast on him by another person/creature.
This does not include spells cast on the player by his own
stupidity, such as quaffing a nasty potion. This ability
increases with the level of the character, but then most
high level creatures are better at casting spells, so it
tends to even out. A high wisdom also increases this abil-
ity.
Stealth
The ability to move silently about is very useful. Charac-
ters with good stealth can usually surprise their opponents,
gaining the first blow. Also, creatures may fail to notice
a stealthy character entirely, allowing a player to avoid
certain fights. This skill is based entirely upon race and
class, and will never improve unless magically enhanced.
Disarming
Disarming is the ability to remove traps (safely), and
includes picking locks on traps and doors. A successful
disarming will gain the character some experience. A trap
must be found before it can be disarmed. Dexterity and
intelligence both modify the ability to disarm, and this
ability increases with the level of the character.
Magical Devices
Using a magical device such as a wand or staff requires
experience and knowledge. Spell users such as magi and
priests are therefore much better at using a magical device
than say a warrior. This skill is modified by intelligence,
and increases with the level of the character.
Searching Frequency (Perception)
Perception is the ability to notice something without
actively seeking it out. This skill is based entirely upon
race and class, and will never improve unless magically
enhanced.
Searching Ability (Searching)
To search is to actively look for secret doors, floor traps,
and traps on chests. Rogues are the best at searching, but
magi, rangers, and priests are also good at it. This skill
is based entirely upon race and class, and will never
improve unless magically enhanced.
=== Combinations of Race and Class (not enforced) ===
Warrior Mage Priest Rogue Ranger Paladin
Human Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes Yes No
Hobbit Yes Yes No Yes No No
Gnome Yes Yes Yes Yes No No
Dwarf Yes No Yes No No No
Half-Orc Yes No Yes Yes No No
Half-Troll Yes No Yes No No No
Dunadan Yes Yes Yes Yes Yes Yes
High-Elf Yes Yes Yes Yes Yes No
=== Miscellaneous (outdated) ===
Infra-vision
Infra-vision is the ability to see heat sources. Since most
of the dungeon is cool or cold, infra-vision will not allow
the player to see walls and objects. Infra-vision will allow
a character to see any warm-blooded creatures up to a cer-
tain distance. This ability works equally well with or with
out a light source. The majority of Angband's creatures are
cold-blooded, and will not be detected unless lit up by a
light source. All non human races have innate infra-vision
ability. Human can gain infra-vision only if it is magically
enhanced.
=== Stat Bonus Tables (outdated) ===
Stat, hit dice, and experience points per level modifications due to race
are listed in the following table.
STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level
Human 0 0 0 0 0 0 10 -10%
Half-Elf -1 +1 0 +1 -1 +1 9 +10%
Elf -1 +2 +1 +1 -2 +1 8 +20%
Hobbit -2 +2 +1 +3 +2 +1 7 +10%
Gnome -1 +2 0 +2 +1 -2 8 +25%
Dwarf +2 -3 +2 -2 +2 -3 11 +20%
Half-Orc +2 -1 0 0 +1 -4 10 +10%
Half-Troll +4 -4 -2 -4 +3 -6 12 +20%
Dunadan +1 +2 +2 +2 +3 +2 10 +80%
High-Elf +1 +3 -1 +3 +1 +5 10 +100%
PowPlayer +7 +5 +5 +5 +5 -15 15 +0%
Snip -10 +5 -5 +5 +0 +7 13 -70%
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
=== Ability Tables (outdated) ===
Disarm Search Stealth Percep Fight Bows Save Infra
Human 5 5 5 5 5 5 5 None
Half-Elf 6 7 7 6 4 6 6 20 feet
Elf 8 9 7 7 3 9 7 30 feet
Hobbit 10 10 10 10 1 10 10 40 feet
Gnome 9 7 9 9 2 8 9 40 feet
Dwarf 6 8 3 5 9 5 8 50 feet
Half-Orc 3 5 3 2 8 3 3 30 feet
Half-Troll 1 1 1 1 10 1 1 30 feet
Dunadan 9 8 7 8 7 8 7 None
High-Elf 9 8 8 9 7 10 10 40 feet
PowPlayer 15 15 15 15 15 15 15 30 feet
Snip 5 10 20 20 10 0 10 70 feet
Save Stea- Magic Extra
Fight Bows Throw lth Disarm Device Percep Search Exp/lev
Warrior 10 6 3 2 4 3 2 2 +0%
Mage 2 1 10 5 6 10 8 5 +30%
Priest 4 3 6 5 3 8 4 4 +20%
Rogue 8 9 7 10 10 6 10 10 +25%
Ranger 6 10 8 7 6 7 6 6 +30%
Paladin 9 5 4 2 2 4 2 2 +35%
=== The Dungeon ===
After you have created your character, you will begin your Angband adventure.
Symbols appearing on your screen will represent the dungeon's walls, floor,
objects, features, and creatures lurking about. In order to direct your
character through his adventure, you will enter single character commands
(see "commands.txt").
=== Symbols On Your Map ===
Symbols on your map can be broken down into three categories: Features of
the dungeon such as walls, floor, doors, and traps; Objects which can be
picked up such as treasure, weapons, magical devices, etc; and creatures
which may or may not move about the dungeon, but are mostly harmful to your
character's well being.
Some symbols are used to represent more than one type of entity, and some
symbols are used to represent entities in more than one category. The "@"
symbol (by default) is used to represent the character.
It will not be necessary to remember all of the symbols and their meanings.
The "slash" command ("/") will identify any character appearing on your map
(see "commands.txt").
Note that you can use a "user pref file" to change any of these symbols to
something you are more comfortable with.
Features that do not block line of sight
. A floor space 1 Entrance to General Store
. A trap (hidden) 2 Entrance to Armoury
^ A trap (known) 3 Entrance to Weapon Smith
; A glyph of warding 4 Entrance to Temple
' An open door 5 Entrance to Alchemy Shop
' A broken door 6 Entrance to Magic Shop
< A staircase up 7 Entrance to the Black Market
> A staircase down 8 Entrance to your Home
Features that block line of sight
# A secret door # A wall
+ A closed door % A mineral vein
+ A locked door * A mineral vein with treasure
+ A jammed door : A pile of rubble
Objects
! A potion (or flask) / A pole-arm
? A scroll (or book) | An edged weapon
, A mushroom (or food) \ A hafted weapon
- A wand or rod } A sling, bow, or x-bow
_ A staff { A shot, arrow, or bolt
= A ring ( Soft armour
" An amulet [ Hard armour
$ Gold or gems ] Misc. armour
~ Lites, Tools, Chests, etc ) A shield
~ Junk, Sticks, Skeletons, etc & (unused)
Monsters
$ Creeping Coins , Mushroom Patch
a Giant Ant A Angelic being
b Giant Bat B Bird
c Giant Centipede C Canine
d Dragon D Ancient Dragon
e Floating Eye E Elemental
f Feline F Dragon Fly
g Golem G Ghost
h Humanoids H Hybrid
i Icky-Thing I Insect
j Jelly J Snake
k Kobold K Killer Beetle
l Giant Louse L Lich
m Mold M Multi-Headed Hydra
n Naga N (unused)
o Orc O Ogre
p Human P Giant Human(oid)
q Quadroped Q Quylthulg
r Rodent R Reptile/Amphibian
s Skeleton S Spider/Scorpion/Tick
t Townsperson T Troll
u Minor demon U Major demon
v Vortex V Vampire
w Worm or Worm Mass W Wight/Wraith
x (unused) X Xorn/Xaren
y Yeek Y Yeti
z Zombie/Mummy Z Zephyr Hound
=== The Town Level ===
The town level is where you will begin your adventure. The town consists of
eight buildings (each with an entrance), some townspeople, and a wall which
surrounds the town. The first time you are in town it will be daytime, but
note that the sun rises and falls (rather instantly) as time passes.
=== Townspeople ===
The town contains many different kinds of people. There are the street
urchins, young children who will mob an adventurer for money, and seem to
come out of the woodwork when excited. Blubbering idiots are a constant
annoyance, but not harmful. Public drunks wander about the town singing,
and are of no threat to anyone. Sneaky rogues hang about watching for a
likely victim to mug. And finally, what town would be complete without a
swarm of half drunk warriors, who take offense or become annoyed just for
the fun of it.
Most of the townspeople should be avoided by the largest possible distance
when you wander from store to store. Fights will break out, though, so be
prepared. Since your character grew up in this world of intrigue, no
experience is awarded for killing the town inhabitants, though you may
acquire treasure.
=== Town Buildings ===
Your character will begin his adventure with some basic supplies, and some
extra gold with which to purchase more supplies at the town stores.
You may enter any open store and barter with the owner for items you can
afford. When bartering, you enter prices you will pay (or accept) for some
object. You can either enter the absolute amount, or precede a number with
a plus or minus sign to give a positive or negative increment on your
previous offer. But be warned that the owners can easily be insulted, and
may even throw you out for a while if you insult them too often. To enter
a store, simply move onto the entrance, which is represented by a number
from 1 to 8.
If you consistently bargain well in a store, that is, you reach the final
offer much more often than not, then the store owner will eventually
recognize that you are a superb haggler, and will go directly to the final
offer instead of haggling with you. Items which cost less than 10 gold
pieces do not count, as haggling well with these items is usually either
very easy or almost impossible. The more expensive the item is, the less
likely the store owner is to assume that you are a good haggler. Note that
you may disable haggling with a software option, though this will inflict a
10% "sales tax" on all purchases for which the store owner would have
required you to haggle.
Once inside a store, you will see the name and race of the store owner, the
name of the store, the maximum amount of cash that the store owner will pay
for any one item, and the store inventory, listed along with tentative
prices, which will become "fixed" (at the "final offer") should you ever
manage to haggle a store owner down to his final offer.
You will also see an (incomplete) list of available commands. Note that
many of the commands which work in the dungeon work in the stores as well,
but some do not, especially those which involve "using" objects.
Stores do not always have everything in stock. As the game progresses,
they may get new items so check from time to time. Also, if you sell them
an item, it may get sold to a customer while you are adventuring, so don't
always expect to be able to get back everything you have sold. Note that
the inventory of a store will not change while you are in town, even if you
save the game and return. You must spend time in the dungeon if you wish
the store owner to clear out his stock and acquire new items. If you have
a lot of spare gold, you can purchase every item in a store, which will
induce the store owner to bring out new stock, and perhaps even retire.
Store owners will not buy harmful or useless items. If an object is
unidentified, they will pay you some base price for it. Once they have
bought it they will immediately identify the object. If it is a good object,
they will add it to their inventory. If it was a bad bargain, they simply
throw the item away. In any case, you may receive some knowledge of the
item if another is encountered.
The General Store ("1")
The General Store sells foods, drinks, some clothing, torches, lamps,
oil, shovels, picks, and spikes. All of these items and some others
can be sold back to the General store for money.
The Armoury ("2")
The Armoury is where the town's armour is fashioned. All sorts of
protective gear may be bought and sold here.
The Weaponsmith's Shop ("3")
The Weaponsmith's Shop is where the town's weapons are fashioned. Hand
and missile weapons may be purchased and sold here, along with arrows,
bolts, and shots.
The Temple ("4")
The Temple deals in healing and restoration potions, as well as bless
scrolls, word of recall scrolls, some approved priestly weapons, as
well as prayer books.
The Alchemy shop ("5")
The Alchemy Shop deals in all types of potions and scrolls.
The Magic User's Shop ("6")
The Magic User's Shop deals in all sorts of rings, wands, amulets, and
staves, as well as magic user books.
The Black Market ("7")
The Black Market will sell and buy anything at extortionate prices.
However it occasionally has VERY good items in it. The shopkeepers are
not known for their tolerance...
Your Home ("8")
This is your house where you can store objects that you
cannot carry on your travels, or will need at a later date.
=== Within The Dungeon ===
Once your character is adequately supplied with food, light, armor, and
weapons, he is ready to enter the dungeon. Move on top of the `>' symbol
and use the "Down" command (">").
Your character will enter a maze of interconnecting staircases and finally
arrive somewhere on the first level of the dungeon. Each level of the
dungeon is fifty feet high (thus dungeon level "Lev 1" is often called
"50 ft"), and is divided into (large) rectangular regions (several times
larger than the screen) by titanium walls. Once you leave a level by a
staircase, you will never again find your way back to that region of that
level, but there are an infinite number of other regions at that same "depth"
that you can explore later. So be careful that you have found all the
treasure before you leave a level, or you may never find it again! The
monsters, of course, can use the stairs, and you may eventually encounter
them again.
In the dungeon, there are many things to find, but your character must
survive many horrible and challenging encounters to find the treasure lying
about and take it safely back to the town to sell.
There are two sources for light once inside the dungeon. Permanent light
which has been magically placed within rooms, and a light source carried by
the player. If neither is present, the character will be unable to see.
This will affect searching, picking locks, disarming traps, reading scrolls,
casting spells, browsing books, etc. So be very careful not to run out of
light!
A character must wield a torch or lamp in order to supply his own light. A
torch or lamp burns fuel as it is used, and once it is out of fuel, it stops
supplying light. You will be warned as the light approaches this point.
You may use the "Fuel" command ("F") to refuel your lantern (with flasks of
oil) or your torch (with other torches), so it is a good idea to carry extra
torches or flasks of oil, as appropriate. There are rumours of objects of
exceptional power which glow with their own never-ending light.
=== Objects Found In The Dungeon ===
The mines are full of objects just waiting to be picked up and used. How
did they get there? Well, the main source for useful items are all the
foolish adventurers that proceeded into the dungeon before you. They get
killed, and the helpful creatures scatter the various treasure throughout
the dungeon. Most cursed items are placed there by the joyful evil
sorcerers, who enjoy a good joke when it gets you killed.
Only one object may occupy a given floor location, which may or may not also
contain one creature. Doors, rubble, traps, and staircases are considered
"objects" for this purpose. As below, any item may actually be a "pile" of
up to 99 identical items. With the right choice of "options", you may be
able to "stack" several items in the same grid.
You pick up objects by moving on top of them. You can carry up to 23
different items in your backpack while wearing and wielding up to 12 others.
Although you are limited to 23 different items, each item may actually be a
"pile" of up to 99 similar items. If you somehow manage to stuff 24 items
into your pack, for example, by removing an item from your head while your
pack is full, then your pack will "overflow" and the most recently added
item will fall out and onto the ground.
You are, however, limited in the total amount of weight that you can carry.
As you approach this value, you become slower, making it easier for monsters
to chase you. Note that there is no upper bound on how much you can carry,
if you do not mind being slow. Your weight "limit" is determined by your
strength.
Many objects found within the dungeon have special commands for their use.
Wands must be Aimed, staves must be Used, scrolls must be Read, and potions
must be Quaffed. You may, in general, not only use items in your pack, but
also items on the ground, if you are standing on top of them.
Chests are complex objects, containing traps, locks, and possibly treasure
or other objects inside them once they are opened. Many of the commands
that apply to traps or doors also apply to chests and, like traps and doors,
these commands do not work if you are carrying the chest.
One item in particular will be discussed here. The scroll of "Word of
Recall" can be found within the dungeon, or bought at the temple in town.
It acts in two manners, depending upon your current location. If read
within the dungeon, it will teleport you back to town. If read in town, it
will teleport you back down to the deepest level of the dungeon which your
character has previously been on. This makes the scroll very useful for
getting back to the deeper levels of Angband. Once the scroll has been
read it takes a while for the spell to act, so don't expect it to save you
in a crisis. Reading a second scroll before the first has had a chance to
take effect will cancel both scrolls.
You may "inscribe" any object with a textual inscription of your choice.
These inscriptions are not limited in length, though you may not be able to
see the whole inscription on the item. The game applies special meaning to
inscriptions containing any text of the form "@#" or "@x#" or "!x" or "!*",
see "commands.txt".
The game provides some "fake" inscriptions to help you keep track of your
possessions. Wands and staves which are known to be empty will be inscribed
with "empty". Objects which have been tried at least once but haven't been
identified yet will be inscribed with "tried". Cursed objects are inscribed
with "cursed". Broken objects may be inscribed with "broken". Also, any
item which was purchased at a discount, implying that it is slightly
"sub-standard", will be inscribed with the appropriate "discount", such as
"25% off". Note that these inscriptions are fake, and cannot be removed,
though they can be covered up by a real inscription if you so desire. Try
"_" as a nice short one.
Also, occasionally you will notice that something in your inventory or
equipment list seems to be magical. High level characters are much more
likely to notice this than beginning characters. When you do notice this,
the item in question will be inscribed with "good" or "cursed" as is
relevant. Priests acquire this ability far more readily than other
character classes.
Warriors, Rogues, and Paladins have a special method of "sensing" their
inventory/equipment items, which tells them not only if an item is "good" or
"cursed", but also if it is "average", and if it is "special" or "excellent",
or "terrible" or "worthless".
It is rumored that rings of power and extra rare spell books may be found
deeper in the dungeon...
And lastly, a final warning: not all objects are what they seem. The line
between tasty food and annoying mushroom is a fine one, and sometimes a
potion will reach out and bite you...
=== Cursed Objects ===
Some objects, mainly armor and weapons, have had curses laid upon them.
These horrible objects will look like any other normal item, but will
detract from your character's stats or abilities if worn. They will also
be impossible to remove until a remove curse is performed. In fact some
are so badly cursed that even this will not work, and more potent methods
are needed.
If you wear or wield a cursed item, you will immediately feel deathly cold,
and the item will be marked with the fake inscription "cursed".
Skopkeepers will refuse to buy any item which is known to be cursed.
=== Mining ===
Much of the treasure within the dungeon can be found only by mining it out
of the walls. Many rich strikes exist within each level, but must be found
and mined. Quartz veins are the richest, yielding the most metals and gems,
but magma veins will have some hordes hidden within.
Mining is rather difficult without a pick or shovel. Picks and shovels have
an additional magical ability expressed as `(+#)'. The higher the number,
the better the magical digging ability of the tool. A pick or shovel also
has plusses to hit and damage, and can be used as a weapon, because, in fact,
it is one.
When a vein of quartz or magma is located, the character may wield his pick
or shovel and begin digging out a section. When that section is removed, he
can locate another section of the vein and begin the process again. Since
granite rock is much harder to dig through, it is much faster to follow the
vein exactly and dig around the granite. Eventually, it becomes easier to
simply kill monsters and discover items in the dungeon to sell, than to walk
around digging for treasure. But, early on, mineral veins can be a wonderful
source of easy treasure.
If the character has a scroll, staff, or spell of treasure location, he can
immediately locate all strikes of treasure within a vein shown on the
screen. This makes mining much easier and more profitable.
Note that a character with high strength and/or a heavy weapon does not need
a shovel/pick to dig, but even the strongest character will benefit from a
pick if trying to dig through a granite wall.
It is sometimes possible to get a character trapped within the dungeon by
using various magical spells and items. So it can be a good idea to always
carry some kind of digging tool, even when you are not planning on tunneling
for treasure.
There are rumors of certain incredibly profitable rooms buried deep in the
dungeon and completely surrounded by titanium and granite walls, requiring
a digging implement or magical means to enter. The same rumors imply that
these rooms are guarded by incredibly powerful monsters, so beware!
=== Staircases, Secret Doors, Passages, and Rooms ===
Staircases are the manner in which you get deeper or climb out of the
dungeon. The symbols for the up and down staircases are the same as the
commands to use them. A "<" represents an up staircase and a ">" represents
a down staircase. You must move your character over the staircase before
you can use it.
Each level has at least one up staircase and at least two down staircases.
There are no exceptions to this rule. You may have trouble finding some well
hidden secret doors, or you may have to dig through obstructions to get to
them, but you can always find the stairs if you look hard enough. Stairs,
like titanium walls, and shop entrances, cannot be destroyed by any means.
Many secret doors are used within the dungeon to confuse and demoralize
adventurers foolish enough to enter. But with some luck, and lots of
concentration, you can find these secret doors. Secret doors will sometimes
hide rooms or corridors, or even entire sections of that level of the
dungeon. Sometimes they simply hide small empty closets or even dead ends.
Secret doors always look like granite walls, just like traps always look
like normal floors.
Creatures in the dungeon will generally know and use these secret doors, and
can often be counted on to leave them open behind them when they pass
through.
For historical reasons, secret doors are never locked.
=== Winning The Game ===
Once your character has killed Sauron, who lives on level 99 (4950') in the
dungeon, a magical staircase will appear that will allow you to finally reach
level 100. Morgoth lurks on this level of his dungeon, and you will not be
able to go below his level until you have killed him. Try to avoid wandering
around on level 100 unless you are ready for him, since he has a habit of
coming at you across the dungeon, the Mighty Hammer 'Grond' in hand, to slay
you for your impudence.
Morgoth cannot be killed by some of the easier methods used on normal
creatures. Morgoth, like all other "Unique" monsters, will simply teleport
away to another region of the level if you attempt to use a spell such as
destruction is upon him. Morgoth, like some other monsters, cannot be
polymorphed, slept, charmed, or genocided. Magical spells like Mana Storm
and Orb of Draining are effective against him, as are some of the more
powerful weapons, but he is difficult to kill and if allowed to escape for
a time he will heal himself rapidly.
If you should actually survive the attempt of killing Morgoth, you will
receive the status of WINNER. You may continue to explore, and may even
save the game and play more later, but since you have defeated the toughest
creature alive, there is really not much point. Unless you wish to listen
to the rumors of a powerful ring buried somewhere in the dungeon...
When you are ready to retire, simply "commit suicide" (using the "Q" key)
to have your character entered into the high score list as a winner. Note
that until you retire, you can still be killed, so you may want to retire
before wandering into a hoard of death molds...
=== Upon Death and Dying ===
If your character falls below 0 hit points, he has died and cannot be
restored. A tombstone showing information about your character will be
displayed. You are also permitted to get a record of your character, and
all your equipment (identified) either on the screen or in a file.
Your character will leave behind a reduced save file, which contains only
the monster memory and your option choices. It may be restored, in which
case a new character is generated exactly as if the file was not there, but
the new player will find his monster memory containing all the experience
of past incarnations.
There are a variety of ways to "cheat" death (including using a special
"cheating option") when it would otherwise occur. This will fully heal
your character, returning him to the town, and marking him in various
ways as a character which has cheated death. Cheating death, like using
any of the "cheating options", will prevent your character from appearing
on the high score list.
=== Attacking and Being Attacked ===
Attacking is simple in Angband. If you move into a creature, you attack him.
You can attack from a distance by firing a missile or by magical means (such
as aiming a wand). Creatures attack in the same way. If they move into you,
they attack you. Some creatures can also cast spells from a distance, and
others can use various breath weapons (such as fire) on you from a distance.
Creatures in walls can not be attacked by wands or other magic attacks
normally stopped by walls. Tunneling into the wall (using the "tunnel"
or "alter" command) will allow you to attack any creature in the wall.
If you are wielding a weapon, the damage for the weapon is used when you hit
a creature. Otherwise you get a single punch which does minimal damage.
You may wield both a primary weapon for melee combat, and a bow or other
missile launcher for launching missiles at the same time (along with a
light, an amulet, two rings, a helmet, boots, gloves, a shield, a cloak, and
body armor). Be sure not to try and kill a dragon with a shovel, it makes
you look silly and probably won't work...
Firing a missile (while wielding the appropriate launcher) is the only way to
get the "full" power out of the missile. You may of course throw an arrow at
a monster without shooting it, but you will find the effects may not be what
you had hoped.
Hits and misses are determined by ability to hit versus armor class. A hit
is a strike that does some damage; a miss may in fact reach a target, but
fails to do any damage. Higher armor classes make it harder to do damage,
and so lead to more misses; they also reduce the damage from a strike that
actually occurs.
=== Monster Memories ===
There are hundreds of different creatures in the pits of Angband, many of
which have the same letter symbol and color on the screen. The exact species
of a creature can be discovered by looking at it. It is also very difficult
to keep track of the capabilities of various creatures. Luckily, Angband
automatically keeps track of your experiences with a particular creature.
This feature is called the monster memory. You monster memory recalls the
particular attacks of each creature (whether or not technically a monster)
which you have suffered, as well as recalling if you have observed them to
multiply or move erratically, or drop treasure, etc. Otherwise you would
simply have to take notes, which is an unnecessary bother.
If you have killed enough of a particular creature, or suffered enough
attacks, recalling the monster memory may also provide you with information
not otherwise available, such as a armor class or hit dice. These are not
explained, but may be useful to give the relative danger of each creature.
This memory can be passed on to a new character even after you die by means
of a reduced save file.
=== Your Weapon ===
Carrying a weapon in your backpack does you no good. You must wield a weapon
before it can be used in a fight. A secondary weapon can be kept by keeping
it in the backpack, and switching it with the primary weapon when needed.
Weapons have two main magical characteristics, their enchanted ability to hit
and their enchanted ability to do damage, expressed as `(+#,+#)'. A normal
weapon would be `(+0,+0)'. Many weapons in Angband have bonuses to hit
and/or do damage. Some weapons are cursed, and have penalties that hurt the
player. Cursed weapons cannot be unwielded until the curse is lifted.
Identifying a weapon will inform you of the magical bonuses and penalties
and whether or not it is cursed.
Angband assumes that your youth in the rough environment near the dungeons
has taught you the relative merits of different weapons, and displays as
part of their description the damage dice which define their capabilities.
Any damage enchantment is added to the dice roll for that weapon. The dice
used for a given weapon is displayed as "#d#". The first number indicates
how many dice to roll, and the second indicates how many sides they have. A
"2d6" weapon will give damage from 2 to 12, plus any damage bonus. The
weight of a weapon is also a consideration. Heavy weapons may hit harder,
but they are also harder to use. Depending on your strength, dexterity,
character class, and weapon weight, you may get several attacks per turn.
Missile booster weapons, such as bows, have their characteristics added to
those of the missile used, if the proper weapon/missile combination is used,
and the the launcher multiplier is applied to the total damage, making
missile weapons very powerful given the proper missiles, especially if they
are enchanted.
Although you receive any magical bonuses an unidentified weapon may possess
when you wield it, those bonuses will not be added in to the displayed
values of to-hit and to-dam on your character sheet. You must identify the
weapon before the displayed values reflect the real values used.
Finally, some rare weapons have special abilities. These are called ego
weapons, and are feared by great and meek. An ego weapon must be wielded
to receive the benefit of its abilities.
Ego weapons are denoted by the following "names":
(Defender)
A magical weapon that actually helps the wielder defend himself, thus
increasing his/her armour class, and protecting him/her against damage
from fire, cold, acid, lightning, and falls. This weapon also will
increase your stealth, let you see invisible creatures, protect you
from paralyzation and some slowing attacks, and help you regenerate hit
points and mana faster. As a result of the regeneration ability, you
will use up food somewhat faster than normal while wielding such a
weapon. These powerful weapons also will sustain one stat, though this
stat will vary from weapon to weapon.
(Holy Avenger)
A Holy Avenger is one of the more powerful of weapons. A Holy Avenger
will increase your wisdom and your armour class. This weapon will do
extra damage when used against evil, demonic and undead creatures, and
will also give you the ability to see invisible creatures. These
weapons are basically extremely powerful versions of Blessed Blades
and can be wielded by priests with no penalty. These weapons, like
(Defender) weapons, also will sustain one random stat.
(Blessed Blade)
A blessed blade will increase your wisdom. If you are a priest,
wielding a non-blessed sword or polearm causes a small penalty while
attacking and may infuriate your god, decreasing the chances that he
will accept your prayers. It is rumored that these blades may also
possess other properties.
Weapon of Westernesse
A Weapon of Westernesse is one of the more powerful weapons. It slays
orcs, trolls, and giants, while increasing your strength, dexterity,
and constitution. It also lets you see invisible creatures and protects
from paralyzation and some slowing attacks. These blades were made by
the Dunedain.
Weapon of Extra Attacks.
A weapon of extra attacks will allow the wielder to deliver extra
attacks during each round.
Elemental Branded Weapons.
Each of the four elemental attacks has a corresponding weapon which
will do treble damage against creatures not resistant to that element.
These weapons are labelled "of Melting", "of Shocking", "of Burning",
and "of Freezing", corresponding to acid, lightning, fire, and cold.
Weapon of Slay Dragon.
A Slay Dragon weapon is a special purpose weapon whose sole intent is
to destroy dragon-kind. Therefore, when used against a dragon, the
amount of damage done is three times the normal amount. Some powerful
weapons of this type will do _five_ times the normal damage as well as
boosting the wielder's constitution.
Weapon of Slay Evil.
A Slay Evil weapon is a special purpose weapon whose sole intent is to
destroy all forms of evil. When used against an evil creature, either
alive or undead, the damage done is twice the normal amount. Some of
these weapons are also Blessed Blades and will boost your wisdom.
Weapon of Slay Animal.
A Slay Animal weapon is a special purpose weapon whose sole intent is
to destroy all the dangerous animals in the world. An animal is any
creature natural to the world. Therefore an orc would not be an
animal, but a giant snake would be. This will inflict twice the
normal amount of damage when used against an animal. Some very
powerful weapons of this type will also provide regeneration and
an intelligence boost.
Weapon of Slay Undead.
A Slay Undead weapon is a special purpose weapon whose sole intent is
to destroy all forms of undead. These weapons are hated and feared by
the intelligent undead, for a single blow from this weapon will inflict
three times the normal amount of damage. Some extra powerful weapons
of this type will boost the wielder's wisdom and allow the wielder to
see invisible creatures, all the better to track down the undead!
Weapon of Slay Orc.
A Slay Orc weapon does treble damage against anything of orcish-kind.
Often these are elvish blades. Some powerful weapons of this type will
boost the wielder's dexterity.
Weapon of Slay Troll.
A Slay Troll weapon does treble damage against anything of troll-kind.
Often these are elvish blades. Some powerful weapons of this type will
boost the wielder's strength.
Weapon of Slay Giant.
A Slay Giant weapon does treble damage against anything of
giant-humanoidal form. Some powerful weapons of this type will
boost the wielder's strength.
Weapon of Slay Demon.
A Slay Demon weapon does treble damage against anything of Hellish
nature such as the Minor and Major Demons. Some powerful weapons of
this type will boost the wielder's intelligence.
Weapon of Morgul.
These blades are so foully cursed with evil, it is rumored that it is
impossible to remove them. BEWARE!
Shovels of Digging.
These powerful diggers are branded with acid, all the better for
digging through the walls of the dungeon.
Ego Missile Launchers and Ammo:
-------------------------------
Launchers of Accuracy.
These launchers have an unnaturally high to-hit number, making them
extremely accurate.
Launchers of Velocity.
These launchers do an unnaturally high amount of damage due to their
high to-hit number.
Launchers of Extra Shots.
These launchers allow the wielder to shoot more times per round than
normal.
Launchers of Extra Might.
These launchers have a higher base damage than normally made launchers
of their type.
Ammo of Hurt Animal.
This ammo does double damage against natural denizens of the dungeon.
Ammo of Hurt Evil.
This ammo does double damage against evil creatures in the dungeon.
Ammo of Hurt Dragon.
This ammo does treble damage against dragons.
Ammo of Flame.
This ammo does treble damage against creature not resistant to fire.
Ammo of Frost.
This ammo does treble damage against creature not resistant to cold.
Ammo of Wounding.
This ammo boosts the to-hit and to-dam numbers of the shooter.
Apart from these there are some very rare and well made blades in the
dungeon with not necessarily any special abilities. These include Blades
of Chaos, Maces of Disruption, and Scythes of Slicing. They can also be
ego weapons like the ones above. For example, a Blade of Chaos (Holy
Avenger) is much more powerful than many artifact weapons!
There are rumors of incredibly rare "artifact" weapons which are even
more powerful than ego weapons.
=== Your Armor Class ===
Your armor class (or AC) is a number that describes the amount and the
quality of armor being worn. Armor class will generally run from about 0 to
150, but could become negative or greater than 150 with rarer armour or by
magical means.
The larger your armor class, the more protective it is. A negative armor
class would actually help get you hit. Armor protects you in three manners.
One, it makes you harder to be hit for damage. A hit for no damage is the
same as a miss. Two, good armor will absorb some of the damage that your
character would have taken from normal attacks. Three, acid damage is
reduced by wearing body armor (but the armor will be damaged instead). It
is obvious that a high armor class is a must for surviving the deeper levels
of Angband.
Each piece of armour has a base armor value, which, like the damage from
weapons, is assumed known by the player, and a magic bonus, which will not
be displayed unless the armor has been identified or was bought in a store.
Armor class values are always displayed between a set of brackets as "[#]"
or "[#,+#]". The first value is the armor class of the item. The second
number is the magical bonus of the item which is only displayed if known,
and will always have a sign preceding the value. Note that a few rings,
amulets, and weapons also have the "[+#]" notation, indicating that they
provide an armor bonus. Many pieces of heavy body armor will also have a
"(-#)" before the "[#,+#]", which indicates that the weight of the armor
decreases your chances of hitting monsters. This can range from nonexistent
for very light armor to (-8) for the very heaviest armor!
Some pieces of armor will possess special abilities denoted by the following
names:
Ego Armors and Shields:
-----------------------
of Resist Acid.
A character using such an object will take only one third normal damage
from any acid thrown upon him. In addition, armor so enchanted will
resist the acid's effects and not be damaged by it.
of Resist Lightning.
A character using a resist lightning object will take only one third
damage from electrical attacks.
of Resist Fire.
A character using a resist fire object will take only one third damage
from heat and fire.
of Resist Cold.
A character using a resist cold object will take only one third damage
from frost and cold.
of Resistance.
A character wearing armor with this ability will have resistance to
Acid, Cold, Fire, and Lightning as explained in each part above.
of Elvenkind.
This is the same as Resistance armour, only generally better enchanted.
It will make you more stealthy. This armor can also possess extra
resistances beyond the four basic elemental ones.
Robes of Permanence.
These robes are designed especially for wizards. Just like Elvenkind
armor, they provide resistance to fire, cold, acid, and electricity and
cannot be damaged by acid. They sustain all of your stats and protect
you from a good deal of all experience draining. Also like Elvenkind
armor, they can have additional special resistances. These robes are
so good that their owners are rarely killed, perhaps explaining the
incredible rarity.
Dragon Scale Mails.
These extremely rare pieces of armour come in many different colors,
each protecting you against the relevent dragons. Naturally they are
all resistant to acid damage. They also occasionally allow you to
breathe as a dragon would!
Ego Helms:
----------
Stat Boosting Helms.
There are magical helms found in the dungeon that have the ability
to boost the wearer's intelligence, wisdom, or charisma. Helms of
Beauty are the ones that boost charisma. In addition to boosting
the relevant stat these helms will also prevent that stat from being
drained.
Helm of the Magi.
This is the great helm of the wizards. The wearer will have an
increased (and sustained) intelligence, and will also be given
resistance against fire, frost, acid, and lightning. These valuable
helms may also have additional properties.
Helm of Might.
This is the great helm of the warriors. The wearer will have an
increased and sustained strength, dexterity, and constitution,
and will also be immune to any foe's attempt to slow or paralyze
him or her.
Helm of Lordliness.
This is the great helm of the priests. The wearer will have an
increased and sustained wisdom and charisma.
Helm of Seeing.
This is the great helm of the rogues. The wearer will be able to see
even invisible creatures, and will have an increased ability to locate
traps and secret doors. It is also rumored that the wearer of such a
helm will not be able to be blinded.
Helm of Infravision.
This helm grants the wearer increased infravision, as the name implies.
Helm of Light.
In addition to providing a permanent light source for the wearer, this
helm also provides resistance against light-based attacks.
Helm of Telepathy.
This helm grants the wearer the power of telepathy.
Helm of Regeneration.
This helm will help you regenerate hit points and mana more quickly
than normal, allowing you to fight longer before needing to rest. You
will use food faster than normal while wearing this helm because of
the regenerative effects.
Ego Cloaks:
-----------
Cloak of Protection.
This finely made cloak will come with an unnaturally high enchantment
and is not affected by elemental based attacks.
Cloak of Stealth.
This cloak will increase the wearer's stealth, making the wearer less
likely to wake up sleeping monsters.
Cloak of Aman.
These exceptionally rare cloaks combine the properties of Cloaks of
Protection and Cloaks of Stealth, and are rumored to have properties
beyond even those!
Ego Gloves:
-----------
Gloves of Free Action.
The wearer of these gloves will find himself resistant to paralyzing
attacks as well as some slowing attacks. Because of the special
nature of these gloves, magic users may wear these gloves without
incurring a mana penalty.
Gloves of Slaying.
These gloves will increase the wearer's fighting ability by boosting
the wearer's to-hit and to-dam values.
Gloves of Agility.
These gloves will increase the wearer's dexterity. Because of the
special nature of these gloves, magic users may wear these gloves
without incurring a mana penalty.
Gloves of Power.
These gloves will boost the wearer's strength as well as the wearer's
to-hit and to-dam numbers.
Ego Boots:
----------
Boots of Slow Descent.
These boots protect the wearer from the effects of small falls.
Boots of Stealth.
These boots increase the wearer's stealth, like a Cloak of Stealth.
Boots of Free Action.
The wearer of these boots will find himself resistant to paralyzing
attacks as well as some slowing attacks.
Boots of Speed.
The wearer of these boots will become unnaturally quick!
Apart from these there are some very rare, and well made armours in the
dungeon with not necessarily any special abilities. These include Shields of
Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail,
and Shadow Cloaks. The first four cannot be damaged by acid because of the
quality metals they contain.
There are rumors of incredibly rare "artifact" armor which are even
more powerful than ego armor.
=== Playing the Game ===
Most of your interaction with Angband will take the form of "commands".
Every Angband command consists of an "underlying command" plus a variety of
optional or required arguments, such as a repeat count, a direction, or the
index of an inventory object. Commands are normally specified by typing a
series of keypresses, from which the underlying command is extracted, along
with any encoded arguments. You may choose how the standard "keyboard keys"
are mapped to the "underlying commands" by choosing one of the two standard
"keysets", the "original" keyset or the "roguelike" keyset.
The original keyset is very similar to the "underlying" command set,
with a few additions (such as the ability to use the numeric "directions" to
"walk" or the "5" key to "stay still"). The roguelike keyset provides similar
additions, and also allows the use of the h/j/k/l/y/u/b/n keys to "walk" (or,
in combination with the shift or control keys, to run or alter), which thus
requires a variety of key mappings to allow access to the underlying commands
used for walking/running/altering. In particular, the "roguelike" keyset
includes many more "capital" and "control" keys, as shown below.
Note that any keys that are not required for access to the underlying
command set may be used by the user to extend the "keyset" which is being
used, by defining new "keymaps". To avoid the use of any "keymaps", press
backslash ("\") plus the "underlying command" key. This is normally only
used in "macro" definitions. You may enter "control-keys" as a caret ("^")
plus the key (so "^" + "p" yields "^P").
Some commands allow an optional "repeat count", which allows you to tell
the game that you wish to do the command multiple times, unless you press a
key or are otherwise disturbed. To enter a "repeat count", type '0', followed
by the numerical count, followed by the command. You must type "space" before
entering certain commands. Skipping the numerical count yields a count of 99.
An option allows certain commands (open, disarm, alter, etc) to auto-repeat.
Some commands will prompt for extra information, such as a direction, an
inventory or equipment item, a spell, a textual inscription, the symbol of a
monster race, a sub-command, a verification, an amount of time, a quantity,
a file name, or various other things. Normally you can hit return to choose
the "default" response, or escape to cancel the command entirely.
Some commands will prompt for a spell or an inventory item. Pressing
space (or '*') will give you a list of choices. Pressing "-" (minus) selects
the item on the floor. Pressing a lowercase letter selects the given item.
Pressing a capital letter selects the given item after verification. Pressing
a numeric digit '#' selects the first item (if any) whose inscription contains
"@#" or "@x#", where "x" is the current "underlying command". You may only
specify items which are "legal" for the command. Whenever an item inscription
contains "!*" or "!x" (with "x" as above) you must verify its selection.
Some commands will prompt for a direction. You may enter a "compass"
direction using any of the "direction keys" shown below. Sometimes, you may
specify that you wish to use the current "target", by pressing "t" or "5", or
that you wish to select a new target, by pressing "*" (see "Target" below).
Original Keyset Directions Roguelike Keyset Directions
7 8 9 y k u
4 6 h l
1 2 3 b j n
Each of the standard keysets provides some short-cuts over the "underlying
commands". For example, both keysets allow you to "walk" by simply pressing
an "original" direction key (or a "roguelike" direction key if you are using
the roguelike keyset), instead of using the "walk" command plus a direction.
The roguelike keyset allows you to "run" or "alter" by simply holding the
shift or control modifier key down while pressing a "roguelike" direction key,
instead of using the "run" or "alter" command plus a direction. Both keysets
allow the use of the "5" key to "stand still", which is most convenient when
using the original keyset.
Note that on many systems, it is possible to define "macros" to various
keys, or key combinations, so that it is often possible to make macros which,
for example, allow the use of the shift and/or control modifier keys, plus a
numeric keypad key, to specify the "run" or "alter" command, with the given
direction, regardless of any keymap definitions, by using the fact that you
can always, for example, use "\" + "." + "6", to specify "run east".
=== Original Keyset Command Summary ===
a Aim a wand A Activate an artifact
b Browse a book B Bash a door
c Close a door C Character description
d Drop an item D Disarm a trap
e Equipment list E Eat some food
f Fire an item F Fuel your lantern/torch
g Stay still (flip pickup) G Gain new spells/prayers
h (unused) H (unused)
i Inventory list I Observe an item
j Jam a door J (unused)
k Destroy an item K (unused)
l Look around L Locate player on map
m Cast a spell M Full dungeon map
n (unused) N (unused)
o Open a door or chest O (unused)
p Pray a prayer P (unused)
q Quaff a potion Q Quit (commit suicide)
r Read a scroll R Rest for a period
s Search for traps/doors S Toggle search mode
t Take off equipment T Dig a tunnel
u Use a staff U (unused)
v Throw an item V Version info
w Wear/wield equipment W (unused)
x (unused) X (unused)
y (unused) Y (unused)
z Zap a rod Z (unused)
! Interact with system ^A (special - debug command)
@ Interact with macros ^B (unused)
# (unused) ^C (special - break)
$ User interface ^D (unused)
% Interact with visuals ^E Toggle choice window
^ (special - control key) ^F Repeat level feeling
& Interact with colors ^G (unused)
* Target monster or location ^H (unused)
( Load screen dump ^I (special - tab)
) Dump screen dump ^J (special - linefeed)
{ Inscribe an object ^K (unused)
} Uninscribe an object ^L (unused)
[ (unused) ^M (special - return)
] (unused) ^N (unused)
- Walk (flip pickup) ^O (unused)
_ Enter store ^P Show previous messages
+ Alter grid ^Q (unused)
= Set options ^R Redraw the screen
; Walk (with pickup) ^S Save and don't quit
: Take notes ^T (unused)
' (unused) ^U (unused)
" Enter a user pref command ^V Repeat last command
, Stay still (with pickup) ^W (special - wizard mode)
< Go up staircase ^X Save and quit
. Run ^Y (unused)
> Go down staircase ^Z (special - borg command)
\ (special - bypass keymap) | (unused)
` (special - escape) ~ Check knowledge
/ Identify symbol ? Help
=== Roguelike Keyset Command Summary ===
a Zap a rod (Activate) A Activate an artifact
b (walk - south west) B (run - south west)
c Close a door C Character description
d Drop an item D Disarm a trap or chest
e Equipment list E Eat some food
f Bash a door (force) F Fuel your lantern/torch
g Stay still (flip pickup) G Gain new spells/prayers
h (walk - west) H (run - west)
i Inventory list I Observe an item
j (walk - south) J (run - south)
k (walk - north) K (run - north)
l (walk - east) L (run - east)
m Cast a spell M Full dungeon map
n (walk - south east) N (run - south east)
o Open a door or chest O (unused)
p Pray a prayer P Browse a book
q Quaff a potion Q Quit (commit suicide)
r Read a scroll R Rest for a period
s Search for traps/doors S Jam a door (Spike)
t Fire an item T Take off equipment
u (walk - north east) U (run - north east)
v Throw an item V Version info
w Wear/wield equipment W Locate player on map (Where)
x Look around X (unused)
y (walk - north west) Y (run - north west)
z Aim a wand (Zap) Z Use a staff (Zap)
! Interact with system ^A (special - debug command)
@ Interact with macros ^B (alter - south west)
# Toggle search mode ^C (special - break)
$ (unused) ^D Destroy item
% Interact with visuals ^E Toggle choice window
^ (special - control key) ^F Repeat level feeling
& Interact with colors ^G (unused)
* Target monster or location ^H (alter - west)
( Load screen dump ^I (special - tab)
) Dump screen dump ^J (alter - south)
{ Inscribe an object ^K (alter - north)
} Uninscribe an object ^L (alter - east)
[ (unused) ^M (special - return)
] (unused) ^N (alter - south east)
- Walk (flip pickup) ^O (unused)
_ Enter store ^P Show previous messages
+ Alter grid ^Q (unused)
= Set options ^R Redraw the screen
; Walk (with pickup) ^S Save and don't quit
: Take notes ^T Dig a Tunnel
' (unused) ^U (alter - north east)
" Enter a user pref command ^V Repeat last command
, Run ^W (special - wizard mode)
< Go up staircase ^X Save and quit
. Stay still (with pickup) ^Y (alter - north west)
> Go down staircase ^Z (special - borg command)
\ (special - bypass keymap) | (unused)
` (special - escape) ~ Check knowledge
/ Identify symbol ? Help
=== Special Keys ===
Certain special keys may be intercepted by the operating system or
the host machine, causing unexpected results. In general, these special keys
are control keys, and often, you can disable their special effects.
If you are playing on a UNIX or similar system, then Ctrl-C will
interrupt Angband. The second and third interrupt will induce a warning
bell, and the fourth will induce both a warning bell and a special message,
since the fifth will quit the game, after killing your character. Also,
Ctrl-Z will suspend the game, and return you to the original command shell,
until you resume the game with the "fg" command. There is now a compilation
option to force the game to prevent the "double ctrl-z escape death trick".
The Ctrl-\ and Ctrl-D and Ctrl-S keys should not be intercepted.
It is often possible to specify "control-keys" without actually
pressing the control key, by typing a caret ("^") followed by the key.
This is useful for specifying control-key commands which might be caught
by the operating system as explained above.
Pressing backslash ("\") before a command will bypass all keymaps,
and the next keypress will be interpreted as an "underlying command" key,
unless it is a caret ("^"), in which case the keypress after that will be
turned into a control-key and interpreted as a command in the underlying
angband keyset. The backslash key is useful for creating macro actions
which are not affected by any keymap definitions that may be in force, for
example, the sequence "\" + "." + "6" will always mean "run east", even if
the "." key has been mapped to a different underlying command.
The "0" and "^" and "\" keys all have special meaning when entered
at the command prompt, and there is no "useful" way to specify any of them
as an "underlying command", which is okay, since they would have no effect.
For many input requests or queries, the special character ESCAPE
will abort the command. The "[y/n]" prompts may be answered with "y" or
"n", or escape. The "-more-" message prompts may be cleared (after reading
the displayed message) by pressing ESCAPE, SPACE, RETURN, LINEFEED, or by
any keypress, if the "quick_messages" option is turned on.
=== Command Counts ===
Some commands can be executed a fixed number of times by preceding
them with a count. Counted commands will execute until the count expires,
until you type any character, or until something significant happens, such
as being attacked. Thus, a counted command doesn't work to attack another
creature. While the command is being repeated, the number of times left
to be repeated will flash by on the line at the bottom of the screen.
To give a count to a command, type 0, the repeat count, and then
the command. If you want to give a movement command and you are using the
original command set (where the movement commands are digits), press space
after the count and you will be prompted for the command.
Counted commands are very useful for time consuming commands, as
they automatically terminate on success, or if you are attacked. You may
also terminate any counted command (or resting or running), by typing any
character. This character is ignored, but it is safest to use a SPACE or
ESCAPE which are always ignored as commands in case you type the command
just after the count expires.
You can tell Angband to automatically use a repeat count of 99
with commands you normally want to repeat (open, disarm, tunnel, bash,
alter, etc) by setting the "always_repeat" option.
=== Selection of Objects ===
Many commands will also prompt for a particular object to be used.
For example, the command to read a scroll will ask you which of the
scrolls that you are carrying that you wish to read. In such cases, the
selection is made by typing a letter of the alphabet. The prompt will
indicate the possible letters, and will also allow you to type the key
"*", which causes all of the available options to be described. The list
of choices will also be shown in the Choice window, if you are using a
windows environment and windows are turned on. Often you will be able to
press "/" to select an object from your equipment instead of your
inventory. Pressing space once will have the same effect as "*", and
the second time will cancel the command and run the "i" or "e" command.
The particular object may be selected by an upper case or a lower
case letter. If lower case is used, the selection takes place
immediately. If upper case is used, then the particular option is
described, and you are given the option of confirming or retracting that
choice. Upper case selection is thus safer, but requires an extra key
stroke. Also see the "!*" and "!x" inscriptions, below.
For many commands, you can also use "-" to select an object on the
floor where you are standing. This lets you read scrolls or quaff
potions, for example, off the dungeon floor without picking them up.
If you enter a number between 0 and 9, the first item engraved
with "@#" where "#" is the number you entered will be selected. For example,
if you have a shovel engraved with "@0" and you type "w" (for wield) and
then 0, you will wield the shovel. This is very useful for macros (see
below), since you can use this to select an object regardless of its
location in your pack. For example, Angband automatically defines a macro
for the key "X" to do "w0". If you then engrave both your digging
instrument and your primary weapon with @0, pressing X will wield
whichever one is not being currently wielded (letting you quickly switch
between them). Multiple numbers can be engraved on the same object; for
example, if a sword is engraved with @1@0, then either "w1" or "w0" will
wield it. Normally, you inscribe "@1@0" on your primary weapon, and
"@2@0" on your digger or secondary weapon. Note that an inscription
containing "@x#" will act like "@#" but only when the current "Angband
command" is "x". Thus you can put "@z4" on a rod and "@u4" on a staff,
and then use both "z4" and "u4" as desired.
Note that any object containing "!x" in its inscription, where
"x" is the current "angband command" (or containing "!*" ever) will induce
"verification" whenever that object is "selected". Thus, inscribing, say,
"!f!k!d" on an object will greatly reduce the odds of you "losing" it by
accident, and inscribing "!*" on an object will allow you to be very paranoid
about the object. Note that "selling" and "dropping" both use the "d" command.
=== User Pref Files ===
Angband allows you to change various aspects of the game to suit
your tastes. You may define keymaps (changing the way Angband maps your
keypresses to underlying commands), create macros (allowing you to map a
single keypress to a series of keypresses), modify the visuals (allowing
you to change the appearance of monsters, objects, or terrain features),
change the colors (allowing you to make a given color brighter, darker,
or even completely different), or set options (turning them off or on).
Angband stores your preferences in files called "user pref files",
which contain comments and "user pref commands", which are simple strings
describing one aspect of the system about which the user has a preference.
There are many ways to load a user pref file, and in fact, some of these
files are automatically loaded for you by the game. All of the files are
kept in the "lib/user/" directory, though you may have to use one of the
command line arguments to redirect this directory, especially on multiuser
systems. You may also enter single user pref commands directly, using the
special "Enter a user pref command" command, activated by "double quote".
You may have to use the "redraw" command (^R) after changing certain of
the aspects of the game, to allow Angband to adapt to your changes.
When the game starts up, after you have loaded an old character,
or created a new character, some user pref files are loaded automatically.
First, the "pref.prf" file is loaded. This file contains some user pref
commands which will work on all platforms. Then one of "font-xxx.prf"
(for normal usage) or "graf-xxx.prf" (for bitmap usage) is loaded. These
files contain attr/char changes to allow the monsters, objects, and/or
terrain features to look "better" on your system. Then the "pref-xxx.prf"
file is loaded. This file contains pre-defined system specific stuff
(macros, color definitions, etc). Then, the "user-xxx.prf" file is loaded.
This file contains user-defined system specific stuff. The "user-xxx.prf"
file is used as the "default" user pref file in many places. The "xxx" is
the "system suffix" for your system, taken from the "main-xxx.c" file which
was used to generate your executable. Finally, the "Race.prf", "Class.prf",
and "Name.prf" files are loaded, where "Race", "Class", and "Name" are
replaced by the actual race, class, and name of the current character.
Several commands allow you to both load existing user pref files,
create new user pref files, append information to existing user pref files,
and/or interact with various of the user preferences in a more intuitive
way than the user pref commands allow. The commands include "Interact with
macros" (@), "Interact with visuals" (%), and "Interact with colors" (&),
described below.
--- User Pref Files (Macros) ---
The "Interact with macros" command allows you to define or remove
"macros", which are mappings from a single logical keypress to a sequence
of keypresses, allowing you to use special keys on the keyboard, such as
function keys or keypad keys, possibly in conjunction with modifier keys,
to "automate" repetitive multi-keypress commands that you use a lot.
Since macros represent keypress sequences, and not all keypresses
have a printable representation, macro triggers and actions must often be
"encoded" into a human readible form. This is done using several types
of encoding, including "\xHH" for character number HH in hexidecimal, "\e"
for the "escape" code, "\n" for the "newline" code, "\r" for the "return"
code, "\s" for the "space" code, "\\" for backslash, "\^" for caret, and
"^X" for the code for any "control" key "ctrl-X". Note that the "action"
of a macro will not be checked against other macro triggers (unless the
macro action contains a "control-backslash"), so you cannot make infinite
loops. You may specify extremely long macros, but you are limited in
length by the underlying input mechanisms, which in general limit you
to about 1024 keys in both triggers and actions.
The special "\" command (which must be encoded in macros as "\\")
is very useful in macros, since it bypasses all keymaps and allows the next
keystroke to be considered a command in the underlying Angband command set.
For a list of the Angband command set, see the "command.txt" help file.
For example, a macro which maps Shift-KP6 to "\" + "." + "6" will induce
the "run east" behavior, regardless of what keyset the user has chosen, and
regardless of what keymaps have been defined.
Macros can be specified in user pref files as a pair of lines, one
of the form "A:<str>", which defines the encoded macro action, and one of
the form "P:<str>", which defines the encoded macro trigger.
--- User Pref Files (Keymaps) ---
The "Interact with macros" command also allows you to define
"keymaps", which are vaguely related to macros. A keymap maps a single
keypress to a series of keypresses, which bypass both other keymaps and
any macros. Angband uses keymaps to map the original and the roguelike
keysets to the underlying command set, and allows the user to modify or
add keymaps of their own. Note that all keymap actions must be specified
using underlying commands, not keypresses from the original or roguelike
keysets. The original keyset is almost identical to the underlying keyset,
except that "numbers" are mapped to ";" plus a direction, "5" is mapped to
",", and a few control-keys are mapped to various things. See "command.txt"
for the full set of underlying commands. Some uses for keymaps include the
ability to "disable" a command by mapping it to "\x00",
Keymaps can be specified in user pref files as line of the form
"M:<T> <key> <str>", where <T> is the keyset (0/1 for original/roguelike),
<key> is the encoded trigger key, and <str> is the encoded keymap action.
--- User Pref Files (Visuals) ---
You can use the "Interact with visuals" command to change various
visual information, currently including the choice of what attr/char values
are used to represent various monsters, objects, or terrain features. Note
that in combination appropriate support in "main-xxx.c", and with the use of
the "use_graphics" flag, you may be able to specify that "graphic bitmaps"
should be used instead of normal "colored characters" for various things.
When interactively modifying the attr/char values for monsters,
objects, or terrain features, pressing "n" or "N" will change which entry
you are changing, pressing "a" or "A" will rotate through the available
attr values, and pressing "c" or "C" will rotate though the available char
values. Note that attr/char values with the "high bit" set may induce the
display of special "graphic" pictures if the "use_graphics" flag is set,
and your system supports the "use_graphics" flag.
Note that this command can be abused in various ways, and if you
must do so, remember that you are only cheating yourself.
Keymaps can be specified in user pref files as line of the form
"R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or "U:<N>:<A>/<C>".
--- User Pref Files (Colors) ---
The "Interact with colors" command allows you to change the actual
internal values used to display various colors. This command may or may
not have any effect on your machine. Advanced machines may allow you to
change the actual RGB values used to represent each of the 16 colors used
by Angband, and perhaps even allow you to define new colors which are not
currently used by Angband.
Colors can be specified in user pref files as line of the form
"V:<N>:<V>:<R>:<G>:<B>".
--- User Pref Files (Options) ---
The "Interact with options" command allows you to turn options
on or off. You may turn options off or on using the user pref commands
of the form "X:<option>" or "Y:<option>" respectively.
=== Command Descriptions ===
The following command descriptions are listed as the command name
plus the "underlying command" key. This is followed by the command name
and "roguelike" keyset key, if different from the underlying command key.
Then comes a brief description of the command, including information about
alternative methods of specifying the command in each keyset, when needed.
Some commands use the "repeat count" to automatically repeat the
command several times, while others use the "repeat count" to specify a
"quantity" for the command, and still others use it as an "argument" of
some kind. Some commands are auto-repeated several times if no repeat
count is given and the "always_repeat" option is set.
Most commands take no "energy" to perform, while most other commands
only take energy when they cause the world to change in some way.
--- Inventory Commands ---
Inventory list (i)
Displays a list of objects being carried but not equipped. You
can carry up to 23 different items, not counting those in your
equipment. Often, many identical objects can be "stacked" into
a "pile" which will count as a single item. This is always
true of things like potions, scrolls, and food, but you may have
to set options to allow wands, staves, and other such objects to
stack. Each object has a weight, and if you carry more objects
than your strength permits, you will begin to slow down.
Equipment list (e)
Use this command to display a list of the objects currently being
used by your character. Your character has 12 slots for equipment,
each corresponding to a different location on the body, and each of
which may contain only a single object at a time, and each of which
may only contain objects of the proper "type", and which include
WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT (ring),
NECK (amulet), LITE (light source), BODY (armor), OUTER (cloak),
ARM (shield), HEAD (helmet), HANDS (gloves), FEET (boots). You
must be wielding/wearing certain objects to take advantage of
their special powers.
Drop an item (d)
This drops an item from your inventory or equipment onto the
dungeon floor. If the floor spot you are standing on already has
an object in it, Angband will attempt to drop the item onto an
adjacent space. Be warned that if the floor is full and you
attempt to drop something, it may disappear and be destroyed.
Doors and traps are considered objects for the purpose of
determining if the space is occupied. This command may take
a quantity, and takes some energy.
Destroy an item (k) or Destroy an item (^D)
This destroys an item in your inventory or on the dungeon floor.
If the selected pile contains multiple objects, you may specify
a quantity. You must always (currently) verify this command.
This command may take a quantity, and takes some energy.
Wear/Wield equipment (w)
To wear or wield an object in your inventory, use this command.
Since only one object can be in each slot at a time, if you wear
or wield an item into a slot which is already occupied, the old
item will be first be taken off, and may in fact be dropped if
there is no room for it in your inventory. This command takes
some energy.
Take off equipment (t) or Take off equipment (T)
Use this command to take off a piece of equipment and return it
to your inventory. Occasionally, you will run into a cursed item
which cannot be removed. These items normally penalize you in some
way and cannot be taken off until the curse is removed. If there
is no room in your inventory for the item, your pack will overflow
and you will drop the item after taking it off. This command takes
some energy.
--- Movement Commands ---
Walk (with pickup) (;)
Moves one step in the given direction. The square you are moving
into must not be blocked by walls or doors. You will pick up any
items in the destination grid if the "always_pickup" option is set,
or if the "query_pickup" option is set and you respond correctly.
You may also use the "original" direction keys (both keysets) or
the "roguelike" direction keys (roguelike keyset) to walk in a
direction. This command may take a count, requires a direction,
and takes some energy.
Walk (flip pickup) (-)
This is just like normal move, except that the "Pick things up"
option is inverted. In other words, if you normally pick up
anything you encounter (the default), you will not pick things up
when using this command. If you normally do not pick things up,
you will when using this command. This command may take a count,
requires a direction, and takes some energy.
Run (.) or Run (,)
This command will move in the given direction, following any bends
in the corridor, until you either have to make a "choice" between
two directions or you are disturbed. You can configure what will
disturb you by setting the disturbance options. You may also use
shift plus the "roguelike" direction keys (roguelike keyset), or
shift plus the "original" direction keys on the keypad (both keysets,
some machines) to run in a direction. This command may take an
argument, requires a direction, and takes some energy.
Go up staircase (<)
Climbs up an up staircase you are standing on. There is always at
least one staircase going up on every level except for the town
level (this doesn't mean it's easy to find). Going up a staircase
will take you to a new dungeon level unless you are at 50 feet
(dungeon level 1), in which case you will return to the town
level. Note that whenever you leave a level (not the town), you
will never find it again. This means that for all intents and
purposes, any objects on that level are destroyed. This includes
artifacts unless the "Create characters in preserve mode" option
was set when your character was created, in which case the artifacts
may show up again later. This command takes some energy.
Go down staircase (>)
Descends a down staircase you are standing on. There are always
at least two staircases going down on each level, except for the
town which has only one, and "quest" levels, which have none until
the quest monster is killed. Going down a staircase will take you
to a new dungeon level. See "Go Up Staircase" for more info.
This command takes some energy.
--- Resting Commands ---
Stay still (with pickup) (,) or Stay still (with pickup) (.)
Stays in the same square for one move. If you normally pick up
objects you encounter, you will pick up whatever you are standing
on. You may also use the "5" key (both keysets). This command
may take a count, and takes some energy.
Stay still (flip pickup) (g)
Stays in the same square for one move. If you normally pick up
objects you encounter, you will not pick up whatever you are
standing on. If you normally do not pick up objects, you will
pick up what you are standing on. This command is normally only
used when the "always_pickup" option is false. This command may
take a count, and takes some energy.
Rest (R)
Resting is better for you than repeatedly staying still, and can
be told to automatically stop after a certain amount of time, or
when various conditions are met. In any case, you always wake up
when anything disturbing happens, or when you press any key. To
rest, enter the Rest command, followed by the number of turns you
want to rest, or "*" to rest until your hitpoints and mana are
restored, or "&" to rest until you are fully "healed". This command
may take an argument (used for the number of turns to rest), and
takes some energy.
--- Searching Commands ---
Search (s)
This command can be used to locate hidden traps and secret doors
in the spaces adjacent to the player. More than a single turn of
searching will be required in most cases. You should always
search a chest before trying to open it, since they are generally
trapped. This command can take a count, which is useful if you
are fairly sure of finding something eventually, since the command
stops as soon as anything is found. This command may take a count,
and takes some energy.
Toggle search mode (S) or Toggle search mode (#)
This command will take you into and out of search mode. When
first pressed, the message "Searching" will appear at the bottom
of the screen. You are now taking two turns for each command, one
for the command and one turn to search. This means that you are
taking twice the time to move around the dungeon, and therefore
twice the food. Search mode will automatically turn off if you
are disturbed. You may also turn off search mode by entering the
Search Mode command again.
--- Alter Commands ---
Tunnel (T) or Tunnel (^T)
Tunneling or mining is a very useful art. There are many kinds of
rock, with varying hardness, including permanent rock (permanent),
granite (very hard), quartz veins (hard), magma veins (soft), and
rubble (very soft). Quartz and Magma veins may be displayed in a
special way, and may sometimes contain treasure, in which case they
will be displayed in a different way. Rubble sometimes covers an
object. It is hard to tunnel unless you are wielding a heavy weapon
or a shovel or a pick. Tunneling ability increases with strength
and weapon weight. This command may take a count, is affected by
the "always_repeat" option, requires a direction, and takes some
energy.
Open a door or chest (o)
To open an object such as a door or chest, you must use this
command. If the object is locked, you will attempt to pick the
lock based on your disarming ability. If you open a trapped chest
without disarming the traps first, the trap will be set off. Some
doors will be jammed shut and may have to be forced open. You may
need several tries to open a door or chest. This command may take
a count, is affected by the "always_repeat" option, requires a
direction, and takes some energy.
Close a door (c)
Non-intelligent and some other creatures cannot open doors, so
shutting doors can be quite valuable. Broken doors cannot be closed.
Bashing a door open may break it. This command may take a count,
is affected by the "always_repeat" option, requires a direction, and
takes some energy.
Jam a door (j) or Spike a door (S)
Many monsters can simply open closed doors, and can eventually
get through a locked door. You may therefore occasionally want
to jam a door shut with iron spikes. Each spike used on the door
will make it harder to bash down the door, up to a certain limit.
Smaller monsters are less able to bash down doors. In order to
use this command, you must be carrying iron spikes. This command
requires a direction, and takes some energy.
Bash a door (B) or Force a door (f)
This command allows you to bash down jammed doors. Your bashing
ability increases with strength. Bashing open a door can (briefly)
throw you off balance. Doors that are stuck, or which have been
jammed closed with spikes can only be opened by bashing, and all
closed doors can be bashed open if desired. Bashing a door open
may permanently break it so that it can never be closed. This
command may take a count, is affected by the "always_repeat" option,
requires a direction, and takes some energy.
Disarm a trap or chest (D)
You can attempt to disarm traps on the floor or on chests. If you
fail, there is a chance that you will blunder and set it off. You
can only disarm a trap after you have found it (usually with the
Search command). This command may take a count, is affected by the
"always_repeat" option, requires a direction, and takes some energy.
Alter (+)
This special command allows the use of a single keypress to select
any of the "obvious" commands above (attack, tunnel, bash, open,
disarm, close), and, by using macros or keymaps, to combine this
keypress with directions. In general, this allows the use of the
"control" key plus the appropriate "direction" key (including the
roguelike direction keys in roguelike mode) as a kind of generic
"alter the terrain feature of an adjacent grid" command. This
command may take a count, is affected by the "always_repeat" option,
requires a direction, and takes some energy.
--- Spell and Prayer Commands ---
Browse a book (b) or Peruse a book (P)
Only mages, rogues, and rangers can read magic books, and only
priests and paladins can read prayer books. Warriors cannot read
any books. When this command is used, all of the spells or prayers
contained in the selected book are displayed, along with information
such as their level, the amount of mana required to cast them, and
whether or not you know the spell or prayer.
Gain new spells or prayers (G)
Use this command to actually learn new spells or prayers. When you
are able to learn new spells or prayers, the word "Study" will appear
on the status line at the bottom of the screen. If you have a book
in your possession, containing spells or prayers which you may learn,
then you may choose to study that book. If you are a mage, rogue, or
ranger, you may actually choose which spell to study. If you are a
priest or paladin, your gods will choose a prayer for you. There are
nine books of each type, some normally found only in the dungeon.
This command takes some energy.
Cast a spell (m)
To cast a spell, you must have previously learned the spell and
must have in your inventory a book from which the spell can be
read. Each spell has a chance of failure which starts out fairly
large but decreases as you gain levels. If you don't have enough
mana to cast a spell, you will be prompted for confirmation. If
you decide to go ahead, the chance of failure is greatly increased,
and you may lose a point of constitution. Since you must read the
spell from a book, you cannot be blind or confused while casting,
and there must be some light present. This command takes some energy.
Pray a prayer (p)
To pray effectively, you must have previously learned the prayer
and must have in your inventory a book from which the prayer can
be read. Each prayer has a chance of being ignored which starts
out fairly large but decreases as you gain levels. If you don't
have enough mana to cast a spell, you will be prompted for
confirmation. If you decide to go ahead, the chance of failure
is greatly increased, and you may lose a point of constitution.
Since you must read the prayer from a book, you cannot be blind
or confused while praying, and there must be some light present.
This command takes some energy.
--- Object Manipulation Commands ---
Eat some food (E)
You must eat regularly to prevent starvation. As you grow hungry,
a message will appear at the bottom of the screen saying "Hungry".
If you go hungry long enough, you will become weak, then start
fainting, and eventually, you may will die of starvation. You
may use this command to eat food in your inventory. Note that
you can sometimes find food in the dungeon, but it is not always
wise to eat strange food. This command takes some energy.
Fuel your lantern/torch (F)
If you are using a torch and have more torches in your pack,
or you are using a lantern and have flasks of oil in your pack,
then your can "refuel" them with this command. Torches and Lanterns
are limited in their maximal fuel. In general, two flasks will fully
fuel a lantern and two torches will fully fuel a torch. This command
takes some energy.
Quaff a potion (q)
Use this command to drink a potion. Potions affect the player in
various ways, but the effects are not always immediately obvious.
This command takes some energy.
Read a scroll (r)
Use this command to read a scroll. Scroll spells usually have an
area effect, except for a few cases where they act on other objects.
Reading a scroll causes the parchment to disintegrate as the scroll
takes effect. Most scrolls which prompt for more information can be
aborted (by pressing escape), which will stop reading the scroll
before it disintegrates. This command takes some energy.
Inscribe an object ({)
This command inscribes a string on an object. The inscription is
displayed inside curly braces after the object description. The
inscription is limited to the particular object (or pile) and is
not automatically transferred to all similar objects. Under certain
circumstances, Angband will display "fake" inscriptions on certain
objects ("cursed", "broken", "tried", "empty", "NN% off") when
appropriate. These "fake" inscriptions are "covered up" by real
inscriptions, but will re-appear if the real inscription is removed.
In addition, Angband will occasionally place a "real" inscription on
an object for you, normally as the result of your character getting
a "feeling" about the item. All characters will get "feelings" about
weapons and armor after carrying them for a while. Warriors get the
most detailed feelings, and get them quicker than any other class.
An item labeled as "{empty}" was found to be out of charges, and an
item labeled as "{tried}" is a "flavored" item which the character
has used, but whose effects are unknown. Certain inscriptions have
a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section
on inventory object selection.
Uninscribe an object (})
This command removes the inscription on an object. This command will
have no effect on "fake" inscriptions added by the game itself.
--- Magical Object Commands ---
Activate an artifact (A)
You have heard rumors of special weapons and armor deep in the
Pits, items that can let you breath fire like a dragon or light
rooms with just a thought. Should you ever be lucky enough to
find such an item, this command will let you activate its special
ability. Special abilities can only be used if you are wearing or
wielding the item. This command takes some energy.
Aim a wand (a) or Zap a wand (z)
Wands must be aimed in a direction to be used. Wands are magical
devices, and therefore there is a chance you will not be able to
figure out how to use them if you aren't good with magical
devices. They will fire a shot that affects the first object or
creature encountered or fire a beam that affects anything in a
given direction, depending on the wand. An obstruction such as a
door or wall will generally stop the effects from traveling any
farther. This command requires a direction and can use a target.
This command takes some energy.
Use a staff (u) or Zap a staff (Z)
This command will use a staff. A staff is normally very similar
to a scroll, in that they normally either have an area effect or
affect a specific object. Staves are magical devices, and there
is a chance you will not be able to figure out how to use them.
This command takes some energy.
Zap a rod (z) or Activate a rod (a)
Rods are extremely powerful magical items, which cannot be burnt
or shattered, and which can have either staff-like or wand-like
effects, but unlike staves and wands, they don't have charges.
Instead, they draw on the ambient magical energy to recharge
themselves, and therefore can only be activated once every few
turns. The recharging time varies depending on the type of rod.
This command may require a direction (depending on the type of
rod, and whether you are aware of its type) and can use a target.
This command takes some energy.
Recharge an Item (Wand,Staff,Rod) (R) only in Magic Shop
This command let you charge, and over-charge up to 99 shots, staff
,rod, wand. Price depend on power of item and charge.
Identify All (E) only in Magic Shop
This command let you *identify* all your items, for only 1500 AU.
--- Throwing and Missile Weapons ---
Fire an item (f) or Fire an item (t)
You may throw any object carried by your character. Depending on
the weight, it may travel across the room or drop down beside you.
Only one object from a pile will be thrown at a time. Note that
throwing an object will often cause it to break, so be careful!
If you throw something at a creature, your chances of hitting it
are determined by your pluses to hit, your ability at throwing,
and the object's pluses to hit. Once the creature is it, the
object may or may not do any damage to it. You've heard rumors
that some objects found in the dungeon can do huge amounts of
damage when thrown, but you're not sure which objects those
are.... Note that flasks of oil will do a fairly large chunk
of damage to a monster on impact, supposedly representing fire
damage, but it works against fire elementals too... If you are
wielding a missile launcher compatible with the object you are
throwing, then you automatically use the launcher to fire the
missile with much higher range, accuracy, and damage, then you
would get by just throwing the missile. Fire or Throw requires
a direction. Targeting mode (see the next command) can be invoked
with "*" at the "Direction?" prompt. This command takes some energy.
Throw an item (v)
You may throw any object carried by your character. The lighter
the object, the farther you can throw it. Only one object from a
stack may be thrown at a time. Throwing an object may break it.
If you throw something at a monster, your chances of hitting it
are determined by your pluses to hit, your ability at throwing,
and the object's pluses to hit. If the object hits the monster,
it may or may not do damage. Some objects, such as weapons, or
flasks of oil, can do a substantial amount of damage. This
command requires a direction, and can take a target. This command
takes some energy.
Targeting Mode (*)
This will allow you to aim your spells and such at a specific
monster or grid, so that you can point directly towards that
monster or grid (even if this is not a "compass" direction) when
you are asked for a direction. You can set a target using this
command, or you can set a new target at the "Direction?" prompt when
appropriate. At the targeting prompt, you have many options. First
of all, targetting mode starts targetting nearby monsters which can
be reached by "projectable" spells and thrown objects. In this mode,
you can press "t" (or "5" or ".") to select the current monster,
space to advance to the next monster, "-" to back up to the previous
monster, direction keys to advance to a monster more or less in that
direction, "r" to "recall" the current monster, "q" to exit targetting
mode, and "p" (or "o") to stop targetting monsters and enter the mode
for targetting a location on the floor or in a wall. Note that if
there are no nearby monsters, you will automatically enter this mode.
Note that hitting "o" is just like "p", except that the location
cursor starts on the last examined monster instead of on the player.
In this mode, you use the "direction" keys to move around, and the
"q" key to quit, and the "t" (or "5" or ".") key to target the cursor
location. Note that targetting a location is slightly "dangerous",
as the target is maintained even if you are far away. To cancel an
old target, simply hit "*" and then ESCAPE (or "q"). Note that when
you cast a spell or throw an object at the target location, the path
chosen is the "optimal" path towards that location, which may or may
not be the path you want. Sometimes, by clever choice of a location
on the floor for your target, you may be able to convince a thrown
object or cast spell to squeeze through a hole or corridor that is
blocking direct access to a different grid. Launching a ball spell
or breath weapon at a location in the middle of a group of monsters
can often improve the effects of that attack, since ball attacks are
not stopped by interposed monsters if the ball is launched at a target.
--- Looking Commands ---
Full screen map (M)
This command will show a map of the entire dungeon, reduced by a
factor of nine, on the screen. Only the major dungeon features
will be visible because of the scale, so even some important
objects may not show up on the map. This is particularly useful
in locating where the stairs are relative to your current
position, or for identifying unexplored areas of the dungeon.
Locate player on map (L) or Where is the player (W)
This command lets you scroll your map around, looking at all sectors
of the current dungeon level, until you press escape, at which point
the map will be re-centered on the player if necessary. To scroll
the map around, simply press any of the "direction" keys. The top
line will display the sector location, and the offset from your
current sector.
Look around (l) or Examine things (x)
This command is used to look around at nearby monsters (to determine
their type and health) and objects (to determine their type). It is
also used to find out what objects (if any) are under monsters, and
if a monster is currently inside a wall, and what is under the player.
When you are looking at something, you may hit space for more details,
or to advance to the next interesting monster or object, or minus ("-")
to go back to the previous monster or object, or a direction key to
advance to the nearest interesting monster or object (if any) in that
general direction, or "r" to recall information about the current
monster race, or "q" or escape to stop looking around. You always
start out looking at "yourself".
Observe an item (I)
This command lets you observe and *identify* an item, you
will not *identify* as the scroll, 'cause even if all hidden
powers will be knew you still need the scroll of *identify* to
benefit from this.
Currently, it only makes sense for artifacts and ego-items.
--- Message Commands ---
Repeat level feeling (^F)
Repeats the feeling about the dungeon level that you got when you
first entered the level.
View previous messages (^P)
This command shows you all the recent messages. You can scroll
through them, or exit with ESCAPE.
Log to file (:)
This command allows you to output whatever musings you want
to a log file, which resides in lib/save and has the same
name as your save file, with the extension .log. Any character
input is passed as is, except for %, which can be followed
with any of the characters below to indicate a 'metavariable'.
Some metavariables output additional text next to the current
value, so avoid repetition:
Metavar Expands to Shows as, minus the ()
%h cur HP (x HP)
%H max HP (x HP)
%l cur level (at level x) or (at x feet)
%L max level (at level x) or (at x feet)
%p cur exp level (has level x)
%P max exp level (reached level x)
%t current turn (turn x)
%n player name (x)
%c player class (x)
%r player race (x)
%% (single %) (%)
This command takes
no time.
--- Game Status Commands ---
Character Description (C)
Brings up a full description of your character, including your
skill levels, your current and potential stats, and various other
information. From this screen, you can change your name or use
the file character description command to save your character
status to a file. That command saves additional information,
including your background, your inventory, and the contents of
your house.
Check knowledge (~)
This command allows you to ask about the knowledge possessed by
your character. Currently, this includes being able to list all
known "artifacts", "uniques", and "objects". Normally, once an
artifact is "generated", and "lost", it can never again be found,
and will become "known" to the player. With "preserve" mode, an
artifact can never be "lost" until it is "known" to the player.
In either case, any "known" artifacts not in the possession of
the player will never again be "generated". The "uniques" are
special "unique" monsters which can only be killed once per game.
Certain "objects" come in "flavors", and you must determine the
effect of each "flavor" once for each such type of object, and
this command will allow you to display all "known" flavors.
Interact with the system (!)
Allow the user to interact with the underlying visual system.
This command is currently unused.
--- Saving and Exiting Commands ---
Save and Quit (Ctrl-X)
To save your game so that you can return to it later, use this
command. Save files will also be generated (hopefully) if the
game crashes due to a system error. After you die, you can use
your savefile to play again with the same options and such.
Save (Ctrl-S)
This command saves the game but doesn't exit Angband. Use this
frequently if you are paranoid about having your computer crash
(or your power go out) while you are playing.
Quit (commit suicide) (Q)
Kills your character and exits Angband. You will be prompted to
make sure you really want to do this, and then asked to verify
that choice. Note that dead characters are dead forever.
--- User pref file commands ---
Interact with options (=)
Allow you to interact with options. Note that using the "cheat"
options may mark your savefile as unsuitable for the high score
list. You may change normal options using the "X" and "Y" user
pref commands. The "window" options allow you to specify what
should be drawn in any of the special sub-windows (not available
on all platforms). See the help file "options.txt" for more info.
Interact with macros (@)
Allow you to interact with macros. You may load or save macros
from user pref files, create macros of various types, or define
keymaps. You must define a "current action", shown at the bottom
of the screen, before you attempt to use any of the "create macro"
commands, which use that "current action" as their action. This
is a horrible interface, and will be fixed eventually.
Interact with visuals (%)
Allow you to interact with visuals. You may load or save visuals
from user pref files, or modify the attr/char mappings for the
monsters, objects, and terrain features. You must use the "redraw"
command (^R) to redraw the map after changing attr/char mappings.
Interact with colors (&)
Allow the user to interact with colors. This command only
works on some systems.
--- Help ---
Help (?)
Brings up the Angband on-line help system. Note that the help
files are just text files in a particular format, and that other
help files may be available on the Net. In particular, there are
a variety of spoiler files which do not come with the standard
distribution. Check the place you got Angband from or ask on the
newsgroup rec.games.roguelike.angband about them.
Identify Symbol (/)
Use this command to find out what a character stands for. For
instance, by pressing "/.", you can find out that the "." symbol
stands for a floor spot. When used with a symbol that represents
creatures, the this command will tell you only what class of
creature the symbol stands for, not give you specific information
about a creature you can see. To get that, use the Look command.
There are three special symbols you can use with the Identify
Symbol command to access specific parts of your monster memory.
Typing Ctrl-A when asked for a symbol will recall details about
all monsters, typing Ctrl-U will recall details about all unique
monsters, and typing Ctrl-N will recall details about all
non-unique monsters.
If the character stands for a creature, you are asked if you want
to recall details. If you answer yes, information about the
creatures you have encountered with that symbol is shown in the
Recall window if available, or on the screen if not. You can also
answer "k" to see the list sorted by number of kills, or "p" to
see the list sorted by dungeon level the monster is normally found
on. Pressing ESCAPE at any point will exit this command.
Game Version (V)
This command will tell you what version of Angband you are using.
For more information, see the "version.txt" help file.
--- Extra Commands ---
Toggle Choice Window (^E)
Toggles the display in any sub-windows (if available) which are
displaying your inventory or equipment.
Redraw Screen (^R)
This command adapts to various changes in global options, and
redraws all of the windows. It is normally only necessary in
abnormal situations, such as after changing the visual attr/char
mappings, or enabling "graphics" mode.
Load screen dump (left-paren)
This command loads a "snap-shot" of the current screen from the file
"dump.txt", and displays it on the screen.
Save screen dump (right-paren)
This command dumps a "snap-shot" of the current screen to the file
"dump.txt", including encoded color information.
=== Option Descriptions ===
Most of the "options" are accessible through the '=' command, which provides
an interface to the various "sets" of options available to the player.
In the decriptions below, each option is listed as the textual summary
which is shown on the "options" screen, plus the internal name of the
option in brackets, followed by a textual description of the option.
Note that the internal name of the option can be used in user pref files
to force the option to a given setting, see "command.txt" for more info.
Various concepts are mentioned in the descriptions below, including "disturb",
(cancel any running, resting, or repeated commands, which are in progress),
"flush" (forget any keypresses waiting in the keypress queue, including any
macros in progress), "fresh" (dump any pending output to the screen), and
"sub-windows" (see below).
=== Option Set 1 -- User Interface ===
Rogue-like commands [rogue_like_commands]
Selects the "roguelike" command set (see "command.txt" for info).
Activate quick messages [quick_messages]
Allows the use of any keypress as a response to the "-more-" prompt
(useful for monster farming). Allows most keys to mean "no" to any
"[y/n]" prompt.
Prompt for floor item selection [other_query_flag]
Allows the user to select objects from the center of stacks. Without
this option, the uppermost appropriate object will always be selected.
Prompt before picking things up [carry_query_flag]
Forces the game to ask your permission before allowing you to pick up
any object.
Prompt before picking heavy things up [carry_query_heavy]
Forces the game to ask your permission before allowing you to pick up
an object which would put you over your weight limit.
Use old target by default [use_old_target]
Forces all commands which normally ask for a "direction" to use the
current "target" if there is one. Use of this option can be dangerous
if you target locations on the ground, unless you clear them when done.
Pick things up by default [always_pickup]
Tells the game that walking onto an item should attempt to pick it up.
Picking up objects in the manner takes no additional energy. Note the
"g" and "-" commands, which can be used to "reverse" this option for a
single turn.
Repeat obvious commands [always_repeat]
Tells the game that when you attempt to "open" a door or chest, "bash"
a door, "tunnel" through walls, "disarm" traps or chests, or "alter"
any grid, that you wish to automatically "repeat" the command 99 times
(see "command.txt"), unless an explicit repeat count was given.
Show dungeon level in feet [depth_in_feet]
Display dungeon depths in "feet" instead of "levels".
Merge inscriptions when stacking [stack_force_notes]
Force otherwise identical objects to merge, even if one has an empty
inscription and the other does not. The resulting stack keeps the
non-empty inscription.
Merge discounts when stacking [stack_force_costs]
Force otherwise identical objects to merge, even if they have different
discounts. The resulting stack keeps the largest discount. This option
may cause you to lose "value", but will give you optimal pack usage.
Show labels in equipment listings [show_labels]
Display "labels" (what an object is being used for) for objects in all
"equipment" listings.
Show weights in all object listings [show_weights]
Display "weights" (in pounds) of objects in all "inventory", "equipment",
"store items", and "home items" listings.
Show choices in inven/equip listings [show_choices]
Display "choices" (legal responses) in any sub-windows which are being
used to display your inventory or equipment. Also, if one sub-window
is being used to display your inventory or equipment, then this option
will cause it to be (temporarily) toggled as needed to always show the
"appropriate" set of objects (inventory or equipment).
Show details in monster descriptions [show_details]
Display "details" (including number of monsters killed, and textual
descriptions) in monster descriptions.
are displaying the monster.
Show flavors in object descriptions [show_flavors]
Display "flavors" (color or variety) in object descriptions, even for
objects whose type is known. This does not affect objects in stores.
Audible bell (on errors, etc) [ring_bell]
Attempt to make a "bell" noise when various "errors" occur.
Inventory/Equip weights shown as percentages [ratio_weights]
Display the percentage each inventory/equipment item makes of
the total weight carried. Useful if you have to drop the really
heavy gear quickly.
=== Option Set 2 -- Disturbance ===
Run past stairs [find_ignore_stairs]
Ignore stairs when running.
Run through open doors [find_ignore_doors]
Ignore open doors when running.
Run past known corners [find_cut]
Cut sharply around "known" corners when running. This will result in
"faster" running, but may cause you to run into a "lurking" monster.
Run into potential corners [find_examine]
Fully explore "potential corners" in hallways.
Disturb whenever any monster moves [disturb_move]
Disturb the player when any monster moves, appears, or disappears.
This includes monsters which are only visible due to telepathy, so
you should probably turn this option off if you want to "rest" near
such monsters.
Disturb whenever viewable monster moves [disturb_near]
Disturb the player when any viewable monster moves, whenever any
monster becomes viewable for the first time, and also whenever any
viewable monster becomes no longer viewable. This option ignores
the existance of "telepathy" for the purpose of determining whether
a monster is "viewable". See also the "view_reduce_view" option.
Disturb whenever map panel changes [disturb_panel]
This option causes you to be disturbed by the screen "scrolling",
as it does when you get close to the "edge" of the screen.
Disturb whenever player state changes [disturb_state]
This option causes you to be disturbed whenever the player state
changes, including changes in hunger, resistance, confusion, etc.
Disturb whenever boring things happen [disturb_minor]
This option causes you to be disturbed by various bring things,
including monsters bashing down doors, inventory feelings, and
beginning to run out of fuel.
Disturb whenever various things happen [disturb_other]
This option is currently unused.
Alert user to critical hitpoints [alert_hitpoint]
Produce a "bell" noise, and flush all pending input, when your hitpoints
reach the "critical point" chosen elsewhere, preventing stupid deaths.
Alert user to various failures [alert_failure]
Produce a "bell" noise, and flush all pending input, when various
"failures" occur, as described above.
Verify destruction of objects [verify_destroy]
Prompt for verification of the "destroy" command.
Verify use of special commands [verify_special]
Prompt for verification of the "special" commands (borg and debug).
Allow quantity specification [allow_quantity]
Prompt for a quantity when necessary, instead of defaulting to a
single object.
=== Option Set 3 -- Game-play ===
Auto-haggle in stores [auto_haggle]
Disable "haggling" in stores, resulting in a ten percent sales tax
on items which you would have otherwise been forced to haggle for.
When this option is on, all prices listed in stores will be the
actual price that you pay for an item, as opposed to the price
that the shop-keeper will suggest.
Auto-scum for good levels [auto_scum]
This is a hack but allows you to force the generation of "good" levels
in the dungeon. This option may be extremely slow on some machines,
especially deep in the dungeon. The minimum "goodness" of the level
is based on the dungeon level, so the deeper you go, the better the
level will be. A lot of people consider this option to be cheating.
Allow objects to stack on floor (beta) [testing_stack]
Allow multiple objects to occupy the same floor grid. Any commands
which can affect objects on the floor will affect the object on the
top of the stack, unless the "other_query_flag" option is being used.
Allow monsters to carry objects (beta) [testing_carry]
Allow monsters which pick up (or steal) objects to carry them around,
dropping them when they are killed (but taking them with them when
they are "destroyed" or "teleported away").
Expand the power of the look command [expand_look]
Expand the "look" command to allow the user to "look" at grids which
are not actually in view of the player, allowing the examination of
objects/monsters which have only been detected by spells, or sensed
via telepathy.
Expand the power of the list commands [expand_wrap]
Expand the "listing" commands so that they "wrap" at the "edges" of
the appropriate list. This allows the "look" and "target" commands
to "cycle" through all appropriate grids forever, and the "identify
symbol" to browse through all of the monsters of a given type.
Map remembers all perma-lit grids [view_perma_grids]
Memorize all perma-lit floor grids which are seen by the player.
This option allows you to keep track of which explored floor grids
were perma-lit, but does not distinguish between dark floor grids,
unexplored floor grids, and unknown grids. Turning off this option
allows the player to always know which lit floor grids are in line
of sight, but this is better accomplished by the "view_bright_lite"
option. Note that any non-floor grids which is seen by the player
are always memorized, and "object" which is seen by the player is
memorized independantly from the memorization of the grid itself.
Map remembers all torch-lit grids [view_torch_grids]
Memorize all (torch-lit) floor grids which are seen by the player.
This option not only allows you to keep track of which floor grids
have been explored, but also which ones are "dark", because the use
of this option activates a special "color scheme" for the display of
floor grids, in which "dark" grids are drawn in "dark gray", "lit"
grids are drawn in "white", and (if the "view_bright_lite" option is
set) "lit" grids which are also in line of sight are drawn in "orange".
Note that grids which are currently "torch-lit" are considered to be
"lit", and are thus drawn in "white", unless the "view_yellow_lite"
option is set, in which case they are drawn in "yellow".
Generate dungeons with aligned rooms [dungeon_align]
Force all rooms to be "aligned" with the "panel" divisions. This results
in a much "prettier" dungeon, but may result in fewer greater vaults.
Generate dungeons with connected stairs [dungeon_stair]
Always generate a staircase back to the level you came from, if you used
a staircase to get to the level. This is more "realistic", and "safer",
but less of a "challenge" for some people.
Monsters chase current location (v.slow) [flow_by_sound]
Allow monsters to make paths to the player when they are nearby. This
option is extremely slow, but can produce viciously smart monsters.
Monsters chase recent locations (v.slow) [flow_by_smell]
Allow monsters to take advantage of "old" trails that you may have left
in the dungeon. This has no effect unless "flow_by_sound" is also set.
Monsters learn from their mistakes [smart_learn]
Allow monsters to learn what spell attacks you are resistant to,
and to use this information to choose the best attacks.
Monsters exploit players weaknesses [smart_cheat]
Allow monsters to know what spell attacks you are resistant to,
and to use this information to choose the best attacks.
=== Option Set 4 -- Efficiency ===
Reduce lite-radius when running [view_reduce_lite]
Reduce the "radius" of the player's "lite" to that of a "torch"
when the player is "running", which makes running more "efficient",
but is extremely annoying.
Hide player symbol when running [hidden_player]
Hide the player symbol when the player is "running", which makes the
game somewhat faster.
Avoid checking for user abort [avoid_abort]
Avoid checking to see if the user has pressed a key during resting
or running or repeated commands. This not only makes the game much
more efficient (on many systems), but also allows the use of certain
obscure macro sequences, such as turning this option on, resting until
done, turning this option off, and casting a spell. Note that the use
of this option may be dangerous on certain "graphic" machines. Resting
for long periods of time with this option set is dangerous since the
resting may not stop until the user takes damage from starvation.
Avoid processing special colors [avoid_other]
Avoid processing the "multi-hued" or "clear" attributes of monsters.
This will cause all "multi-hued" monsters to appear "violet" and all
"clear" monsters to appear "white", and will cause "trappers" and
"lurkers" to be visible on some machines, but it may greatly increase
efficiency especially when telepathy is active. Certain systems may
choose to set this option if they are unable to support the special
"color" processing, but if they handle graphics "correctly", by using
attr/char pairs with the "high bits" set, then not only will the game
correctly avoid using any "dangerous" color processing, but it will
allow such processing to occur when it is not dangerous. So if you
are using graphics, and you use a "normal" attr/char for the "floor"
grids, then you can use the "special lighting effects" for floors.
Flush input on various failures [flush_failure]
This option forces the game to flush all pending input whenever various
"failures" occur, such as failure to cast a spell, failure to use a wand,
etc. This is very useful if you use macros which include "directional"
components with commands that can fail, since it will prevent you from
walking towards monsters when your spells fail.
Flush input whenever disturbed [flush_disturb]
This option forces the game to flush all pending input whenever the
character is "disturbed". This is useful if you use macros which take
time, since it will prevent you from continuing your macro while being
attacked by a monster.
Flush output before every command [fresh_before]
This option forces the game to flush all output before every command.
This will give you maximal information, but may slow down the game
somewhat. Note that this option is only useful when using macros,
resting, running, or repeating commands, since the outout is always
flushed when the game is waiting for a keypress from the user.
Flush output after certain things [fresh_after]
This option forces the game to flush all output after not only every
player command, but also after every round of processing monsters and
objects, and after every message, which will maximize your information,
but may slow down the game a lot, especially on slower machines, and on
faster machines you cannot see the results anyway.
Compress messages in savefiles [compress_savefile]
Compress the savefile, by only saving the most recent "messages" that
the player has received. This can cut the size of the savefile by a
drastic amount, but will result in the loss of message information.
Hilite the player with the cursor [hilite_player]
Place the visible cursor on the player. This looks fine on some Unix
machines, but horrible on most graphics machines. Note that only some
machines are able to *not* show the cursor, but on those machines, hiding
the cursor often speeds up the game and looks better.
Use special colors for torch-lit grids [view_yellow_lite]
This option causes special colors to be used for "torch-lit" grids in
certain situations (see "view_granite_lite" and "view_special_lite").
Turning this option off will slightly improve game speed.
Use special colors for 'viewable' grids [view_bright_lite]
This option causes special colors to be used for non "viewable" grids
in certain situations (see "view_granite_lite" and "view_special_lite").
When this option is set, floor grids which are normally drawn in "white"
but which are not currently "viewable" by the player are instead drawn
in "dark gray". This makes the "viewable" grids to appear "brighter"
than the others, allowing the player to easily determine which floor
grids are in "line of sight". Turning this option off will probably
increase the speed of the game.
Use special colors for wall grids (slow) [view_granite_lite]
This option activates a special color scheme for all "wall" grids which
are normally drawn in "white" (as walls and rubble normally are). When
the player is blind, we use "dark gray", else if the grid is torch-lit,
we use "yellow" (or "white") depending on the "view_yellow_lite" option,
else if the "view_bright_lite" option is set, and the grid is not in line
of sight, or the grid is dark, or the grid is only "partially" lit, then
we use "gray", otherwise we use the normal "white". Turning this option
off will probably increase the speed of the game. This option may not
work well if the attr/char codes for walls/veins have been changed, or
if "graphics" are being used.
Use special colors for floor grids (slow) [view_special_lite]
This option activates a special color scheme for all "floor" grids which
are normally drawn in "white" (as they normally are). When the player is
blind, we use "dark gray", else if the grid is torch-lit, we use "yellow"
(or "white") depending on the "view_yellow_lite" option, else if the grid
is "dark", we use "dark gray", else if the "view_bright_lite" option is
set, and the grid is not in line of sight, we use "gray", otherwise we
use the normal "white". Turning this option off will probably increase
the speed of the game. This option may not work well if the attr/char
codes for walls/veins have been changed, or if "graphics" are being used.
=== Cheating Options ===
Peek into object creation [cheat_peek]
Cheaters never win. But they can peek at object creation.
Peek into monster creation [cheat_hear]
Cheaters never win. But they can peek at monster creation.
Peek into dungeon creation [cheat_room]
Cheaters never win. But they can peek at room creation.
Peek into something else [cheat_xtra]
Cheaters never win. But they can see debugging messages.
Know complete monster info [cheat_know]
Cheaters never win. But they can know all about monsters.
Allow player to avoid death [cheat_live]
Cheaters never win. But they can cheat death.
=== Window flags ===
Some platforms support "sub-windows", which are windows which can be used to
display useful information generally available through other means. The best
thing about these windows is that they are updated automatically (usually) to
reflect the current state of the world. The "window options" can be used to
specify what should be displayed in each window. The possible choices should
be pretty obvious.
Display inven/equip
Display the player inventory (and sometimes the equipment).
Display equip/inven
Display the player equipment (and sometimes the inventory).
Display player flags
Display a special description of the character, including some of the
"flags" which pertain to a character, broken down by equipment item.
Display player screen
Display a brief description of the character, including a breakdown
of the current player "skills" (including attacks/shots per round).
Display player flags
Display a brief description of the character, including a breakdown
of the contributions of each equipment item to various resistances
and stats.
Display messages
Display the most recently generated "messages".
Display overhead view
Display an overhead view of the entire dungeon. This is very slow
and does not even look very good.
Display monster recall
Display a description of the most monster which has been most recently
attacked, targetted, or examined in some way.
Display object recall
Display a description of the most recently selected object. Currently
this only affects spellbooks and prayerbooks. This window flag may be
usefully combined with others, such as "monster recall".
Display snap-shot
This window flag is currently unused.
Display borg messages
This window flag is currently used only by the Borg.
Display borg status
This window flag is currently used only by the Borg.
=== Left Over Information ===
The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints
at which the player is warned that he may die. It is also used as the cut-off
for using red to display both hitpoints and mana.
The "delay_factor" value, if non-zero, will slow down the visual effects used
for missile, bolt, beam, and ball attacks. The actual time delay is equal to
"delay_factor" cubed, in milliseconds.
The "preserve" flag (specified when a character is created) cancels all level
feelings of the "special" variety, but allows "missed" artifacts to be "saved"
by wandering monsters and found again at a later time. This only works for
non-identified artifacts. The character description screen shows the value
of this flag.
The "maximize" flag (specified when a character is created) causes the "race"
and "class" stat bonuses to be applied as "equipment" bonuses. This usually
makes the character harder at the beginning of the game, but easier later on,
since the stats are no longer limited to a "natural" value of "18/100". The
character description screen shows the value of this flag.
Welcome To Easyband !!!
Happy Easyband to ALL
This variant born from a little idea. HACK . Yes i always hacked Angband.
In primis the info file tweaking the price of object. Usually i buy 99 spikes
then hancking the price set it at 30000AU and sell it ...
When i encounter monster i usually tweaked my Phial and give it a pval of 80 to
speed, blows, strenght. And many, many other.
I not a C coder, i am an help authorer (.hlp ,.chm ) so i can do only small
hack to Angband, never changing lots of stuff.
But when i realized that i hacked every variant i play, and make a lots of change
i choose to "made" a my personal variant "Easyband".
I don't want to make a too easy or to hacked Variant, but let the player
choose varius hack.
So, Enjoy Easyband. At first Easyband is quite a joke but as the game develops
you will mind that changes aren't so important for WIN.
I want to dedicate this Variant to my wife Federica and to all Angbanders that
can still dream games in ASCII.
Andres Zanzani andres_zanzani@yahoo.it
Rimini, Italy
25/06/2001
=== Version Information ===
This file was last updated for Angband 2.9.0.
Make sure to read the newsgroup ("rec.games.roguelike.angband"), and to visit
the Official Angband Home Page ("http://thangorodrim.angband.org") for the
most up to date information about Angband.
Angband 2.9.0 has an incredibly complex history, and is the result of a
lot of work by a lot of people, all of whom have contributed their time
and energy for free, being rewarded only by the pleasure of keeping alive
one of the best freeware games available anywhere.
The version control files, if they existed, would span more than ten years
time, and more than six different primary developers. Without such files,
we must rely on simpler methods, such as change logs, source file diffs, and
word of mouth. Some of this information is summarized in this file.
Please be sure to read the copyright information at the end of this file.
=== Brief Version History ===
First came "VMS Moria", by Robert Alan Koeneke (1985).
Then came "Umoria" (Unix Moria), by James E. Wilson (1989).
Details about the history of the various flavors of "moria", the direct
ancestor to Angband, can be found elsewhere, and a note from Robert Alan
Koeneke is included in this file. Note that "moria" has been ported to
a variety of platforms, and has its own newsgroup, and its own fans.
In 1990, Alex Cutler and Andy Astrand, with the help of other students
at the University of Warwick, created Angband 1.0, based on the existing
code for Umoria 5.2.1. They wanted to expand the game, keeping or even
strengthening the grounding in Tolkien lore, while adding more monsters
and items, including unique monsters and artifact items, plus activation,
pseudo-sensing, level feelings, and special dungeon rooms.
Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked on
the source, releasing a copy known as "Angband 2.4.frog_knows" at some
point, which ran only on Unix systems, but which was ported by various
people to various other systems. One of the most significant ports was
the "PC Angband 1.4" port, for old DOS machines, which added color and
various other significant changes, only some of which ever made it back
into the official source.
Then Charles Swiger (cs4w+@andrew.cmu.edu) took over, sometime in late
1993, cleaning up the code, fixing a lot of bugs, and bringing together
various patches from various people, resulting in several versions of
Angband, starting with Angband 2.5.1 (?), and leading up to the release
of Angband 2.6.1 (and Angband 2.6.2) in late 1994. Some of the changes
during this period were based on suggestions from the "net", and from
various related games, including "UMoria 5.5", "PC Angband 1.4", and
"FAngband".
Angband 2.6.1 was primarily targetted towards Unix/NeXT machines, and
it required the use of the low level "curses" commands for all screen
manipulation and keypress interaction. Each release had to be ported
from scratch to any new platforms, normally by creating visual display
code that acted as a "curses" emulator. One such port was "Macintosh
Angband 2.6.1", by Keith Randall, which added support for color, and
which formed the basis for the first release of Angband 2.7.0.
During the last half of 1994, I (Ben Harrison) had been playing with
the Angband source, primarily to investigate the possibility of making
some kind of automatic player for Angband, like the old "rogue-o-matic"
program for the game "rogue". The difficulty of compiling a version
for the Macintosh, and the complexity of the code, prevented this, and
so I began cleaning up the code in various ways for my own personal use.
In late 1994, Charles Swiger announced that he was starting a real job
and would no longer be able to be the Angband maintainer. This induced
some amount of uproar in the Angband community (as represented by the
Angband newsgroup), with various people attempting to form "committees"
to take over the maintenance of Angband. Since committees have never
given us anything but trouble (think "COBOL"), there was very little
resistance when, on the first day of 1995, I made my code available,
calling it "Angband 2.7.0", and by default, taking over as the new
maintainer of Angband. Or, at least, that is how I remember it...
Angband 2.7.0 was a very clean (but very buggy) rewrite that, among other
things, allowed extremely simple porting to multiple platforms, starting
with Unix and Macintosh, and by the time most of the bugs were cleaned up,
in Angband 2.7.2, including X11, and various IBM machines. Angband 2.7.4
was released to the "ftp.cis.ksu.edu" site, and quickly gained acceptance,
perhaps helped by the OS2 and Windows and Amiga and Linux ports. Angband
2.7.5 and 2.7.6 added important capabilities such as macros and user pref
files, and continued to clean up the source. Angband 2.7.8 was released
to the major ftp archives as the first "stable" version in a year or so,
with new "help files" and "spoiler files" for the "online help", plus a
variety of minor tweaks and some new features.
After Angband 2.7.8 was released, I created a web site to keep track of
all the changes made in each version (though a few may have been missed),
and acquired the use of a new develoepement ftp server to supplement the
official "mirror" server. This web site is now permanently located at
the Official Angband Home Page (http://thangorodrim.angband.org/).
Unfortunately, the next six versions were numbered Angband 2.7.9v1 to
Angband 2.7.9v6, but really each were rather major updates. Angband 2.8.0
and 2.8.1 were released using a more normal version scheme. Angband 2.8.2
and 2.8.3 add a few random features, clean up some code, and provide
graphics support and such for a few more platforms.
After the release of Angband 2.8.3 Ben's free time was more and more
occupied by his work. He released a beta version of Angband 2.8.5,
introducing many new features, but couldn't give as much attention to
maintaining the game as he wanted to.
So in March 2000, I (Robert Ruehlmann) offered to take over Angband and
started to fix the remaining bugs in the Angband 2.8.5 beta. The
resulting version has now been released as Angband 2.9.0.
The Official Angband Home Page ("http://thangorodrim.angband.org/") serves
not only as the most up to date description of Angband, but also lists
changes made between versions, and changes planned for upcoming versions,
and lists various email addresses and web sites related to Angband.
=== Some of the changes between Angband 2.6.1 and Angband 2.7.8 ===
It is very hard to pin down, along the way from 2.6.2 to 2.7.8, exactly
what changes were made, and exactly when they were made. Most releases
involved so many changes from the previous release as to make "diff files"
not very useful, since often the diff files are as long as the code itself.
Most of the changes, with the notable exception of the creation of some of
the new "main-xxx.c" files for the various new platforms, and a few other
minor exceptions generally noted directly in comments in the source, were
written by myself, either spontaneously, or, more commonly, as the result
of a suggestion or comment by an Angband player.
The most important modification was a massive "code level cleanup" that made
all of my other modifications much simpler and safer. This cleanup was so
massive that in many places the code is no longer recognizable, for example,
via "diff -r", often because it was rewritten from scratch.
The second most important modification was the design of a generic "z-term.c"
package, which allows Angband to be ported to a new machine with as few as 50
lines of code. Angband 2.7.8 thus runs without modification on many machines,
including Macintosh, PowerMac, Unix/X11, Unix/Curses, Amiga, Windows, OS2-386,
DOS-386, and even DOS-286.
It would be difficult to list all of the changes between Angband 2.6.1 and
Angband 2.7.8, because many of them were made in passing during the massive
code level cleanup. Many of the changes are invisible to the user, but still
provide increased simplicity and efficiency, and decreased code size, or make
other more visable changes possible. For example, the new "project()" code
that handles all bolts, beams, and balls, the new "update_view()" code that
simplifies line of sight computation, or the new "generate()" code that builds
new levels in the dungeon. Many changes have been made to increase efficiency,
including the new "process_monsters()" and "update_monsters()" functions, and
the new "objdes()" and "lite_spot()" routines. The generic "z-term.c" package
yielded efficient screen updates, and enabled the efficient use of "color".
But anyway, here are a few things that come to mind, in no particular order,
and with very little time or effort. Somehow I managed to put off updating
this file to the very end, and it will just have to do for now. The recent
changes (and bug fixes) can be found at the Official Angband Home Page.
color
macros
keymaps
user pref files
generic feature array, with template file
generic object array, with template file
generic artifact array, with template file
generic ego-item array, with template file
generic monster array, with template fils
generic vault array, with template file
binary image files for the template files
special stat effect tables
a special table of spells
a special table of options
inventory tagging
inventory restrictions
using objects off the floor
various new runtime options
the new "destroy" command
the new "examine" command
the new "note" command
the new "dump screen" command
the new "load screen" command
the new "un-inscribe" command
the new "change visuals" command
the new "change colors" command
the new "change macros" command
the new "save game" command
the new "fire" vs "throw" commands
rearranged equipment slots
a standard bow slot
an extra inventory slot
an underlying keyset
refueling torches
better monster memory
nicer targetting mode
object stacking
the recall window
the choice window
the mirror window
new high score code
special lighting effects
intelligent monsters
new monster flags
text formatting code
much cleaner store code
generic spell projections
scrolls of *identify*
maximize mode
preserve mode
new inscription code
new message recall code
new spell and prayer code
massive cleanup of effects code
new object allocation routines
powerful (but simple) on line help
robust savefile cheat preventers
new official cheating options
new blindness code
new hallucination code
optimized object description code
new keypress input routines
actual object discounts
fractional (assymptotic) speed
postponing updates/redraws
run-time price determination
better wizard commands
the automatic player
launchers of extra shots
elemental ignore flags
new ego-item types
new player ghost creation
no more sliding objects
no more sliding monsters
new object flags
new chest trap code
regularized the artifact code
regularized the ego-item code
new monster abilities
new monster spell attacks
some new store owners
run-time skill computation
player kills vs anscestor kills
better room illumination code
better group monster code
table access through pointers
more redefinable constants
slightly new screen layout
extreme code cleaning
extreme optimizations
=== A Posting from the Original Author ===
From: koeneke@ionet.net (Robert Alan Koeneke)
Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria
Subject: Early history of Moria
Date: Wed, 21 Feb 1996 04:20:51 GMT
I had some email show up asking about the origin of Moria, and its
relation to Rogue. So I thought I would just post some text on the
early days of Moria.
First of all, yes, I really am the Robert Koeneke who wrote the first
Moria. I had a lot of mail accussing me of pulling their leg and
such. I just recently connected to Internet (yes, I work for a
company in the dark ages where Internet is concerned) and
was real surprised to find Moria in the news groups... Angband was an
even bigger surprise, since I have never seen it. I probably spoke to
its originator though... I have given permission to lots of people
through the years to enhance, modify, or whatever as long as they
freely distributed the results. I have always been a proponent of
sharing games, not selling them.
Anyway...
Around 1980 or 81 I was enrolled in engineering courses at the
University of Oklahoma. The engineering lab ran on a PDP 1170 under
an early version of UNIX. I was always good at computers, so it was
natural for me to get to know the system administrators. They invited
me one night to stay and play some games, an early startrek game, The
Colossal Cave Adventure (later just 'Adventure'), and late one night,
a new dungeon game called 'Rogue'.
So yes, I was exposed to Rogue before Moria was even a gleam in my
eye. In fact, Rogue was directly responsible for millions of hours of
play time wasted on Moria and its descendents...
Soon after playing Rogue (and man, was I HOOKED), I got a job in a
different department as a student assistant in computers. I worked on
one of the early VAX 11/780's running VMS, and no games were available
for it at that time. The engineering lab got a real geek of an
administrator who thought the only purpose of a computer was WORK!
Imagine... Soooo, no more games, and no more rogue!
This was intolerable! So I decided to write my own rogue game, Moria
Beta 1.0. I had three languages available on my VMS system. Fortran
IV, PASCAL V1.?, and BASIC. Since most of the game was string
manipulation, I wrote the first attempt at Moria in VMS BASIC, and it
looked a LOT like Rogue, at least what I could remember of it. Then I
began getting ideas of how to improve it, how it should work
differently, and I pretty much didn't touch it for about a year.
Around 1983, two things happened that caused Moria to be born in its
recognizable form. I was engaged to be married, and the only cure for
THAT is to work so hard you can't think about it; and I was enrolled
for fall to take an operating systems class in PASCAL.
So, I investigated the new version of VMS PASCAL and found out it had
a new feature. Variable length strings! Wow...
That summer I finished Moria 1.0 in VMS PASCAL. I learned more about
data structures, optimization, and just plain programming that summer
then in all of my years in school. I soon drew a crowd of devoted
Moria players... All at OU.
I asked Jimmey Todd, a good friend of mine, to write a better
character generator for the game, and so the skills and history were
born. Jimmey helped out on many of the functions in the game as well.
This would have been about Moria 2.0
In the following two years, I listened a lot to my players and kept
making enhancements to the game to fix problems, to challenge them,
and to keep them going. If anyone managed to win, I immediately found
out how, and 'enhanced' the game to make it harder. I once vowed it
was 'unbeatable', and a week later a friend of mine beat it! His
character, 'Iggy', was placed into the game as 'The Evil Iggy', and
immortalized... And of course, I went in and plugged up the trick he
used to win...
Around 1985 I started sending out source to other universities. Just
before a OU / Texas football clash, I was asked to send a copy to the
Univeristy of Texas... I couldn't resist... I modified it so that
the begger on the town level was 'An OU football fan' and they moved
at maximum rate. They also multiplied at maximum rate... So the
first step you took and woke one up, it crossed the floor increasing
to hundreds of them and pounded you into oblivion... I soon received
a call and provided instructions on how to 'de-enhance' the game!
Around 1986 - 87 I released Moria 4.7, my last official release. I
was working on a Moria 5.0 when I left OU to go to work for American
Airlines (and yes, I still work there). Moria 5.0 was a complete
rewrite, and contained many neat enhancements, features, you name it.
It had water, streams, lakes, pools, with water monsters. It had
'mysterious orbs' which could be carried like torches for light but
also gave off magical aura's (like protection from fire, or aggrivate
monster...). It had new weapons and treasures... I left it with the
student assistants at OU to be finished, but I guess it soon died on
the vine. As far as I know, that source was lost...
I gave permission to anyone who asked to work on the game. Several
people asked if they could convert it to 'C', and I said fine as long
as a complete credit history was maintained, and that it could NEVER
be sold, only given. So I guess one or more of them succeeded in
their efforts to rewrite it in 'C'.
I have since received thousands of letters from all over the world
from players telling about their exploits, and from administrators
cursing the day I was born... I received mail from behind the iron
curtain (while it was still standing) talking about the game on VAX's
(which supposedly couldn't be there due to export laws). I used to
have a map with pins for every letter I received, but I gave up on
that!
I am very happy to learn my creation keeps on going... I plan to
download it and Angband and play them... Maybe something has been
added that will surprise me! That would be nice... I never got to
play Moria and be surprised...
Robert Alan Koeneke
koeneke@ionet.net
=== Previous Versions (outdated) ===
VMS Moria Version 4.8
Version 0.1 : 03/25/83
Version 1.0 : 05/01/84
Version 2.0 : 07/10/84
Version 3.0 : 11/20/84
Version 4.0 : 01/20/85
Modules :
V1.0 Dungeon Generator - RAK
Character Generator - RAK & JWT
Moria Module - RAK
Miscellaneous - RAK & JWT
V2.0 Town Level & Misc - RAK
V3.0 Internal Help & Misc - RAK
V4.0 Source Release Version - RAK
Robert Alan Koeneke Jimmey Wayne Todd Jr.
Student/University of Oklahoma Student/University of Oklahoma
Umoria Version 5.2 (formerly UNIX Moria)
Version 4.83 : 5/14/87
Version 4.85 : 10/26/87
Version 4.87 : 5/27/88
Version 5.0 : 11/2/89
Version 5.2 : 5/9/90
James E. Wilson, U.C. Berkeley
wilson@ernie.Berkeley.EDU
...!ucbvax!ucbernie!wilson
Other contributors:
D. G. Kneller - MSDOS Moria port
Christopher J. Stuart - recall, options, inventory, and running code
Curtis McCauley - Macintosh Moria port
Stephen A. Jacobs - Atari ST Moria port
William Setzer - object naming code
David J. Grabiner - numerous bug reports, and consistency checking
Dan Bernstein - UNIX hangup signal fix, many bug fixes
and many others...
Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
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.
Umoria Version 5.2, patch level 1
Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill,
Charles Teague.
Angband Version 2.4 : 05/09/93
Angband Version 2.5 : 12/05/93 Charles Swiger
Angband Version 2.6 : 09/04/94 Charles Swiger
Angband Version 2.7 : 01/01/95 Ben Harrison
Angband Version 2.8 : 01/01/97 Ben Harrison
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.
All changes made by Ben Harrison and Robert Ruehlmann 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.
=== Contributors (incomplete) ===
Peter Berger, "Prfnoff", Arcum Dagsson, Ed Cogburn, Matthias Kurzke,
Ben Harrison, Steven Fuerst, Julian Lighton, Andrew Hill, Werner Baer,
Tom Morton, "Cyric the Mad", Chris Kern, Tim Baker, Jurriaan Kalkman,
Alexander Wilkins, Mauro Scarpa, John I'anson-Holton, "facade",
Dennis van Es, Kenneth A. Strom, Wei-Hwa Huang, Nikodemus, Timo Pietilä,
Greg Wooledge, Keldon Jones
Welcome to the Angband Online Spoiler .
Please choose one of the following online help files:
(1) Artifact Spoiler (artifact.spo)
(2) Object Description (obj-desc.spo)
(3) Monster Description, short (mon-desc.spo)
(4) Monster Description, long (mon-info.spo)
Artifact Spoilers for Angband Version 2.9.2
-------------------------------------------
Edged Weapons
-------------
The Long Sword 'Lucille' (3d8) (+23,+23) [+8] (+40%)
+4 to STR, WIS, CON, CHR, Stealth
Slay Evil, Undead, Demon, Dragon
Vampiric
Resist Poison, Fear, Dark, Blindness, Confusion, Sound, Nether,
Disenchantment
Sustain STR, WIS, CON
Slow Digestion; Permanent Light; Regeneration; See Invisible
Free Action; Hold Life; Blessed Blade; Health
Activates for dispel evil (x5)
Level 30, Rarity 20, 8.0 lbs, 300000 Gold
The Broken Sword 'Narsil' (3d2) (+6,+10)
+2 to STR, DEX, Attacks
Slay Orc, Troll
Resist Fire
Level 20, Rarity 4, 3.0 lbs, 2000 Gold
The Main Gauche of Maedhros (2d5) (+12,+15)
+3 to INT, DEX, Speed
Slay Troll, Giant
See Invisible; Free Action
Level 15, Rarity 30, 3.0 lbs, 20000 Gold
The Dagger 'Angrist' (2d4) (+10,+15) [+5]
+4 to DEX, Searching, Speed
Slay Evil, Orc, Troll
Poison Brand
Resist Dark
Sustain DEX
Free Action
Level 20, Rarity 80, 1.2 lbs, 100000 Gold
The Dagger 'Narthanc' (2d4) (+4,+6)
Flame Tongue
Resist Fire
Activates for fire bolt (9d8)
Level 4, Rarity 10, 1.2 lbs, 12000 Gold
The Dagger 'Nimthanc' (2d4) (+4,+6)
Frost Brand
Resist Cold
Activates for frost bolt (6d8)
Level 3, Rarity 10, 1.2 lbs, 11000 Gold
The Dagger 'Dethanc' (2d4) (+4,+6)
Lightning Brand
Resist Lightning
Activates for lightning bolt (4d8)
Level 5, Rarity 10, 1.2 lbs, 13000 Gold
The Dagger of Rilia (4d4) (+4,+3)
Slay Orc
Poison Brand
Resist Poison, Disenchantment
Activates for stinking cloud (12)
Level 5, Rarity 40, 1.2 lbs, 15000 Gold
The Dagger 'Belangil' (2d4) (+6,+9)
+2 to DEX
Frost Brand; Poison Brand
Resist Cold
Slow Digestion; Regeneration; See Invisible
Activates for frost ball (48)
Level 10, Rarity 40, 1.2 lbs, 40000 Gold
The Bastard Sword 'Calris' (5d4) (-20,+20)
+5 to CON
Slay Evil, Demon, Troll, Xdragon
Resist Disenchantment
Aggravates
Level 30, Rarity 15, 14.0 lbs, 100000 Gold
The Broad Sword 'Arunruth' (3d5) (+20,+12)
+4 to DEX
Slay Demon, Orc
Resist Cold
Slow Digestion; Feather Falling; Free Action
Activates for frost bolt (12d8)
Level 20, Rarity 45, 15.0 lbs, 50000 Gold
The Broad Sword 'Glamdring' (2d5) (+10,+15)
+1 to Searching
Slay Evil, Orc
Flame Tongue
Resist Fire, Light
Slow Digestion; Permanent Light
Level 20, Rarity 20, 15.0 lbs, 40000 Gold
The Broad Sword 'Aeglin' (2d5) (+12,+16)
+1 to Searching
Slay Orc, Troll, Giant
Lightning Brand
Resist Lightning
Slow Digestion; Permanent Light
Level 20, Rarity 90, 15.0 lbs, 45000 Gold
The Broad Sword 'Orcrist' (2d5) (+10,+15)
+3 to Stealth
Slay Evil, Orc
Frost Brand
Resist Cold, Dark
Slow Digestion; Permanent Light
Level 20, Rarity 20, 15.0 lbs, 40000 Gold
The Two-Handed Sword 'Gurthang' (4d6) (+13,+17)
+2 to STR
Slay Xdragon
Resist Fire, Poison
Slow Digestion; Regeneration; Free Action
Level 30, Rarity 30, 20.0 lbs, 100000 Gold
The Two-Handed Sword 'Zarcuthra' (3d6) (+19,+21)
+4 to STR, CHR, Infravision
Slay Animal, Evil, Undead, Demon, Orc, Troll, Giant, Xdragon
Flame Tongue
Resist Fire, Chaos
See Invisible; Free Action; Aggravates
Level 30, Rarity 80, 20.0 lbs, 200000 Gold
The Short Sword of Hurin (2d6) (+10,+12) [+2]
+3 to CON, Attacks
Slay Demon, Troll
Acid Brand
Level 20, Rarity 15, 18.0 lbs, 90000 Gold
The Cutlass 'Gondricam' (1d7) (+10,+11)
+3 to DEX, Stealth
Resist Acid, Lightning, Fire, Cold
Feather Falling; Regeneration; See Invisible
Level 20, Rarity 8, 11.0 lbs, 28000 Gold
The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
+1 to Attacks
Slay Evil, Undead, Orc, Troll, Giant, Dragon
Poison Brand
See Invisible
Level 40, Rarity 15, 26.0 lbs, 100000 Gold
The Katana 'Aglarang' (8d4) (+0,+0)
+3 to DEX, Speed
Sustain DEX
Level 30, Rarity 25, 5.0 lbs, 40000 Gold
The Long Sword 'Ringil' (4d5) (+22,+25)
+10 to Speed
Slay Evil, Undead, Demon, Troll
Frost Brand
Resist Cold, Fear, Light
Slow Digestion; Permanent Light; Regeneration; See Invisible
Free Action
Activates for frost ball (100)
Level 20, Rarity 120, 13.0 lbs, 300000 Gold
The Long Sword 'Anduril' (4d5) (+10,+15) [+10]
+4 to STR, DEX
Slay Evil, Orc, Troll
Flame Tongue
Resist Fire, Fear, Disenchantment
Sustain STR, DEX
See Invisible; Free Action
Activates for fire ball (72)
Level 20, Rarity 40, 13.0 lbs, 80000 Gold
The Long Sword 'Anguirel' (2d5) (+8,+12)
+2 to STR, CON, Speed
Slay Evil, Demon
Lightning Brand
Resist Lightning, Light, Dark
Permanent Light; See Invisible; Free Action; Aggravates
Level 20, Rarity 30, 13.0 lbs, 40000 Gold
The Long Sword 'Elvagil' (2d5) (+2,+7)
+3 to STR, DEX, CHR, Stealth
Slay Orc, Troll
Feather Falling; See Invisible
Level 20, Rarity 10, 13.0 lbs, 30000 Gold
The Rapier 'Forasgil' (1d6) (+12,+19)
Slay Animal
Frost Brand
Resist Cold, Light
Permanent Light
Level 15, Rarity 8, 4.0 lbs, 15000 Gold
The Sabre 'Careth Asdriag' (1d7) (+6,+8)
+1 to Attacks
Slay Animal, Orc, Troll, Giant, Dragon
Level 15, Rarity 8, 5.0 lbs, 25000 Gold
The Small Sword 'Sting' (1d6) (+7,+8)
+2 to STR, DEX, CON, Speed, Attacks
Slay Evil, Undead, Orc
Resist Fear, Light
Permanent Light; See Invisible; Free Action
Level 20, Rarity 15, 7.5 lbs, 100000 Gold
The Scimitar 'Haradekket' (2d5) (+9,+11)
+2 to DEX, Attacks
Slay Animal, Evil, Undead
See Invisible
Level 20, Rarity 8, 13.0 lbs, 30000 Gold
The Short Sword 'Gilettar' (1d7) (+3,+7)
+2 to Attacks
Slay Animal
Slow Digestion; Regeneration
Level 20, Rarity 8, 8.0 lbs, 15000 Gold
The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-20]
Slay Animal, Evil, Orc, Troll, Xdragon
Frost Brand; Poison Brand
Resist Acid, Lightning, Fire, Cold, Chaos
ESP; See Invisible; Free Action; Aggravates
Level 70, Rarity 25, 18.0 lbs, 200000 Gold
Polearms
--------
The Beaked Axe of Theoden (2d6) (+8,+10)
+3 to WIS, CON
Slay Dragon
Slow Digestion; ESP
Activates for drain life (120)
Level 20, Rarity 15, 18.0 lbs, 40000 Gold
The Glaive of Pain (9d6) (+0,+30)
Level 30, Rarity 25, 30.0 lbs, 50000 Gold
The Halberd 'Osondir' (3d5) (+6,+9)
+3 to CHR
Slay Undead, Giant
Flame Tongue
Resist Fire, Sound
Feather Falling; See Invisible
Level 20, Rarity 8, 19.0 lbs, 22000 Gold
The Pike 'Til-i-arc' (2d5) (+10,+12) [+10]
+2 to INT
Slay Demon, Troll, Giant
Flame Tongue; Frost Brand
Resist Fire, Cold
Sustain INT
Slow Digestion
Level 20, Rarity 15, 16.0 lbs, 32000 Gold
The Spear 'Aeglos' (3d6) (+15,+25) [+5]
+4 to WIS, DEX
Slay Evil, Undead, Orc, Troll
Frost Brand
Resist Cold, Fear
Slow Digestion; Free Action; Blessed Blade
Activates for frost ball (100)
Level 15, Rarity 45, 5.0 lbs, 140000 Gold
The Spear of Orome (3d6) (+15,+20)
+4 to STR, DEX, Infravision, Speed
Slay Animal, Undead, Demon, Giant, Dragon
Flame Tongue
Resist Fear
Feather Falling; Permanent Light; See Invisible; Blessed Blade
Activates for stone to mud
Level 15, Rarity 45, 5.0 lbs, 60000 Gold
The Spear 'Nimloth' (1d6) (+11,+13)
+3 to Stealth
Slay Undead
Frost Brand
Resist Cold
See Invisible
Level 15, Rarity 12, 5.0 lbs, 30000 Gold
The Lance of Eorlingas (3d8) (+13,+21)
+2 to STR, DEX
Slay Evil, Orc, Troll
Resist Fear
See Invisible
Level 20, Rarity 23, 36.0 lbs, 55000 Gold
The Great Axe of Durin (4d4) (+10,+20) [+15]
+3 to STR, CON
Slay Demon, Orc, Troll, Xdragon
Resist Acid, Fire, Fear, Light, Dark, Confusion, Chaos
Free Action
Level 30, Rarity 90, 23.0 lbs, 150000 Gold
The Great Axe of Eonwe (4d4) (+15,+18) [+8]
+2 to All stats
Slay Evil, Undead, Orc
Frost Brand
Immunity to Cold
Resist Cold, Fear, Confusion
See Invisible; Free Action; Blessed Blade
Activates for mass genocide
Level 30, Rarity 120, 23.0 lbs, 200000 Gold
The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5]
+3 to STR, CON, Stealth
Slay Demon, Orc, Troll
Resist Acid, Lightning, Fire, Cold, Blindness
Feather Falling; Regeneration; See Invisible; Free Action
Level 30, Rarity 15, 17.0 lbs, 90000 Gold
The Battle Axe 'Lotharang' (2d8) (+4,+3)
+3 to STR, DEX
Slay Orc, Troll
Activates for cure wounds (4d7)
Level 25, Rarity 15, 15.0 lbs, 21000 Gold
The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
Slay Evil
Resist Acid, Lightning, Fire, Cold
Level 30, Rarity 8, 25.0 lbs, 30000 Gold
The Broad Axe 'Barukkheled' (2d6) (+13,+19)
+3 to CON
Slay Evil, Orc, Troll, Giant
See Invisible
Level 20, Rarity 8, 16.0 lbs, 50000 Gold
The Trident of Wrath (3d8) (+16,+18)
+2 to STR, DEX, Attacks
Slay Evil, Undead
Resist Light, Dark
See Invisible; Blessed Blade
Level 15, Rarity 35, 30.0 lbs, 90000 Gold
The Trident of Ulmo (4d8) (+15,+19)
+4 to DEX
Slay Animal, Dragon
Immunity to Acid
Resist Acid, Nether
Slow Digestion; Regeneration; See Invisible; Free Action; Hold Life
Blessed Blade
Activates for teleport away
Level 30, Rarity 90, 7.0 lbs, 120000 Gold
The Scythe 'Avavir' (5d3) (+8,+8) [+10]
+3 to DEX, CHR
Flame Tongue; Frost Brand
Resist Fire, Cold, Light
Permanent Light; See Invisible; Free Action
Activates for word of recall
Level 40, Rarity 8, 25.0 lbs, 18000 Gold
Hafted Weapons
--------------
The Mighty Hammer 'Grond' (9d9) (+25,+25) [+10]
+2 to Attacks
Slay Animal, Evil, Undead, Demon, Orc, Troll, Xdragon
ESP; See Invisible; Earthquake impact on hit; Aggravates
Level 100, Rarity 1, 100.0 lbs, 500000 Gold
The Flail 'Totila' (3d6) (+6,+8)
+2 to Stealth
Slay Evil
Flame Tongue
Resist Fire, Confusion
Activates for confuse monster
Level 20, Rarity 8, 15.0 lbs, 55000 Gold
The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18)
+4 to STR, CON
Slay Animal, Orc, Troll
Lightning Brand; Flame Tongue
Resist Lightning, Fire, Fear, Dark
Level 45, Rarity 38, 30.0 lbs, 160000 Gold
The Morning Star 'Bloodspike' (2d6) (+8,+22)
+4 to STR
Slay Animal, Orc, Troll
Resist Nexus
See Invisible
Level 20, Rarity 30, 15.0 lbs, 30000 Gold
The Morning Star of Penlod (2d6) (+5,+7) [+2]
Slay Evil
Flame Tongue
Resist Fire
Activates for fire ball (72)
Level 15, Rarity 10, 15.0 lbs, 35000 Gold
The Mace of Galdor (3d4) (+12,+12)
Slay Xdragon
Lightning Brand
Immunity to Lightning
Resist Lightning
Activates for haste self (20+d20 turns)
Level 20, Rarity 15, 20.0 lbs, 50000 Gold
The War Hammer of Aule (9d3) (+19,+21) [+5]
+4 to WIS
Slay Evil, Undead, Demon, Xdragon
Lightning Brand
Resist Acid, Lightning, Fire, Cold, Fear, Nexus
See Invisible; Free Action
Level 40, Rarity 75, 12.0 lbs, 250000 Gold
The Quarterstaff 'of the War Magi' (2d8) (+20,+20) (+40%)
+4 to STR, CON
Slay Dragon
Acid Brand; Flame Tongue
Resist Dark, Nether, Chaos
Sustain STR, CON
Hold Life; Aggravates; Health
Level 20, Rarity 18, 15.0 lbs, 70000 Gold
The Quarterstaff 'of the Coward Magius' (1d1) (-10,-10) [+20] (+30%)
+3 to INT, Stealth
Resist Blindness, Confusion, Nexus, Chaos
Free Action; Mana
Activates for teleport
Level 20, Rarity 18, 8.0 lbs, 20000 Gold
The Quarterstaff of Olorin (2d9) (+10,+13)
+4 to INT, WIS, CHR
Slay Evil, Orc, Troll
Flame Tongue
Resist Fire, Fear, Nether
See Invisible; Hold Life
Activates for probing
Level 30, Rarity 105, 15.0 lbs, 130000 Gold
The Mace of Disruption of Rog (7d8) (+18,+18)
+6 to STR, Tunneling
Slay Animal, Evil, Undead, Dragon
Flame Tongue
Immunity to Fire
Resist Fire, Dark, Chaos, Disenchantment
Aggravates
Level 80, Rarity 38, 40.0 lbs, 400000 Gold
The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8]
+4 to WIS, Infravision
Slay Orc
Frost Brand
Resist Cold, Light
Permanent Light; Regeneration
Activates for drain life (90)
Level 20, Rarity 15, 12.0 lbs, 30000 Gold
Bows
----
The Light Crossbow 'Orcus' Finger' (x3) (+5,+0) [3,+3]
+3 to STR, CON, Stealth
Resist Lightning
Sustain CON
Permanent Light; Free Action
Activates for lightning bolt (4d8)
Level 30, Rarity 3, 14.0 lbs, 45000 Gold
The Long Bow 'Belthronding' (x3) (+20,+22)
+1 to DEX, Stealth, Speed, Shots
Resist Disenchantment
Level 40, Rarity 20, 4.0 lbs, 35000 Gold
The Long Bow of Bard (x3) (+17,+19)
+2 to DEX, Speed, Might
Free Action
Level 30, Rarity 20, 4.0 lbs, 20000 Gold
The Light Crossbow of Duilin (x3) (+10,+14)
+10 to Speed
Resist Fire
Activates for fire branding of bolts
Level 50, Rarity 25, 11.0 lbs, 50000 Gold
The Sling of Buckland (x2) (+19,+15)
+3 to Speed, Shots
Resist Fear, Blindness, Confusion
Level 40, Rarity 35, 2.0 lbs, 50000 Gold
Diggers
-------
The Mattock of Nain (3d8) (+12,+18)
+6 to STR, Searching, Infravision, Tunneling
Slay Orc, Troll, Giant
Acid Brand
Resist Acid, Dark, Disenchantment
Activates for stone to mud
Level 60, Rarity 20, 25.0 lbs, 30000 Gold
Body Armor
----------
The Hard Leather Armour of Himring [6,+15]
Resist Poison, Nether, Chaos
Activates for protection from evil
Level 25, Rarity 6, 10.0 lbs, 35000 Gold
The Soft Leather Armour 'Hithlomir' [4,+20]
+4 to Stealth
Resist Acid, Lightning, Fire, Cold, Dark
Level 20, Rarity 3, 8.0 lbs, 45000 Gold
The Leather Scale Mail 'Thalkettoth' (-1) [11,+25]
+3 to DEX, Speed
Resist Acid, Shards
Level 20, Rarity 3, 6.0 lbs, 25000 Gold
The Robe of Icanus [2,+20] (+30%)
+3 to INT, WIS, Searching
Resist Acid, Lightning, Fire, Cold, Nexus
Sustain INT, WIS
Feather Falling; See Invisible; Free Action; Hold Life; Mana
Activates for mana bolt (120)
Level 50, Rarity 2, 2.0 lbs, 60000 Gold
The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+30%)
+3 to CON
Resist Acid, Cold, Fear, Dark, Confusion, Nexus, Nether, Chaos
Sustain CON
Hold Life; Health
Activates for heal (1000)
Level 75, Rarity 9, 42.0 lbs, 300000 Gold
The Full Plate Armour of Isildur [25,+25]
+1 to CON
Resist Acid, Lightning, Fire, Cold, Confusion, Sound, Shards, Nexus
Level 30, Rarity 3, 30.0 lbs, 50000 Gold
The Metal Brigandine Armour of the Rohirrim [19,+15]
+2 to STR, DEX
Resist Acid, Lightning, Fire, Cold, Fear, Confusion, Sound
Level 30, Rarity 3, 20.0 lbs, 30000 Gold
The Mithril Chain Mail 'Belegennon' [28,+20]
+4 to Stealth
Resist Acid, Lightning, Fire, Cold, Poison
Activates for phase door
Level 40, Rarity 3, 15.0 lbs, 105000 Gold
The Mithril Plate Mail of Celeborn (-3) [35,+25]
+4 to STR, CHR
Resist Acid, Lightning, Fire, Cold, Dark, Disenchantment
Activates for genocide
Level 40, Rarity 3, 25.0 lbs, 150000 Gold
The Chain Mail of Arvedui (-2) [14,+15]
+2 to STR, CHR
Resist Acid, Lightning, Fire, Cold, Shards, Nexus
Level 20, Rarity 3, 22.0 lbs, 32000 Gold
The Augmented Chain Mail of Caspanion (-2) [16,+20]
+3 to INT, WIS, CON
Resist Acid, Poison, Confusion
Activates for door and trap destruction
Level 25, Rarity 9, 27.0 lbs, 40000 Gold
The Multi-Hued Dragon Scale Mail 'Razorback' (-2) [30,+25]
Immunity to Lightning
Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark
Permanent Light; See Invisible; Free Action; Aggravates
Activates for star ball (150)
Level 90, Rarity 9, 30.0 lbs, 400000 Gold
The Power Dragon Scale Mail 'Bladeturner' (-3) [50,+35]
Resist Acid, Lightning, Fire, Cold, Poison, Fear, Light, Dark,
Blindness, Confusion, Sound, Shards, Nexus, Nether, Chaos,
Disenchantment
Regeneration; Hold Life
Activates for berserk rage, bless, and resistance
Level 100, Rarity 16, 20.0 lbs, 500000 Gold
Cloaks
------
The Cloak 'Colluin' [1,+15]
Resist Acid, Lightning, Fire, Cold, Poison
Activates for resistance (20+d20 turns)
Level 5, Rarity 45, 1.0 lbs, 10000 Gold
The Cloak 'Holcolleth' [1,+4]
+2 to INT, WIS, Stealth, Speed
Resist Acid
Activates for sleep II
Level 5, Rarity 45, 1.0 lbs, 13000 Gold
The Cloak of Thingol [1,+18]
+3 to DEX, CHR
Resist Acid, Fire, Cold
Free Action
Activates for recharge item I
Level 10, Rarity 90, 1.0 lbs, 35000 Gold
The Cloak of Thorongil [1,+10]
Resist Acid, Fear
See Invisible; Free Action
Level 5, Rarity 20, 1.0 lbs, 8000 Gold
The Cloak 'Colannon' [1,+15]
+3 to Stealth, Speed
Resist Nexus
Activates for teleport
Level 3, Rarity 10, 1.0 lbs, 11000 Gold
The Shadow Cloak of Luthien [6,+20]
+2 to INT, WIS, CHR, Stealth, Speed
Resist Acid, Fire, Cold
Activates for restore life levels
Level 40, Rarity 40, 0.5 lbs, 45000 Gold
The Shadow Cloak of Tuor [6,+12]
+4 to DEX, Stealth, Invisibility
Immunity to Acid
Resist Acid
See Invisible; Free Action
Level 40, Rarity 40, 0.5 lbs, 35000 Gold
Shields
-------
The Small Metal Shield of Thorin [3,+25]
+4 to STR, CON
Immunity to Acid
Resist Acid, Fear, Sound, Chaos
Free Action
Level 40, Rarity 6, 6.5 lbs, 60000 Gold
The Large Leather Shield of Celegorm [4,+20]
Resist Acid, Lightning, Fire, Cold, Light, Dark
Level 30, Rarity 3, 6.0 lbs, 12000 Gold
The Large Metal Shield of Anarion [5,+20]
Resist Acid, Lightning, Fire, Cold
Sustain All stats
Level 40, Rarity 9, 12.0 lbs, 160000 Gold
Helms/Crowns
------------
The Hard Leather Cap of Thranduil [2,+10]
+2 to INT, WIS
Resist Blindness
ESP
Level 20, Rarity 2, 1.5 lbs, 50000 Gold
The Metal Cap of Thengel [3,+12]
+3 to WIS, CHR
Resist Confusion
Level 10, Rarity 2, 2.0 lbs, 22000 Gold
The Steel Helm of Hammerhand [6,+20]
+3 to STR, DEX, CON
Resist Acid, Nexus
Sustain STR, CON
Free Action
Level 20, Rarity 2, 6.0 lbs, 45000 Gold
The Iron Helm of Dor-Lomin [5,+20]
+4 to STR, DEX, CON
Resist Acid, Lightning, Fire, Cold, Fear, Light, Blindness
Permanent Light; ESP; See Invisible
Level 40, Rarity 12, 7.5 lbs, 300000 Gold
The Iron Helm 'Holhenneth' [5,+10]
+2 to INT, WIS, Searching
Resist Blindness, Confusion
See Invisible
Activates for detection
Level 20, Rarity 5, 7.5 lbs, 100000 Gold
The Iron Helm of Gorlim (+5,+5) [5,+10]
-5 to INT, WIS, Searching
Resist Fear
See Invisible; Free Action; Aggravates
Level 20, Rarity 5, 7.5 lbs, 0 Gold
The Massive Iron Crown of Morgoth [0,+0]
+125 to All stats, Infravision
Resist Acid, Lightning, Fire, Cold, Poison, Fear, Light, Dark,
Confusion, Nexus, Nether
Prevent Teleportation; Permanent Light; ESP; See Invisible
Level 100, Rarity 1, 2.0 lbs, 10000000 Gold
The Iron Crown of Beruthiel [0,+20]
-3 to STR, DEX, CON
ESP; See Invisible; Free Action
Activates for detection
Level 40, Rarity 12, 2.0 lbs, 0 Gold
The Golden Crown of Gondor [0,+15]
+3 to STR, WIS, CON, Speed
Resist Fire, Cold, Light, Blindness, Confusion, Sound, Chaos
Permanent Light; Regeneration; See Invisible
Activates for heal (500)
Level 40, Rarity 20, 3.0 lbs, 100000 Gold
The Jewel Encrusted Crown of Numenor [0,+15]
+3 to INT, DEX, CHR
Resist Light, Sound, Shards
Permanent Light
Level 60, Rarity 15, 4.0 lbs, 50000 Gold
Gloves
------
The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15]
+2 to STR, CON
Free Action
Level 10, Rarity 6, 0.5 lbs, 36000 Gold
The Set of Gauntlets 'Orcus' Fist' (+10,+10) [3,+10]
+5 to STR, CON, Speed
Resist Lightning
Sustain STR
Free Action
Level 10, Rarity 20, 19.0 lbs, 100000 Gold
The Set of Gauntlets 'of Rogue' [2,+15]
+4 to DEX, Stealth
Resist Poison
Activates for phase door
Level 10, Rarity 20, 2.5 lbs, 13000 Gold
The Set of Gauntlets 'Pauraegen' [2,+15]
Resist Lightning, Light
Activates for lightning bolt (4d8)
Level 10, Rarity 20, 2.5 lbs, 11000 Gold
The Set of Gauntlets 'Paurnen' [2,+15]
Resist Acid, Nether
Activates for acid bolt (5d8)
Level 10, Rarity 20, 2.5 lbs, 12000 Gold
The Set of Gauntlets 'Camlost' (-5,-5) [2,+15]
-3 to STR, DEX
Resist Fire, Disenchantment
Free Action; Aggravates; Drains Experience
Level 10, Rarity 20, 2.5 lbs, 0 Gold
The Set of Cesti of Fingolfin (+10,+10) [5,+20]
+4 to DEX
Resist Acid, Fear
Free Action
Activates for a magical arrow (150)
Level 40, Rarity 15, 4.0 lbs, 110000 Gold
Boots
-----
The Pair of Hard Leather Boots of Feanor [3,+20]
+15 to Speed
Resist Nexus
Activates for haste self (20+d20 turns)
Level 40, Rarity 120, 4.0 lbs, 300000 Gold
The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15]
+5 to DEX
Resist Confusion, Nether, Chaos
Sustain CON
Free Action
Activates for remove fear and cure poison
Level 10, Rarity 25, 2.0 lbs, 40000 Gold
The Pair of Metal Shod Boots of Thror [6,+20]
+3 to STR, CON, Speed
Resist Fear
Level 30, Rarity 25, 8.0 lbs, 12000 Gold
Light Sources
-------------
The Phial of Galadriel
+1 to Searching
Permanent Light(3)
Activates for illumination
Level 1, Rarity 1, 1.0 lbs, 10000 Gold
The Star of Elendil
Resist Dark
See Invisible; Permanent Light(3)
Activates for magic mapping
Level 30, Rarity 25, 0.5 lbs, 30000 Gold
The Arkenstone of Thrain
Resist Light, Dark
See Invisible; Hold Life; Permanent Light(3)
Activates for detection
Level 50, Rarity 50, 0.5 lbs, 50000 Gold
The Palantir of Westernesse
+2 to INT, WIS, Searching, Infravision
Resist Blindness, Chaos
ESP; See Invisible; Permanent Light(3)
Activates for clairvoyance
Level 75, Rarity 60, 20.0 lbs, 100000 Gold
Amulets
-------
The Amulet of Carlammas
+2 to CON
Resist Fire
Activates for protection from evil
Level 50, Rarity 10, 0.3 lbs, 60000 Gold
The Amulet of Ingwe
+3 to INT, WIS, CHR, Infravision
Resist Acid, Lightning, Cold
See Invisible; Free Action
Activates for dispel evil (x5)
Level 65, Rarity 30, 0.3 lbs, 90000 Gold
The Necklace of the Dwarves
+5 to STR, CON, Infravision
Resist Confusion
Sustain STR, WIS, CON
Permanent Light; Regeneration; See Invisible; Free Action
Level 40, Rarity 50, 0.3 lbs, 75000 Gold
The Necklace of Faramir (+18,+0)
+3 to Stealth
Resist Confusion
Sustain DEX
Activates for blasting monsters with fear
Level 30, Rarity 10, 0.2 lbs, 20000 Gold
The Necklace of Boromir (+0,+18)
+3 to STR, INT
Resist Fear
Sustain STR
Activates for extermination of small life
Level 30, Rarity 10, 0.2 lbs, 20000 Gold
Rings
-----
The Ring of Barahir
+1 to All stats, Stealth, Speed
Resist Poison, Dark
Level 50, Rarity 25, 0.2 lbs, 65000 Gold
The Ring of Tulkas
+4 to STR, DEX, CON, Speed
Activates for haste self (75+d75 turns)
Level 40, Rarity 50, 0.2 lbs, 150000 Gold
The Ring of Power 'Narya' (+6,+6)
+2 to All stats, Speed
Immunity to Fire
Resist Fire, Fear, Nether
Sustain STR, WIS, CON, CHR
Slow Digestion; Regeneration; See Invisible; Free Action
Activates for large fire ball (120)
Level 70, Rarity 30, 0.2 lbs, 100000 Gold
The Ring of Power 'Nenya' (+12,+12)
+3 to All stats, Speed
Immunity to Cold
Resist Cold, Blindness, Confusion
Sustain INT, WIS, CHR
Feather Falling; Regeneration; See Invisible; Free Action; Hold Life
Activates for large frost ball (200)
Level 80, Rarity 40, 0.2 lbs, 200000 Gold
The Ring of Power 'Vilya' (+15,+15)
+5 to All stats, Speed
Immunity to Lightning
Resist Lightning, Poison, Disenchantment
Sustain STR, DEX, CON
Slow Digestion; Feather Falling; Regeneration; See Invisible
Free Action; Hold Life
Activates for large lightning ball (250)
Level 90, Rarity 50, 0.2 lbs, 300000 Gold
The Ring of Power 'The One Ring' (+20,+20) (+70%)
+7 to All stats, Speed, Invisibility
Immunity to Acid, Lightning, Fire, Cold
Resist Acid, Lightning, Fire, Cold, Poison, Fear, Blindness,
Confusion, Nether, Disenchantment
Sustain All stats
Regeneration; See Invisible; Drains Experience; Mana
Activates for bizarre things
Level 100, Rarity 100, 0.2 lbs, 5000000 Gold
Spoiler File -- Basic Items (2.?.?)
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
Seeker Arrow 4d4 0.2 55 20
Seeker Bolt 4d5 0.3 65 25
Bows
Sling 0.5 1 5
Short Bow 3.0 3 50
Halfling Sling 1.0 30 50
Long Bow 4.0 10 120
Light Crossbow 11.0 15 140
Heavy Crossbow 20.0 30 300
Dwarven Crossbow 30.0 30 500
Elven Bow 3.0 30 1200
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 1d6 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 5 250
Hard Studded Leather 7 11.0 10 300
Leather Scale Mail 11 14.0 15 550
Metal Scale Mail 13 25.0 25 750
Chain Mail 14 22.0 25 950
Rusty Chain Mail 14 20.0 25 1050
Double Chain Mail 16 25.0 30 1050
Augmented Chain Mail 16 27.0 30 1100
Bar Chain Mail 18 28.0 35 1150
Metal Brigandine Armour 19 29.0 35 1400
Partial Plate Armour 22 26.0 45 1500
Metal Lamellar Armour 23 34.0 45 1550
Full Plate Armour 25 38.0 45 1650
Ribbed Plate Armour 28 38.0 50 1800
Mithril Chain Mail 28 15.0 55 7100
Mithril Plate Mail 35 30.0 60 15300
Adamantite Plate Mail 40 42.0 75 20400
Bronze Dragon Scale Mail 30 20.0 55 30200
Black Dragon Scale Mail 30 20.0 50 40200
Blue Dragon Scale Mail 30 20.0 50 40200
White Dragon Scale Mail 30 20.0 50 40200
Red Dragon Scale Mail 30 20.0 50 40200
Green Dragon Scale Mail 30 20.0 60 60200
Pseudo Dragon Scale Mail 30 20.0 65 60200
Gold Dragon Scale Mail 30 20.0 65 60200
Law Dragon Scale Mail 30 20.0 80 80200
Chaos Dragon Scale Mail 30 20.0 80 80200
Balance Dragon Scale Mail 30 20.0 90 100200
Multi-Hued Dragon Scale Mail 30 20.0 95 150200
Power Dragon Scale Mail 40 20.0 110 300300
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 15 0
Amulet of Doom 0.3 50 0
Amulet of Adornment 0.3 15 20
Amulet of Slow Digestion 0.3 15 200
Amulet of Resist Acid 0.3 20 300
Amulet of Wisdom 0.3 30 500
Amulet of Charisma 0.3 30 500
Amulet of Searching 0.3 20 600
Amulet of Power 0.3 30 5000
Amulet of the Magi 0.3 50 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 Resist Fire 0.2 10 250
Ring of Resist Cold 0.2 10 250
Ring of See Invisible 0.2 30 340
Ring of Protection 0.2 10 500
Ring of Damage 0.2 20 500
Ring of Accuracy 0.2 20 500
Ring of Sustain Charisma 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 Sustain Intelligence 0.2 20 600
Ring of Sustain Wisdom 0.2 20 600
Ring of Sustain Strength 0.2 20 750
Ring of Sustain Constitution 0.2 20 750
Ring of Sustain Dexterity 0.2 20 750
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 Invisibility 0.2 50 10000
Ring of Resist Poison 0.2 40 16000
Ring of Sustaining 0.2 50 20000
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 Genocide 0.5 40 750
Scroll of *Identify* 0.5 25 1000
Scroll of Mass Genocide 0.5 50 1000
Scroll of Brand Weapon 0.5 25 5000
Scroll of Bless Weapon 0.5 25 5000
Scroll of *Remove Curse* 0.5 50 8000
Scroll of Artifact Creation 0.5 50 80000
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 Infra-vision 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 the Blood of Life 0.4 0 10000
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
Mushroom of & Fortune cookie~ 0.2 0 10
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 Blind Monster 1.0 5 500
Wand of Calm 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 Genocide 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 [Resistance of Scarabtarices] 3.0 40 5000
Book of Magic Spells [Mordenkainen's Escapes] 3.0 50 10000
Book of Magic Spells [Kelek's Grimoire of Power] 3.0 60 30000
Book of Magic Spells [Tenser's Transformations] 3.0 80 50000
Book of Magic Spells [Raal's Tome of Destruction] 3.0 100 100000
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
Feanorian lamp 6.0 15 450
Monster Spoilers for Angband Version 2.9.2
------------------------------------------
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'
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 Innocent bystander 0 1 +0 1d4 1 White '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 Town bully 0 1 +0 4d8 15 L.Red 't'
The Mean looking mercenary 0 1 +0 5d8 20 Red 't'
The Stray cow 0 4 -10 2d4 1 L.Umber 'q'
The Idle workman 0 2 +0 3d4 10 L.Slate 't'
The Nihilist 0 3 +0 3d6 5 L.Dark 't'
The Battle scarred veteran 0 1 +0 7d8 30 L.Blue 't'
[U] Farmer Maggot 0 4 +0 350 10 White 'h'
The Grey mushroom patch 1 1 +0 1d2 1 Slate ','
The White icky thing 1 1 +0 2d5 7 White 'i'
The Giant white mouse 1 1 +0 1d3 4 White 'r'
The Floating eye 1 1 +0 3d6 6 Orange 'e'
The Insect swarm 1 1 +10 2d2 12 L.Umber 'I'
The Jackal 1 1 +0 1d4 3 L.Umber 'C'
The Fruit bat 1 1 +10 1d6 3 Orange 'b'
The Giant yellow centipede 1 1 +0 2d6 12 Yellow 'c'
The Giant white centipede 1 1 +0 3d5 10 White 'c'
The Clear icky thing 1 1 +0 2d5 6 White 'i'
The Large white snake 1 1 -10 3d6 30 White 'J'
The White worm mass 1 1 -10 4d4 1 White 'w'
The Rock lizard 1 1 +0 3d4 4 L.Umber 'R'
The Grid bug 1 1 +0 2d4 6 Violet 'I'
The Large cockroach 1 2 +10 1 1 Orange 'I'
The Grey mold 1 1 +0 1d2 1 Slate 'm'
The Large brown snake 1 1 -10 4d6 35 Umber 'J'
The Soldier ant 1 1 +0 2d5 3 L.Slate 'a'
The Small kobold 1 1 +0 2d7 16 Yellow 'k'
The Shrieker mushroom patch 2 1 +0 1 1 L.Red ','
The Yellow mushroom patch 2 1 +0 1 1 Yellow ','
The Bat 2 1 +20 2d9 5 L.Umber 'b'
The Metallic green centipede 2 1 +10 4d4 4 Green 'c'
The Green worm mass 2 1 -10 6d4 3 Green 'w'
The Blue yeek 2 1 +0 2d6 14 Blue 'y'
The Kobold 2 1 +0 3d7 16 L.Green 'k'
The White harpy 2 1 +0 2d5 17 White 'H'
The Novice warrior 2 1 +0 9d4 16 Umber 'p'
The Novice rogue 2 1 +0 8d4 12 Blue 'p'
The Giant green frog 2 1 +0 2d8 8 Green 'R'
The Novice priest 2 1 +0 7d4 10 Green 'p'
The Novice mage 2 1 +0 6d4 6 Red 'p'
The Cave spider 2 1 +10 2d6 16 L.Dark 'S'
The Blubbering icky thing 2 1 +0 5d6 4 L.Slate 'i'
The Giant black ant 2 1 +0 3d6 20 L.Dark 'a'
The Wild cat 2 2 +10 3d5 12 L.Umber 'f'
The Crow 2 2 +10 3d5 12 Slate 'B'
The Large yellow snake 2 1 -10 4d8 38 Yellow 'J'
The White jelly 2 1 +10 8d8 1 White 'j'
The Salamander 2 1 +0 4d6 20 Orange 'R'
[U] Grip, Farmer Maggot's dog 2 1 +10 25 30 L.Slate 'C'
[U] Fang, Farmer Maggot's dog 2 1 +10 25 30 L.Slate 'C'
[U] Wolf, Farmer Maggot's dog 2 2 +10 25 15 White 'C'
The Giant white louse 3 1 +10 1 5 White 'l'
The Spotted mushroom patch 3 1 +0 1 1 Orange ','
The Green ooze 3 2 +10 3d4 16 Green 'j'
The Scruffy looking hobbit 3 1 +0 3d5 8 Blue 'h'
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 Metallic blue centipede 3 1 +10 4d5 6 Blue 'c'
The Giant white ant 3 1 +0 3d6 16 White 'a'
The Poltergeist 3 1 +20 2d5 15 L.Slate 'G'
The Yellow mold 3 1 +0 8d8 10 Yellow 'm'
The Silver jelly 3 2 +10 10d8 1 L.Slate 'j'
The Yellow jelly 3 1 +10 10d8 1 Yellow 'j'
The Metallic red centipede 3 1 +10 4d8 9 Red 'c'
The Black naga 3 1 +0 6d8 40 L.Dark 'n'
The Nymph 3 2 +10 7d4 5 L.Green 'h'
[U] Smeagol 3 2 +20 200 12 L.Blue 'h'
The Silver mouse 4 1 +0 1d3 4 L.Slate 'r'
The Giant white rat 4 1 +0 2d2 7 L.Slate 'r'
The Huge cockroach 4 1 +10 2 5 L.Umber 'I'
The Blue worm mass 4 1 -10 5d8 12 Blue 'w'
The Novice beastmaster 4 1 +0 6d4 8 Green 'p'
The Cave lizard 4 1 +0 3d6 16 Umber 'R'
The Creeping copper coins 4 2 -10 7d8 24 Umber '$'
The Raven 4 2 +10 4d5 12 L.Dark 'B'
The Kobold elder 4 2 +3 2d10 6 Slate 'k'
The Blue jelly 4 1 +0 12d8 1 Blue 'j'
The Large grey snake 4 1 -10 6d8 41 Slate 'J'
The Novice ranger 4 1 +0 6d8 16 L.Slate 'p'
The Novice paladin 4 1 +0 6d8 16 White 'p'
The Kobold archer 4 1 +0 3d9 16 L.Slate 'k'
The Red worm mass 5 1 -10 5d8 12 Red 'w'
The Apprentice mage 5 2 +0 6d4 6 Red 'p'
The Blue ooze 5 1 +0 3d4 16 Blue 'j'
The Grey icky thing 5 1 +0 4d8 12 Slate 'i'
The Skeleton kobold 5 1 +0 5d8 26 White 's'
The Rot jelly 5 1 +10 20d8 30 Umber 'j'
The Green glutton ghost 5 1 +20 3d4 20 Green 'G'
The Copperhead snake 5 1 +0 4d6 20 Orange 'J'
The Green jelly 5 1 +10 22d8 1 Green 'j'
The Disenchanter eye 5 2 -10 7d8 10 Violet 'e'
The Large kobold 5 1 +0 13d9 32 Blue 'k'
The Green naga 5 1 +0 9d8 40 Green 'n'
[U] Bullroarer the Hobbit 5 3 +10 60 8 L.Umber 'h'
The Warrior 6 2 +0 6d4 11 L.Umber 'p'
The Petty dwarf 6 1 +0 6d4 6 L.Dark 'h'
The Novice necromancer 6 2 +0 5d4 5 Red 'p'
The Giant pack rat 6 3 +0 1d2 7 Orange 'r'
The Giant brown bat 6 1 +20 3d8 15 Umber 'b'
The Purple mushroom patch 6 2 +0 1 1 Violet ','
The Snaga 6 1 +0 8d8 32 L.Umber 'o'
The Creeping silver coins 6 2 -10 12d8 30 Slate '$'
The Brown mold 6 1 +0 15d8 12 Umber 'm'
The Rattlesnake 6 1 +0 6d7 24 Red 'J'
The Orangutan 7 2 +5 7d6 7 Orange 'Y'
The Zombified kobold 7 1 +0 6d8 14 Slate 'z'
The Wood spider 7 3 +10 3d6 16 L.Umber 'S'
The Bloodshot eye 7 3 +0 5d8 6 Red 'e'
The Manes 7 2 +0 8d8 32 Umber 'u'
The Giant red frog 7 1 +0 5d8 16 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 Cave orc 7 1 +0 11d9 32 L.Green 'o'
The Dark elf 7 2 +0 5d10 8 L.Dark 'h'
The Dark elf 7 2 +0 7d10 16 Slate 'h'
The Red jelly 7 1 +0 26d8 1 Red 'j'
The Night lizard 7 2 +0 4d8 16 L.Dark 'R'
The Red naga 7 2 +0 11d8 40 Red 'n'
[U] Mughash the Kobold Lord 7 3 +0 150 20 Violet 'k'
The Giant cockroach 8 2 +10 3 10 Green 'I'
The Gremlin 8 3 +0 5d5 30 Umber 'u'
The Kobold shaman 8 1 +2 3d8 8 Yellow 'k'
The Brown yeek 8 1 +0 4d8 18 Umber 'y'
The Lemure 8 3 +0 13d9 32 L.Umber 'u'
The Lemure 8 3 +0 13d9 32 L.Umber 'u'
The Gorilla 8 2 +0 10d6 7 Slate 'Y'
The Novice ranger 8 1 +0 6d8 6 L.Slate 'p'
The Kobold assassin 8 1 +10 4d8 40 L.Dark 'k'
The Hill orc 8 1 +0 13d9 32 Umber 'o'
The Skeleton orc 8 1 +0 10d8 36 White 's'
The Bandit 8 2 +0 8d8 24 Blue 'p'
The Green mold 8 2 +0 21d8 14 Green 'm'
The Giant salamander 8 1 +0 6d7 40 Yellow 'R'
[U] Lagduf, the Snaga 8 2 +0 190 32 Yellow 'o'
[U] Wormtongue, Agent of Saruman 8 1 +0 250 30 L.Blue 'p'
The Giant grey rat 9 1 +0 2d3 12 Slate 'r'
The Black harpy 9 1 +10 3d8 22 L.Dark 'H'
The Killer bee 9 2 +10 2d4 34 Yellow 'I'
The Giant red ant 9 2 +0 4d8 34 Red 'a'
The Killer bee 9 2 +10 2d4 17 Yellow 'I'
The Bloodshot icky thing 9 3 +0 7d8 18 Red 'i'
The Kobold marksman 9 1 +10 6d9 45 Green 'k'
The Cave bear 9 1 +0 8d8 35 Umber 'q'
The King cobra 9 2 +0 8d10 30 Green 'J'
The Yeti 9 3 +0 6d9 12 White 'Y'
The Yeti 9 3 +0 11d9 24 Blue 'Y'
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 bronze dragon 9 2 +0 100 30 L.Umber 'd'
The Baby black dragon 9 2 +0 100 30 Slate 'd'
The Baby red dragon 9 2 +0 100 30 Red 'd'
The Baby gold dragon 9 2 +0 100 30 Yellow 'd'
[U] Brodda, the Easterling 9 2 +0 210 25 L.Umber 'p'
The Clear mushroom patch 10 2 +10 1 1 White ','
The Giant fruit fly 10 3 +10 2d2 14 L.Green 'I'
The Kamikaze yeek 10 1 +3 3d8 9 Umber 'y'
The Panther 10 2 +10 10d8 30 Umber 'f'
The Giant white tick 10 2 -10 12d8 40 White 'S'
The Wolf 10 1 +10 6d6 30 Umber 'C'
The Hairy mold 10 2 +0 15d8 15 Orange 'm'
The Creeping gold coins 10 3 -10 18d8 36 Yellow '$'
The Giant spider 10 2 +0 10d10 16 Violet 'S'
The Owlbear 10 1 +0 15d5 10 Orange 'H'
The Brigand 10 2 +0 9d8 32 Blue 'p'
The Disenchanter mold 10 2 +0 16d8 20 Violet 'm'
The Tengu 10 1 +10 16d9 32 L.Red 'u'
The Dark elven mage 10 1 +10 7d10 16 Red 'h'
The Dark elven warrior 10 1 +0 10d11 16 Umber 'h'
The Death sword 10 5 +20 36 40 L.Slate '|'
[U] Orfax, Son of Boldor 10 3 +10 120 20 L.Blue 'y'
The Pseudo-dragon 10 2 +0 200 30 Orange 'd'
The unicorn 10 2 +20 140 22 White 'q'
[U] Grishnakh, the Hill Orc 10 3 +0 230 20 Yellow 'o'
[U] Topobanshee 10 1 +0 13d9 32 White 'm'
The Rock mole 11 2 +0 10d10 30 Slate 'r'
The Hippogriff 11 1 +0 20d9 14 L.Umber 'H'
The Zombified orc 11 1 +0 11d8 24 Slate 'z'
The Gnome mage 11 2 +0 7d8 20 Red 'h'
The Baby multi-hued dragon 11 2 +0 130 30 Violet 'd'
The Nether worm mass 12 3 -10 5d8 15 L.Dark 'w'
The Master yeek 12 2 +0 12d9 24 L.Umber 'y'
The White wolf 12 1 +10 7d7 30 White 'C'
The Spotted jelly 12 3 +10 13d8 18 Orange 'j'
The Zombified human 12 1 +0 12d8 24 Slate 'z'
The Priest 12 1 +0 12d8 22 Green 'p'
The Skeleton human 12 1 +0 10d8 30 White 's'
The Black mamba 12 3 +10 10d8 32 L.Dark 'J'
The Frumious bandersnatch 12 2 +10 10d8 20 Blue 'c'
The Air spirit 12 2 +20 8d8 40 L.Blue 'E'
The Tiger 12 2 +10 12d10 40 Orange 'f'
The Swordsman 12 1 +0 12d8 34 Umber 'p'
The Mine-dog 12 4 +10 4d6 10 Umber 'C'
The Stegocentipede 12 2 +10 13d8 30 Umber 'c'
The Moaning spirit 12 2 +10 5d8 20 Umber 'G'
The Dark elven priest 12 1 +10 7d10 30 Green 'h'
The werebat 12 4 +5 10d9 12 L.Umber 'b'
The Grape jelly 12 3 +0 52d8 1 Violet 'j'
The Sand golem 12 2 +0 12d4 18 Yellow 'g'
[U] Golfimbul, the Hill Orc Chief 12 3 +0 240 60 Yellow 'o'
The Cloaker 13 5 +20 49 20 Green '('
The Killer brown beetle 13 2 +0 13d8 40 Umber 'K'
The Ochre jelly 13 3 +10 13d8 18 L.Umber 'j'
The Creeping mithril coins 13 4 +0 20d8 50 L.Blue '$'
The Black orc 13 2 +0 12d10 36 L.Dark 'o'
The Ogre 13 2 +0 13d9 33 L.Umber 'O'
The Illusionist 13 2 +10 12d8 10 Red 'p'
The Druid 13 2 +0 12d12 10 L.Green 'p'
The Drider 13 2 +0 10d13 30 Blue 'S'
[U] Boldor, King of the Yeeks 13 3 +10 180 24 Violet 'y'
The Giant black louse 14 1 +10 1d2 7 L.Dark 'l'
The Giant flea 14 3 +10 2d2 25 Slate 'I'
The Blue icky thing 14 4 -10 10d6 20 Blue 'i'
The Gibbering mouther 14 4 +0 5d6 10 Orange 'j'
The Warg 14 2 +10 8d8 20 Slate 'C'
The Flesh golem 14 1 +0 12d8 30 L.Red 'g'
The Giant white dragon fly 14 3 +0 5d8 20 White 'F'
The Lurker 14 3 +0 200 25 White '.'
[U] Ufthak of Cirith Ungol 14 3 +0 320 50 Green 'o'
The Unstable worm mass 15 4 -10 3d8 5 Orange 'w'
The Magic mushroom patch 15 2 +20 1 10 L.Blue ','
The Giant tan bat 15 2 +20 3d8 20 L.Umber 'b'
The Mirkwood spider 15 2 +10 9d8 25 Green 'S'
The Giant clear centipede 15 2 +0 5d8 30 White 'c'
The Homonculous 15 3 +0 8d8 32 Yellow 'u'
The Wererat 15 2 +0 20d8 10 L.Dark 'r'
The Troglodyte 15 3 +0 6d8 27 Yellow 'Y'
The Light hound 15 1 +0 6d6 30 Orange 'Z'
The Dark hound 15 1 +0 6d6 30 L.Dark 'Z'
The Clear hound 15 1 +0 10d6 30 White 'Z'
The Half-orc 15 3 +0 16d10 40 Slate 'o'
The Clay golem 15 2 +0 14d8 30 L.Umber 'g'
The Giant tarantula 15 3 +10 10d15 32 Orange 'S'
The Griffon 15 1 +0 30d8 15 Umber 'H'
The Black ogre 15 2 +0 20d9 33 L.Dark 'O'
The Guardian naga 15 2 +0 24d11 65 L.Blue 'n'
The Dark naga 15 2 +0 15d11 35 L.Dark 'n'
The Hummerhorn 16 4 +10 2d2 14 Yellow 'I'
The Crebain 16 2 +10 5d5 12 L.Dark 'B'
The Rust monster 16 2 +0 144 15 Orange 'q'
The Quasit 16 2 +0 6d8 30 Orange 'u'
The Grizzly bear 16 2 +0 12d12 35 L.Umber 'q'
The Uruk 16 1 +0 80 50 L.Blue 'o'
The Giant green dragon fly 16 2 +0 3d8 20 Green 'F'
The Umber hulk 16 1 +0 20d10 50 L.Umber 'X'
The Gelatinous cube 16 4 +0 360 18 L.Green 'j'
[U] Ulfast, Son of Ulfang 16 3 +0 340 40 L.Umber 'p'
The Imp 17 2 +0 6d8 30 Green 'u'
The Water spirit 17 1 +10 9d8 28 Slate 'E'
The Giant fire scorpion 17 1 +0 11d4 22 L.Red 'S'
The Giant red scorpion 17 1 +0 11d8 44 Red 'S'
The Earth spirit 17 2 +10 13d8 40 Umber 'E'
The Forest troll 17 1 +0 20d10 50 Green 'T'
The 2-headed hydra 17 2 +0 100d3 60 Umber 'M'
[U] Nar, the Dwarf 17 2 +0 450 70 Yellow 'h'
The Blink dog 18 2 +10 8d8 20 L.Blue 'C'
The Potion mimic 18 3 +0 10d10 30 White '!'
The Giant black dragon fly 18 2 +10 3d8 20 Slate 'F'
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 Door mimic 18 6 +0 10d7 15 L.Umber '+'
The Fire spirit 18 2 +10 10d9 30 Red 'E'
The Shambling mound 18 2 +0 20d6 16 L.Slate ','
The Orc captain 18 3 +0 20d10 59 Orange 'o'
The Neekerbreeker 19 4 +10 3d2 18 L.Dark 'I'
The Red mold 19 1 +0 17d8 16 Red 'm'
The Giant gold dragon fly 19 2 +10 3d8 20 Yellow 'F'
The Stone golem 19 2 -10 28d8 75 L.Slate 'g'
[U] Shagrat, the Orc Captain 19 2 +0 400 60 Green 'o'
[U] Gorbag, the Orc Captain 19 3 +0 400 60 Green 'o'
The Landmine 20 5 +0 36 5 White '.'
The Paladin 20 1 +0 15d11 40 White 'p'
The Ranger 20 1 +0 15d11 40 L.Slate 'p'
The Phase spider 20 2 +10 6d8 25 L.Blue 'S'
The Sabre-tooth tiger 20 2 +10 20d14 50 Yellow 'f'
The Cloud golem 20 2 +0 15d15 15 Blue 'g'
The Werewolf 20 1 +0 20d22 30 L.Dark 'C'
The Sasquatch 20 3 +10 20d19 40 Green 'Y'
The Earth hound 20 1 +0 15d8 30 Umber 'Z'
The Air hound 20 1 +0 15d8 30 Green 'Z'
The Water hound 20 1 +0 15d8 30 Slate 'Z'
The Chimaera 20 4 +0 20d15 15 Red 'H'
The Quylthulg 20 1 +0 6d8 1 Yellow 'Q'
The 3-headed hydra 20 2 +10 100d5 65 Orange 'M'
[U] The Icky Queen 20 5 +10 400 30 Violet 'i'
The Dark elven lord 20 2 +10 18d15 40 Slate 'h'
[U] Bolg, Son of Azog 20 4 +10 500 50 Violet 'o'
The Blue dragon bat 21 1 +20 4d4 26 Blue 'b'
The Mummified orc 21 1 +0 15d8 28 White 'z'
The Axe of animated attack 21 2 +10 7d14 20 White '/'
The Scroll mimic 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 9d9 30 Blue 'v'
[U] Lugdush, the Uruk 21 4 +0 640 90 Blue 'o'
The Vampiric mist 22 1 +0 10d8 25 L.Dark '#'
The Giant yellow scorpion 22 1 +0 12d8 38 Yellow 'S'
The Killer stag beetle 22 1 +0 20d8 55 Green 'K'
The Iron golem 22 2 +0 80d12 80 Slate 'g'
The Lava golem 22 2 -20 25d10 20 Red 'g'
The Wyvern 22 2 +10 5d80 65 Green 'd'
[U] Ugluk, the Uruk 22 3 +0 720 95 Blue 'o'
The Shadow cockroach 23 5 +10 5d3 15 L.Dark 'I'
The Black ooze 23 1 -20 6d8 6 L.Dark 'j'
The Giant silver ant 23 1 +0 9d8 38 L.Slate 'a'
The Hardened warrior 23 1 +0 15d11 40 Umber 'p'
The Red dragon bat 23 1 +20 3d8 28 Red 'b'
The Giant bronze dragon fly 23 1 +10 3d8 20 L.Umber 'F'
The Killer white beetle 23 1 +0 20d8 55 White 'K'
The Master rogue 23 2 +10 15d9 30 Blue 'p'
[U] Azog, King of the Uruk-Hai 23 5 +10 900 80 Violet 'o'
The Giant firefly 24 4 +10 3d2 18 Red 'I'
The Banshee 24 2 +10 6d8 24 Blue 'G'
The Mummified human 24 1 +0 17d9 34 White 'z'
The Forest wight 24 1 +0 12d8 30 Green 'W'
The Vampire bat 24 2 +10 9d10 40 L.Dark 'b'
The Werebear 24 2 +0 25d25 50 L.Dark 'q'
[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'
[U] Sangahyando of Umbar 24 2 +0 800 80 L.Umber 'p'
[U] Angamaite of Umbar 24 2 +0 800 80 L.Umber 'p'
The Giant brown tick 25 2 +0 18d8 50 Umber 'S'
The Carrion crawler 25 2 +0 20d12 40 Orange 'c'
The Stone troll 25 1 +0 23d10 40 L.Slate 'T'
The Killer red beetle 25 2 +0 20d8 50 Red 'K'
The Fire troll 25 1 +0 23d7 25 Red 'T'
The Troll priest 25 1 +0 300 50 L.Green 'T'
The Hill giant 25 1 +0 30d15 45 L.Umber 'P'
The Magma intrusion 25 2 -10 10d25 60 L.Dark '%'
The Disenchanter beast 25 2 +0 30d15 40 White 'q'
The Natural quylthulg 25 1 +0 10d10 1 Blue 'Q'
The Wereworm 25 3 +0 100d11 70 L.Dark 'w'
The Samurai 25 2 +0 40d6 30 Slate 'p'
The Dark elven druid 25 3 +10 20d20 75 L.Green 'h'
The Silent Watcher 25 5 +0 40d11 40 Slate 'g'
The Pukelman 25 3 +0 80d12 80 L.Dark 'g'
The Disenchanter bat 26 4 +20 6d8 28 Violet 'b'
The Cave ogre 26 1 +0 30d9 33 Umber 'O'
The Giant grey ant 26 1 +0 19d8 40 Slate 'a'
The Giant fire tick 26 1 +0 16d8 54 L.Red 'S'
The Displacer beast 26 2 +0 25d10 100 L.Dark 'f'
The White wraith 26 1 +0 15d8 40 White 'W'
The Angel 26 6 +0 300 60 Orange 'A'
[U] Ulwarth, Son of Ulfang 26 4 +0 850 40 L.Umber 'p'
The Creeping adamantite coins 27 4 +10 20d25 50 L.Green '$'
The Killer fire beetle 27 1 +0 13d8 45 L.Red 'K'
The Hellblade 27 2 +10 169 20 Violet '|'
The Shimmering mold 27 1 +0 32d8 24 Blue 'm'
The Algroth 27 1 +0 21d12 60 Orange 'T'
The Vampire 27 1 +0 25d12 45 L.Slate 'V'
The Gorgimaera 27 2 +0 25d20 55 Orange 'H'
The Vibration hound 27 3 +0 25d10 30 Yellow 'Z'
The Nexus hound 27 3 +0 25d10 30 Violet 'Z'
The Ogre mage 27 2 +0 25d12 40 Red 'O'
The Colbran 27 2 +10 80d12 80 Yellow 'g'
[U] Mim, Betrayer of Turin 27 4 +10 1100 80 Orange 'h'
The Spirit naga 28 2 +0 30d15 75 White 'n'
The Stairway to hell 28 5 +10 75 10 L.Slate '>'
The Mage 28 1 +0 15d8 40 Red 'p'
The Beastmaster 28 1 +0 25d5 20 Green 'p'
The Ice troll 28 1 +0 24d10 56 White 'T'
The Frost giant 28 1 +0 32d15 50 White 'P'
The Mind flayer 28 1 +0 150 60 Violet 'h'
The Black knight 28 1 +10 30d10 70 Slate 'p'
The Basilisk 28 3 +10 20d30 90 Blue 'R'
The 5-headed hydra 28 2 +10 100d8 80 Green 'M'
The Cyclops 28 2 +10 33d12 40 Umber 'P'
The Lesser wall monster 28 4 +0 13d8 75 L.Slate '#'
[U] Uldor the Accursed 28 4 +0 1000 70 L.Umber 'p'
[U] Draebor, the Imp 28 5 +10 520 50 Violet 'u'
[U] Beorn, the Shape-Changer 28 4 +10 1400 60 L.Dark 'q'
The Ring mimic 29 3 +10 10d35 60 White '='
The Young white dragon 29 1 +0 270 50 White 'd'
The Young green dragon 29 1 +0 270 60 Green 'd'
The Young blue dragon 29 1 +0 270 50 Blue 'd'
The Young bronze dragon 29 1 +0 270 63 L.Umber 'd'
The Purple worm 29 3 +0 65d8 65 Violet 'w'
The Archangel 29 6 +0 400 68 L.Blue 'A'
The Catoblepas 29 2 +0 30d10 55 Green 'q'
The Giant blue ant 30 2 +0 8d8 50 Blue 'a'
The Giant army ant 30 3 +10 19d6 40 Orange 'a'
The Killer slicer beetle 30 2 +0 22d10 60 Yellow 'K'
The Fire giant 30 1 +0 34d16 60 Red 'P'
The Skeleton troll 30 1 +0 20d10 55 White 's'
The Manticore 30 2 +10 250 15 Yellow 'H'
The Antimagic hound 30 4 +0 20d7 30 Violet 'Z'
The Grave wight 30 1 +0 12d10 50 Blue 'W'
The granite wall 30 2 -10 15d7 60 White '%'
The Mithril golem 30 4 +0 80d15 100 L.Blue 'g'
The Ogre chieftain 30 2 +0 30d15 55 Orange 'O'
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 Violet 'Q'
The Ninja 32 2 +10 13d12 60 Umber 'p'
[U] Shelob, Spider of Darkness 32 3 +0 1200 80 L.Dark 'S'
[U] Lokkak, the Ogre Chieftain 32 2 +10 1500 100 Violet 'O'
The Stone giant 33 1 +0 35d18 75 L.Slate 'P'
The Half-troll 33 2 +0 18d14 30 Orange 'T'
The Skeleton ettin 33 1 +0 450 50 White 's'
The Water elemental 33 2 +0 25d8 40 Slate 'E'
The Cave troll 33 1 +0 24d12 50 Umber 'T'
The Shade 33 3 +10 14d20 30 L.Dark 'G'
The Spectre 33 3 +10 14d20 30 L.Umber 'G'
The Fire elemental 33 2 +0 30d8 50 Red 'E'
The Barrow wight 33 3 +0 15d10 40 Violet 'W'
The Cherub 33 6 +10 450 68 L.Green 'A'
The Mystic 33 3 +10 350 50 Orange 'p'
The Multi-hued hound 33 2 +10 12d10 30 Violet 'Z'
The Shadow drake 33 3 +0 300 50 L.Green 'd'
The Ethereal drake 33 3 +0 400 100 Orange 'd'
The Crystal drake 33 3 +0 450 100 Umber 'd'
The Chaos drake 33 3 +0 500 100 Violet 'd'
The Law drake 33 3 +0 500 100 L.Blue 'd'
The Balance drake 33 3 +0 600 100 Violet 'd'
The Carrion crawler 34 2 +0 20d12 40 Orange 'c'
The Gargoyle 34 2 +0 12d12 40 Slate 'u'
The Giant grey scorpion 34 4 +10 18d20 50 Slate 'S'
The Half-troll 34 2 +0 25d14 50 L.Umber 'T'
The Invisible stalker 34 3 +20 19d12 46 Yellow 'E'
The Master thief 34 2 +20 18d10 30 Blue 'p'
The Earth elemental 34 2 -10 30d10 60 Umber 'E'
The Air elemental 34 2 +10 30d5 50 L.Blue 'E'
The Master vampire 34 3 +0 340 60 Green 'V'
The Lich 34 3 +0 300 60 Orange 'L'
[U] Ulfang the Black 34 5 +10 1000 90 L.Umber 'p'
[U] Bert the Stone Troll 34 7 +0 1100 70 Slate 'T'
[U] Bill the Stone Troll 34 7 +0 1100 70 Slate 'T'
[U] Tom the Stone Troll 34 7 +0 1100 70 Slate 'T'
[U] Happypotamo 34 7 +0 1100 70 Green 'H'
The Chest mimic 35 6 +0 15d40 40 Slate '~'
The Malicious leprechaun 35 4 +10 3d5 13 Violet 'h'
The Creeping gems 35 4 +10 25d30 60 L.Red '$'
The Darkblade 35 3 +10 180 40 L.Dark '|'
The Acidic cytoplasm 35 5 +10 400 18 Slate 'j'
The Ooze elemental 35 3 +0 13d10 80 Green 'E'
The Hobbit slinger 35 1 +0 270 20 L.Umber 'h'
The Giant fire ant 35 1 +0 200 49 L.Red 'a'
The Smoke elemental 35 3 +10 15d10 80 L.Red 'E'
The Water troll 35 1 +0 360 50 L.Blue 'T'
The Dagashi 35 4 +10 13d25 70 Umber 'p'
The Gravity hound 35 2 +0 35d10 30 L.Slate 'Z'
The Inertia hound 35 2 +0 35d10 30 L.Slate 'Z'
The Impact hound 35 2 +0 35d10 30 Umber 'Z'
The Hellhound 35 3 +10 400 80 Red 'C'
The Dread 35 2 +10 25d20 30 Orange 'G'
The Young black dragon 35 1 +0 250 60 Slate 'd'
The Shard vortex 35 4 +10 10d12 12 L.Umber 'v'
The Young red dragon 35 1 +0 290 63 Red 'd'
The Young gold dragon 35 1 +0 300 63 Yellow 'd'
The Eog golem 35 4 -10 100d20 125 Umber 'g'
The Mumak 35 3 +0 90d10 55 Slate 'q'
The Time bomb 36 5 +20 144 40 White '.'
The Olog 36 1 +0 420 50 Yellow 'T'
The Shadow 36 3 +10 10d20 30 L.Dark 'G'
The Phantom 36 3 +10 20d25 30 Violet 'G'
The Cloud giant 36 1 +0 35d20 60 Blue 'P'
The Trapper 36 3 +10 600 75 White '.'
The Necromancer 36 2 +0 280 50 Red 'p'
The Xorn 36 2 +0 160 80 Umber 'X'
The Ice elemental 36 2 +0 35d10 60 White 'E'
The Grey wraith 36 1 +0 190 50 Slate 'W'
The Demonologist 36 2 +10 280 50 Red 'p'
The Bodak 36 2 +0 35d10 68 Red 'u'
The Colossus 36 4 -10 3000 150 L.Green 'g'
The Mature blue dragon 36 1 +0 400 75 Blue 'd'
The Mature white dragon 36 1 +0 400 65 White 'd'
The Mature green dragon 36 1 +0 400 70 Green 'd'
[U] Lorgan, Chief of the Easterlings 36 2 +10 1800 100 L.Red 'p'
The Mature bronze dragon 36 1 +0 440 70 L.Umber 'd'
The Young multi-hued dragon 36 1 +0 320 60 Violet 'd'
The Black pudding 37 5 +0 400 18 L.Dark 'j'
The Mummified troll 37 1 +0 190 50 White 'z'
The Will o' the wisp 37 4 +20 200 150 L.Slate 'E'
The Ettin 37 3 +0 750 80 Red 'T'
The Nexus vortex 37 1 +10 32d10 40 Violet 'v'
The Plasma vortex 37 1 +10 32d10 40 L.Red 'v'
The Killer iridescent beetle 37 2 +0 250 60 Violet 'K'
The Magma elemental 37 2 +0 35d10 70 Orange 'E'
The Time elemental 37 2 +10 16d10 30 L.Green 'E'
The Mature black dragon 37 1 +0 460 55 Slate 'd'
The Mature red dragon 37 1 +0 480 80 Red 'd'
The Mature gold dragon 37 1 +0 560 80 Yellow 'd'
[U] The Queen Ant 37 2 +10 1500 100 Violet 'a'
The Shimmering vortex 38 4 +30 6d12 30 Violet 'v'
The Time vortex 38 4 +20 32d10 40 L.Blue 'v'
The Death knight 38 1 +10 600 100 L.Dark 'p'
The Erinyes 38 2 +0 240 50 Umber 'U'
[U] Castamir the Usurper 38 5 +10 530 53 L.Red 'p'
The Emperor wight 38 2 +10 380 40 Red 'W'
[U] Castamir the Usurper 38 5 +10 880 90 L.Red 'p'
The Mature multi-hued dragon 38 2 +0 640 65 Violet 'd'
The Black wraith 38 2 +10 500 55 L.Dark 'W'
The Seraph 38 6 +10 500 68 Red 'A'
The Troll chieftain 38 3 +0 1400 100 Blue 'T'
[U] Vargo, Tyrant of Fire 38 3 +10 1500 50 Red 'E'
The Beholder 38 4 +10 1600 80 L.Umber 'e'
The Nether wraith 39 2 +10 480 55 L.Green 'W'
The Ancient blue dragon 39 1 +10 700 80 Blue 'D'
The Ancient white dragon 39 1 +10 700 90 White 'D'
The Vampire lord 39 3 +10 1600 70 Blue 'V'
The 7-headed hydra 39 2 +10 100d10 90 L.Green 'M'
The Ancient green dragon 39 1 +10 720 85 Green 'D'
The Ancient bronze dragon 39 1 +10 730 100 L.Umber 'D'
The Night mare 39 3 +10 1500 85 L.Green 'q'
[U] Kavlax the Many-Headed 39 3 +10 1300 85 Violet 'd'
[U] Waldern, King of Water 39 3 +10 2000 40 Slate 'E'
The Disenchanter worm mass 40 3 -10 10d8 5 Violet 'w'
The Djinni 40 3 +20 35d10 45 Blue 'P'
The Efreeti 40 3 +10 35d10 35 Red 'P'
The Spirit troll 40 3 +0 1000 90 L.Green 'G'
The Storm giant 40 1 +10 800 60 L.Blue 'P'
The Giant roc 40 3 +0 80d13 70 Umber 'B'
The Death quasit 40 3 +20 440 80 L.Dark 'u'
The Xaren 40 1 +10 320 80 Slate 'X'
The Rotting quylthulg 40 1 +10 160 1 Umber 'Q'
The Patriarch 40 2 +10 520 60 Green 'p'
The Vrock 40 2 +0 400 50 Slate 'U'
The Enchantress 40 4 +20 520 60 Red 'p'
The Minotaur 40 2 +20 100d10 25 Slate 'H'
The Sorcerer 40 2 +20 520 60 Red 'p'
The Ancient black dragon 40 1 +10 720 90 Slate 'D'
The Ancient red dragon 40 1 +10 1000 100 Red 'D'
The 9-headed hydra 40 2 +10 100d12 95 Red 'M'
The Sky golem 40 3 +0 800 58 L.Blue 'g'
The Ancient gold dragon 40 1 +10 1500 100 Yellow 'D'
[U] Medusa, the Gorgon 40 3 +10 2400 100 Violet 'n'
[U] Uvatha the Horseman 40 3 +10 1800 60 L.Dark 'W'
The Ranger Chieftain 41 2 +10 1000 60 L.Slate 'p'
The Hezrou 41 3 +0 520 40 Green 'U'
The Dark elven sorcerer 41 2 +20 800 70 Red 'h'
[U] Rogrog the Black Troll 41 5 +10 2000 70 L.Dark 'T'
[U] Gorlim, Betrayer of Barahir 41 3 +10 1600 120 Slate 'p'
The Master lich 41 2 +10 1800 80 Red 'L'
The Archon 41 6 +20 100d35 140 Yellow 'A'
The Fallen angel 41 6 +20 100d9 40 L.Dark 'A'
The Dread 42 1 +10 25d20 30 Orange 'G'
The Undead beholder 42 4 +10 2700 100 Umber 'e'
The Glabrezu 43 2 +0 700 40 L.Umber 'U'
[U] Quaker, Master of Earth 43 4 +0 1800 97 Umber 'E'
The Ancient multi-hued dragon 43 1 +10 2100 100 Violet 'D'
[U] Adunaphel the Quiet 43 3 +10 2100 60 L.Dark 'W'
The Knight Templar 44 2 +10 1200 60 White 'p'
The Beastmaster 44 2 +10 960 60 Red 'p'
The 11-headed hydra 44 2 +10 100d18 100 L.Red 'M'
The Dreadmaster 44 2 +10 1200 100 Yellow 'G'
[U] Ariel, Queen of Air 44 4 +20 2700 50 L.Blue 'E'
The Drolem 44 3 +10 2500 130 Green 'g'
The Elite paladin 45 2 +10 570 60 White 'p'
The Berserker 45 2 +10 1500 80 Umber 'p'
The Nalfeshnee 45 2 +0 900 50 Red 'U'
The Shadow dragon 45 2 +10 2100 100 L.Green 'D'
The Ethereal dragon 45 2 +10 2100 100 Orange 'D'
The Crystal dragon 45 2 +10 2100 100 Umber 'D'
[U] Akhorahil the Blind 45 3 +10 2400 70 L.Dark 'W'
The Leprechaun fanatic 46 6 +13 6d6 13 L.Dark 'h'
The Death mold 46 1 +30 100d20 60 L.Dark 'm'
[U] Scatha the Worm 46 2 +10 2000 130 L.Slate 'D'
The Mana vortex 47 1 +10 35d15 40 Violet 'v'
The Marilith 47 2 +10 1400 75 Yellow 'U'
[U] Ar-Pharazon the Golden 47 6 +10 1800 255 Yellow 'p'
The Winged Horror 48 8 +10 25d80 80 L.Dark 'B'
The Master mystic 48 3 +20 1100 60 Orange 'p'
[U] Ren the Unclean 48 3 +10 2700 70 L.Dark 'W'
[U] Smaug the Golden 48 2 +10 2400 100 L.Red 'D'
The Lesser Balrog 49 3 +10 2000 50 Violet 'U'
[U] Eol, the Dark Elf 49 3 +20 2400 100 L.Dark 'h'
The Seeker mine 50 10 +0 160 3 L.Red '.'
The Greater wall monster 50 4 +10 15d40 80 L.Slate '#'
[U] The Balrog of Moria 50 3 +20 3000 100 Violet 'U'
The Mana hound 51 4 +20 35d10 100 L.Blue 'Z'
The Nether hound 51 2 +10 60d10 100 L.Green 'Z'
The Time hound 51 2 +20 60d10 100 L.Blue 'Z'
The Plasma hound 51 2 +10 60d10 100 L.Red 'Z'
The Dark elven shade 51 2 +20 576 25 White 'h'
[U] Harowen the Black Hand 51 3 +30 2500 90 L.Blue 'p'
The Demonic quylthulg 52 1 +10 480 1 Red 'Q'
[U] Ji Indur Dawndeath 52 4 +10 3200 70 L.Dark 'W'
The Chaos vortex 53 1 +30 32d20 80 Violet 'v'
[U] The Phoenix 53 3 +10 3600 130 Red 'B'
The Aether vortex 54 2 +20 32d20 40 Violet 'v'
The Demilich 54 2 +10 2500 100 L.Umber 'L'
The Barbazu 55 2 +10 800 60 L.Green 'U'
The Dracolisk 55 2 +10 3500 120 L.Red 'D'
The Dracolich 55 2 +10 3500 120 L.Green 'D'
[U] The Lernean Hydra 55 2 +10 4500 140 Violet 'M'
[U] Thuringwethil, the Vampire Messenger 55 4 +20 4000 145 Violet 'V'
The Lesser titan 56 3 +10 2400 80 Yellow 'P'
[U] Dwar, Dog Lord of Waw 56 3 +10 4000 90 L.Dark 'W'
The Grand master mystic 57 3 +20 2200 80 Orange 'p'
The Draconic quylthulg 58 3 +10 720 1 Green 'Q'
The Nightwing 58 4 +10 60d60 120 L.Dark 'W'
[U] Baphomet the Minotaur Lord 58 4 +20 4700 120 Violet 'H'
The Ethereal hound 59 3 +10 60d15 100 L.Green 'Z'
The Hand druj 59 4 +20 600 110 Yellow 's'
[U] Fundin Bluecloak 59 2 +20 5000 195 L.Blue 'h'
The Eye druj 59 4 +20 1000 90 Red 's'
The Skull druj 59 4 +20 1400 120 Orange 's'
[U] Saruman of Many Colours 60 1 +10 5000 100 Violet 'p'
The Bile Demon 61 2 +10 2800 90 L.Red 'U'
[U] Uriel, Angel of Fire 61 3 +20 5500 160 Red 'A'
The Dreadlord 62 2 +10 3000 150 Red 'G'
[U] Azriel, Angel of Death 62 3 +20 6000 170 L.Dark 'A'
The Great Storm Wyrm 63 2 +10 3000 150 Blue 'D'
The Great Ice Wyrm 63 2 +10 3000 150 White 'D'
The Great Swamp Wyrm 63 2 +10 3000 150 Green 'D'
The Great Bronze Wyrm 63 2 +10 3000 150 L.Umber 'D'
[U] Gabriel, the Messenger 63 3 +20 7500 180 White 'A'
The Chaos hound 64 1 +10 60d30 100 Violet 'Z'
The Osyluth 64 2 +20 2600 75 L.Slate 'U'
The Archlich 64 2 +10 3000 120 L.Blue 'L'
[U] Hoarmurath of Dir 64 3 +10 4500 100 L.Dark 'W'
[U] The Mouth of Sauron 65 3 +20 7000 100 Violet 'p'
The Ultimate beholder 66 4 +10 2000 80 Orange 'e'
The Greater titan 66 3 +10 3800 125 Orange 'P'
[U] Tevildo, Prince of Cats 66 3 +20 4800 200 Violet 'f'
The Great Bile Wyrm 67 2 +10 3500 150 Slate 'D'
The Great Hell Wyrm 67 2 +10 3500 150 Red 'D'
The Great Gold Wyrm 67 2 +10 3500 150 Yellow 'D'
The Jabberwock 68 4 +20 3200 125 Violet 'H'
[U] Tselakus, the Dreadlord 68 2 +20 6500 150 L.Red 'G'
The Gelugon 69 3 +20 3500 100 White 'U'
The Nightcrawler 69 4 +10 80d60 160 L.Dark 'W'
[U] Glaurung, Father of the Dragons 70 3 +20 7500 125 L.Red '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 demonic quylthulg 71 3 +10 1500 1 L.Red 'Q'
The Spectral wyrm 72 4 +20 3200 30 White 'D'
The Horned Reaper 72 4 +20 3800 120 L.Blue 'U'
[U] Khamul, the Black Easterling 72 3 +10 5000 100 L.Dark 'W'
[U] Omarax the Eye Tyrant 73 4 +20 6500 80 Violet 'e'
The Nightwalker 73 4 +20 50d65 175 L.Dark 'W'
The Aether hound 74 2 +10 60d30 100 Violet 'Z'
The Black reaver 74 3 +10 3500 170 L.Dark 'L'
The Great Wyrm of Chaos 75 2 +10 4500 170 Violet 'D'
The Great Wyrm of Law 75 2 +10 4500 170 L.Blue 'D'
[U] Ungoliant, the Unlight 75 1 +10 13000 160 L.Dark 'S'
The Master quylthulg 76 3 +10 3000 1 L.Blue 'Q'
The Pit Fiend 77 2 +20 4000 120 Orange 'U'
[U] Feagwath, the Undead Sorcerer 77 2 +20 5000 85 Yellow 'L'
[U] Atlas, the Titan 77 3 +10 6000 160 Slate 'P'
The Hellhound 78 4 +10 400 80 Red 'C'
[U] Qlzqqlzuup, the Emperor Quylthulg 79 3 +20 5000 1 Violet 'Q'
The Greater Balrog 79 3 +20 5000 140 Violet 'U'
The Great Wyrm of Many Colours 79 2 +10 5000 170 Violet 'D'
The Great Wyrm of Balance 79 2 +10 5000 170 Violet 'D'
[U] The Witch-King of Angmar 80 3 +20 6000 120 L.Dark 'W'
[U] Maeglin, the Traitor of Gondolin 81 4 +20 5500 120 L.Dark 'h'
[U] Pazuzu, Lord of Air 82 2 +30 5500 125 Blue 'U'
[U] Draugluin, Sire of All Werewolves 83 2 +20 7000 90 Umber 'C'
[U] Cantoras, the Skeletal Lord 84 2 +30 7500 120 Violet 's'
[U] Ancalagon the Black 85 4 +20 10000 125 L.Dark 'D'
[U] The Tarrasque 86 2 +20 8500 185 Violet 'R'
[U] Kronos, Lord of the Titans 87 3 +10 7000 150 Violet 'P'
[U] Lungorthin, the Balrog of White Fire 88 2 +20 7000 125 Violet 'U'
[U] Carcharoth, the Jaws of Thirst 90 1 +20 8000 160 Red 'C'
[U] Vecna, the Emperor Lich 92 3 +20 6000 100 Violet 'L'
[U] Gothmog, the High Captain of Balrogs 95 1 +20 8000 140 Violet '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'
Monster Spoilers for Angband Version 2.9.2
------------------------------------------
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. The hardships of a border town
like the one over the dungeons of Angband leave little room for delicacy.
Consequently this youth has no scruples appropriating whatever money he can
find unguarded. He is even bolder when he has his comrades beside. 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. Is it some
mistreated pet or just a feline from the wilderness driven to the town in
search of food? Whatever the case may be, it sure doesn't like it's going
to be tamed... 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.
The Blubbering idiot (L.Slate 't')
=== Num:4 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:5 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:6 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:7 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 Innocent bystander (White 't')
=== Num:8 Lev:0 Rar:1 Spd:+0 Hp:1d4 Ac:1 Exp:0
He doesn't seem to be doing anything at all. This creature moves somewhat
erratically. He can open doors, bash down doors and pick up objects. He
tends to overlook intruders, which he may notice from 40 feet. He will
carry a treasure. He can hit to attack with damage 1.
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, touch to steal items, and insult.
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 Town bully (L.Red 't')
=== Num:13 Lev:0 Rar:1 Spd:+0 Hp:4d8 Ac:15 Exp:0
His blustering manner is repellant. This creature moves somewhat
erratically. It can open doors, bash down doors and pick up objects. It
prefers to ignore intruders, which it may notice from 100 feet. It will
carry one or two objects or treasures. It can hit to attack with damage
2d6.
The Mean looking mercenary (Red 't')
=== Num:14 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
two objects or treasures. He can hit to attack with damage 1d10.
The Stray cow (L.Umber 'q')
=== Num:15 Lev:0 Rar:4 Spd:-10 Hp:2d4 Ac:1 Exp:0
It wandered in from the fields outside, and now it won't leave. This
natural creature moves a bit erratically. It tends to overlook intruders,
which it may notice from 50 feet. It can butt to attack with damage 1.
The Idle workman (L.Slate 't')
=== Num:16 Lev:0 Rar:2 Spd:+0 Hp:3d4 Ac:10 Exp:0
A laborer taking a few hours off. This creature moves a bit erratically.
He can pick up objects. He prefers to ignore intruders, which he may
notice from 100 feet. He can hit to attack with damage 1d2, and insult.
The Nihilist (L.Dark 't')
=== Num:17 Lev:0 Rar:3 Spd:+0 Hp:3d6 Ac:5 Exp:0
Clad in black leather, he wanders around. This evil creature moves a bit
erratically. He can pick up objects. He is hurt by bright light. He
takes a while to see intruders, which he may notice from 200 feet. He can
hit to attack with damage 1d4.
The Battle scarred veteran (L.Blue 't')
=== Num:18 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 two objects or treasures. He can hit to attack with damage
2d6.
[U] Farmer Maggot (White 'h')
=== Num:19 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 exceptional
objects. He can moan, and moan.
[U] Nobody, the Undefined Ghost (White 'G')
=== Num:699 Lev:0 Rar:0 Spd:-110 Hp:1 Ac:0 Exp:1
It seems strangely familiar... This creature moves normally, but does not
deign to chase intruders. It is ever vigilant for intruders, which it may
notice from 0 feet. It has no physical attacks.
The Grey mushroom patch (Slate ',')
=== Num:21 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 is hurt by
acid. It resists poison and polearms. It resists polearms. 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 White icky thing (White 'i')
=== Num:24 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:7 Exp:1
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 Giant white mouse (White 'r')
=== Num:26 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 Floating eye (Orange 'e')
=== Num:31 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 Insect swarm (L.Umber 'I')
=== Num:34 Lev:1 Rar:1 Spd:+10 Hp:2d2 Ac:12 Exp:1
A lone insect may be harmless, but there's a whole swarm ofthem here! This
natural creature moves a bit erratically. It is rarely detected by
telepathy. It is fairly observant of intruders, which it may notice from
200 feet. It can bite to attack with damage 1d2, and sting to attack with
damage 1d2.
The Jackal (L.Umber 'C')
=== Num:35 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 Fruit bat (Orange 'b')
=== Num:37 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 Giant yellow centipede (Yellow 'c')
=== Num:22 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 can bash down doors. It is rarely detected by telepathy. It
resists edged weapons. It resists edged weapons. 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:23 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 resists edged weapons. It resists edged weapons. 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 Clear icky thing (White 'i')
=== Num:25 Lev:1 Rar:1 Spd:+0 Hp:2d5 Ac:6 Exp:2
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 Large white snake (White 'J')
=== Num:28 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 White worm mass (White 'w')
=== Num:30 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 Rock lizard (L.Umber 'R')
=== Num:32 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 Grid bug (Violet 'I')
=== Num:33 Lev:1 Rar:1 Spd:+0 Hp:2d4 Ac:6 Exp:2
A strange electric bug. This natural creature moves a bit erratically. It
usually appears in groups. It is rarely detected by telepathy. It resists
lightning. It cannot be frightened. It is fairly observant of intruders,
which it may notice from 100 feet. It can bite to electrify with damage
1d4.
The Large cockroach (Orange 'I')
=== Num:38 Lev:1 Rar:2 Spd:+10 Hp:1 Ac:1 Exp:2
A cockroach the size of your hand. This natural creature moves extremely
erratically. It is rarely detected by telepathy. It breeds explosively.
It is hurt by acid. It tends to overlook intruders, which it may notice
from 50 feet. It can crawl on you to attack with damage 1.
The Grey mold (Slate 'm')
=== Num:20 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 is hurt by acid.
It resists poison, blunt weapons and polearms. It resists blunt weapons
and polearms. 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 Large brown snake (Umber 'J')
=== Num:27 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 Soldier ant (L.Slate 'a')
=== Num:36 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 resists
edged weapons. It resists edged weapons. It is fairly observant of
intruders, which it may notice from 100 feet. It can bite to attack with
damage 1d2.
The Small kobold (Yellow 'k')
=== Num:29 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 Shrieker mushroom patch (L.Red ',')
=== Num:41 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 is hurt by acid. It resists poison and polearms. It
resists polearms. 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 Yellow mushroom patch (Yellow ',')
=== Num:48 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 is hurt by
lightning. It resists poison and polearms. It resists polearms. 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 Bat (L.Umber 'b')
=== Num:39 Lev:2 Rar:1 Spd:+20 Hp:2d9 Ac:5 Exp:3
Swarming denizens of the caverns, an annoyance to beginner adventurers.
This natural creature moves somewhat erratically. It takes quite a while
to see intruders, which it may notice from 50 feet. It can bite to attack
with damage 1d2.
The Metallic green centipede (Green 'c')
=== Num:43 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 resists edged weapons. It resists edged weapons. It is
fairly observant of intruders, which it may notice from 50 feet. It can
crawl on you to attack with damage 1.
The Green worm mass (Green 'w')
=== Num:55 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 Blue yeek (Blue 'y')
=== Num:54 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.
The Kobold (L.Green 'k')
=== Num:40 Lev:2 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 1d8.
The White harpy (White 'H')
=== Num:53 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 Novice warrior (Umber 'p')
=== Num:44 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 1d7.
The Novice rogue (Blue 'p')
=== Num:45 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 Giant green frog (Green 'R')
=== Num:50 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 Novice priest (Green 'p')
=== Num:46 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:47 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 Cave spider (L.Dark 'S')
=== Num:57 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 Blubbering icky thing (L.Slate 'i')
=== Num:42 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 two objects or treasures. It can crawl on you to poison with damage
1d4, and crawl on you to eat your food.
The Giant black ant (L.Dark 'a')
=== Num:51 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 Wild cat (L.Umber 'f')
=== Num:58 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.
The Crow (Slate 'B')
=== Num:59 Lev:2 Rar:2 Spd:+10 Hp:3d5 Ac:12 Exp:8
It is a hooded crow, gray except for the black wings and head. This
natural creature moves normally. It is ever vigilant for intruders, which
it may notice from 400 feet. It can bite to attack with damage 1d3, and
bite to attack with damage 1d3.
The Large yellow snake (Yellow 'J')
=== Num:56 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 White jelly (White 'j')
=== Num:49 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, blunt weapons and polearms. It
resists blunt weapons and polearms. 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 Salamander (Orange 'R')
=== Num:52 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 is hurt by cold. It resists fire. It pays little
attention to intruders, which it may notice from 80 feet. It can bite to
burn with damage 1d3.
[U] Grip, Farmer Maggot's dog (L.Slate 'C')
=== Num:60 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.Slate 'C')
=== Num:61 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] Wolf, Farmer Maggot's dog (White 'C')
=== Num:62 Lev:2 Rar:2 Spd:+10 Hp:25 Ac:15 Exp:30
A rather vicious dog belonging to Farmer Maggot. It thinks you arestealing
mushrooms. This natural creature moves a bit erratically. It can bash
down doors. It cannot be frightened, 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 Giant white louse (White 'l')
=== Num:66 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 hurt by
acid. It is fairly observant of intruders, which it may notice from 60
feet. It can bite to attack with damage 1.
The Spotted mushroom patch (Orange ',')
=== Num:68 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 is hurt by
lightning. It resists poison and polearms. It resists polearms. 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 Green ooze (Green 'j')
=== Num:63 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, poison and blunt weapons.
It resists blunt weapons. 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 two objects or treasures. It can crawl on you to shoot
acid with damage 1d3.
The Scruffy looking hobbit (Blue 'h')
=== Num:71 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 Yellow worm mass (Yellow 'w')
=== Num:75 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:76 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:77 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 Metallic blue centipede (Blue 'c')
=== Num:65 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 ant (White 'a')
=== Num:72 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 resists edged weapons. It resists edged weapons. It pays
little attention to intruders, which it may notice from 80 feet. It can
bite to attack with damage 1d4.
The Poltergeist (L.Slate 'G')
=== Num:64 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, poison and
polearms. It resists polearms. 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 Yellow mold (Yellow 'm')
=== Num:73 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 is hurt by acid. 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 Silver jelly (L.Slate 'j')
=== Num:69 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, blunt weapons and polearms. It resists blunt weapons and polearms.
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:70 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, blunt weapons and polearms. It resists blunt
weapons and polearms. 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 Metallic red centipede (Red 'c')
=== Num:74 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 resists edged weapons. It resists edged weapons. 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 Black naga (L.Dark 'n')
=== Num:67 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 Nymph (L.Green 'h')
=== Num:78 Lev:3 Rar:2 Spd:+10 Hp:7d4 Ac:5 Exp:22
She looks lovely, smiling right in your face. This creature moves
normally. She is magical, casting spells intelligently which blink-self or
teleport-self; 1 time in 9. She can open doors. She regenerates quickly.
She pays very little attention to intruders, which she may notice from 60
feet. She will carry one or two objects or treasures. She can touch to
steal gold, and touch to steal items.
[U] Smeagol (L.Blue 'h')
=== Num:79 Lev:3 Rar:2 Spd:+20 Hp:200 Ac:12 Exp:50
Usually known as Gollum. He's been sneaking, and he wants his 'precious.'
This evil creature moves extremely erratically. He can open doors, bash
down doors and pick up objects. He is invisible. He is hurt by bright
light. He is observant of intruders, which he may notice from 200 feet.
He will carry an exceptional object. He can touch to steal gold with
damage 1d4.
The Silver mouse (L.Slate 'r')
=== Num:87 Lev:4 Rar:1 Spd:+0 Hp:1d3 Ac:4 Exp:1
It is about three feet long with large teeth. As the light of your lamp
falls on it, it seems to grow stronger. 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 absorb light
with damage 1d2.
The Giant white rat (L.Slate 'r')
=== Num:90 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 Huge cockroach (L.Umber 'I')
=== Num:84 Lev:4 Rar:1 Spd:+10 Hp:2 Ac:5 Exp:2
A cockroach the size of your head. This natural creature moves extremely
erratically. It is rarely detected by telepathy. It breeds explosively.
It is hurt by acid. It tends to overlook intruders, which it may notice
from 60 feet. It can crawl on you to attack with damage 2.
The Blue worm mass (Blue 'w')
=== Num:91 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 and fire. 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 Novice beastmaster (Green 'p')
=== Num:81 Lev:4 Rar:1 Spd:+0 Hp:6d4 Ac:8 Exp:6
A barbarian trained in the ways of animal instincts. This creature moves
normally. He is magical, casting spells intelligently which summon a
monster; 1 time in 10. 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 1d6.
The Cave lizard (Umber 'R')
=== Num:80 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 Creeping copper coins (Umber '$')
=== Num:89 Lev:4 Rar:2 Spd:-10 Hp:7d8 Ac:24 Exp:9
It is a pile of coins. This creature moves normally. It can bash down
doors. It is cold blooded. It is hurt by acid. It resists lightning,
poison, blunt weapons and polearms. It resists blunt weapons and polearms.
It cannot be confused, slept or harmed by edged weapons. 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 Raven (L.Dark 'B')
=== Num:86 Lev:4 Rar:2 Spd:+10 Hp:4d5 Ac:12 Exp:10
Larger than a crow, and pitch black. This natural creature moves normally.
It is ever vigilant for intruders, which it may notice from 400 feet. It
can bite to attack with damage 1d4, and bite to attack with damage 1d4.
The Kobold elder (Slate 'k')
=== Num:114 Lev:4 Rar:2 Spd:+3 Hp:2d10 Ac:6 Exp:12
It is a squat and old dog-headed figure with a small totem in its left anda
poisoned blade in its right hand. This evil creature moves normally. It
is magical, casting spells which produce magic missiles, terrify, blind or
confuse; 1 time in 4. It can open doors, bash down doors and push past
weaker monsters. It resists poison. It is observant of intruders, which
it may notice from 160 feet. It will carry one or two objects or
treasures. It can hit to poison with damage 1d6.
The Blue jelly (Blue 'j')
=== Num:88 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 and fire. It resists cold, blunt
weapons and polearms. It resists blunt weapons and polearms. 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 Large grey snake (Slate 'J')
=== Num:92 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.
The Novice ranger (L.Slate 'p')
=== Num:82 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:16 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:83 Lev:4 Rar:1 Spd:+0 Hp:6d8 Ac:16 Exp:20
An adventurer both devoutly religious and skillful in combat.He seems to
consider you an agent of the devil. 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 Kobold archer (L.Slate 'k')
=== Num:85 Lev:4 Rar:1 Spd:+0 Hp:3d9 Ac:16 Exp:25
It is a small, dog-headed humanoid, wielding a crude bow. This evil
creature moves normally. It may fire arrows. 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 one or two objects or
treasures. It can hit to attack with damage 1d6.
The Red worm mass (Red 'w')
=== Num:105 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 and cold. 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 Apprentice mage (Red 'p')
=== Num:94 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 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 Blue ooze (Blue 'j')
=== Num:96 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 is hurt by fire. It resists cold, blunt
weapons and polearms. It resists blunt weapons and polearms. 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 Grey icky thing (Slate 'i')
=== Num:103 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 Skeleton kobold (White 's')
=== Num:102 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 is hurt by acid. It resists cold, poison
and polearms. It resists polearms. 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 Rot jelly (Umber 'j')
=== Num:93 Lev:5 Rar:1 Spd:+10 Hp:20d8 Ac:30 Exp:15
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... 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 eat your food
with damage 2d3, and touch to reduce charisma with damage 2d3.
The Green glutton ghost (Green 'G')
=== Num:97 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 resists edged weapons. It resists
edged weapons. 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 Copperhead snake (Orange 'J')
=== Num:106 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 Green jelly (Green 'j')
=== Num:98 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, edged weapons and polearms.
It resists edged weapons and polearms. 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 Disenchanter eye (Violet 'e')
=== Num:104 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 Large kobold (Blue 'k')
=== Num:101 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 two objects or treasures. It
can hit to attack with damage 1d10.
The Green naga (Green 'n')
=== Num:95 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.
[U] Bullroarer the Hobbit (L.Umber 'h')
=== Num:107 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 1d8, and hit to attack with damage 1d8.
The Warrior (L.Umber 'p')
=== Num:109 Lev:6 Rar:2 Spd:+0 Hp:6d4 Ac:11 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 Petty dwarf (L.Dark 'h')
=== Num:112 Lev:6 Rar:1 Spd:+0 Hp:6d4 Ac:6 Exp:6
Strange creatures from the East, despised and hunted by most other races.
This creature moves normally. He usually appears in groups. He can open
doors, bash down doors and pick up objects. He resists disenchantment. 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 necromancer (Red 'p')
=== Num:108 Lev:6 Rar:2 Spd:+0 Hp:5d4 Ac:5 Exp:7
He stinks of rotten flesh. This creature moves normally. He is magical,
casting spells intelligently which summon an undead; 1 time in 10. 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 Giant pack rat (Orange 'r')
=== Num:113 Lev:6 Rar:3 Spd:+0 Hp:1d2 Ac:7 Exp:7
Forever scurrying around, collecting anything that they can lay their paws
on. This natural creature moves a bit erratically. It usually appears in
groups. It can pick up objects. It is rarely detected by telepathy. It
tends to overlook intruders, which it may notice from 70 feet. It will
carry an object or treasure. It can bite to attack with damage 1d3, crawl
on you to steal items, and bite to eat your food.
The Giant brown bat (Umber 'b')
=== Num:115 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 Purple mushroom patch (Violet ',')
=== Num:110 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 is hurt by
acid. It resists polearms. It resists polearms. 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 Snaga (L.Umber 'o')
=== Num:117 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 Creeping silver coins (Slate '$')
=== Num:116 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
creature moves normally. It can bash down doors. It is cold blooded. It
resists lightning, poison, blunt weapons and polearms. It resists blunt
weapons and polearms. It cannot be confused, slept or harmed by edged
weapons. 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 Brown mold (Umber 'm')
=== Num:111 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 is hurt by acid. It resists poison and polearms. It resists polearms.
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 Rattlesnake (Red 'J')
=== Num:118 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 Orangutan (Orange 'Y')
=== Num:130 Lev:7 Rar:2 Spd:+5 Hp:7d6 Ac:7 Exp:12
A humanoid covered with orange fur. His arms are twice as long as his legs.
This creature moves normally. He can open doors, bash down doors and push
past weaker monsters. He is fairly observant of intruders, which he may
notice from 200 feet. He can hit to attack with damage 1d8, and hit to
attack with damage 1d8.
The Zombified kobold (Slate 'z')
=== Num:128 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 Wood spider (L.Umber 'S')
=== Num:120 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 Bloodshot eye (Red 'e')
=== Num:123 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 Manes (Umber 'u')
=== Num:121 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 Giant red frog (Red 'R')
=== Num:126 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:127 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 Lost soul (L.Blue 'G')
=== Num:129 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 Cave orc (L.Green 'o')
=== Num:119 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 Dark elf (L.Dark 'h')
=== Num:122 Lev:7 Rar:2 Spd:+0 Hp:5d10 Ac:8 Exp:25
An elven figure with jet black skin and white hair, his eyes are large
andtwisted 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
two objects or treasures. He can hit to attack with damage 1d6, and hit to
attack with damage 1d6.
The Dark elf (Slate 'h')
=== Num:131 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
two objects or treasures. He can hit to attack with damage 1d6, and hit to
attack with damage 1d6.
The Red jelly (Red 'j')
=== Num:125 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 resists edged weapons and polearms. It
resists edged weapons and polearms. 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 Night lizard (L.Dark 'R')
=== Num:132 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.
The Red naga (Red 'n')
=== Num:124 Lev:7 Rar:2 Spd:+0 Hp:11d8 Ac:40 Exp:40
A large red 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.
[U] Mughash the Kobold Lord (Violet 'k')
=== Num:133 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.
The Giant cockroach (Green 'I')
=== Num:137 Lev:8 Rar:2 Spd:+10 Hp:3 Ac:10 Exp:4
A cockroach the size of a small dog. This natural creature moves extremely
erratically. It is rarely detected by telepathy. It breeds explosively.
It is hurt by bright light. It tends to overlook intruders, which it may
notice from 70 feet. It can crawl on you to attack with damage 2d2.
The Gremlin (Umber 'u')
=== Num:145 Lev:8 Rar:3 Spd:+0 Hp:5d5 Ac:30 Exp:6
Don't feed them after midnight! This evil demon moves normally. It can
open doors and pick up objects. It breeds explosively. It is hurt by
bright light. It resists poison. It takes a while to see intruders, which
it may notice from 300 feet. It can claw to eat your food with damage 1d2,
claw to eat your food with damage 1d2, and bite to eat your food with
damage 1d3.
The Kobold shaman (Yellow 'k')
=== Num:134 Lev:8 Rar:1 Spd:+2 Hp:3d8 Ac:8 Exp:8
It is an ugly dog-headed figure with a small totem in its hand. This evil
creature moves normally. It is magical, casting spells which terrify,
blind or confuse; 1 time in 9. It can open doors, bash down doors and push
past weaker monsters. It resists poison. It is observant of intruders,
which it may notice from 160 feet. It will carry one or two objects or
treasures. It can hit to attack with damage 1d4.
The Brown yeek (Umber 'y')
=== Num:136 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 Lemure (L.Umber 'u')
=== Num:140 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 Lemure (L.Umber 'u')
=== Num:144 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 Gorilla (Slate 'Y')
=== Num:138 Lev:8 Rar:2 Spd:+0 Hp:10d6 Ac:7 Exp:18
A huge, lumbering humanoid covered with thick black fur. This creature
moves normally. He can open doors and bash down doors. He is fairly
observant of intruders, which he may notice from 200 feet. He can hit to
attack with damage 4d8.
The Novice ranger (L.Slate 'p')
=== Num:143 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 Kobold assassin (L.Dark 'k')
=== Num:135 Lev:8 Rar:1 Spd:+10 Hp:4d8 Ac:40 Exp:25
It looks like a kobold, and vaguely smells of almonds. 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 two objects or treasures. It can hit to attack with
damage 1d10, and hit to poison with damage 1d10.
The Hill orc (Umber 'o')
=== Num:147 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 Skeleton orc (White 's')
=== Num:142 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 is hurt by acid. It resists cold, poison and
polearms. It resists polearms. 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 Bandit (Blue 'p')
=== Num:148 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 two
objects or treasures. He can hit to attack with damage 2d4, and touch to
steal gold.
The Green mold (Green 'm')
=== Num:141 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, poison and polearms. It resists polearms. 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 Giant salamander (Yellow 'R')
=== Num:139 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 is
hurt by cold. It resists fire. It is vigilant for intruders, which it may
notice from 60 feet. It can bite to burn with damage 3d6.
[U] Lagduf, the Snaga (Yellow 'o')
=== Num:150 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.
[U] Wormtongue, Agent of Saruman (L.Blue 'p')
=== Num:149 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 two exceptional objects. He
can hit to attack with damage 1d5, hit to attack with damage 1d5, and touch
to steal gold.
The Giant grey rat (Slate 'r')
=== Num:155 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:156 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 Killer bee (Yellow 'I')
=== Num:152 Lev:9 Rar:2 Spd:+10 Hp:2d4 Ac:34 Exp:22
It is poisonous and aggressive. This natural creature moves normally. It
usually appears in groups. It is rarely detected by telepathy. It is
fairly observant of intruders, which it may notice from 120 feet. It can
sting to poison with damage 1d4, and sting to reduce strength with damage
1d4.
The Giant red ant (Red 'a')
=== Num:166 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.
The Killer bee (Yellow 'I')
=== Num:169 Lev:9 Rar:2 Spd:+10 Hp:2d4 Ac:17 Exp:22
It is poisonous and aggressive. This natural creature moves normally. It
usually appears in groups. It is rarely detected by telepathy. It is
fairly observant of intruders, which it may notice from 120 feet. It can
sting to poison with damage 1d4, and sting to reduce strength with damage
1d4.
The Bloodshot icky thing (Red 'i')
=== Num:154 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 Kobold marksman (Green 'k')
=== Num:151 Lev:9 Rar:1 Spd:+10 Hp:6d9 Ac:45 Exp:25
He looks like a kobold, and he is aiming at you. This evil creature moves
normally. He may fire arrows or fire arrows. He is magical, casting
spells which blink-self; 1 time in 4. He can open doors, bash down doors
and pick up objects. He resists poison. He takes quite a while to see
intruders, which he may notice from 200 feet. He will carry one or two
objects or treasures. He can hit to attack with damage 1d5.
The Cave bear (Umber 'q')
=== Num:165 Lev:9 Rar:1 Spd:+0 Hp:8d8 Ac:35 Exp:25
A large bear appears to have made its home in this cave. It is hungry, and
you are trespassing in its territory. This natural creature moves a bit
erratically. It can bash down doors. It is fairly observant of intruders,
which it may notice from 100 feet. It can claw to attack with damage 1d6,
claw to attack with damage 1d6, and bite to attack with damage 1d8.
The King cobra (Green 'J')
=== Num:167 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 Yeti (White 'Y')
=== Num:146 Lev:9 Rar:3 Spd:+0 Hp:6d9 Ac:12 Exp:30
A large white figure covered in shaggy fur. This natural creature moves
normally. It can open doors and bash down doors. It is hurt by fire. It
resists cold. It is fairly observant of intruders, which it may notice
from 200 feet. It can claw to freeze with damage 1d3, claw to freeze with
damage 1d3, and bite to freeze with damage 1d4.
The Yeti (Blue 'Y')
=== Num:153 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 is hurt by fire. 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 Orc shaman (Red 'o')
=== Num:157 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 two 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:158 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 12. It can open doors and bash down doors. It is
hurt by acid. It resists lightning and edged weapons. It resists edged
weapons. 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:159 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 12. It can open doors and bash down doors. It is hurt by
fire. It resists cold and edged weapons. It resists edged weapons. 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:160 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 12. It can open doors and bash down doors. It resists
poison and edged weapons. It resists edged weapons. 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 bronze dragon (L.Umber 'd')
=== Num:161 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 bronze. This evil dragon moves normally. It may breathe
confusion; 1 time in 12. It can open doors and bash down doors. It
resists edged weapons. It resists edged weapons. It cannot be confused.
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:162 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 black. This evil dragon moves normally. It may breathe
acid; 1 time in 12. It can open doors and bash down doors. It is hurt by
lightning. It resists acid and edged weapons. It resists edged weapons.
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:163 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 red. This evil dragon moves normally. It may breathe fire;
1 time in 12. It can open doors and bash down doors. It is hurt by cold.
It resists fire and edged weapons. It resists edged weapons. 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 gold dragon (Yellow 'd')
=== Num:164 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 gold. This evil dragon moves normally. It may breathe
sound; 1 time in 12. It can open doors and bash down doors. It resists
edged weapons. It resists edged weapons. 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.
[U] Brodda, the Easterling (L.Umber 'p')
=== Num:168 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 Clear mushroom patch (White ',')
=== Num:174 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 is hurt by acid. It
resists polearms. It resists polearms. 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.
The Giant fruit fly (L.Green 'I')
=== Num:185 Lev:10 Rar:3 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 Kamikaze yeek (Umber 'y')
=== Num:175 Lev:10 Rar:1 Spd:+3 Hp:3d8 Ac:9 Exp:10
The evil wizard Bruce has trained them to be living weapons. This creature
moves normally. It can open doors and bash down doors. It resists acid.
It cannot be frightened or slept. It is fairly observant of intruders,
which it may notice from 180 feet. It can explode to attack with damage
7d2.
The Panther (Umber 'f')
=== Num:186 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 Giant white tick (White 'S')
=== Num:177 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 Wolf (Umber 'C')
=== Num:184 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 Hairy mold (Orange 'm')
=== Num:179 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 is hurt by acid. 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 Creeping gold coins (Yellow '$')
=== Num:183 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
creature moves normally. It can bash down doors. It is cold blooded. It
resists acid, lightning, poison, blunt weapons and polearms. It resists
blunt weapons and polearms. It cannot be confused, slept or harmed by
edged weapons. 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 Giant spider (Violet 'S')
=== Num:170 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 Owlbear (Orange 'H')
=== Num:178 Lev:10 Rar:1 Spd:+0 Hp:15d5 Ac:10 Exp:35
A bizarre bear-creature with the claws and the face of an owl. This
natural evil creature moves normally. It can open doors and bash down
doors. It takes a while to see intruders, which it may notice from 200
feet. It can claw to attack with damage 1d3, claw to attack with damage
1d3, and crush to attack with damage 1d10.
The Brigand (Blue 'p')
=== Num:187 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 two
objects or treasures. He can hit to attack with damage 2d4, and touch to
steal items.
The Disenchanter mold (Violet 'm')
=== Num:180 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 is hurt by acid. 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 Tengu (L.Red 'u')
=== Num:182 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, teleport to or
phase door; 1 time in 3. It can open doors and bash down doors. It
resists fire. It resists teleportation. 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 Dark elven mage (Red 'h')
=== Num:171 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.
The Dark elven warrior (Umber 'h')
=== Num:173 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 two objects or treasures. He can hit to
attack with damage 1d8, and hit to attack with damage 1d8.
The Death sword (L.Slate '|')
=== Num:172 Lev:10 Rar:5 Spd:+20 Hp:36 Ac:40 Exp:65
A bloodthirsty blade lurking for prey. Beware! This evil creature moves
normally, but does not deign to chase intruders. 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 ever vigilant for
intruders, which it may notice from 200 feet. It will carry one or two
objects or treasures. 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] Orfax, Son of Boldor (L.Blue 'y')
=== Num:189 Lev:10 Rar:3 Spd:+10 Hp:120 Ac:20 Exp:80
He's just like his 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 Pseudo-dragon (Orange 'd')
=== Num:181 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
resists edged weapons. It resists edged weapons. 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 unicorn (White 'q')
=== Num:176 Lev:10 Rar:2 Spd:+20 Hp:140 Ac:22 Exp:160
A fleeting vision of unearthly beauty. This natural creature moves
normally. It is magical, casting spells intelligently which blink-self or
teleport-self; 1 time in 11. It can bash down doors. It pays little
attention to intruders, which it may notice from 200 feet. It will carry
an object or treasure. It can kick to attack with damage 3d4, kick to
attack with damage 3d4, bite to attack with damage 1d5, and butt to attack
with damage 1d8.
[U] Grishnakh, the Hill Orc (Yellow 'o')
=== Num:188 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.
[U] Topobanshee (White 'm')
=== Num:99 Lev:10 Rar:1 Spd:+0 Hp:13d9 Ac:32 Exp:2500
In life she was a little white singer mouse, but she wails not sing. And
now she happily wail destruction deep in Angband. This natural creature
moves normally. She can open doors, bash down doors and pass through
walls. She is cold blooded. She resists acid, lightning, fire, cold and
poison. She cannot be frightened, confused or slept. She takes quite a
while to see intruders, which she may notice from 200 feet. She will carry
up to 11 exceptional objects. She can wail to confuse with damage 1d4,
wail to confuse with damage 1d4, and gaze to blind with damage 2d6.
The Rock mole (Slate 'r')
=== Num:192 Lev:11 Rar:2 Spd:+0 Hp:10d10 Ac:30 Exp:25
Despite its minuscule size, this mole creature has fangs powerful enough to
bore through solid rock. This natural creature moves normally. It can
bash down doors, bore through walls and destroy objects. It is rarely
detected by telepathy. It tends to overlook intruders, which it may notice
from 200 feet. It can bite to attack with damage 1d10, and bite to attack
with damage 1d10.
The Hippogriff (L.Umber 'H')
=== Num:191 Lev:11 Rar:1 Spd:+0 Hp:20d9 Ac:14 Exp:30
A strange hybrid of eagle 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:193 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:194 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 two objects or treasures. He can hit to attack
with damage 1d5.
The Baby multi-hued dragon (Violet 'd')
=== Num:190 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 10. It
can open doors and bash down doors. It resists acid, lightning, fire,
cold, poison and edged weapons. It resists edged weapons. 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 1d4, claw to attack with
damage 1d4, and bite to attack with damage 1d6.
The Nether worm mass (L.Dark 'w')
=== Num:200 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+).
The Master yeek (L.Umber 'y')
=== Num:201 Lev:12 Rar:2 Spd:+0 Hp:12d9 Ac:24 Exp:28
A small humanoid that radiates some power, accompanied by its bodyguard.
This natural evil creature moves normally. It usually appears with an
escort. 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 resists teleportation. 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 White wolf (White 'C')
=== Num:196 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 is
hurt by fire. 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 Spotted jelly (Orange 'j')
=== Num:213 Lev:12 Rar:3 Spd:+10 Hp:13d8 Ac:18 Exp:33
A strange jelly thing, covered in discolored blotches. 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, poison, edged weapons and polearms. It resists edged weapons and
polearms. 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 Zombified human (Slate 'z')
=== Num:207 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 Priest (Green 'p')
=== Num:203 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 two objects or treasures. He
can hit to attack with damage 2d3, and hit to attack with damage 2d3.
The Skeleton human (White 's')
=== Num:206 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 is hurt by acid. It resists cold, poison
and polearms. It resists polearms. 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 Black mamba (L.Dark 'J')
=== Num:195 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 Frumious bandersnatch (Blue 'c')
=== Num:197 Lev:12 Rar:2 Spd:+10 Hp:10d8 Ac:20 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 resists blunt weapons and edged weapons.
It resists blunt weapons and edged weapons. 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 Air spirit (L.Blue 'E')
=== Num:205 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, blunt
weapons and polearms. It resists blunt weapons and polearms. 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 Tiger (Orange 'f')
=== Num:208 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 Swordsman (Umber 'p')
=== Num:210 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 two objects or
treasures. He can hit to attack with damage 3d5, and hit to attack with
damage 3d5.
The Mine-dog (Umber 'C')
=== Num:211 Lev:12 Rar:4 Spd:+10 Hp:4d6 Ac:10 Exp:40
An explosive charge has been attached to this poor animal, who has been
trained to search for its target and detonate. This natural creature moves
somewhat erratically. It can bash down doors. It takes a while to see
intruders, which it may notice from 300 feet. It can explode to attack
with damage 6d6.
The Stegocentipede (Umber 'c')
=== Num:212 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 Moaning spirit (Umber 'G')
=== Num:209 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 Dark elven priest (Green 'h')
=== Num:204 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 werebat (L.Umber 'b')
=== Num:198 Lev:12 Rar:4 Spd:+5 Hp:10d9 Ac:12 Exp:60
An abominable hybrid of man and bat. This natural creature moves normally.
It is magical, casting spells which summon similar monsters; 1 time in 8.
It can bash down doors. It takes quite a while to see intruders, which it
may notice from 100 feet. It can bite to attack with damage 1d3.
The Grape jelly (Violet 'j')
=== Num:199 Lev:12 Rar:3 Spd:+0 Hp:52d8 Ac:1 Exp:60
Yum! It looks quite tasty. 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, edged
weapons and polearms. It resists edged weapons and polearms. 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 Sand golem (Yellow 'g')
=== Num:202 Lev:12 Rar:2 Spd:+0 Hp:12d4 Ac:18 Exp:80
A strange creature that burns and chokes you with the white-hot sandit is
made of. This creature moves normally. It can bash down doors. It is not
detected by telepathy. It resists fire and edged weapons. It resists
edged weapons. It cannot be frightened, confused or slept. It is fairly
observant of intruders, which it may notice from 200 feet. It can hit to
confuse with damage 3d4, hit to burn with damage 3d4, and hit to paralyze.
[U] Golfimbul, the Hill Orc Chief (Yellow 'o')
=== Num:214 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 Cloaker (Green '(')
=== Num:221 Lev:13 Rar:5 Spd:+20 Hp:49 Ac:20 Exp:30
It resembles a normal cloak until some poor fool ventures too close! This
evil creature moves normally, but does not deign to chase intruders. It is
cold blooded. It is not detected by telepathy. It is hurt by fire. It
resists lightning, cold 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 one or two objects or treasures. It can hit to
paralyze with damage 5d5, and hit to terrify with damage 5d5.
The Killer brown beetle (Umber 'K')
=== Num:216 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
resists edged weapons. It resists edged weapons. It takes quite a while
to see intruders, which it may notice from 100 feet. It can bite to attack
with damage 3d4.
The Ochre jelly (L.Umber 'j')
=== Num:223 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, poison, edged weapons and polearms. It
resists edged weapons and polearms. 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 Creeping mithril coins (L.Blue '$')
=== Num:218 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
creature moves normally. It can bash down doors. It is cold blooded. It
resists acid, lightning, poison, blunt weapons and polearms. It resists
blunt weapons and polearms. It cannot be confused, slept or harmed by
edged weapons. 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 Black orc (L.Dark 'o')
=== Num:222 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 Ogre (L.Umber 'O')
=== Num:217 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 Illusionist (Red 'p')
=== Num:219 Lev:13 Rar:2 Spd:+10 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 two objects or
treasures. He can hit to attack with damage 2d2.
The Druid (L.Green 'p')
=== Num:220 Lev:13 Rar:2 Spd:+0 Hp:12d12 Ac:10 Exp:50
A mystic at one with nature. This evil creature moves normally. He is
magical, casting spells intelligently which produce wind balls, 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 two objects or treasures. He can hit to attack with damage
2d4, and hit to attack with damage 2d4.
The Drider (Blue 'S')
=== Num:215 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.
[U] Boldor, King of the Yeeks (Violet 'y')
=== Num:224 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 Giant black louse (L.Dark 'l')
=== Num:231 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 hurt by acid. It is fairly observant of intruders, which it may
notice from 60 feet. It can bite to attack with damage 1d2.
The Giant flea (Slate 'I')
=== Num:225 Lev:14 Rar:3 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.
The Blue icky thing (Blue 'i')
=== Num:227 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 Gibbering mouther (Orange 'j')
=== Num:228 Lev:14 Rar:4 Spd:+0 Hp:5d6 Ac:10 Exp:20
A chaotic mass of pulsating flesh, mouths and eyes. This evil creature
moves normally. It may breathe light, and is also magical, casting spells
which terrify or confuse; 1 time in 7. It is not detected by telepathy.
It resists poison. It cannot be frightened. It takes a while to see
intruders, which it may notice from 150 feet. It can crawl on you to
confuse with damage 1d4.
The Warg (Slate 'C')
=== Num:230 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 Flesh golem (L.Red 'g')
=== Num:229 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 Giant white dragon fly (White 'F')
=== Num:226 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 is hurt by fire. It resists cold.
It tends to overlook intruders, which it may notice from 200 feet. It can
bite to freeze with damage 1d6.
The Lurker (White '.')
=== Num:232 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.
[U] Ufthak of Cirith Ungol (Green 'o')
=== Num:233 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 Unstable worm mass (Orange 'w')
=== Num:236 Lev:15 Rar:4 Spd:-10 Hp:3d8 Ac:5 Exp:7
A seething mass of thick, glowing worms. 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 observant of intruders, which it may notice from 100
feet. It can explode to burn with damage 5d5.
The Magic mushroom patch (L.Blue ',')
=== Num:238 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 resists polearms. It
resists polearms and teleportation. 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 Giant tan bat (L.Umber 'b')
=== Num:234 Lev:15 Rar:2 Spd:+20 Hp:3d8 Ac:20 Exp:18
A giant bat, the beating of whose wings produces a strangely unnerving
noise. This natural creature moves somewhat erratically. It tends to
overlook intruders, which it may notice from 120 feet. It can bite to
terrify with damage 1d3, claw to attack with damage 1d2, and claw to attack
with damage 1d2.
The Mirkwood spider (Green 'S')
=== Num:247 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 Giant clear centipede (White 'c')
=== Num:246 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 resists edged weapons. It resists edged weapons. 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 Homonculous (Yellow 'u')
=== Num:250 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 Wererat (L.Dark 'r')
=== Num:235 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 Troglodyte (Yellow 'Y')
=== Num:248 Lev:15 Rar:3 Spd:+0 Hp:6d8 Ac:27 Exp:45
A slender, bipedal creature about five feet in height; his head is large
compared to his body and his arms reach almost to the ground. This natural
creature moves a bit erratically. It usually appears in groups. It can
open doors and bash down doors. It is hurt by bright light. It resists
cold. It is fairly observant of intruders, which it may notice from 300
feet. It can claw to attack with damage 2d3, bite to attack with damage
1d4, and claw to attack with damage 2d3.
The Light hound (Orange 'Z')
=== Num:241 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 claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.
The Dark hound (L.Dark 'Z')
=== Num:242 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 claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.
The Clear hound (White 'Z')
=== Num:243 Lev:15 Rar:1 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
claw to attack with damage 1d6, claw to attack with damage 1d6, and bite to
attack with damage 1d8.
The Half-orc (Slate 'o')
=== Num:244 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 Clay golem (L.Umber 'g')
=== Num:251 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 and acid. 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 Giant tarantula (Orange 'S')
=== Num:245 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 Griffon (Umber 'H')
=== Num:249 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 Black ogre (L.Dark 'O')
=== Num:237 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 Guardian naga (L.Blue 'n')
=== Num:239 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 Dark naga (L.Dark 'n')
=== Num:240 Lev:15 Rar:2 Spd:+0 Hp:15d11 Ac:35 Exp:90
A giant snake-like figure with a woman's torso. Not as strongas other
nagas, but more talented in magic. This evil creature moves a bit
erratically. She is magical, casting spells which produce frost bolts,
confuse, paralyze, heal-self or create darkness; 1 time in 4. She can open
doors and bash down doors. She is not detected by telepathy. She resists
cold and poison. She resists water. She tends to overlook intruders,
which she may notice from 600 feet. She will carry up to 3 objects or
treasures. She can sting to attack with damage 1d10, and bite to attack
with damage 1d10.
The Hummerhorn (Yellow 'I')
=== Num:259 Lev:16 Rar:4 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.
The Crebain (L.Dark 'B')
=== Num:253 Lev:16 Rar:2 Spd:+10 Hp:5d5 Ac:12 Exp:20
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. This
natural creature moves normally. It usually appears in groups. It may
shriek for help. It is ever vigilant for intruders, which it may notice
from 400 feet. It can claw to attack with damage 1d4, and claw to attack
with damage 1d4.
The Rust monster (Orange 'q')
=== Num:254 Lev:16 Rar:2 Spd:+0 Hp:144 Ac:15 Exp:50
It is a weird, small animal with two antennae popping forth fromits
forehead. It looks hungry. This creature moves normally. It can destroy
objects. It is rarely detected by telepathy. It resists acid and poison.
It cannot be confused. It is fairly observant of intruders, which it may
notice from 120 feet. 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 Quasit (Orange 'u')
=== Num:260 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, teleport level or
phase door; 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 Grizzly bear (L.Umber 'q')
=== Num:252 Lev:16 Rar:2 Spd:+0 Hp:12d12 Ac:35 Exp:55
A huge, beastly bear, more savage than most of its kind. This natural
creature moves normally. It can bash down doors. It is fairly observant
of intruders, which it may notice from 100 feet. It can claw to attack
with damage 1d8, claw to attack with damage 1d8, bite to attack with damage
1d12, and crush to attack with damage 1d10.
The Uruk (L.Blue 'o')
=== Num:256 Lev:16 Rar:1 Spd:+0 Hp:80 Ac:50 Exp:60
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.
The Giant green dragon fly (Green 'F')
=== Num:258 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 Umber hulk (L.Umber 'X')
=== Num:255 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 Gelatinous cube (L.Green 'j')
=== Num:257 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, poison,
blunt weapons, edged weapons and polearms. It resists blunt weapons, edged
weapons and polearms. 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.
[U] Ulfast, Son of Ulfang (L.Umber 'p')
=== Num:261 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 Imp (Green 'u')
=== Num:263 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 Water spirit (Slate 'E')
=== Num:266 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 is hurt by fire. It resists poison and blunt
weapons. It resists blunt weapons. 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 fire scorpion (L.Red 'S')
=== Num:262 Lev:17 Rar:1 Spd:+0 Hp:11d4 Ac:22 Exp:62
It is fast and poisonous. This natural creature moves normally. It can
bash down doors. It is rarely detected by telepathy. It resists edged
weapons. It resists edged weapons. 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 Giant red scorpion (Red 'S')
=== Num:267 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:268 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, poison and blunt weapons. It resists blunt weapons. 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 Forest troll (Green 'T')
=== Num:264 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 regenerates
quickly. He is hurt by bright light. He resists blunt weapons. He
resists blunt weapons. 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.
The 2-headed hydra (Umber 'M')
=== Num:265 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.
[U] Nar, the Dwarf (Yellow 'h')
=== Num:269 Lev:17 Rar:2 Spd:+0 Hp:450 Ac:70 Exp:250
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. 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 Blink dog (L.Blue 'C')
=== Num:276 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
resists teleportation. It is fairly observant of intruders, which it may
notice from 200 feet. It can bite to attack with damage 1d8.
The Potion mimic (White '!')
=== Num:274 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 is hurt by cold. 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 Giant black dragon fly (Slate 'F')
=== Num:279 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 is hurt by
lightning. It resists acid. It tends to overlook intruders, which it may
notice from 120 feet. It has no physical attacks.
The Fire hound (Red 'Z')
=== Num:271 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 is hurt by cold. It resists fire. It is
ever vigilant for intruders, which it may notice from 300 feet. It can
claw to attack with damage 3d3, claw to attack with damage 3d3, and bite to
burn with damage 2d6.
The Cold hound (White 'Z')
=== Num:272 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 is hurt by
fire. It resists cold. It is ever vigilant for intruders, which it may
notice from 300 feet. It can claw to attack with damage 3d3, claw to
attack with damage 3d3, and bite to freeze with damage 2d6.
The Energy hound (Blue 'Z')
=== Num:273 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 claw to attack with damage 3d3, claw to attack with damage 3d3, and
bite to electrify with damage 2d6.
The Door mimic (L.Umber '+')
=== Num:275 Lev:18 Rar:6 Spd:+0 Hp:10d7 Ac:15 Exp:70
A strange creature that disguises itself as a dungeon feature 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 is hurt by acid. 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 confuse with damage
2d3, and hit to paralyze with damage 2d3.
The Fire spirit (Red 'E')
=== Num:270 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 is hurt by
cold. It resists fire, poison and blunt weapons. It resists blunt
weapons. 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 Shambling mound (L.Slate ',')
=== Num:278 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 Orc captain (Orange 'o')
=== Num:277 Lev:18 Rar:3 Spd:+0 Hp:20d10 Ac:59 Exp:80
An armoured orc with an air of authority. 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 objects or treasures. He can hit
to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack
with damage 3d5.
The Neekerbreeker (L.Dark 'I')
=== Num:283 Lev:19 Rar:4 Spd:+10 Hp:3d2 Ac:18 Exp:4
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,
breek-neek". The noise can drive people frantic, and worse still, can be
heard for quite some distance, alerting other monsters to your presence.
This natural creature moves extremely erratically. It may shriek for help.
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
poison with damage 2d2.
The Red mold (Red 'm')
=== Num:281 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 is hurt by cold and acid.
It resists fire, poison and blunt weapons. It resists blunt weapons. 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:282 Lev:19 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.
The Stone golem (L.Slate 'g')
=== Num:280 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, poison, blunt
weapons and polearms. It resists blunt weapons and polearms. It cannot be
frightened, confused, slept or harmed by edged weapons. 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.
[U] Shagrat, the Orc Captain (Green 'o')
=== Num:284 Lev:19 Rar:2 Spd:+0 Hp:400 Ac:60 Exp:400
He is an orc of power and great cunning, leader of the garrison at Cirith
Ungol. 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:285 Lev:19 Rar:3 Spd:+0 Hp:400 Ac:60 Exp:400
He is an orc of power and great cunning, leader of the garrison at Minas
Morgul. 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 Landmine (White '.')
=== Num:295 Lev:20 Rar:5 Spd:+0 Hp:36 Ac:5 Exp:50
It was left here to be used against intruders. 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 explode to attack with damage 15d2.
The Paladin (White 'p')
=== Num:296 Lev:20 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:55
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.
This creature moves normally. He is magical, casting spells which cause
light wounds, cause serious wounds, terrify, blind, slow or heal-self; 1
time in 4. 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 objects or treasures. He can hit to attack with
damage 4d5, and hit to attack with damage 4d5.
The Ranger (L.Slate 'p')
=== Num:297 Lev:20 Rar:1 Spd:+0 Hp:15d11 Ac:40 Exp:55
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. This
creature moves normally. He may fire arrows or fire arrows. He is
magical, casting spells which produce lightning bolts, produce magic
missiles, blink-self or summon a monster; 1 time in 4. 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
objects or treasures. He can hit to attack with damage 5d4, and hit to
attack with damage 5d4.
The Phase spider (L.Blue 'S')
=== Num:286 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, teleport to or phase door; 1 time in 5. It can bash down
doors. It is rarely detected by telepathy. It resists poison. It resists
teleportation. 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 Sabre-tooth tiger (Yellow 'f')
=== Num:291 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 Cloud golem (Blue 'g')
=== Num:292 Lev:20 Rar:2 Spd:+0 Hp:15d15 Ac:15 Exp:120
Lighting crackes around this huge animated cloud entity, sending
shiversdown your spine. This creature moves normally. It can bash down
doors. It is not detected by telepathy. It resists lightning and cold.
It cannot be frightened, confused or slept. It is fairly observant of
intruders, which it may notice from 200 feet. It can hit to electrify with
damage 4d4, and hit to electrify with damage 4d4.
The Werewolf (L.Dark 'C')
=== Num:300 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 Sasquatch (Green 'Y')
=== Num:299 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 Earth hound (Umber 'Z')
=== Num:288 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:289 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
poison with damage 1d8, bite to poison with damage 1d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.
The Water hound (Slate 'Z')
=== Num:290 Lev:20 Rar:1 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 water; 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 1d8, bite to shoot acid with damage 1d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.
The Chimaera (Red 'H')
=== Num:293 Lev:20 Rar:4 Spd:+0 Hp:20d15 Ac:15 Exp:200
It is a strange concoction of goat, lion and dragon. This creature moves
normally. It may breathe fire; 1 time in 10. It can bash down doors. It
is hurt by cold. It resists fire. It is fairly observant of intruders,
which it may notice from 120 feet. It can butt to attack with damage 2d8,
bite to attack with damage 2d10, and bite to burn with damage 2d6.
The Quylthulg (Yellow 'Q')
=== Num:298 Lev:20 Rar:1 Spd:+0 Hp:6d8 Ac:1 Exp:250
It is a strange pulsing mound of flesh. This natural 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 is hurt by poison. 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 3-headed hydra (Orange 'M')
=== Num:287 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.
[U] The Icky Queen (Violet 'i')
=== Num:294 Lev:20 Rar:5 Spd:+10 Hp:400 Ac:30 Exp:400
And you thought her offspring were icky! This evil creature moves
normally. She usually appears with escorts. She is magical, casting
spells intelligently which drain mana, terrify, blind, confuse or summon
similar monsters; 1 time in 5. She can open doors, bash down doors and
pick up objects. She is rarely detected by telepathy. She resists acid,
lightning, fire, cold and poison. She is fairly observant of intruders,
which she may notice from 200 feet. She will carry one or two good
objects. She can crawl on you to poison with damage 3d4, crawl on you to
eat your food with damage 3d4, touch to shoot acid with damage 3d5, and hit
to attack with damage 3d5.
The Dark elven lord (Slate 'h')
=== Num:301 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.
[U] Bolg, Son of Azog (Violet 'o')
=== Num:302 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 Blue dragon bat (Blue 'b')
=== Num:303 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 Mummified orc (White 'z')
=== Num:310 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 is hurt by fire. 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 or treasures. It can hit to attack with damage 2d4, and hit to
attack with damage 2d4.
The Axe of animated attack (White '/')
=== Num:304 Lev:21 Rar:2 Spd:+10 Hp:7d14 Ac:20 Exp:60
A powerful weapon from a time long past when heroes walked the earth,
andmagical weapons of power unmatched were created. Blood drips from
itswicked blade. This creature moves normally, but does not deign to chase
intruders. It is magical, casting spells which terrify, blind, confuse or
summon a monster; 1 time in 6. It is cold blooded. It cannot be
frightened, confused or slept. It is ever vigilant for intruders, which it
may notice from 300 feet. It will carry one or two objects or treasures.
It can hit to attack with damage 2d5, hit to attack with damage 2d5, hit to
attack with damage 2d6, and hit to attack with damage 2d6.
The Scroll mimic (White '?')
=== Num:305 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:306 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 is hurt by cold. It resists fire, blunt
weapons and edged weapons. It resists blunt weapons and edged weapons. 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:307 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 is hurt by fire. It
resists acid, blunt weapons and edged weapons. It resists blunt weapons
and edged weapons. 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:308 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 is hurt by fire. It resists cold, blunt
weapons and edged weapons. It resists blunt weapons and edged weapons. 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:309 Lev:21 Rar:1 Spd:+0 Hp:9d9 Ac:30 Exp:100
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
is hurt by acid. It resists lightning, blunt weapons, edged weapons and
polearms. It resists blunt weapons, edged weapons and polearms. 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 3d3.
[U] Lugdush, the Uruk (Blue 'o')
=== Num:311 Lev:21 Rar:4 Spd:+0 Hp:640 Ac:90 Exp:550
A large and powerful orc, captain of one of Saruman's orcish regiments.
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.
The Vampiric mist (L.Dark '#')
=== Num:315 Lev:22 Rar:1 Spd:+0 Hp:10d8 Ac:25 Exp:40
A cloud of evil, sentient mist. This evil creature moves a bit
erratically. It usually appears in groups. It is cold blooded. It is not
detected by telepathy. It resists acid, cold and poison. It resists
nether. It cannot be frightened or confused. It is fairly observant of
intruders, which it may notice from 120 feet. It can engulf to lower
experience (by 20d6+) with damage 1d6, and engulf to lower experience (by
20d6+) with damage 1d6.
The Giant yellow scorpion (Yellow 'S')
=== Num:317 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 Killer stag beetle (Green 'K')
=== Num:312 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:313 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 is hurt by acid. It resists lightning, fire, cold, poison
and blunt weapons. It resists blunt weapons. It cannot be frightened,
confused, slept, harmed by edged weapons or harmed by polearms. It is
fairly observant of intruders, which it may notice from 120 feet. It can
hit to attack with damage 1d12.
The Lava golem (Red 'g')
=== Num:316 Lev:22 Rar:2 Spd:-20 Hp:25d10 Ac:20 Exp:180
It burns everything in its path with the heat its magma-like bodyproduces.
This creature moves normally. It can bash down doors, destroy weaker
monsters and destroy objects. It is not detected by telepathy. It resists
fire and edged weapons. It resists edged weapons. It cannot be
frightened, confused or slept. It is fairly observant of intruders, which
it may notice from 200 feet. It can hit to burn with damage 6d4, hit to
burn with damage 6d4, and hit to burn with damage 6d4.
The Wyvern (Green 'd')
=== Num:314 Lev:22 Rar:2 Spd:+10 Hp:5d80 Ac:65 Exp:250
A fast-moving and deadly draconian animal. Beware its poisonous sting!
This natural evil dragon moves normally. It can open doors, bash down
doors and push past weaker monsters. It resists poison and edged weapons.
It resists edged weapons. It takes a while to see intruders, which it may
notice from 200 feet. It will carry up to 4 treasures. It can bite to
attack with damage 2d6, bite to attack with damage 2d6, and sting to poison
with damage 2d6.
[U] Ugluk, the Uruk (Blue 'o')
=== Num:318 Lev:22 Rar:3 Spd:+0 Hp:720 Ac:95 Exp:550
A strong and cunning orc warrior, the commander of Saruman's orcish horde.
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 Shadow cockroach (L.Dark 'I')
=== Num:327 Lev:23 Rar:5 Spd:+10 Hp:5d3 Ac:15 Exp:6
Part insect, part shadow - you're not sure which part you like less. This
natural creature moves extremely erratically. It may breathe darkness; 1
time in 6. It is rarely detected by telepathy. It breeds explosively. It
is hurt by acid. It resists poison. It cannot be frightened. It takes
quite a while to see intruders, which it may notice from 70 feet. It can
crawl on you to attack with damage 1d5.
The Black ooze (L.Dark 'j')
=== Num:319 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,
blunt weapons and polearms. It resists blunt weapons and polearms. 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 Giant silver ant (L.Slate 'a')
=== Num:325 Lev:23 Rar:1 Spd:+0 Hp:9d8 Ac:38 Exp:45
A giant silver ant with a caustic bite. 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 100 feet.
It can bite to shoot acid with damage 4d4.
The Hardened warrior (Umber 'p')
=== Num:320 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 two objects or treasures. He can hit to attack with
damage 6d5, and hit to attack with damage 6d5.
The Red dragon bat (Red 'b')
=== Num:322 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 is hurt by cold. It resists fire. It tends to overlook
intruders, which it may notice from 120 feet. It can bite to burn with
damage 1d3.
The Giant bronze dragon fly (L.Umber 'F')
=== Num:324 Lev:23 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 Killer white beetle (White 'K')
=== Num:323 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 Master rogue (Blue 'p')
=== Num:321 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.
[U] Azog, King of the Uruk-Hai (Violet 'o')
=== Num:326 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 Giant firefly (Red 'I')
=== Num:328 Lev:24 Rar:4 Spd:+10 Hp:3d2 Ac:18 Exp:4
Clouds of these monsters light up the dungeon - so brightly that you can
barely see through them. 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 blind with damage 1d2.
The Banshee (Blue 'G')
=== Num:334 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 may shriek for help. 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 two objects or treasures. She can wail to
terrify, and touch to lower experience (by 20d6+).
The Mummified human (White 'z')
=== Num:332 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 is hurt by fire. 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 Forest wight (Green 'W')
=== Num:329 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+).
The Vampire bat (L.Dark 'b')
=== Num:333 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.
The Werebear (L.Dark 'q')
=== Num:330 Lev:24 Rar:2 Spd:+0 Hp:25d25 Ac:50 Exp:200
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. This natural evil creature moves
normally. It can open doors and bash down doors. It takes a while to see
intruders, which it may notice from 200 feet. It will carry one or two
objects or treasures. It can claw to attack with damage 1d10, claw to
attack with damage 1d10, bite to attack with damage 2d8, and crush to
attack with damage 2d6.
[U] Ibun, Son of Mim (Orange 'h')
=== Num:335 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:336 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:331 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.
[U] Sangahyando of Umbar (L.Umber 'p')
=== Num:337 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 (L.Umber 'p')
=== Num:338 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 Giant brown tick (Umber 'S')
=== Num:342 Lev:25 Rar:2 Spd:+0 Hp:18d8 Ac:50 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, and sting to blind with
damage 1.
The Carrion crawler (Orange 'c')
=== Num:351 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 and edged
weapons. It resists edged weapons. 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 Stone troll (L.Slate 'T')
=== Num:347 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 regenerates quickly. He is hurt by rock remover and bright
light. He resists blunt weapons. He resists blunt weapons. 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 Killer red beetle (Red 'K')
=== Num:352 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 Fire troll (Red 'T')
=== Num:348 Lev:25 Rar:1 Spd:+0 Hp:23d7 Ac:25 Exp:90
Fire trolls are believed to have been created by anevil wizard trying to
make forest trolls immune tofire. This evil troll moves normally. He
usually appears in groups. He can open doors and bash down doors. He is
hurt by bright light and cold. He resists fire. He tends to overlook
intruders, which he may notice from 200 feet. He will carry an object or
treasure. He can hit to burn with damage 1d6, hit to burn with damage 1d6,
and bite to burn with damage 3d4.
The Troll priest (L.Green 'T')
=== Num:349 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 regenerates quickly. He is hurt by
bright light. He resists blunt weapons. He resists blunt weapons. 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 two 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 Hill giant (L.Umber 'P')
=== Num:343 Lev:25 Rar:1 Spd:+0 Hp:30d15 Ac:45 Exp:150
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 4d8, and hit to attack with
damage 4d8.
The Magma intrusion (L.Dark '%')
=== Num:339 Lev:25 Rar:2 Spd:-10 Hp:10d25 Ac:60 Exp:200
It's just a block of dark rock. But wait! It seems to be growing... This
natural creature moves normally, but does not deign to chase intruders. It
is cold blooded. It is not detected by telepathy. It breeds explosively.
It is hurt by rock remover. It resists acid, lightning, fire and poison.
It cannot be stunned, frightened, confused or slept. It is fairly
observant of intruders, which it may notice from 150 feet. It will carry
up to 3 treasures. It can touch to burn with damage 5d5, and touch to
paralyze with damage 3d3.
The Disenchanter beast (White 'q')
=== Num:353 Lev:25 Rar:2 Spd:+0 Hp:30d15 Ac:40 Exp:250
It looks like an anteater, and there is a static feelingcrackling around
its long trunk. This creature moves normally. It is rarely detected by
telepathy. It resists acid and poison. It resists disenchantment. It
cannot be confused. It takes a while to see intruders, which it may notice
from 120 feet. It can touch to disenchant with damage 1d10, touch to
disenchant with damage 1d10, touch to disenchant with damage 1d10, and
touch to disenchant with damage 1d10.
The Natural quylthulg (Blue 'Q')
=== Num:345 Lev:25 Rar:1 Spd:+0 Hp:10d10 Ac:1 Exp:275
It's a strange pile of pulsating flesh, covered in patches of fur. This
natural creature moves normally, but does not deign to chase intruders. It
is magical, casting spells which blink-self or summon animals; 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 Wereworm (L.Dark 'w')
=== Num:350 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 Samurai (Slate 'p')
=== Num:346 Lev:25 Rar:2 Spd:+0 Hp:40d6 Ac:30 Exp:350
A warrior clad in ornate but effective armour, holding a katana so sharp it
can cut your throat and you won't notice till you nod. This creature moves
normally. He can open doors and bash down doors. He cannot be frightened.
He is fairly observant of intruders, which he may notice from 120 feet. He
will carry one or two objects. He can hit to attack with damage 4d6, and
hit to attack with damage 4d6.
The Dark elven druid (L.Green 'h')
=== Num:344 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 Silent Watcher (Slate 'g')
=== Num:340 Lev:25 Rar:5 Spd:+0 Hp:40d11 Ac:40 Exp:590
A figure carved from stone, with three vulture faces. Their eyes glowa
malevolent light... This evil creature moves normally, but does not deign
to chase intruders. It may shriek for help. It is magical, casting spells
which drain mana, cause mind blasting, confuse, paralyze, summon a monster
or summon monsters; 1 time in 6. It can bash down doors. It is cold
blooded. It is not detected by telepathy. It is hurt by rock remover and
bright light. 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 420 feet. It can gaze to terrify, gaze to paralyze, and
gaze to reduce strength.
The Pukelman (L.Dark 'g')
=== Num:341 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, poison, edged weapons and polearms. It resists edged weapons
and polearms. 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 Disenchanter bat (Violet 'b')
=== Num:354 Lev:26 Rar:4 Spd:+20 Hp:6d8 Ac:28 Exp:75
A giant bat which feeds on raw magical energy. This natural creature moves
somewhat erratically. It tends to overlook intruders, which it may notice
from 120 feet. It can hit to disenchant.
The Cave ogre (Umber 'O')
=== Num:358 Lev:26 Rar:1 Spd:+0 Hp:30d9 Ac:33 Exp:80
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 resists blunt weapons. It resists blunt weapons. 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 Giant grey ant (Slate 'a')
=== Num:355 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 resists edged weapons. It resists edged
weapons. It takes quite a while to see intruders, which it may notice from
100 feet. It can bite to attack with damage 2d12.
The Giant fire tick (L.Red 'S')
=== Num:357 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 is hurt by cold. 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 Displacer beast (L.Dark 'f')
=== Num:356 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 White wraith (White 'W')
=== Num:359 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 two 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 Angel (Orange 'A')
=== Num:360 Lev:26 Rar:6 Spd:+0 Hp:300 Ac:60 Exp:220
Who 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. 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] Ulwarth, Son of Ulfang (L.Umber 'p')
=== Num:361 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 Creeping adamantite coins (L.Green '$')
=== Num:365 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
creature moves normally. It can bash down doors. It is cold blooded. It
resists acid, lightning, poison, blunt weapons and polearms. It resists
blunt weapons and polearms. It cannot be confused, slept or harmed by
edged weapons. 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 Killer fire beetle (L.Red 'K')
=== Num:364 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
is hurt by cold. 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 Hellblade (Violet '|')
=== Num:363 Lev:27 Rar:2 Spd:+10 Hp:169 Ac:20 Exp:130
A deadly blade of chaos, moving of its own volition. This evil creature
moves normally. It can bash down doors. It is cold blooded. 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
lower experience (by 20d6+) with damage 2d13, and hit to lower experience
(by 20d6+) with damage 2d13.
The Shimmering mold (Blue 'm')
=== Num:362 Lev:27 Rar:1 Spd:+0 Hp:32d8 Ac:24 Exp:140
It is a strange growth on the dungeon floor, glowing and crackling with
sparks. This creature moves normally, but does not deign to chase
intruders. It is not detected by telepathy. It resists lightning 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 electrify
with damage 5d4, and touch to electrify with damage 5d4.
The Algroth (Orange 'T')
=== Num:366 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 regenerates quickly. It resists blunt weapons. It
resists blunt weapons. 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 Vampire (L.Slate 'V')
=== Num:370 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, phase door, 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 Gorgimaera (Orange 'H')
=== Num:371 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 three heads - goat, dragon and gorgon - 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 butt to attack with
damage 2d10, bite to burn with damage 2d10, and gaze to paralyze with
damage 2d6.
The Vibration hound (Yellow 'Z')
=== Num:367 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 2d8, bite to attack with damage
2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3.
The Nexus hound (Violet 'Z')
=== Num:368 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:369 Lev:27 Rar:2 Spd:+0 Hp:25d12 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, produce
fire bolts, terrify, 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 two 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.
The Colbran (Yellow 'g')
=== Num:372 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.
[U] Mim, Betrayer of Turin (Orange 'h')
=== Num:373 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 have been
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 exceptional 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 Spirit naga (White 'n')
=== Num:375 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 Stairway to hell (L.Slate '>')
=== Num:377 Lev:28 Rar:5 Spd:+10 Hp:75 Ac:10 Exp:125
Often found in graveyards. This evil creature moves normally, but does not
deign to chase intruders. It may shriek for help. It is magical, casting
spells which summon a demon; 1 time in 16. It is cold blooded. It is not
detected by telepathy. It resists acid, lightning, fire and poison. It
cannot be frightened, confused or slept. It takes a while to see
intruders, which it may notice from 900 feet. It can wail to disenchant,
wail to lower experience (by 20d6+), wail to steal gold, and wail to steal
items.
The Mage (Red 'p')
=== Num:381 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 Beastmaster (Green 'p')
=== Num:374 Lev:28 Rar:1 Spd:+0 Hp:25d5 Ac:20 Exp:160
Is it a beast or a man? This creature moves normally. He is magical,
casting spells intelligently which summon monsters; 1 time in 5. 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 or
treasures. He can hit to attack with damage 4d5.
The Ice troll (White 'T')
=== Num:384 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 regenerates quickly. He is hurt by bright light and fire. He
resists cold and blunt weapons. He resists blunt weapons. 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, bite to freeze with damage 2d6, and bite to freeze with
damage 2d6.
The Frost giant (White 'P')
=== Num:385 Lev:28 Rar:1 Spd:+0 Hp:32d15 Ac:50 Exp:180
A twelve foot tall giant covered in furs. This evil giant moves normally.
It can open doors and bash down doors. It is hurt by fire. It resists
cold and blunt weapons. It resists blunt weapons. 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 5d8, and hit to freeze with
damage 5d8.
The Mind flayer (Violet 'h')
=== Num:382 Lev:28 Rar:1 Spd:+0 Hp:150 Ac:60 Exp:200
It is 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 wisdom with damage
2d6.
The Black knight (Slate 'p')
=== Num:378 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 resists edged
weapons. He resists edged weapons. He is fairly observant of intruders,
which he may notice from 200 feet. He will carry one or two objects or
treasures. He can hit to attack with damage 5d5, hit to attack with damage
5d5, and hit to attack with damage 5d5.
The Basilisk (Blue 'R')
=== Num:383 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 5-headed hydra (Green 'M')
=== Num:376 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 Cyclops (Umber 'P')
=== Num:379 Lev:28 Rar:2 Spd:+10 Hp:33d12 Ac:40 Exp:350
A gigantic humanoid with but one eye. This evil giant moves normally. It
may fire missiles. It can open doors, bash down doors, push past weaker
monsters and pick up objects. It resists acid and poison. It takes a
while to see intruders, which it may notice from 200 feet. It will carry
one or two objects or treasures. It can hit to attack with damage 9d8, and
hit to attack with damage 9d8.
The Lesser wall monster (L.Slate '#')
=== Num:380 Lev:28 Rar:4 Spd:+0 Hp:13d8 Ac:75 Exp:600
A sentient, moving section of wall. This creature moves somewhat
erratically. It can bash down doors and bore through walls. It is cold
blooded. It is not detected by telepathy. It breeds explosively. It is
hurt by rock remover. It resists acid, lightning, fire, 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 can hit to attack with damage 2d6,
hit to attack with damage 2d6, and hit to attack with damage 2d6.
[U] Uldor the Accursed (L.Umber 'p')
=== Num:386 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.
[U] Draebor, the Imp (Violet 'u')
=== Num:387 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, teleport level, phase door or
summon similar monsters; 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, hit to attack
with damage 3d4, and insult.
[U] Beorn, the Shape-Changer (L.Dark 'q')
=== Num:388 Lev:28 Rar:4 Spd:+10 Hp:1400 Ac:60 Exp:1000
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 these days. Even when in human form he does not
take kindly to strangers - and when in bear's shape, as on this occasion,
the nature of the animal within asserts itself when his territory is
intruded upon. This natural creature moves normally. He usually appears
with an escort. He can bash down doors. He takes a while to see
intruders, which he may notice from 250 feet. He will carry up to 4 good
objects. He can claw to attack with damage 2d10, claw to attack with
damage 2d10, bite to attack with damage 4d8, and crush to attack with
damage 3d6.
The Ring mimic (White '=')
=== Num:392 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 is hurt by lightning. 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 white dragon (White 'd')
=== Num:394 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 10. It can open doors and
bash down doors. It is hurt by fire. It resists cold and edged weapons.
It resists edged weapons. 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 2d4, claw to attack with damage 2d4, and bite to
attack with damage 2d6.
The Young green dragon (Green 'd')
=== Num:395 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 10. It can open doors and bash down doors. It resists
poison and edged weapons. It resists edged weapons. 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 2d4, claw to
attack with damage 2d4, and bite to attack with damage 2d6.
The Young blue dragon (Blue 'd')
=== Num:393 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 10. It can open doors and bash down doors. It is
hurt by acid. It resists lightning and edged weapons. It resists edged
weapons. 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 2d4, claw to attack with damage 2d4, and bite to attack with
damage 2d6.
The Young bronze dragon (L.Umber 'd')
=== Num:396 Lev:29 Rar:1 Spd:+0 Hp:270 Ac:63 Exp:310
It has a form that legends are made of. Its still-tender scales are a
richbronze hue, and its shape glitters with strange colours that confuse
you. This dragon moves normally. It may breathe confusion, and is also
magical, casting spells which terrify; 1 time in 10. It can open doors and
bash down doors. It resists edged weapons. It resists edged weapons. 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 2d4, claw to attack with
damage 2d4, and bite to attack with damage 2d6.
The Purple worm (Violet 'w')
=== Num:389 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 Archangel (L.Blue 'A')
=== Num:390 Lev:29 Rar:6 Spd:+0 Hp:400 Ac:68 Exp:400
An 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:391 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 Giant blue ant (Blue 'a')
=== Num:404 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 and edged weapons. It resists edged
weapons. 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:405 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 resists edged weapons.
It resists edged weapons. It takes quite a while to see intruders, which
it may notice from 100 feet. It can bite to attack with damage 2d12.
The Killer slicer beetle (Yellow 'K')
=== Num:407 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 Fire giant (Red 'P')
=== Num:397 Lev:30 Rar:1 Spd:+0 Hp:34d16 Ac:60 Exp:220
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 is
hurt by cold. It resists fire and blunt weapons. It resists blunt
weapons. 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
6d8, and hit to burn with damage 6d8.
The Skeleton troll (White 's')
=== Num:400 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, poison, blunt
weapons and polearms. It resists blunt weapons and polearms. 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:401 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 Antimagic hound (Violet 'Z')
=== Num:402 Lev:30 Rar:4 Spd:+0 Hp:20d7 Ac:30 Exp:300
A field of static energy surrounds this hound. Its presence seems to dampen
all other energies... This natural creature moves normally. It usually
appears in groups. It may breathe disenchantment; 1 time in 5. It resists
disenchantment. It cannot be confused or slept. It is ever vigilant for
intruders, which it may notice from 300 feet. It can bite to disenchant
with damage 3d3, claw to disenchant with damage 2d10, and claw to
disenchant with damage 2d10.
The Grave wight (Blue 'W')
=== Num:406 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 granite wall (White '%')
=== Num:403 Lev:30 Rar:2 Spd:-10 Hp:15d7 Ac:60 Exp:350
Just a normal wall, boring gray rock. But wait! It seems to be growing...
This natural creature moves normally, but does not deign to chase
intruders. It is not detected by telepathy. It breeds explosively. It is
hurt by rock remover. It resists lightning, fire, cold and poison. It
cannot be stunned, frightened, confused or slept. It is fairly observant
of intruders, which it may notice from 150 feet. It will carry one or two
treasures. It can touch to shoot acid with damage 8d8, and touch to
paralyze with damage 3d3.
The Mithril golem (L.Blue 'g')
=== Num:399 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, poison and
blunt weapons. It resists blunt weapons. It cannot be frightened,
confused, slept, harmed by edged weapons or harmed by polearms. 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 Ogre chieftain (Orange 'O')
=== Num:398 Lev:30 Rar:2 Spd:+0 Hp:30d15 Ac:55 Exp:600
This ogre has risen to become leader and shaman of his tribe. This evil
giant moves normally. It usually appears with an escort. It is magical,
casting spells which cause serious wounds, produce fire bolts, terrify,
paralyze, teleport-self, phase door, 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 up to
4 objects. 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.
The Death watch beetle (L.Dark 'K')
=== Num:409 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 Ghost (White 'G')
=== Num:408 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 Memory moss (Red ',')
=== Num:412 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 resists polearms. It resists
polearms. 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 Nexus quylthulg (Violet 'Q')
=== Num:410 Lev:32 Rar:1 Spd:+0 Hp:10d12 Ac:1 Exp:300
It is a very unstable, strange pulsing mound of flesh. This natural
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 is hurt by poison. It
resists teleportation. 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 Ninja (Umber 'p')
=== Num:411 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 two 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.
[U] Shelob, Spider of Darkness (L.Dark 'S')
=== Num:414 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 normally guards the pass through Cirith
Ungol, but occasionally goes out foraging for food to feed her
voraciousappetite. 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 similar monsters; 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 claw to poison with
damage 2d5, claw to poison with damage 2d5, bite to paralyze with damage
2d10, and sting to reduce strength with damage 1d4.
[U] Lokkak, the Ogre Chieftain (Violet 'O')
=== Num:413 Lev:32 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 Stone giant (L.Slate 'P')
=== Num:416 Lev:33 Rar:1 Spd:+0 Hp:35d18 Ac:75 Exp:250
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
resists blunt weapons. It resists blunt weapons. 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 7d8, and hit to attack with
damage 7d8.
The Half-troll (Orange 'T')
=== Num:420 Lev:33 Rar:2 Spd:+0 Hp:18d14 Ac:30 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 Skeleton ettin (White 's')
=== Num:419 Lev:33 Rar:1 Spd:+0 Hp:450 Ac:50 Exp:325
It is the animated form of a massive two-headed 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, poison and
polearms. It resists polearms. 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 Water elemental (Slate 'E')
=== Num:431 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 is hurt
by fire. It resists poison, blunt weapons, edged weapons and polearms. It
resists blunt weapons, edged weapons and polearms. 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 Cave troll (Umber 'T')
=== Num:415 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 regenerates quickly. He is hurt by bright light. He resists
poison and blunt weapons. He resists blunt weapons. 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
3d5, bite to attack with damage 1d8, and bite to attack with damage 1d8.
The Shade (L.Dark 'G')
=== Num:427 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:428 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 Fire elemental (Red 'E')
=== Num:429 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 is hurt by cold. It resists
fire, poison, blunt weapons, edged weapons and polearms. It resists blunt
weapons, edged weapons and polearms. 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 Barrow wight (Violet 'W')
=== Num:418 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 Cherub (L.Green 'A')
=== Num:430 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 Mystic (Orange 'p')
=== Num:417 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 Multi-hued hound (Violet 'Z')
=== Num:432 Lev:33 Rar:2 Spd:+10 Hp:12d10 Ac:30 Exp:600
Shimmering in rainbow hues, this hound is beautiful and deadly. This
natural creature moves normally. It usually appears in groups. It may
breathe acid, lightning, fire, frost or poison; 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 250 feet. It can claw to attack with damage 3d6, claw to
attack with damage 3d6, bite to attack with damage 4d4, and bite to attack
with damage 4d4.
The Shadow drake (L.Green 'd')
=== Num:421 Lev:33 Rar:3 Spd:+0 Hp:300 Ac:50 Exp:700
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. This evil dragon moves normally. It may
breathe nether, and is also magical, casting spells which terrify, confuse,
slow or create darkness; 1 time in 6. It can open doors, bash down doors
and pass through walls. It is invisible. It resists polearms. It resists
polearms. It cannot be confused, slept or harmed by edged weapons. 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 2d4, claw
to attack with damage 2d4, and bite to lower experience (by 10d6+) with
damage 3d6.
The Ethereal drake (Orange 'd')
=== Num:422 Lev:33 Rar:3 Spd:+0 Hp:400 Ac:100 Exp:800
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, slept or harmed by
edged weapons. 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 2d4, claw to attack with damage 2d4, and bite to attack with damage
3d6.
The Crystal drake (Umber 'd')
=== Num:423 Lev:33 Rar:3 Spd:+0 Hp:450 Ac:100 Exp:850
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
resists cold. It cannot be confused, slept or harmed by edged weapons. 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 2d4, claw
to attack with damage 2d4, and bite to attack with damage 3d6.
The Chaos drake (Violet 'd')
=== Num:424 Lev:33 Rar:3 Spd:+0 Hp:500 Ac:100 Exp:900
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 is hurt by cold. It resists fire.
It cannot be confused, slept or harmed by edged weapons. 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 2d4, claw to attack
with damage 2d4, and bite to attack with damage 3d6.
The Law drake (L.Blue 'd')
=== Num:425 Lev:33 Rar:3 Spd:+0 Hp:500 Ac:100 Exp:900
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 is hurt by fire.
It resists cold. It cannot be confused, slept or harmed by edged weapons.
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 2d4, claw
to attack with damage 2d4, and bite to attack with damage 3d6.
The Balance drake (Violet 'd')
=== Num:426 Lev:33 Rar:3 Spd:+0 Hp:600 Ac:100 Exp:1000
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, slept or harmed by edged weapons. 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 2d4, claw to attack
with damage 2d4, and bite to attack with damage 3d6.
The Carrion crawler (Orange 'c')
=== Num:436 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 Gargoyle (Slate 'u')
=== Num:434 Lev:34 Rar:2 Spd:+0 Hp:12d12 Ac:40 Exp:110
A weird demon creature with a stone-like skin. This evil demon moves
normally. It usually appears in groups. It may breathe lightning or fire;
1 time in 12. It is hurt by rock remover and bright light. It resists
lightning, fire, cold and poison. It takes a while to see intruders, which
it may notice from 100 feet. It will carry a treasure. It can claw to
attack with damage 2d6, claw to attack with damage 2d6, and bite to attack
with damage 1d6.
The Giant grey scorpion (Slate 'S')
=== Num:440 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 Half-troll (L.Umber 'T')
=== Num:433 Lev:34 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 regenerates quickly. 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, bite to attack with damage 2d6, and bite to attack with damage 2d6.
The Invisible stalker (Yellow 'E')
=== Num:435 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 Master thief (Blue 'p')
=== Num:437 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 may fire seeker arrows. He is magical,
casting spells which blink-self or create traps; 1 time in 6. 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.
The Earth elemental (Umber 'E')
=== Num:441 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,
poison, blunt weapons, edged weapons and polearms. It resists blunt
weapons, edged weapons and polearms. 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:442 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, poison, blunt weapons, edged weapons and
polearms. It resists blunt weapons, edged weapons and polearms. 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 Master vampire (Green 'V')
=== Num:439 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, phase door, 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 Lich (Orange 'L')
=== Num:438 Lev:34 Rar:3 Spd:+0 Hp:300 Ac:60 Exp:1000
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, teleport
away or phase door; 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 two 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.
[U] Ulfang the Black (L.Umber 'p')
=== Num:447 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.
[U] Bert the Stone Troll (Slate 'T')
=== Num:443 Lev:34 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
regenerates quickly. He is hurt by rock remover and bright light. He
resists cold, poison and blunt weapons. He resists blunt weapons. 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, hit
to attack with damage 5d5, and bite to attack with damage 2d10.
[U] Bill the Stone Troll (Slate 'T')
=== Num:444 Lev:34 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
regenerates quickly. He is hurt by rock remover and bright light. He
resists cold, poison and blunt weapons. He resists blunt weapons. 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, hit
to attack with damage 5d5, and bite to attack with damage 2d10.
[U] Tom the Stone Troll (Slate 'T')
=== Num:445 Lev:34 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
regenerates quickly. He is hurt by rock remover and bright light. He
resists cold, poison and blunt weapons. He resists blunt weapons. 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, hit
to attack with damage 5d5, and bite to attack with damage 2d10.
[U] Happypotamo (Green 'H')
=== Num:100 Lev:34 Rar:7 Spd:+0 Hp:1100 Ac:70 Exp:5000
A strange creature, half Unicorn half Ippo. With green hide and purple
wings, always happy. Seems friendly but don't fight him or prepare to be
your mind opened and blasted This natural creature moves normally. He is
magical, casting spells intelligently which cause mind blasting, terrify,
blind, haste-self, heal-self, teleport-self, teleport away or summon a
monster; 1 time in 2. He can open doors and bash down doors. He resists
acid, lightning, fire, cold and poison. He resists teleportation. He
cannot be confused or slept. He tends to overlook intruders, which he may
notice from 200 feet. He will carry up to 10 exceptional objects.
The Chest mimic (Slate '~')
=== Num:468 Lev:35 Rar:6 Spd:+0 Hp:15d40 Ac:40 Exp:70
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... This creature moves normally, but does not deign to
chase intruders. It is magical, casting spells which produce poison balls,
cause serious wounds, produce poison 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 will carry
up to 4 objects or treasures. It can bite to poison with damage 4d4, bite
to poison with damage 4d4, butt to confuse with damage 4d4, and spit to
blind with damage 4d4.
The Malicious leprechaun (Violet 'h')
=== Num:448 Lev:35 Rar:4 Spd:+10 Hp:3d5 Ac:13 Exp:85
This little creature has a fiendish gleam in its eyes. This evil creature
moves a bit erratically. He is magical, casting spells which cause light
wounds, blink-self, teleport-self or teleport to; 1 time in 6. He can open
doors and pick up objects. He is invisible. He is cold blooded. He is
hurt by bright light. He is fairly observant of intruders, which he may
notice from 80 feet. He can touch to steal gold, and touch to steal items.
The Creeping gems (L.Red '$')
=== Num:451 Lev:35 Rar:4 Spd:+10 Hp:25d30 Ac:60 Exp:100
It is a pile of rubies, rolling forward on thousands of tiny legs. This
creature moves normally. It can bash down doors. It is cold blooded. It
resists acid, lightning and poison. It cannot be confused, slept or harmed
by polearms. 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 3d6, hit to attack with damage 3d6, bite to poison with damage 3d5,
and touch to poison with damage 3d6.
The Darkblade (L.Dark '|')
=== Num:449 Lev:35 Rar:3 Spd:+10 Hp:180 Ac:40 Exp:130
A sorcerously animated blade of a wizard long dead. This creature moves
normally. It can bash down doors. It is cold blooded. 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 poison
with damage 8d14, and hit to poison with damage 8d14.
The Acidic cytoplasm (Slate 'j')
=== Num:456 Lev:35 Rar:5 Spd:+10 Hp:400 Ac:18 Exp:180
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, poison, blunt weapons and polearms. It
resists blunt weapons and polearms. 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 Ooze elemental (Green 'E')
=== Num:461 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, poison and blunt
weapons. It resists blunt weapons. 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 Hobbit slinger (L.Umber 'h')
=== Num:455 Lev:35 Rar:1 Spd:+0 Hp:270 Ac:20 Exp:330
A rebel hobbit who has rejected the traditions of archery. This evil
creature moves normally. He usually appears in groups. He may fire
missiles. He can open doors. He resists cold and poison. He takes quite
a while to see intruders, which he may notice from 200 feet. He will carry
one or two objects or treasures. He can hit to attack with damage 2d6, and
hit to attack with damage 2d6.
The Giant fire ant (L.Red 'a')
=== Num:467 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 is hurt by cold. It resists fire, blunt weapons and edged
weapons. It resists blunt weapons and edged weapons. 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 Smoke elemental (L.Red 'E')
=== Num:462 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, poison and polearms. It resists polearms. 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 Water troll (L.Blue 'T')
=== Num:453 Lev:35 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
regenerates quickly. He is hurt by bright light. He resists cold, poison
and blunt weapons. He resists blunt weapons. 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, bite to attack with damage 2d2, and bite to attack with damage 2d2.
The Dagashi (Umber 'p')
=== Num:454 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 two 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:457 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 claw to attack with damage 2d8, claw to attack with
damage 2d8, bite to attack with damage 2d8, and bite to attack with damage
2d8.
The Inertia hound (L.Slate 'Z')
=== Num:458 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 claw to attack with damage 2d8, claw to attack with
damage 2d8, bite to attack with damage 2d8, and bite to attack with damage
2d8.
The Impact hound (Umber 'Z')
=== Num:459 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 claw to
attack with damage 2d8, claw to attack with damage 2d8, bite to attack with
damage 2d8, and bite to attack with damage 2d8.
The Hellhound (Red 'C')
=== Num:450 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 is
hurt by cold. 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.
The Dread (Orange 'G')
=== Num:460 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 Young black dragon (Slate 'd')
=== Num:463 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 10. It can open doors and bash down doors. It is hurt
by lightning. It resists acid and edged weapons. It resists edged
weapons. 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 2d6, claw to attack with damage 2d6, and bite to attack with
damage 2d8.
The Shard vortex (L.Umber 'v')
=== Num:446 Lev:35 Rar:4 Spd:+10 Hp:10d12 Ac:12 Exp:630
A howling blast of razor-sharp mountain fragments, kept intact by perilous
magics. This creature moves somewhat erratically. It may breathe shards
powerfully; 1 time in 4. It can bash down doors. It is not detected by
telepathy. It resists blunt weapons and edged weapons. It resists blunt
weapons and edged weapons. 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 6d6, engulf to attack with damage 6d6, and
engulf to attack with damage 6d6.
The Young red dragon (Red 'd')
=== Num:464 Lev:35 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 10. It can open doors and bash down doors. It is hurt
by cold. 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 2d6, claw to attack with damage 2d6, and bite to
attack with damage 3d8.
The Young gold dragon (Yellow 'd')
=== Num:465 Lev:35 Rar:1 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 10. 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 2d6, claw to attack with damage 2d6, and bite to attack with damage
3d8.
The Eog golem (Umber 'g')
=== Num:452 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, poison and blunt weapons. It resists blunt weapons. It cannot be
frightened, confused, slept, harmed by edged weapons or harmed by polearms.
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 Mumak (Slate 'q')
=== Num:466 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 resists blunt
weapons. It resists blunt weapons. 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 Time bomb (White '.')
=== Num:483 Lev:36 Rar:5 Spd:+20 Hp:144 Ac:40 Exp:50
It was left here to be used against intruders. 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 ever vigilant for intruders, which it may notice
from 300 feet. It can explode to cause time effects with damage 20d2.
The Olog (Yellow 'T')
=== Num:469 Lev:36 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 regenerates quickly. It resists poison and blunt weapons.
It resists blunt weapons. 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 Shadow (L.Dark 'G')
=== Num:472 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:473 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 Cloud giant (Blue 'P')
=== Num:470 Lev:36 Rar:1 Spd:+0 Hp:35d20 Ac:60 Exp:500
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 two objects or treasures. It can hit
to electrify with damage 8d8, and hit to electrify with damage 8d8.
The Trapper (White '.')
=== Num:481 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 Necromancer (Red 'p')
=== Num:485 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.
The Xorn (Umber 'X')
=== Num:471 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, poison and blunt weapons. It resists blunt
weapons. 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 Ice elemental (White 'E')
=== Num:484 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 is hurt
by fire. It resists lightning, cold, poison and polearms. It resists
polearms. It cannot be frightened, confused or slept. It pays little
attention to intruders, which it may notice from 100 feet. It can touch to
freeze with damage 1d3, hit to attack with damage 4d6, and touch to freeze
with damage 1d3.
The Grey wraith (Slate 'W')
=== Num:474 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 Demonologist (Red 'p')
=== Num:486 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 Bodak (Red 'u')
=== Num:482 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 is hurt by cold. It resists fire, poison,
blunt weapons, edged weapons and polearms. It resists blunt weapons, edged
weapons and polearms. 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 Colossus (L.Green 'g')
=== Num:476 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 Mature blue dragon (Blue 'd')
=== Num:477 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:75 Exp:1000
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, slept or harmed by edged weapons. 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 2d8, claw to
attack with damage 2d8, and bite to attack with damage 4d8.
The Mature white dragon (White 'd')
=== Num:478 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:65 Exp:1100
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 9. It can open doors and bash down doors. It is hurt
by fire. It resists cold. It cannot be confused, slept or harmed by edged
weapons. 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 2d8, claw to attack with damage 2d8, and bite to attack with
damage 4d8.
The Mature green dragon (Green 'd')
=== Num:479 Lev:36 Rar:1 Spd:+0 Hp:400 Ac:70 Exp:1200
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, slept or harmed by edged weapons. 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 2d8, claw to
attack with damage 2d8, and bite to attack with damage 4d8.
[U] Lorgan, Chief of the Easterlings (L.Red 'p')
=== Num:487 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, phase door 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 Mature bronze dragon (L.Umber 'd')
=== Num:480 Lev:36 Rar:1 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,
slept or harmed by edged weapons. 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 2d8, claw to
attack with damage 2d8, and bite to attack with damage 4d8.
The Young multi-hued dragon (Violet 'd')
=== Num:475 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 8. 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 2d8, claw to attack with damage 2d8, and bite to attack with damage
3d8.
The Black pudding (L.Dark 'j')
=== Num:493 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, poison,
blunt weapons and polearms. It resists blunt weapons and polearms. 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 Mummified troll (White 'z')
=== Num:488 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 is
hurt by fire. 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.
The Will o' the wisp (L.Slate 'E')
=== Num:491 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 Ettin (Red 'T')
=== Num:490 Lev:37 Rar:3 Spd:+0 Hp:750 Ac:80 Exp:800
A massive two-headed troll, larger and stronger than many men together.
Fortunately, ettins are solitary creatures. This evil troll moves
normally. It can open doors, bash down doors and pick up objects. It
regenerates quickly. It resists poison and blunt weapons. It resists
blunt weapons. It cannot be confused or slept. It tends to overlook
intruders, which it may notice from 200 feet. It will carry one or two
objects or treasures. It can hit to attack with damage 3d6, hit to attack
with damage 3d6, bite to attack with damage 3d4, and bite to attack with
damage 3d4.
The Nexus vortex (Violet 'v')
=== Num:495 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 resists teleportation.
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 (L.Red 'v')
=== Num:496 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
is hurt by cold. 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 Killer iridescent beetle (Violet 'K')
=== Num:494 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 Magma elemental (Orange 'E')
=== Num:492 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
is hurt by cold. It resists lightning, fire, poison, edged weapons and
polearms. It resists edged weapons and polearms. 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 Time elemental (L.Green 'E')
=== Num:489 Lev:37 Rar:2 Spd:+10 Hp:16d10 Ac:30 Exp:1000
You have not seen it yet. This evil creature moves somewhat erratically.
It may breathe time, and is also magical, casting spells which slow; 1 time
in 7. It can pass through walls and destroy objects. It is not detected
by telepathy. It resists lightning, fire and poison. It cannot be
confused or slept. It is fairly observant of intruders, which it may
notice from 900 feet. It can touch to cause time effects with damage 3d4,
and touch to cause time effects with damage 3d4.
The Mature black dragon (Slate 'd')
=== Num:497 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 is hurt by lightning.
It resists acid. It cannot be confused, slept or harmed by edged weapons.
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 2d10, claw to attack with damage 2d10, and bite to attack with
damage 4d10.
The Mature red dragon (Red 'd')
=== Num:498 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 is hurt by cold. It
resists fire. It cannot be confused, slept or harmed by edged weapons. 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 2d10, claw to attack with damage 2d10, and bite to attack with
damage 4d10.
The Mature gold dragon (Yellow 'd')
=== Num:499 Lev:37 Rar:1 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 2d10, claw to attack with damage 2d10, and bite to
attack with damage 4d10.
[U] The Queen Ant (Violet 'a')
=== Num:500 Lev:37 Rar:2 Spd:+10 Hp:1500 Ac:100 Exp:2000
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 similar monsters; 1 time in 2. She can open doors and
bash down doors. She is rarely detected by telepathy. She cannot be
confused, slept or harmed by edged weapons. 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 Shimmering vortex (Violet 'v')
=== Num:505 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 Time vortex (L.Blue 'v')
=== Num:504 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 Death knight (L.Dark 'p')
=== Num:502 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 and edged weapons. It resists
edged weapons. 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.
The Erinyes (Umber 'U')
=== Num:510 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 an object. She can hit to attack
with damage 3d4, and touch to reduce strength with damage 1d5.
[U] Castamir the Usurper (L.Red 'p')
=== Num:503 Lev:38 Rar:5 Spd:+10 Hp:530 Ac:53 Exp:1600
A Black Numenorean who usurped the throne of Gondor, he is treacherous
andevil. 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 Emperor wight (Red 'W')
=== Num:507 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+).
[U] Castamir the Usurper (L.Red 'p')
=== Num:512 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 Mature multi-hued dragon (Violet 'd')
=== Num:501 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 7.
It can open doors and bash down doors. It resists acid, lightning, fire,
cold and poison. It cannot be confused, slept or harmed by edged weapons.
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
2d12, claw to attack with damage 2d12, and bite to attack with damage 4d12.
The Black wraith (L.Dark 'W')
=== Num:509 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 Seraph (Red 'A')
=== Num:508 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 cause mind blasting,
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.
The Troll chieftain (Blue 'T')
=== Num:514 Lev:38 Rar:3 Spd:+0 Hp:1400 Ac:100 Exp:2000
This troll's great strength and size have won it the place of chieftain of
its tribe. This evil troll moves normally. It usually appears with an
escort. It can open doors and bash down doors. It regenerates quickly.
It resists poison and blunt weapons. It resists blunt weapons. 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 4 objects. It can hit to
attack with damage 3d8, hit to attack with damage 3d8, bite to attack with
damage 3d8, and bite to attack with damage 3d8.
[U] Vargo, Tyrant of Fire (Red 'E')
=== Num:511 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 is hurt by cold. 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 Beholder (L.Umber 'e')
=== Num:506 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 lightning 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 Nether wraith (L.Green 'W')
=== Num:513 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 Ancient blue dragon (Blue 'D')
=== Num:516 Lev:39 Rar:1 Spd:+10 Hp:700 Ac:80 Exp:1800
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 6. It can bash down doors and push past weaker monsters. It
resists lightning. It cannot be confused, slept or harmed by edged
weapons. 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 4d8, claw to attack with damage 4d8, and bite to
electrify with damage 7d8.
The Ancient white dragon (White 'D')
=== Num:517 Lev:39 Rar:1 Spd:+10 Hp:700 Ac:90 Exp:1800
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 6.
It can bash down doors and push past weaker monsters. It resists cold. It
cannot be confused, slept or harmed by edged weapons. 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 4d8, claw
to attack with damage 4d8, and bite to freeze with damage 7d8.
The Vampire lord (Blue 'V')
=== Num:522 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, phase door 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, slept or harmed by blunt weapons.
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 7-headed hydra (L.Green 'M')
=== Num:520 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 Ancient green dragon (Green 'D')
=== Num:518 Lev:39 Rar:1 Spd:+10 Hp:720 Ac:85 Exp:2200
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 6. It can bash down doors and push past weaker monsters. It
resists poison. It cannot be confused, slept or harmed by edged weapons.
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 4d8, claw to attack with damage 4d8, and bite to poison with damage
7d8.
The Ancient bronze dragon (L.Umber 'D')
=== Num:519 Lev:39 Rar:1 Spd:+10 Hp:730 Ac:100 Exp:2400
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, slept or harmed by edged weapons. 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 4d8, claw to
attack with damage 4d8, and bite to attack with damage 7d8.
The Night mare (L.Green 'q')
=== Num:521 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.
[U] Kavlax the Many-Headed (Violet 'd')
=== Num:523 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.
[U] Waldern, King of Water (Slate 'E')
=== Num:515 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 may breathe water powerfully, and is also 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 is hurt by fire. 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.
The Disenchanter worm mass (Violet 'w')
=== Num:527 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 Djinni (Blue 'P')
=== Num:525 Lev:40 Rar:3 Spd:+20 Hp:35d10 Ac:45 Exp:900
Supported by a whirlwind, the djinni turns to face you. This creature
moves normally. It is magical, casting spells which produce lightning
bolts, produce magic missiles, blink-self or summon a monster; 1 time in 6.
It can open doors, bash down doors, push past weaker monsters and pick up
objects. It is rarely detected by telepathy. It resists lightning. It
cannot be frightened, confused or slept. It is fairly observant of
intruders, which it may notice from 300 feet. It will carry an object or
treasure. It can hit to attack with damage 8d4, and hit to attack with
damage 8d4.
The Efreeti (Red 'P')
=== Num:526 Lev:40 Rar:3 Spd:+10 Hp:35d10 Ac:35 Exp:900
Wrapped in fire, this giant red figure turns to face you. This evil
creature moves normally. It usually appears in groups. It is magical,
casting spells which produce fire bolts or produce plasma bolts; 1 time in
6. It can open doors, bash down doors and pick up objects. It resists
fire. It resists plasma. It cannot be frightened, confused or slept. It
is fairly observant of intruders, which it may notice from 300 feet. It
will carry an object or treasure. It can hit to burn with damage 8d4, and
hit to burn with damage 8d4.
The Spirit troll (L.Green 'G')
=== Num:530 Lev:40 Rar:3 Spd:+0 Hp:1000 Ac:90 Exp:900
A weird ghostly troll-like being from the ethereal plane. This evil troll
moves normally. It can pass through walls. It is invisible. It
regenerates quickly. 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 two objects or treasures. It can hit to
attack with damage 3d6, hit to attack with damage 3d6, and hit to attack
with damage 3d6.
The Storm giant (L.Blue 'P')
=== Num:524 Lev:40 Rar:1 Spd:+10 Hp:800 Ac:60 Exp:1000
It is a twenty-five foot tall giant wreathed in lightning. 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 two objects or
treasures. It can hit to electrify with damage 10d8, and hit to electrify
with damage 10d8.
The Giant roc (Umber 'B')
=== Num:536 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.
The Death quasit (L.Dark 'u')
=== Num:542 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 resists teleportation. 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.
The Xaren (Slate 'X')
=== Num:535 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 will carry up to 4 treasures. 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 Rotting quylthulg (Umber 'Q')
=== Num:528 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 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 is hurt by poison. 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 Patriarch (Green 'p')
=== Num:533 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, cause mortal wounds, blind,
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 Vrock (Slate 'U')
=== Num:541 Lev:40 Rar:2 Spd:+0 Hp:400 Ac:50 Exp:2000
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
an object. It can hit to attack with damage 3d4, crush to attack with
damage 8d12, and crush to attack with damage 8d12.
The Enchantress (Red 'p')
=== Num:532 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 Minotaur (Slate 'H')
=== Num:537 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.
The Sorcerer (Red 'p')
=== Num:534 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, 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 Ancient black dragon (Slate 'D')
=== Num:538 Lev:40 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 6. 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 4d9, claw to
attack with damage 4d9, and bite to shoot acid with damage 7d9.
The Ancient red dragon (Red 'D')
=== Num:539 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 4d9, claw to attack with damage 4d9, and bite to
burn with damage 7d9.
The 9-headed hydra (Red 'M')
=== Num:531 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 Sky golem (L.Blue 'g')
=== Num:529 Lev:40 Rar:3 Spd:+0 Hp:800 Ac:58 Exp:4000
Obsidian eyes stare at you as you bend before the shower of heavenlypowers
and spells... This creature moves normally. It may fire missiles. It may
breathe frost, light or time powerfully, and is also magical, casting
spells which produce frost balls, produce frost bolts or produce ice bolts;
1 time in 5. It can bash down doors. It is not detected by telepathy. It
resists cold. It cannot be frightened, confused or slept. It is fairly
observant of intruders, which it may notice from 200 feet. It can spit to
freeze with damage 10d10, spit to freeze with damage 10d10, spit to freeze
with damage 10d10, and gaze to blind.
The Ancient gold dragon (Yellow 'D')
=== Num:540 Lev:40 Rar:1 Spd:+10 Hp:1500 Ac:100 Exp:4000
A huge draconic form wreathed in a nimbus of light. This evil 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 4d9, claw to attack with damage 4d9, and bite to
attack with damage 7d9.
[U] Medusa, the Gorgon (Violet 'n')
=== Num:544 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, summon
similar monsters 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.
[U] Uvatha the Horseman (L.Dark 'W')
=== Num:543 Lev:40 Rar:3 Spd:+10 Hp:1800 Ac:60 Exp:10000
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 Ranger Chieftain (L.Slate 'p')
=== Num:545 Lev:41 Rar:2 Spd:+10 Hp:1000 Ac:60 Exp:1600
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. This creature moves
normally. He may fire arrows, fire missiles or fire missiles. He is
magical, casting spells which produce frost balls, produce lightning bolts,
produce fire bolts, produce magic missiles, haste-self, blink-self or
summon a monster; 1 time in 4. He can open doors, bash down doors and pick
up objects. He is invisible. He resists lightning, fire, 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 4 objects. He can hit to
attack with damage 5d5, hit to attack with damage 5d5, and hit to attack
with damage 5d5.
The Hezrou (Green 'U')
=== Num:548 Lev:41 Rar:3 Spd:+0 Hp:520 Ac:40 Exp:2500
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 one or two objects. It can hit to attack with damage
3d4, and hit to attack with damage 3d4.
The Dark elven sorcerer (Red 'h')
=== Num:546 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, 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.
[U] Rogrog the Black Troll (L.Dark 'T')
=== Num:550 Lev:41 Rar:5 Spd:+10 Hp:2000 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 regenerates quickly. He
resists cold and poison. He tends to overlook intruders, which he may
notice from 200 feet. He will carry up to 6 good objects. He can hit to
attack with damage 6d6, hit to attack with damage 6d6, bite to attack with
damage 2d10, and spit to shoot acid with damage 3d8.
[U] Gorlim, Betrayer of Barahir (Slate 'p')
=== Num:551 Lev:41 Rar:3 Spd:+10 Hp:1600 Ac:120 Exp:7000
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. 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 Master lich (Red 'L')
=== Num:547 Lev:41 Rar:2 Spd:+10 Hp:1800 Ac:80 Exp:8000
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, paralyze, blink-self, teleport
to, phase door 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 Archon (Yellow 'A')
=== Num:549 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 an Archon; 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 Fallen angel (L.Dark 'A')
=== Num:552 Lev:41 Rar:6 Spd:+20 Hp:100d9 Ac:40 Exp:15000
An angelic being, who was mighty once, but dared defy its Maker to arms.
This evil creature moves normally. It is magical, casting spells
intelligently which cause serious wounds, cause mortal wounds, produce
nether bolts, produce mana bolts, terrify, blind, teleport to or summon a
demon; 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 resists nether. It cannot be frightened. It prefers to ignore
intruders, which it may notice from 300 feet. It will carry up to 14 good
objects. It can gaze to lower experience (by 40d6+) with damage 4d4, gaze
to lower experience (by 40d6+) with damage 4d4, hit to attack with damage
8d6, and hit to attack with damage 8d6.
The Dread (Orange 'G')
=== Num:553 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 an object. It can hit to attack with damage 6d6, hit
to attack with damage 6d6, and hit to reduce strength with damage 3d4.
The Undead beholder (Umber 'e')
=== Num:554 Lev:42 Rar:4 Spd:+10 Hp:2700 Ac:100 Exp:8000
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 produce fire balls, produce frost balls,
drain mana, cause mind blasting, cause brain smashing, cause mortal wounds,
produce nether bolts, produce mana bolts, confuse, 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+) 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 Glabrezu (L.Umber 'U')
=== Num:556 Lev:43 Rar:2 Spd:+0 Hp:700 Ac:40 Exp:3000
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] Quaker, Master of Earth (Umber 'E')
=== Num:557 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 Ancient multi-hued dragon (Violet 'D')
=== Num:555 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,
slept or harmed by edged weapons. 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 4d10, claw to attack with damage 4d10, and bite to
attack with damage 7d10.
[U] Adunaphel the Quiet (L.Dark 'W')
=== Num:558 Lev:43 Rar:3 Spd:+10 Hp:2100 Ac:60 Exp:13000
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 6d6, hit to attack with damage
6d6, touch to lower experience (by 80d6+) with damage 5d6, and touch to
lower experience (by 80d6+) with damage 5d6.
The Knight Templar (White 'p')
=== Num:563 Lev:44 Rar:2 Spd:+10 Hp:1200 Ac:60 Exp:2000
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.
And thus it is Morgoth's will that is unwittingly done, as the forces of
good are set against each other. This creature moves normally. He is
magical, casting spells intelligently which cause critical wounds, cause
mortal wounds, terrify, blind, haste-self, heal-self or summon an angel; 1
time in 4. He can open doors, bash down doors and pick up objects. He
cannot be frightened, 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 5d5, hit to attack with damage
5d5, and hit to attack with damage 5d5.
The Beastmaster (Red 'p')
=== Num:560 Lev:44 Rar:2 Spd:+10 Hp:960 Ac:60 Exp:5000
A mage of cowardly manner, he summons others to do his fighting for him,
and doesn't care who those others are as long as there are lots of them.
This evil creature moves normally. He is magical, casting spells
intelligently which blink-self, teleport to, summon a monster or summon
monsters; 1 time in 5. 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 11-headed hydra (L.Red 'M')
=== Num:559 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 Dreadmaster (Yellow 'G')
=== Num:561 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.
[U] Ariel, Queen of Air (L.Blue 'E')
=== Num:564 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,
produce wind 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, poison, blunt weapons, edged weapons and polearms. She resists
blunt weapons, edged weapons and polearms. 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 Drolem (Green 'g')
=== Num:562 Lev:44 Rar:3 Spd:+10 Hp:2500 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
5. 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, slept or harmed by edged weapons. It takes
quite a while to see intruders, which it may notice from 250 feet. It can
claw to attack with damage 3d10, claw to attack with damage 3d10, bite to
poison with damage 5d10, and bite to poison with damage 5d10.
The Elite paladin (White 'p')
=== Num:566 Lev:45 Rar:2 Spd:+10 Hp:570 Ac:60 Exp:1200
Fighting for a good cause, and they consider you an agent of the devil.
This creature moves normally. He is magical, casting spells which
heal-self; 1 time in 12. He can open doors and bash down doors. He
resists acid, lightning, fire, cold and poison. He resists teleportation,
nether, nexus and disenchantment. He cannot be stunned, frightened,
confused or slept. He takes a while to see intruders, which he may notice
from 200 feet. He will carry up to 5 objects or treasures. He can hit to
attack with damage 3d12, and hit to attack with damage 3d12.
The Berserker (Umber 'p')
=== Num:565 Lev:45 Rar:2 Spd:+10 Hp:1500 Ac:80 Exp:2500
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 take
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. This creature moves normally.
He is magical, casting spells which terrify or haste-self; 1 time in 4. He
can open doors, bash down doors and destroy weaker monsters. He cannot be
frightened, 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 6d6, hit to attack with damage 6d6, and hit to attack
with damage 6d6.
The Nalfeshnee (Red 'U')
=== Num:570 Lev:45 Rar:2 Spd:+0 Hp:900 Ac:50 Exp:5000
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 Shadow dragon (L.Green 'D')
=== Num:567 Lev:45 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:10000
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, slow or create darkness; 1 time in 5. 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 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 4d10, claw to attack
with damage 4d10, and bite to lower experience (by 80d6+) with damage 7d10.
The Ethereal dragon (Orange 'D')
=== Num:568 Lev:45 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:10000
A huge dragon emanating from the ethereal planes, this terrible dragon is
a master of light and dark. Its form disappears from sight as it cloaks
itself in unearthly shadows. This evil 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 4d10, claw to attack with damage 4d10, and bite to attack with
damage 7d10.
The Crystal dragon (Umber 'D')
=== Num:569 Lev:45 Rar:2 Spd:+10 Hp:2100 Ac:100 Exp:10000
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 5. It can open doors, bash down doors and push past weaker monsters.
It resists cold. It cannot be confused, slept or harmed by edged weapons.
It takes 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 4d10, claw
to attack with damage 4d10, and bite to attack with damage 7d10.
[U] Akhorahil the Blind (L.Dark 'W')
=== Num:571 Lev:45 Rar:3 Spd:+10 Hp:2400 Ac:70 Exp:15000
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 monsters; 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 7d6, hit
to attack with damage 7d6, gaze to lower experience (by 80d6+) with damage
6d6, and wail to terrify with damage 6d6.
The Leprechaun fanatic (L.Dark 'h')
=== Num:574 Lev:46 Rar:6 Spd:+13 Hp:6d6 Ac:13 Exp:80
These leprechauns are not afraid to die for their cause. They arecarrying
explosives and making terrorist strikes... This evil creature moves a bit
erratically. He is magical, casting spells intelligently which blink-self,
teleport-self or teleport to; 1 time in 6. He can open doors and pick up
objects. He breeds explosively. He cannot be frightened. He is fairly
observant of intruders, which he may notice from 80 feet. He can explode
to attack with damage 10d3.
The Death mold (L.Dark 'm')
=== Num:572 Lev:46 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] Scatha the Worm (L.Slate 'D')
=== Num:573 Lev:46 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 4. He can bash down doors and push past weaker
monsters. He is hurt by fire. He resists cold. He cannot be confused,
slept or harmed by edged weapons. 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 4d10, claw to attack with damage 4d10, claw to
freeze with damage 4d14, and bite to freeze with damage 4d14.
The Mana vortex (Violet 'v')
=== Num:575 Lev:47 Rar:1 Spd:+10 Hp:35d15 Ac:40 Exp:800
A swirling ball of pure magical energy. This creature moves extremely
erratically. It is magical, casting spells which produce mana storms or
drain mana; 1 time in 3. 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 drain charges with damage 10d10.
The Marilith (Yellow 'U')
=== Num:576 Lev:47 Rar:2 Spd:+10 Hp:1400 Ac:75 Exp:7000
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 4d6,
hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to
attack with damage 4d6.
[U] Ar-Pharazon the Golden (Yellow 'p')
=== Num:577 Lev:47 Rar:6 Spd:+10 Hp:1800 Ac:255 Exp:20000
Last and proudest king of ancient Numenor. Corrupted by power andavarice,
he fell victim to Sauron's wiles, tried to fight the immortalsthemselves,
and condemned Numenor to oblivion. This creature moves normally. It is
magical, casting spells intelligently which haste-self, heal-self, teleport
away or summon monsters; 1 time in 10. It can open doors, bash down doors,
push past weaker monsters and pick up objects. It is observant of
intruders, which it may notice from 450 feet. It will carry up to 6 good
objects. It can hit to attack with damage 8d12, hit to attack with damage
8d12, hit to attack with damage 8d12, and hit to attack with damage 8d12.
The Winged Horror (L.Dark 'B')
=== Num:578 Lev:48 Rar:8 Spd:+10 Hp:25d80 Ac:80 Exp:4000
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. This natural creature moves normally. It may
breathe poison, nether or darkness; 1 time in 6. It resists cold and
poison. It is observant of intruders, which it may notice from 300 feet.
It can claw to attack with damage 3d8, claw to attack with damage 3d8, bite
to lower experience (by 40d6+) with damage 4d6, and bite to lower
experience (by 40d6+) with damage 4d6.
The Master mystic (Orange 'p')
=== Num:579 Lev:48 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] Ren the Unclean (L.Dark 'W')
=== Num:581 Lev:48 Rar:3 Spd:+10 Hp:2700 Ac:70 Exp:18000
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 7d7, hit to attack with damage 7d7, touch to
lower experience (by 80d6+) with damage 6d7, and wail to terrify with
damage 6d7.
[U] Smaug the Golden (L.Red 'D')
=== Num:580 Lev:48 Rar:2 Spd:+10 Hp:2400 Ac:100 Exp:23000
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 was believed to
have been the greatest dragon still surviving into the Third Age. 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
4. He can bash down doors and push past weaker monsters. He is hurt by
cold. He resists fire. He cannot be confused, slept or harmed by edged
weapons. 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 burn with damage
5d14, and bite to burn with damage 5d14.
The Lesser Balrog (Violet 'U')
=== Num:582 Lev:49 Rar:3 Spd:+10 Hp:2000 Ac:50 Exp:10000
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 is hurt by cold.
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
good objects. It can hit to burn with damage 4d12, hit to burn with damage
4d12, crush to attack with damage 3d12, and touch to drain charges.
[U] Eol, the Dark Elf (L.Dark 'h')
=== Num:583 Lev:49 Rar:3 Spd:+20 Hp:2400 Ac:100 Exp:25000
One of the darkest of the Dark Elves. He used his foul sorcery to seduce
the Noldorin princess, Aredhel, and then murdered her when she sought to
escape back to Gondolin. This evil creature moves normally. He is
magical, casting spells intelligently which produce acid balls, produce
lightning balls, produce fire balls, produce frost balls, cause mortal
wounds, produce nether bolts, blind, confuse, heal-self, blink-self,
teleport to, create darkness, summon a monster, summon monsters, summon a
demon, summon an undead or summon a dragon; 1 time in 2. He can open doors
and bash down doors. He resists fire, 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 hit to attack
with damage 3d8, hit to attack with damage 3d8, and hit to attack with
damage 3d8.
The Seeker mine (L.Red '.')
=== Num:586 Lev:50 Rar:10 Spd:+0 Hp:160 Ac:3 Exp:100
It was left here to be used against intruders. This creature moves
normally, but does not deign to chase intruders. It may fire seeker
arrows. It resists acid and poison. It is fairly observant of intruders,
which it may notice from 200 feet. It can explode to attack with damage
10d5.
The Greater wall monster (L.Slate '#')
=== Num:585 Lev:50 Rar:4 Spd:+10 Hp:15d40 Ac:80 Exp:900
A sentient, moving section of wall. This creature moves somewhat
erratically. It can bash down doors and pass through walls. It is cold
blooded. It is not detected by telepathy. It breeds explosively. It is
hurt by rock remover. It resists acid, lightning, fire, cold and poison.
It cannot be confused or slept. It takes a while to see intruders, which
it may notice from 200 feet. It can hit to attack with damage 3d6, hit to
attack with damage 3d6, and hit to attack with damage 3d6.
[U] The Balrog of Moria (Violet 'U')
=== Num:584 Lev:50 Rar:3 Spd:+20 Hp:3000 Ac:100 Exp:30000
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! 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 exceptional objects. He can
hit to burn with damage 6d12, hit to burn with damage 6d12, crush to attack
with damage 5d12, and touch to drain charges.
The Mana hound (L.Blue 'Z')
=== Num:587 Lev:51 Rar:4 Spd:+20 Hp:35d10 Ac:100 Exp:4000
A powerful aura radiates from this canine creature. It feels like... magic?
This natural creature moves normally. It usually appears in groups. It
may breathe mana; 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 2d15, bite to
attack with damage 2d15, claw to attack with damage 3d3, and claw to attack
with damage 3d3.
The Nether hound (L.Green 'Z')
=== Num:589 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 claw to attack with damage 2d12, claw to attack with damage 2d12, bite
to attack with damage 2d12, and bite to attack with damage 2d12.
The Time hound (L.Blue 'Z')
=== Num:590 Lev:51 Rar:2 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 claw to attack with
damage 2d12, claw to attack with damage 2d12, bite to attack with damage
2d12, and bite to attack with damage 2d12.
The Plasma hound (L.Red 'Z')
=== Num:591 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 is hurt by cold. It resists fire. It cannot be confused
or slept. It is ever vigilant for intruders, which it may notice from 300
feet. It can claw to attack with damage 2d12, claw to attack with damage
2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.
The Dark elven shade (White 'h')
=== Num:588 Lev:51 Rar:2 Spd:+20 Hp:576 Ac:25 Exp:6000
A dark elven figure that glows with an inner light. This evil undead
creature moves normally. He may shriek for help. He is magical, casting
spells intelligently which produce darkness storms, drain mana, cause
critical wounds, blind, confuse, heal-self, blink-self, teleport away,
create darkness, summon similar monsters, summon a monster, summon a demon
or summon an undead; 1 time in 2. He is invisible. He is cold blooded.
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 touch to lower experience (by 20d6+) with damage
1d16, touch to drain charges, touch to reduce dexterity with damage 8d8,
and touch to reduce intelligence with damage 8d8.
[U] Harowen the Black Hand (L.Blue 'p')
=== Num:592 Lev:51 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.
The Demonic quylthulg (Red 'Q')
=== Num:593 Lev:52 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 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 is hurt by poison. 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] Ji Indur Dawndeath (L.Dark 'W')
=== Num:594 Lev:52 Rar:4 Spd:+10 Hp:3200 Ac:70 Exp:22000
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 8d7, hit to attack
with damage 8d7, touch to lower experience (by 40d6+) with damage 6d7, and
touch to lower experience (by 40d6+) with damage 6d7.
The Chaos vortex (Violet 'v')
=== Num:595 Lev:53 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 can engulf to confuse with damage 5d5, engulf to
confuse with damage 5d5, and engulf to confuse with damage 5d5.
[U] The Phoenix (Red 'B')
=== Num:596 Lev:53 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, produce plasma bolts or summon
similar monsters; 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 Aether vortex (Violet 'v')
=== Num:597 Lev:54 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 5d5, engulf to shoot acid with damage 5d5, and engulf to freeze
with damage 5d5.
The Demilich (L.Umber 'L')
=== Num:598 Lev:54 Rar:2 Spd:+10 Hp:2500 Ac:100 Exp:12500
A lich who is partially immaterial, on its way to a new, ethereal form.
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, heal-self,
blink-self, teleport-self, teleport to, cause amnesia 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 resists teleportation. It cannot be
confused or slept. It tends to overlook intruders, which it may notice
from 200 feet. It will carry up to 10 good objects. It can touch to lower
experience (by 80d6+), touch to drain charges, touch to reduce dexterity
with damage 4d12, and touch to reduce dexterity with damage 4d12.
The Barbazu (L.Green 'U')
=== Num:605 Lev:55 Rar:2 Spd:+10 Hp:800 Ac:60 Exp:2000
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. This evil demon moves
normally. It usually appears in groups. It is magical, casting spells
which terrify or summon a demon; 1 time in 7. It can open doors and bash
down doors. It resists poison. It cannot be confused or slept. It pays
little attention to intruders, which it may notice from 250 feet. It will
carry one or two objects. It can hit to attack with damage 4d10, hit to
attack with damage 4d10, hit to reduce constitution with damage 10d2, and
sting to poison with damage 5d5.
The Dracolisk (L.Red 'D')
=== Num:600 Lev:55 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 nexus, 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 resists
teleportation. 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 4d12, bite to attack with
damage 4d12, bite to burn with damage 7d14, and gaze to paralyze.
The Dracolich (L.Green 'D')
=== Num:599 Lev:55 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, poison and polearms. It resists polearms and teleportation.
It cannot be confused, slept or harmed by edged weapons. 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 4d12, claw to
attack with damage 4d12, and bite to lower experience (by 80d6+) with
damage 7d14.
[U] The Lernean Hydra (Violet 'M')
=== Num:606 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, the Vampire Messenger (Violet 'V')
=== Num:601 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, paralyze, summon similar monsters or summon greater
undead; 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 resists teleportation. 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 Lesser titan (Yellow 'P')
=== Num:602 Lev:56 Rar:3 Spd:+10 Hp:2400 Ac:80 Exp:12000
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 heal-self, teleport to or summon monsters; 1 time in 3.
It can open doors, bash down doors and pick up objects. It resists blunt
weapons and edged weapons. It resists blunt weapons and edged weapons. 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 9d9, hit to
confuse with damage 9d9, hit to confuse with damage 9d9, and hit to confuse
with damage 9d9.
[U] Dwar, Dog Lord of Waw (L.Dark 'W')
=== Num:603 Lev:56 Rar:3 Spd:+10 Hp:4000 Ac:90 Exp:25000
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 8d8, hit
to attack with damage 8d8, bite to lower experience (by 40d6+) with damage
6d7, and wail to terrify with damage 6d7.
The Grand master mystic (Orange 'p')
=== Num:604 Lev:57 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 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 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.
The Draconic quylthulg (Green 'Q')
=== Num:607 Lev:58 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
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 is
hurt by poison. 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 Nightwing (L.Dark 'W')
=== Num:615 Lev:58 Rar:4 Spd:+10 Hp:60d60 Ac:120 Exp:10000
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, invoke starbursts 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 resists teleportation. 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 6d5, touch to poison with damage 6d5, hit to disenchant
with damage 6d8, and hit to disenchant with damage 6d8.
[U] Baphomet the Minotaur Lord (Violet 'H')
=== Num:608 Lev:58 Rar:4 Spd:+20 Hp:4700 Ac:120 Exp:24000
A fearsome bull-headed monster, 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.
The Ethereal hound (L.Green 'Z')
=== Num:612 Lev:59 Rar:3 Spd:+10 Hp:60d15 Ac:100 Exp:7000
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 claw to attack with damage 2d12, claw to attack with
damage 2d12, bite to attack with damage 2d12, and bite to attack with
damage 2d12.
The Hand druj (Yellow 's')
=== Num:609 Lev:59 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, produce acid bolts, produce lightning bolts, produce fire
bolts, produce frost bolts, terrify, blind, confuse, teleport away, create
darkness or cause amnesia; 1 time in 1. It is cold blooded. It resists
cold and poison. It resists teleportation. 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.
[U] Fundin Bluecloak (L.Blue 'h')
=== Num:613 Lev:59 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 8d8, hit to attack with damage
8d8, hit to attack with damage 8d6, and hit to attack with damage 8d6.
The Eye druj (Red 's')
=== Num:610 Lev:59 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, cause brain smashing, 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 resists teleportation. 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 Skull druj (Orange 's')
=== Num:611 Lev:59 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 resists teleportation. 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.
[U] Saruman of Many Colours (Violet 'p')
=== Num:614 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, produce wind balls, cause mind blasting, cause
mortal wounds, produce ice bolts, terrify, blind, haste-self, heal-self,
teleport-self, teleport away, create traps, cause amnesia, summon monsters,
summon a demon, summon an undead or summon ancient dragons; 1 time in 2.
He can open doors and bash down doors. He resists lightning, fire, cold
and poison. He resists teleportation. 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.
The Bile Demon (L.Red 'U')
=== Num:616 Lev:61 Rar:2 Spd:+10 Hp:2800 Ac:90 Exp:12000
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. This evil demon moves normally. It may fire missiles.
It may breathe acid or poison powerfully, and is also magical, casting
spells which blind, confuse or summon a demon; 1 time in 6. It can open
doors and bash down doors. It resists acid and poison. It cannot be
confused or slept. It pays little attention to intruders, which it may
notice from 400 feet. It will carry up to 6 good objects. It can hit to
attack with damage 8d8, hit to attack with damage 8d8, and crush to shoot
acid with damage 9d9.
[U] Uriel, Angel of Fire (Red 'A')
=== Num:617 Lev:61 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 or plasma powerfully, and is also magical, casting spells
intelligently which produce fire balls, produce fire bolts, produce mana
bolts, produce plasma 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
resists teleportation. 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.
The Dreadlord (Red 'G')
=== Num:618 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] Azriel, Angel of Death (L.Dark 'A')
=== Num:619 Lev:62 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 resists teleportation. 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.
The Great Storm Wyrm (Blue 'D')
=== Num:620 Lev:63 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:20000
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 4. It can bash
down doors and push past weaker monsters. It resists lightning. It cannot
be confused, slept or harmed by edged weapons. It pays little attention to
intruders, which it may notice from 300 feet. It will carry up to 18 good
objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to electrify with damage 6d14, and bite to electrify with
damage 6d14.
The Great Ice Wyrm (White 'D')
=== Num:621 Lev:63 Rar:2 Spd:+10 Hp:3000 Ac:150 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 4. It can bash down doors and push past weaker monsters. It resists
cold. It cannot be confused, slept or harmed by edged weapons. It pays
little attention to intruders, which it may notice from 300 feet. It will
carry up to 18 good objects. It can claw to attack with damage 4d12, claw
to attack with damage 4d12, bite to freeze with damage 6d14, and bite to
freeze with damage 6d14.
The Great Swamp Wyrm (Green 'D')
=== Num:622 Lev:63 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:20000
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 evil dragon moves
normally. It may breathe poison powerfully, and is also magical, casting
spells which terrify, blind or confuse; 1 time in 4. It can bash down
doors and push past weaker monsters. It resists poison. It cannot be
confused, slept or harmed by edged weapons. It pays little attention to
intruders, which it may notice from 300 feet. It will carry up to 18 good
objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to poison with damage 6d14, and bite to poison with
damage 6d14.
The Great Bronze Wyrm (L.Umber 'D')
=== Num:623 Lev:63 Rar:2 Spd:+10 Hp:3000 Ac:150 Exp:20000
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. This evil dragon moves
normally. It may breathe confusion powerfully, and is also magical,
casting spells which terrify, blind or confuse; 1 time in 4. It can bash
down doors and push past weaker monsters. It cannot be confused, slept or
harmed by edged weapons. It pays little attention to intruders, which it
may notice from 300 feet. It will carry up to 18 good objects. It can
claw to attack with damage 4d12, claw to attack with damage 4d12, bite to
confuse with damage 6d14, and bite to confuse with damage 6d14.
[U] Gabriel, the Messenger (White 'A')
=== Num:624 Lev:63 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 similar monsters; 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
resists teleportation. 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.
The Chaos hound (Violet 'Z')
=== Num:625 Lev:64 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 claw to attack with damage 2d12, claw to attack with damage
2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.
The Osyluth (L.Slate 'U')
=== Num:627 Lev:64 Rar:2 Spd:+20 Hp:2600 Ac:75 Exp:13000
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. This evil demon moves
normally. It is magical, casting spells which produce lightning balls,
produce frost balls, produce ice bolts, terrify or summon a demon; 1 time
in 6. It can open doors, bash down doors and push past weaker monsters.
It is invisible. It resists acid, lightning, fire, cold and 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 6 good objects. It can
hit to reduce charisma with damage 6d6, hit to reduce charisma with damage
6d6, bite to poison with damage 8d8, and sting to reduce strength with
damage 5d5.
The Archlich (L.Blue 'L')
=== Num:628 Lev:64 Rar:2 Spd:+10 Hp:3000 Ac:120 Exp:20000
A lich, who has reached its ultimate evolutionary stage: a completely
immaterial state. This evil undead creature moves normally. It is
magical, casting spells intelligently which produce nether balls, drain
mana, cause brain smashing, cause critical wounds, cause mortal wounds,
terrify, blind, confuse, paralyze, heal-self, blink-self, teleport-self,
teleport to, cause amnesia, summon a demon or summon greater undead; 1 time
in 3. It can open doors, bash down doors and pass through walls. It is
cold blooded. It resists cold and poison. It resists teleportation. It
cannot be confused or slept. It tends to overlook intruders, which it may
notice from 200 feet. It will carry up to 12 good objects. It can touch
to lower experience (by 80d6+), touch to drain charges, touch to reduce
dexterity with damage 8d12, and touch to reduce dexterity with damage 8d12.
[U] Hoarmurath of Dir (L.Dark 'W')
=== Num:626 Lev:64 Rar:3 Spd:+10 Hp:4500 Ac:100 Exp:30000
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 9d9, hit to attack
with damage 9d9, touch to lower experience (by 80d6+) with damage 6d7, and
wail to terrify with damage 6d7.
[U] The Mouth of Sauron (Violet 'p')
=== Num:629 Lev:65 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 wind balls, produce darkness storms,
cause critical wounds, produce plasma bolts, paralyze, teleport to, create
traps, summon greater demons or summon ancient dragons; 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, hit to drain charges with damage 5d5, and hit
to drain charges with damage 5d5.
The Ultimate beholder (Orange 'e')
=== Num:632 Lev:66 Rar:4 Spd:+10 Hp:2000 Ac:80 Exp:10000
A disembodied eye, surrounded by twelve smaller eyes on stalks.This is a
beholder hive-mother, far more powerful than normalbeholders. This evil
creature moves normally. She is magical, casting spells intelligently
which drain mana, cause mind blasting, produce acid bolts, produce fire
bolts, produce frost bolts, produce mana bolts, terrify, blind, confuse,
create darkness, cause amnesia or summon similar monsters; 1 time in 2.
She can bash down doors. She resists poison. She resists teleportation.
She cannot be confused or slept. She is fairly observant of intruders,
which she may notice from 300 feet. She can gaze to lower experience (by
40d6+) with damage 4d5, gaze to confuse with damage 4d5, gaze to reduce
intelligence with damage 4d6, and gaze to drain charges with damage 4d6.
The Greater titan (Orange 'P')
=== Num:630 Lev:66 Rar:3 Spd:+10 Hp:3800 Ac:125 Exp:23500
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 bash down doors and pick up objects. It resists blunt weapons. It
resists blunt weapons. It takes a while to see intruders, which it may
notice from 300 feet. It will carry up to 10 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.
[U] Tevildo, Prince of Cats (Violet 'f')
=== Num:631 Lev:66 Rar:3 Spd:+20 Hp:4800 Ac:200 Exp:30000
Master of all things feline, the demonic cat Tevildo serves his master
Morgoth well. He delights in small torments and cunning stratagems, and
laughs merrily as he bats you about. This creature moves normally. He
usually appears with escorts. He is magical, casting spells which teleport
to or summon similar monsters; 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 Great Bile Wyrm (Slate 'D')
=== Num:633 Lev:67 Rar:2 Spd:+10 Hp:3500 Ac:150 Exp:23000
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? This evil dragon
moves normally. It may breathe acid powerfully, and is also magical,
casting spells which terrify, blind or confuse; 1 time in 4. It can bash
down doors and push past weaker monsters. It resists acid. It cannot be
confused, slept or harmed by edged weapons. It pays little attention to
intruders, which it may notice from 300 feet. It will carry up to 18 good
objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to shoot acid with damage 6d14, and bite to shoot acid
with damage 6d14.
The Great Hell Wyrm (Red 'D')
=== Num:634 Lev:67 Rar:2 Spd:+10 Hp:3500 Ac:150 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 4. It can bash down
doors and push past weaker monsters. It resists fire. It cannot be
confused, slept or harmed by edged weapons. It pays little attention to
intruders, which it may notice from 300 feet. It will carry up to 18 good
objects. It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to burn with damage 6d14, and bite to burn with damage
6d14.
The Great Gold Wyrm (Yellow 'D')
=== Num:635 Lev:67 Rar:2 Spd:+10 Hp:3500 Ac:150 Exp:23000
A dragon of gigantic proportions, with destructive capabilities to match.
The sheer loudness of its roar leaves you stunned and unable to think
clearly enough to defend yourself adequately. This evil dragon moves
normally. It may breathe sound powerfully, and is also magical, casting
spells which terrify, blind or confuse; 1 time in 4. It can bash down
doors and push past weaker monsters. It cannot be confused, slept or
harmed by edged weapons. It pays little attention to intruders, which it
may notice from 300 feet. It will carry up to 18 good objects. It 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 Jabberwock (Violet 'H')
=== Num:636 Lev:68 Rar:4 Spd:+20 Hp:3200 Ac:125 Exp:19000
"Beware the Jabberwock, my son! The jaws that bite, the claws that catch!"
Run and run quickly, for death incarnate chases 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 resists teleportation. 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.
[U] Tselakus, the Dreadlord (L.Red 'G')
=== Num:637 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 similar monsters, 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.
The Gelugon (White 'U')
=== Num:638 Lev:69 Rar:3 Spd:+20 Hp:3500 Ac:100 Exp:14000
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.
This evil demon moves normally. It may breathe frost or shards powerfully,
and is also magical, casting spells which produce frost balls, produce ice
bolts, terrify, slow, paralyze or summon greater demons; 1 time in 6. It
can open doors and bash down doors. It regenerates quickly. 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 8 good
objects. It can claw to freeze with damage 6d8, claw to freeze with damage
6d8, bite to freeze with damage 9d9, and hit to paralyze with damage 5d5.
The Nightcrawler (L.Dark 'W')
=== Num:639 Lev:69 Rar:4 Spd:+10 Hp:80d60 Ac:160 Exp:15000
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 resists teleportation. 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.
[U] Glaurung, Father of the Dragons (L.Red 'D')
=== Num:640 Lev:70 Rar:3 Spd:+20 Hp:7500 Ac:125 Exp:50000
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. This evil dragon moves normally. He may breathe
fire or poison powerfully, and is also magical, casting spells which
terrify, blind, confuse or summon ancient dragons; 1 time in 3. He can
open doors, bash down doors and push past weaker monsters. He is hurt by
cold. He resists fire and poison. He cannot be confused, slept or harmed
by edged weapons. He tends to overlook intruders, which he may notice from
200 feet. He will carry up to 18 exceptional objects. He can claw to
attack with damage 5d12, claw to attack with damage 5d12, bite to poison
with damage 8d14, and bite to burn with damage 8d14.
The Greater draconic quylthulg (L.Green 'Q')
=== Num:641 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 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 is hurt by poison. It resists teleportation. It cannot
be frightened, confused, slept or harmed by edged weapons. 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:642 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 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 is hurt by poison. It resists
teleportation. 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 demonic quylthulg (L.Red 'Q')
=== Num:643 Lev:71 Rar:3 Spd:+10 Hp:1500 Ac:1 Exp:10500
A massive pulsating mound of flesh, glowing with a hellish light. This
natural creature moves normally, but does not deign to chase intruders. It
is magical, casting spells which blink-self, teleport to or summon greater
demons; 1 time in 2. It is invisible. It is not detected by telepathy.
It is hurt by poison. It resists teleportation. 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 Spectral wyrm (White 'D')
=== Num:646 Lev:72 Rar:4 Spd:+20 Hp:3200 Ac:30 Exp:15000
The tortured soul of a once powerful wyrm. This evil undead dragon moves
normally. It may shriek for help. It may breathe nether, disenchantment
or nexus powerfully, and is also magical, casting spells which terrify,
blink-self or summon ancient dragons; 1 time in 3. It can pass through
walls and push past weaker monsters. It is invisible. It resists
teleportation, nether, nexus and disenchantment. 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
10d12, claw to attack with damage 10d12, claw to attack with damage 10d12,
and bite to disenchant with damage 8d8.
The Horned Reaper (L.Blue 'U')
=== Num:644 Lev:72 Rar:4 Spd:+20 Hp:3800 Ac:120 Exp:18000
One of the few good things that can be said about this demon is that it is
vaguely more humanoid than most of the demons you have met so far, even to
the extent of preferring to attack with a hand-held weapon: in this case,
a mighty, heavy and extremely 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 evil demon moves normally. It is magical, casting
spells which terrify, slow, haste-self or summon greater demons; 1 time in
5. It can open doors, bash down doors and destroy weaker monsters. It
regenerates quickly. It resists acid, lightning, fire, cold and poison.
It cannot be confused or slept. It pays little attention to intruders,
which it may notice from 400 feet. It will carry up to 12 good objects.
It can hit to attack with damage 11d11, hit to attack with damage 11d11,
hit to attack with damage 11d11, and hit to attack with damage 11d11.
[U] Khamul, the Black Easterling (L.Dark 'W')
=== Num:645 Lev:72 Rar:3 Spd:+10 Hp:5000 Ac:100 Exp:40000
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 greater 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 resists teleportation. 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+).
[U] Omarax the Eye Tyrant (Violet 'e')
=== Num:648 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, terrify, blind, confuse, slow, phase door, create
darkness, cause amnesia or summon similar monsters; 1 time in 2. He can
bash down doors. He resists poison. He resists teleportation. 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 4d6, gaze to paralyze with damage 4d6, gaze to drain charges with
damage 4d6, and gaze to reduce intelligence with damage 4d6.
The Nightwalker (L.Dark 'W')
=== Num:647 Lev:73 Rar:4 Spd:+20 Hp:50d65 Ac:175 Exp:20000
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 resists teleportation. 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 8d8, and hit to disenchant with damage 8d8.
The Aether hound (Violet 'Z')
=== Num:649 Lev:74 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 claw to attack with damage 2d12, claw
to attack with damage 2d12, bite to attack with damage 2d12, and bite to
attack with damage 2d12.
The Black reaver (L.Dark 'L')
=== Num:650 Lev:74 Rar:3 Spd:+10 Hp:3500 Ac:170 Exp:23000
A humanoid form, black as night, advancing steadily and unstoppably, even
the very rock of the dungeon cannot prevent it reaching you. 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 resists teleportation. 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 Great Wyrm of Chaos (Violet 'D')
=== Num:651 Lev:75 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, disenchantment or wind
powerfully, and is also magical, casting spells which terrify, blind,
confuse, summon a dragon or summon ancient dragons; 1 time in 4. It can
bash down doors and push past weaker monsters. It cannot be confused,
slept or harmed by edged weapons. 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, bite to
attack with damage 7d14, and bite to attack with damage 7d14.
The Great Wyrm of Law (L.Blue 'D')
=== Num:652 Lev:75 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 evil dragon moves normally. It may
breathe sound or shards powerfully, and is also magical, casting spells
which terrify, blind, confuse, summon a dragon or summon ancient dragons;
1 time in 4. It can bash down doors and push past weaker monsters. It
cannot be confused, slept or harmed by edged weapons. 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, bite to attack with damage 7d14, and bite to attack with
damage 7d14.
[U] Ungoliant, the Unlight (L.Dark 'S')
=== Num:653 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 similar monsters; 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 Master quylthulg (L.Blue 'Q')
=== Num:654 Lev:76 Rar:3 Spd:+10 Hp:3000 Ac:1 Exp:15000
A giant seething mass of flesh, overwhelming you with monster after
monster. This natural creature moves normally, but does not deign to chase
intruders. It is magical, casting spells which blink-self, teleport to,
summon greater demons, summon monsters, summon greater undead or summon
ancient dragons; 1 time in 1. It is invisible. It is not detected by
telepathy. It is hurt by poison. It resists teleportation. It cannot be
frightened, confused or slept. It is ever vigilant for intruders, which it
may notice from 300 feet. It has no physical attacks.
The Pit Fiend (Orange 'U')
=== Num:656 Lev:77 Rar:2 Spd:+20 Hp:4000 Ac:120 Exp:22000
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. This evil demon moves normally. It may breathe fire or
poison powerfully, and is also magical, casting spells which produce fire
balls, cause mortal wounds, terrify, summon greater demons or summon
ancient dragons; 1 time in 5. It can open doors, bash down doors and push
past weaker monsters. It regenerates quickly. It resists fire and poison.
It cannot be confused or slept. It tends to overlook intruders, which it
may notice from 300 feet. It will carry up to 12 good objects. It can
claw to burn with damage 6d10, claw to burn with damage 6d10, bite to
poison with damage 5d10, and bite to reduce constitution with damage 5d10.
[U] Feagwath, the Undead Sorcerer (Yellow 'L')
=== Num:657 Lev:77 Rar:2 Spd:+20 Hp:5000 Ac:85 Exp:30000
A stench of corruption and decay surrounds this sorcerer, who has clearly
risen from the dead 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 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
exceptional objects. He can touch to lower experience (by 80d6+) with
damage 6d12, touch to drain charges with damage 6d12, touch to reduce
dexterity with damage 6d12, and touch to reduce dexterity with damage 6d12.
[U] Atlas, the Titan (Slate 'P')
=== Num:655 Lev:77 Rar:3 Spd:+10 Hp:6000 Ac:160 Exp:37000
The strongest of all the Titans. Legend has it that he used to hold the sky
up; and the mountain range that now does so bears his name. This evil
giant moves normally. He can open doors, bash down doors, bore through
walls, destroy weaker monsters and pick up objects. He is hurt by rock
remover. He resists acid, lightning, fire, cold and poison. He takes a
while to see intruders, which he may notice from 300 feet. He will carry
up to 8 good objects. He can hit to confuse with damage 13d13, hit to
confuse with damage 13d13, hit to shatter with damage 13d13, and hit to
shatter with damage 13d13.
The Hellhound (Red 'C')
=== Num:658 Lev:78 Rar:4 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 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] Qlzqqlzuup, the Emperor Quylthulg (Violet 'Q')
=== Num:662 Lev:79 Rar:3 Spd:+20 Hp:5000 Ac:1 Exp:20000
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. This natural creature moves normally, but
does not deign to chase intruders. It is magical, casting spells which
summon similar monsters, summon greater demons, summon monsters, summon
hounds, summon hydras, summon an angel, summon greater undead, summon
ancient dragons, summon ring wraiths or summon unique monsters; 1 time in
1. It is invisible. It is not detected by telepathy. It is hurt by
poison. It resists teleportation. 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.
The Greater Balrog (Violet 'U')
=== Num:661 Lev:79 Rar:3 Spd:+20 Hp:5000 Ac:140 Exp:25000
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.
This evil demon moves normally. It may breathe fire or plasma powerfully,
and is also magical, casting spells which produce fire balls, produce
plasma bolts, terrify, confuse, summon greater demons, summon a demon or
summon an undead; 1 time in 3. It can open doors, bash down doors and push
past weaker monsters. It regenerates quickly. It resists fire. It cannot
be confused or slept. It pays little attention to intruders, which it may
notice from 400 feet. It will carry up to 14 good objects. It can hit to
burn with damage 8d12, hit to burn with damage 8d12, crush to attack with
damage 7d12, and touch to drain charges.
The Great Wyrm of Many Colours (Violet 'D')
=== Num:659 Lev:79 Rar:2 Spd:+10 Hp:5000 Ac:170 Exp:31000
A huge dragon whose scales shimmer in myriad hues. This dragon moves
normally. It may breathe acid, lightning, fire, frost or poison
powerfully, and is also magical, casting spells which terrify, blind,
confuse, summon a dragon or summon ancient dragons; 1 time in 4. It can
bash down doors and push past weaker monsters. It resists acid, lightning,
fire, cold and poison. It resists teleportation. It cannot be confused,
slept or harmed by edged weapons. 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, bite to
attack with damage 7d14, and bite to attack with damage 7d14.
The Great Wyrm of Balance (Violet 'D')
=== Num:660 Lev:79 Rar:2 Spd:+10 Hp:5000 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 evil 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 4. It can bash down doors and push past weaker
monsters. It cannot be confused, slept or harmed by edged weapons. 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, bite to attack with damage 7d12, and bite to
attack with damage 7d14.
[U] The Witch-King of Angmar (L.Dark 'W')
=== Num:663 Lev:80 Rar:3 Spd:+20 Hp:6000 Ac:120 Exp:60000
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 similar monsters,
summon greater demons, 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 resists
teleportation. 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
exceptional objects. He can hit to attack with damage 10d10, hit to attack
with damage 10d10, hit to lower experience (by 80d6+) with damage 7d7, and
hit to lower experience (by 80d6+) with damage 7d7.
[U] Maeglin, the Traitor of Gondolin (L.Dark 'h')
=== Num:664 Lev:81 Rar:4 Spd:+20 Hp:5500 Ac:120 Exp:35000
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. This evil creature moves normally.
He is magical, casting spells which summon greater demons, summon monsters,
summon greater undead, summon ancient dragons, summon ring wraiths or
summon unique monsters; 1 time in 6. He can open doors, bash down doors,
bore through walls and push past weaker monsters. He resists fire, cold
and poison. He cannot be confused or slept. He takes a while to see
intruders, which he may notice from 700 feet. He will carry up to 14
exceptional objects. He can hit to attack with damage 8d8, hit to attack
with damage 8d8, hit to attack with damage 8d8, and hit to attack with
damage 8d8.
[U] Pazuzu, Lord of Air (Blue 'U')
=== Num:665 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, produce mana bolts or summon greater demons; 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.
[U] Draugluin, Sire of All Werewolves (Umber 'C')
=== Num:666 Lev:83 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 6d8, claw
to attack with damage 6d8, bite to poison with damage 6d6, and bite to
poison with damage 6d6.
[U] Cantoras, the Skeletal Lord (Violet 's')
=== Num:667 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, produce wind balls, cause brain smashing, cause mortal
wounds, produce mana bolts, produce ice bolts, terrify, slow, teleport to
or summon greater undead; 1 time in 2. He can open doors and bash down
doors. He is cold blooded. He resists fire, cold and poison. He resists
teleportation. 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+)
with damage 5d5, gaze to lower experience (by 80d6+) with damage 5d5, touch
to poison with damage 5d5, and touch to poison with damage 5d5.
[U] Ancalagon the Black (L.Dark 'D')
=== Num:668 Lev:85 Rar:4 Spd:+20 Hp:10000 Ac:125 Exp:45000
"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 evil dragon moves normally. He usually appears with an escort. He
may breathe acid, lightning, fire, frost or poison powerfully, and is also
magical, casting spells which summon ancient dragons; 1 time in 3. He can
open doors, bash down doors and push past weaker monsters. He resists
acid, lightning, fire, cold and poison. He cannot be confused, slept or
harmed by edged weapons. He tends to overlook intruders, which he may
notice from 200 feet. He will carry up to 18 exceptional objects. He can
claw to attack with damage 6d12, claw to attack with damage 6d12, bite to
attack with damage 10d14, and bite to attack with damage 10d14.
[U] The Tarrasque (Violet 'R')
=== Num:669 Lev:86 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
natural 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] Kronos, Lord of the Titans (Violet 'P')
=== Num:670 Lev:87 Rar:3 Spd:+10 Hp:7000 Ac:150 Exp:42000
The lord of the Titans, he has broken loose from his confinement in the
nether hells to seek revenge on the world. This evil giant moves normally.
He usually appears with an escort. He may breathe fire, frost, sound or
shards, and is also magical, casting spells intelligently which heal-self,
teleport to, summon similar monsters or summon monsters; 1 time in 3. He
can bash down doors, push past weaker monsters and pick up objects. He
resists acid, lightning, fire, cold and poison. He takes a while to see
intruders, which he may notice from 300 feet. He will carry up to 14 good
objects. He 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.
[U] Lungorthin, the Balrog of White Fire (Violet 'U')
=== Num:671 Lev:88 Rar:2 Spd:+20 Hp:7000 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 or plasma powerfully, and is also
magical, casting spells which terrify, blind, confuse, summon greater
demons 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, hit to burn with damage 8d12, crush to attack with
damage 8d12, and touch to drain charges.
[U] Carcharoth, the Jaws of Thirst (Red 'C')
=== Num:672 Lev:90 Rar:1 Spd:+20 Hp:8000 Ac:160 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 normally. He may
breathe fire, poison, nether or darkness, and is also magical, casting
spells which summon hounds; 1 time in 3. He can open doors, bash down
doors and push past weaker monsters. He resists fire. He cannot be
confused or slept. He is fairly observant of intruders, which he may
notice from 500 feet. He will carry up to 8 good objects. He can claw to
burn with damage 9d12, claw to burn with damage 9d12, bite to burn with
damage 9d12, and bite to burn with damage 9d12.
[U] Vecna, the Emperor Lich (Violet 'L')
=== Num:673 Lev:92 Rar:3 Spd:+20 Hp:6000 Ac:100 Exp:45000
The greatest of all undead sorcerers, even the gods once feared him.This
ancient shadow of death wilts every living thing it passes. This evil
undead creature moves normally. He usually appears with an escort. He is
magical, casting spells intelligently which produce fire balls, produce
nether balls, produce mana storms, cause brain smashing, cause mortal
wounds, produce mana bolts, terrify, blind, teleport-self, summon similar
monsters, summon greater demons, summon monsters or summon greater undead;
1 time in 2. He can open doors and bash down doors. He is cold blooded.
He resists lightning, fire, cold and poison. He resists teleportation. 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 lower experience (by 80d6+) with damage 7d12, hit to reduce
dexterity with damage 7d12, hit to drain charges with damage 7d12, and hit
to drain charges with damage 7d12.
[U] Gothmog, the High Captain of Balrogs (Violet 'U')
=== Num:674 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 three High Kings of the Noldor Elves, 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 or plasma powerfully,
and is also magical, casting spells which terrify, blind, confuse, summon
greater demons 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:675 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 wind balls, produce darkness storms,
cause brain smashing, cause mortal wounds, produce mana bolts, produce
plasma bolts, produce ice bolts, terrify, blind, teleport-self, teleport
level, phase door, invoke starbursts, summon greater demons, summon
monsters, summon greater undead, summon ancient dragons, summon ring
wraiths or summon unique monsters; 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 resists teleportation. 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:676 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 greater demons, 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.