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[U] Quaker, Master of Earth (Violet 'E')
=== Num:466 Lev:43 Rar:3 Spd:+0 Hp:2800 Ac:97 Exp:4500
A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances. This creature is normally found at depths of 2150 feet (level 43), and moves at normal speed. He can pass through walls, destroy weaker monsters, and destroy objects. He is cold blooded and not detected by telepathy. He is hurt by rock remover, but resists lightning, fire, cold, poison, and bright light, and cannot be frightened, confused, or slept. He pays little attention to intruders, which he may notice from 100 feet. He may cast spells which produce acid balls (80) or produce acid bolts (45); 1 time in 6. 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. (Angband 3.1.2v2)

[U] Quaker, Master of Earth (Umber 'E')
=== Num:488/60 Lev:46 Rar:4 Spd:+0 Hp:1600 Ac:100 Exp:100000
A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances. He is normally found on dungeon level 46, and moves at normal speed. Killing this evil creature is worth 100000 experience points for a 1st level character. He is magical, casting spells without chance of failure which produce acid balls or produce acid bolts; 1 time in 6. He has an armor rating of 100 and a life rating of 1600. He can pass through walls, destroy weaker monsters and destroy objects. He is cold blooded. He is not detected by telepathy. He is vulnerable to rock remover. He cannot be stunned, frightened, put to sleep, made to bleed, blinded, confused or poisoned. He resists electricity, fire, cold and poison. He pays little attention to intruders, which he may notice from 100 feet. He can hit to attack with damage 6d6, hit to shatter with damage 10d10, hit to attack with damage 6d6, and hit to attack with damage 6d6. (EyAngband 0.5.2)

[U] Quaker, Master of Earth (Umber 'E')
=== Num:679 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. He is normally found on dungeon level 43, and moves at normal speed. Killing this evil creature is worth about 86000.00 points for a 1st level character. He is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 6. He can pass through walls, bore 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. (Hengband 1.6.0)

[U] Quaker, Master of Earth (Umber 'E')
=== Num:505 Lev:43 Rar:3 Spd:+5 Hp:2800 Ac:97 Exp:4500
A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances. This creature is normally found on dungeon level 43, and moves somewhat quickly. He is magical, casting spells which produce acid storms, call up storms of knives, or produce acid bolts about 18 percent of the time. 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 slowed, stunned, frightened, confused or slept. He pays little attention to intruders, which he may notice from 100 feet. He can hit to stun with damage 6d6, hit to stun with damage 6d6, hit to attack with damage 6d6, and hit to shatter with damage 10d10. (NPPangband 0.5.0-WIP8a)

[U] Quaker, Master of Earth (Umber 'E')
=== Num:720 Lev:53 Rar:3 Spd:+0 Hp:1500 Ac:50 Exp:7000
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, produce confusion balls, produce acid bolts or hurls you away; 1 time in 3. 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. (OAngband 0.6.1)

[U] Quaker, Master of Earth (Umber 'E')
=== Num:679 Lev:43 Rar:3 Spd:+0 Hp:2800 Ac:97 Exp:4500
A towering stone elemental stands before you. The walls and ceiling are reduced to rubble as Quaker advances. This creature moves normally. He is always created sluggish. He is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 6. He can pass through walls, bore 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 stunned, 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. (T.o.M.E. 2.3.5)

[U] Quaker, Master of Earth (Umber 'E')
=== Num:679 Lev:65 Rar:4 Spd:+0 Hp:1260 Ac:50 Exp:175000
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 always created sluggish. He is magical, casting spells which produce acid balls or produce acid bolts; 1 time in 6. He can pass through walls, bore 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. (ZAngband 2.7.2)



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