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The Blue Wizard (Blue 'A')
=== Num:517 Lev:45 Rar:6 Spd:+15 Hp:1500 Ac:68 Exp:5500
A member of a society of wizards founded by Alatar and Pallandro, who journeyed into the far east of Middle-Earth. They are powerful wizards who make formidable opponents in combat. This creature is normally found on dungeon level 45, and moves exceedingly quickly. He is magical, casting spells intelligently which produce explosions of light, produce confusion balls, produce explosions of chaos, produce plasma bolts, produce ice bolts, cast mana bolts, restore mana, heal-self, cure what ails it, teleport toward you, teleport to, teleport away, cause critical wounds, or confuse, or summon monsters, thieves, or a maia about 18 percent of the time. He can radiate natural light, open doors, bash down doors and pick up objects. He resists acid, lightning, fire, cold and poison. He resists nether, water, plasma, nexus and disenchantment. He cannot be slowed, stunned, frightened, confused or slept. He prefers to ignore intruders, which he may notice from 300 feet. He may carry up to 10 objects. He can hit to attack with damage 5d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d6. (NPPangband 0.5.0-WIP8a)

The Blue Wizard (Blue 'M')
=== Num:1154 Lev:55 Rar:6 Spd:+15 Hp:1500 Ac:68 Exp:3600
A member of a society of wizards founded by Alatar and Pallandro, who journeyed into the far east of Middle-Earth. They are powerful wizards who make formidable opponents in combat. This elf mage is normally found on dungeon level 55, and moves very quickly, but is more powerful deeper in the dungeon. A kill of this creature is worth 198000.00 points for a 1st level character. He is dangerous at his native depth. He is magical, casting spells intelligently which produce balls of light, produce confusion balls, produce chaos balls, produce plasma bolts, produce ice bolts, produce mana bolts, recover mana, heal-self, cure-self, teleport-self to, teleport to, teleport away, summon similar monsters, summon monsters, summon monsters of the same class or confuse powerfully enough to overcome your resistance; 1 time in 5. He can open doors, bash down doors and pick up objects. He lights up the surroundings. He is immune to acid, lightning, fire, cold and poison. He resists nether, plasma, nexus and disenchantment. He cannot be stunned, frightened, confused, charmed or slept. He prefers to ignore intruders, which he may notice from 300 feet. He may carry up to 10 weapons, armours or written items. He can hit to attack with damage 5d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to attack with damage 5d6. (UnAngband 0.6.2)



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