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The Mystic (Orange 'p')
=== Num:336 Lev:33 Rar:3 Spd:+10 Hp:308 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 is normally found at depths of 1650 feet (level 33), and moves quickly. He may carry up to 3 objects. He can open doors and bash down doors. He is invisible. He resists acid, poison, bright light, and rock remover, and cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He may cast spells which heal-self, summon animals, or summon spiders; 1 time in 6. 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. (Angband 3.1.2v2)

The Mystic (Orange 'l')
=== Num:159 Lev:10 Rar:2 Spd:+0 Hp:22 Ac:18 Exp:400
Shrouded in robes, his stance exhudes confidence. He is normally found on dungeon level 10, and moves at normal speed. A kill of this evil person is worth 400 experience points for a 1st level character. He usually appears with a few companions. He is magical, casting spells which cause serious wounds, produce lightning bolts, produce frost bolts, terrify, blind, confuse, heal-self or blink randomly; 1 time in 2. He has an armor rating of 18 and a average life rating of 22. He can illuminate the dungeon and open doors. He cannot be blinded or confused. He is fairly observant of intruders, which he may notice from 200 feet. He may carry an object. He can hit to attack with damage 1d4. (EyAngband 0.5.2)

The Mystic (Orange 'p')
=== Num:915 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. He is normally found on dungeon level 33, and moves quickly. A kill of this good Human is worth about 5500.00 points for a 1st level character. 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 will evolve into Master mystic when he gets enugh experience. He cannot be confused or slept. He is observant of intruders, which he may notice from 300 feet. He may 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. (Hengband 1.6.0)

The Mystic (Orange 'p')
=== Num:377 Lev:33 Rar:3 Spd:+10 Hp:350 Ac:50 Exp:450
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 is normally found on dungeon level 33, and moves quickly. He is magical, casting spells which heal-self or cure what ails it, or summon ants, spiders, or natural creatures about 18 percent of the time. He can use a light source, 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 may 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. (NPPangband 0.5.0-WIP8a)

The Mystic (Orange 'p')
=== Num:441 Lev:40 Rar:2 Spd:+10 Hp:10d38 Ac:25 Exp:520
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 intelligently which produce acid balls, produce lightning balls, produce poison balls, produce water bolts, cure what ails it, blink-self, blind, confuse, paralyze, summon ants, summon spiders or summon natural creatures; 1 time in 3. He can open doors, bash down doors and push past weaker monsters. He resists acid and poison. He is fairly observant of intruders, which he may notice from 300 feet. He will carry up to 3 objects. He can kick to attack with damage 9d2, kick to attack with damage 9d2, kick to attack with damage 9d2, and kick to attack with damage 9d2. (OAngband 0.6.1)

The Mystic (Orange 'p')
=== Num:988 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 always created sluggish. He is magical, casting spells which heal-self, summon spiders or summon animal; 1 time in 6. He can open doors, bash down doors and illuminate the dungeon. 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. (T.o.M.E. 2.3.5)

The Mystic (L.Umber 'p')
=== Num:482 Lev:55 Rar:6 Spd:+20 Hp:1100 Ac:60 Exp:3900
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 man shaman 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 214500.00 points for a 1st level character. He is deadly at his native depth. He is magical, casting spells which produce lightning balls, produce poison balls, produce sound balls, produce storm balls, produce ice bolts, produce water bolts, recover mana, cure-self, blink-self, teleport-self to, become heroic, summon a monster, summon insects, summon animals, summon hounds, blind, confuse or paralyze; 1 time in 3. He can open doors and bash down doors. He is invisible. He is immune to acid, lightning and poison. He cannot be confused, charmed or slept. He is observant of intruders, which he may notice from 300 feet. He may carry up to 8 weapons, armours, garments, lites, adornments, written items, potions or edible items. He can punch to batter with damage 2d10, kick to attack with damage 20d2, hit to poison with damage 20d1, and hit to paralyze with damage 15d1. (UnAngband 0.6.2)



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