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The Ultra-elite paladin (White 'p')
=== Num:505 Lev:45 Rar:2 Spd:+10 Hp:700 Ac:100 Exp:1200
Fighting for a good cause, and they consider you an agent of the devil. This good creature moves normally. He reflects bolt spells. He usually appears in groups. 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 nether, nexus, disenchantment and teleportation. 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. (Gumband 2.2.3)

The Ultra-elite paladin (White 'p')
=== Num:699 Lev:45 Rar:2 Spd:+10 Hp:770 Ac:144 Exp:1200
Fighting for a good cause, and they consider you an agent of the devil. He is normally found on dungeon level 45, and moves quickly. A kill of this good Human is worth about 18000.00 points for a 1st level character. He reflects bolt spells. He usually appears in groups. He is magical, casting spells which heal-self; 1 time in 12. He can illuminate the dungeon, open doors and bash down doors. He resists acid, lightning, fire, cold, poison, light, dark, nether, shards, sound, chaos, nexus, disenchantment, time and teleportation. He will evolve into Knight templar when he gets enugh experience. He cannot be stunned, frightened, confused or slept. He takes a while to see intruders, which he may notice from 200 feet. He may carry up to 4 objects or treasures. He can hit to attack with damage 3d12, and hit to attack with damage 3d12. (Hengband 1.6.0)

The Ultra-elite paladin (White 'p')
=== Num:699 Lev:69 Rar:2 Spd:+10 Hp:539 Ac:72 Exp:80000
Fighting for a good cause, and they consider you an agent of the devil. This good creature moves normally. He reflects bolt spells. He is magical, casting spells which heal-self; 1 time in 12. He can open doors, bash down doors and carrys a light. He resists lightning, fire and cold. He resists nether, nexus, disenchantment, teleportation and teleportation. 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 one or two objects or treasures. He can hit to attack with damage 3d12, and hit to attack with damage 3d12. (ZAngband 2.7.2)



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