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The Will o' the wisp (Light Slate 'E')
=== Num:396 Lev:38 Rar:4 Spd:+20 Hp:176 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 is normally found at depths of 1900 feet (level 38), and moves somewhat erratically, and very quickly. It can pass through walls. It is invisible and not detected by telepathy. It resists acid, lightning, fire, cold, poison, bright light, and rock remover, and cannot be frightened, confused, or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It may cast spells intelligently which cause serious wounds (36), confuse, blink-self, or teleport-self; 1 time in 2. It can hit to attack with damage 1d9, hit to attack with damage 1d9, and hit to cause hallucinations with damage 1d9. (Angband 3.1.2v2)

The Will o' the wisp (Yellow 'F')
=== Num:466 Lev:37 Rar:3 Spd:+20 Hp:140 Ac:130 Exp:30000
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. It is normally found on dungeon level 37, and moves somewhat erratically, and very quickly. A kill of this intelligent faery creature is worth 30000 experience points for a 1st level character. It is magical, casting spells without chance of failure which cause serious wounds, confuse, blink randomly or teleport-self; 1 time in 2. It has an armor rating of 130 and a average life rating of 140. It can illuminate the dungeon and pass through walls. It is invisible. It is not detected by telepathy. It can evade attacks. It is vulnerable to bright light. It cannot be frightened, put to sleep, made to bleed, blinded, confused or poisoned. It resists acid, electricity, fire, cold and poison. 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, and hit to cause hallucinations with damage 1d9. (EyAngband 0.5.2)

The Will o' the wisp (L.Umber 'E')
=== Num:426 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 unliving creature moves somewhat erratically. It is always created sluggish. It is magical, casting spells intelligently which cause serious wounds and cursing, 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. (Gumband 2.2.3)

The Will o' the wisp (Yellow 'E')
=== Num:582 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. It is normally found on dungeon level 37, and moves somewhat erratically, and very quickly. A kill of this creature is worth about 6166.67 points for a 1st level character. It is magical, casting spells intelligently which cause serious wounds and cursing, confuse, blink-self or teleport-self; 1 time in 2. It can pass through walls. It illuminate the dungeon. It is invisible. It is not detected by telepathy. It resists acid, lightning, fire, cold and poison. it won't evolve. 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. (Hengband 1.6.0)

The Will o' the wisp (L.Slate 'E')
=== Num:450 Lev:38 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 flying creature is normally found on dungeon level 38, and moves somewhat erratically, and very quickly. It is magical, casting spells intelligently which blink-self, teleport-self, teleport to, cause serious wounds, or confuse about 50 percent of the time. It can radiate natural light, dodge attacks and 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, and hit to induce hallucinations with damage 1d9. (NPPangband 0.5.0-WIP8a)

The Will o' the wisp (Yellow '*')
=== Num:499 Lev:47 Rar:4 Spd:+20 Hp:120 Ac:60 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 blink-self, teleport-self, cause serious wounds or confuse; 1 time in 2. It can pass through walls and push past weaker monsters. 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. (OAngband 0.6.1)

The Will o' the wisp (L.Slate 'E')
=== Num:582 Lev:38 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 always created sluggish. It is magical, casting spells intelligently which cause serious wounds and cursing, confuse, blink-self or teleport-self; 1 time in 2. It can pass through walls and illuminate the dungeon. 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 cause hallucinations with damage 1d9, and hit to cause hallucinations with damage 1d9. (T.o.M.E. 2.3.5)

The Will o' the wisp (L.Slate 'E')
=== Num:396 Lev:43 Rar:5 Spd:+20 Hp:200 Ac:150 Exp:830
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 is normally found on dungeon level 43, and moves somewhat erratically, and very quickly, but is more powerful deeper in the dungeon. Destruction of this creature is worth 35690.00 points for a 1st level character. It is dangerous at its native depth. It is magical, casting spells intelligently which blink-self, teleport-self, teleport-self to, cause wounds, confuse or paralyze powerfully enough to overcome your resistance; 1 time in 2. It can pass through walls and fly over obstacles. It lights up the surroundings. It is invisible. It is not detected by telepathy. It is immune to acid, lightning, fire, cold and poison. It resists blindness, edged and blunt weapons. It cannot be frightened, confused, charmed or slept. It is ever vigilant for intruders, which it may notice from 300 feet. It can hit to attack with damage 1d9, and hit to create hallucinations with damage 1d9. (UnAngband 0.6.2)

The Will o' the wisp (Yellow 'E')
=== Num:582 Lev:61 Rar:4 Spd:+20 Hp:120 Ac:60 Exp:62000
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 always created sluggish. It is magical, casting spells intelligently which cause serious wounds and cursing, confuse, blink-self or teleport-self; 1 time in 2. It can pass through walls and carrys a light. It is invisible. It is not detected by telepathy. It resists lightning, 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, and hit to attack with damage 1d9. (ZAngband 2.7.2)



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