Angband tiles12/27/2022 ![]() monster pits are often populated by species, and default display letters determine which monsters are affected by genocide. They do have some effects on gameplay they are used for spells that summon similar monsters (in this context they are often called kin), escorts of powerful monsters usually consist of lesser monsters of the same species. ![]() Species, unlike races, are mostly notional groupings of limited importance. Monster races can be grouped into base types or species, such as orcs (' o') or yeeks (' y') two races of the same base type generally share the same display letter but not the same color. It is possible for distinct races to have identical symbols, although maintainers generally attempt to keep this as rare as possible. Monsters of the same race are always represented in the game by the same symbol (letter-color combination, such as y for blue yeeks, or tile if tilesets are used) although multi-hued monsters may change colours on the map, and multi-character monsters may change letters on the map. Most of a monster's attributes are determined directly by its race two monsters of the same race are not necessarily completely identical, but are close enough they can generally be treated as interchangeable. These monster kinds are known as races, although they do not necessarily represent distinct species or ethnicities human novice mages and human novice priests, for example, are two separate monster races. The full list of monster attributes varies from variant to variant.Įach individual monster is an instance of some specific monster kind. Most of a monster's attributes are determined directly by the monster's race, although some attributes can be random or change during play. Some monsters exclusively drop gold, some never drop gold, and some may drop either gold or other objects some monsters drop nothing at all. The monster may also drop a given number of objects upon death these objects may be fully random, semi-random, thematic, or specific to a monster. Less obvious monster attributes include vision, which indicates the maximum range at which it can detect the player, alertness, which determines the default sleepiness of a monster, and rarity, which affects the commonness of the monster.Įach monster is worth a specific amount of experience, which the player gains upon killing the monster some variants allow the player to gain experience by merely damaging the monster, without requiring a kill. Monsters often have resistances, immunities or vulnerabilities to particular damage types or status effects these affect how much damage the monster takes from an elemental attack or whether it is susceptible to a status effect. Many monsters also have spells or spell-like breath attacks, as well as a spell frequency which determined how often these abilities are used. Nearly all monsters have at least one melee attack with a given attack method, power and effects many monsters have multiple attacks, all of which they can use in a single round. ![]() Armor class determines how difficult a monster is to hit in melee or ranged combat. The native depth of a monster determines which parts of the dungeon a monster is likely to appear in, and can also affect the power of the monster's spells and attacks. ![]() The speed of a monster determines how often it gets a turn. The hit points of a monster indicate its health if they fall below zero, the monster dies. All monsters have a number of important properties, specific to either the individual monster or to the monster race it belongs to. ![]()
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