|Last updated for :||Angband 2.7.9|
|Based on :||MON-BLOW.SPO|
|Release Date :||July 12, 1996|
|Author :||Stephen S. Lee (email@example.com)|
|with help from :||Leonard Dickens (firstname.lastname@example.org)|
John Lame (email@example.com)
Craig Lewis (firstname.lastname@example.org)
This Angband spoiler describes in detail all three major types of monster attacks (melee, breath, and spellcasting).
Please notify the author of any errors (however minor) that you find. Also, it is my intention to provide complete information rather than easy-to-understand information, so this spoiler is necessarily verbose. Suggestions to improve the format of this spoiler are welcome (especially if they help make this spoiler easier to read).
There have been a number of changes between v2.7.9v6 and older versions of Angband; some of the following information may be inaccurate for older versions. If you are playing version 2.7.8 or older, use version 1.10 of this spoiler (fortunately there have been relatively few changes in monster attacks between 1.0 and 2.7.8).
- Notes on Notation
- Elemental Attacks
- The Saving Throw
- Armour Class
- Melee Attacks
- Monster Critical Hits
- Breath Attacks
- Monster Spellcasting
- Other Monster Attacks
The notation "XdY" indicates a number obtained by rolling an Y-sided die X times. (Thus 4d6 indicates a number from 4 to 24.)
A capital "M" indicates a number equal to the level of a monster making a given attack. (Thus a monster normally found at depths of 1000 feet would have M equal to 20.)
The following abbrevations are used throughout this spoiler to indicate the effects of some attacks. In place of X "X max Y" may be written, in which case X simply has a maximum value of Y.
Blind[X] -- Blinds the character for X turns, unless the character has resist blindness.
Confuse[X] -- Confuses the character for X turns, unless the character has resist confusion or chaos.
Cut[X] -- Cuts the player (adding X to the cut counter), unless the character has resist shards.
Cut![X] -- Cuts the player (adding X to the cut counter), even if the character has resist shards.
Paralyze[X] -- Paralyzes the character for X turns, unless the character has free action.
Slow[X] -- Slows the character (-10 to speed) for X turns, unless the character has free action.
Slow![X] -- Slows the character (-10 to speed) for X turns, even if the player has free action.
Stun[X] -- Stuns the character (adding X to the stun counter), unless the character has resist sound.
Terrify[X] -- Frightens the character for X turns, unless the character is currently resistant to fear.
If the player already is unfortunate enough to already have such an ailment when hit by an attack that causes that ailment, the ailment duration is cumulative unless otherwise indicated.To the Top
The five basic elemental attack forms are fire, cold, acid, electricity, and poison. This section describes the effects of such attacks; the following comments apply regardless of the source of these attacks, so this is where to look for details if such an attack is mentioned elsewhere.
In all five cases, if the character has immunity to the type of attack that hits him or her, no harm whatsoever is done to the character. Divide the damage done by three if the character has permanent resistance to the elemental attack; also divide by three if the character has temporary resistance to the elemental attack. "Permanent" resistance is the sort of resistance gained from equipping the appropriate item; "temporary" resistance arises from a spell, potion, artifact activation, or the like. Note that equipping more than one item providing an elemental resistance does not provide additional resistance, though such resistance *is* cumulative with temporary resistance.
Fire, cold, acid, and electrical attacks can destroy items in a player's inventory. The probability of destruction for each vulnerable item is 1% if the attack is for 1-29 damage, 2% if the attack is for 30-59 damage, or 3% if the attack is for 60 or more damage; damage as considered here is that *before* resistance is taken into account. Only complete immunity to the attack form can prevent or reduce the frequency of inventory damage. Artifacts cannot be harmed by such attacks; the same applies for any other objects specifically resistant to harm from the particular elemental attack.
Other effects of elemental attacks are as follows:
FIRE damage: Fire attacks can destroy soft armor, gloves, cloaks, boots, hafted weapons, polearms, bows, arrows, staffs, scrolls, mundane spellbooks, or chests in the player's inventory.
COLD damage: Cold attacks can destroy potions, flasks of oil, and empty bottles in the player's inventory.
ACID damage: The acid randomly attacks a piece of armor the player is wearing, with equal chances of hitting the player's body armor, cloak, shield, helm, boots, or gloves. If the affected armor is not resistant to acid damage, and still affords some bonus to AC, it will lose one point from its bonus to AC. If such damage occurs, or the affected armor is resistant to acid damage, the damage done to the player is halved. Acid can also destroy armor, melee weapons, bows, arrows, bolts, staffs, scrolls, chests, and junk in the player's inventory.
ELECTRICAL damage: Electricity can destroy rings and wands in the player's inventory.
POISON damage: If the player does not have any form of immunity or resistance to poison, the player will be poisoned for a duration that is equal to a random number from 1 to the damage done, plus a fixed constant.To the Top
The Saving Throw
The character will sometimes be able to avoid the effects of certain attacks. The character may evade these attacks by making a successful saving throw roll. This chance may be calculated using the following tables. Start with the base saving throw for the player's class, and then add in the race adjustment. To take level into account, add in the product of your character's experience level and the class bonus per level modifier. To this add the appropriate wisdom modifier. This will yield the percent chance of the character successfully making a saving throw. (Be sure to round down to the nearest integer.)
Your character's armor class (AC) is important, for it both makes it harder for monsters to successfully land a blow in hand-to-hand combat and sometimes reduces the damage your character takes when he or she does get hit.
Brackets in the description of a fully identified object always enclose information on armor class. To calculate armor class, first add up all the bracket-enclosed numbers among your character's equipped items. Any body armor, shield, helm, gloves, boots, or cloak that is equipped will offer a contribution to armor class; when fully identified any one of these will have a pair of numbers enclosed in brackets. The first member of this pair is the base armor class provided by the armor, and the second describes the magical enchantment or curse that further modifies armor class.
Other items that when equipped alter armor class include Rings of Protection, Flames, Ice, and Acid; Amulets of the Magi; and Holy Avenger weapons, Defender weapons, and some of the artifact weapons.
Next, your character's dexterity may give a bonus or penalty to armor class. Use the following table to determine this bonus, and add it to the total armor class offered by equipped objects.
Finally, some temporary magical effects affect armor class as follows:
Invulnerability +100 AC (not that it makes any difference :-)
Blessing +5 AC
Shield +50 AC
Berserk Strength -10 AC
Every monster can have up to four melee attacks on the character in a round; the attacks are processed independently.
If your character is currently under the magical effect of protection from evil, and the monster attacking is evil and of equal or lower level than than the character, the monster may be completely repelled. This will occur (49+player's exp. level)% of the time.
If the monster's attack is not repelled by protection from evil, one in twenty attacks will always miss, and one in twenty attacks will always succeed, regardless of the level of the monster or the character's AC.
Otherwise, the probability the monster successfully lands a blow is computed as follows. Find the attack form in the following list, and take the number enclosed in parentheses. To this number add three times the monster's level; call the resulting total K. The monster's attack will connect with a probability of (K-(3/4 of the player's AC)) in K.
(If the character's AC is negative, the attack of any monster will only fail the minimum 1 time in 20. If, for a given monster, K<(3/4 of the character's AC), the monster will have only the minimum 1 in 20 chance to successfully strike the character.)Descriptions of the melee attack forms:
This is the basic attack of pure physical damage. The damage done is reduced by (player's AC*(2/5))%; AC for the purpose of damage reduction has a maximum value of 150.
If the character lacks any sort of resistance to poison, he or she will be poisoned (5+1d(monster's level)) points are added to the poison counter).
Unless the character has resist disenchantment, a currently equipped weapon or piece of armor will be disenchanted, reducing bonuses to-hit, to-dam, and to AC by 1 or 2 points; bonuses cannot drop below 0. Artifacts have a 3 in 5 chance to resist the disenchantment effect.
drain charges (15)
Randomly selects an item from the character's inventory; if the item chosen is a wand or staff, all of its charges will be drained by the attacking monster, which will gain a number of hit points equal to the number of charges drained multiplied by the monster's level. The process is repeated until either an item is drained or ten items have been picked. If multiple wands or staffs are in a single slot, all of them will be drained.
steal gold (5)
The monster will attempt to steal gold; if not paralyzed, the character can make a Dexterity check to avoid the theft. To find the percent chance of a successful theft evasion, add the appropriate value from the below table to the player's level. If the monster's attempt to steal succeeds, or 1 in 3 times otherwise, it will teleport up to 25 squares away.
|Dex||Base %||Dex||Base %||Dex||Base %|
steal items (5)
The monster will attempt to steal a single non-artifact object from the player's inventory. If not paralyzed, the character can make a Dexterity check to avoid the theft; use the same method listed under "steal gold" find the chance of successful evastion. If the monster's attempt to steal succeeds, or 1 in 3 times otherwise, it will teleport up to 25 squares away from the player.
eat your food (5)
The monster will attempt to consume one item of food from the character's inventory. (This does include mushrooms.)
absorb light (5)
Absorbs 250+1d250 turns of light from an equipped torch or lantern. This does not affect artifact lights.
shoot acid (0)
Inflicts acid damage.
Inflicts electrical damage.
Inflicts fire damage.
Inflicts cold damage.
Has the effect of Blind[10+1dM].
Has the effect of Confuse[3+1dM].
Has the effect of Terrify[3+1dM] if the character fails a saving throw.
Has the effect of Paralyze[3+1dM] if the character fails a saving throw.
reduce strength (0)
reduce intelligence (0)
reduce wisdom (0)
reduce dexterity (0)
reduce constitution (0)
reduce charisma (0)
These attacks reduce the appropriate statistic, unless the character possesses the relevant sustain against the attack.
reduce all stats (2)
Reduces any stats for which the character does not have a sustain.
This attack is like a standard attack to cause damage. Also, if the monster can cause earthquakes (currently only Quaker and Morgoth can do this), and at least 24 damage was done by the attack, a radius-8 earthquake centered on the monster will be triggered. The earthquake has the same effect as the spell and the staff effect, with the difference that the player can be affected. If a wall is made on top of the player, the player will take 300 damage from being crushed by debris if he or she cannot escape the debris. If the player can escape to safety, 1 in 3 times he or she can escape unscathed; otherwise the player will take 10d4 damage and be stunned (1d50 points added to the stun counter).
lower experience (by 10d6+) (5) (hold life grants 95% resistance)
lower experience (by 20d6+) (5) (hold life grants 90% resistance)
lower experience (by 40d6+) (5) (hold life grants 75% resistance)
lower experience (by 80d6+) (5) (hold life grants 50% resistance)
These attacks attempt to reduce the character's experience point total by 2% plus the amount indicated. If the player has hold life, this will only occur some of the time as indicated above -- and even if the drain does succeed in penetrating the hold life barrier, the experience loss is reduced by 90%.
Monster Critical Hits
If a monster scores a particularly effective blow against the player, it may succeed in scoring a critical hit. A critical hit either stuns or cuts the player; a single critical hit cannot do both.
The description of an attack must be of a certain type in order to inflict a critical hit.
An ordinary hit (i.e. the monster attack description says "hit") can either cut or stun the player. Punches, kicks, butts, and crushes can stun the player. Claws and bites can cut the player. No other attack method can cause a critical hit.
Here's how to determine if a hit is critical: first of all, the attack must do at least 95% of maximum damage. Also, if less than 20 damage is done by the attack, it will only be critical (damage+1) percent of the time.
To calculate the precise effect of the effect, first find the corresponding value of C on the chart to the right. Then, add one to C if the damage done by the attack attained the absolute maximum possible value. After that, if at least 20 damage was done, there is a 2% chance that 1 more point is added to C; the 2% roll is repeated until it fails.
Then use C on the following tables to determine the severity of the cut or stunning. The value is added to the cut or stun counter as appropriate. (If either cutting or stunning is possible, choose one outcome at random.)
|Value of C||Amt. of cutting||Amt of stunning|
|7 or more||500||200|
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Some monsters are able to breathe at the player for damage. If a monster does breathe, it has effects as the following chart indicates. The monster does damage based on its current hit point total (divided as indicated), but cannot do more damage than the indicated maximum. Regular breath attacks have a radius of 2; powerful breath attacks have a radius of 3. (Other monsters may be caught in the blast; they take less damage if they have the appropriate elemental resist or can breathe the substance themselves, or if other more esoteric criteria are met.)
The "resistance" column indicates how much damage is taken if the character has resistance against the indicated attack (remember that basic elemental damage can be reduced further), or "None" if no resistance is possible.
The "destruction" column indicates what sorts of objects on the ground are destroyed by the breath; "fire" means that fire-sensitive objects are destroyed, etc. Artifacts can never be destroyed in this way.
Side effects are also listed. If "other" is listed, read the paragraphs below the chart to find out what the other effects are. A "D" in the side effects columns indicates the damage done by that particular attack.
One important side note: uniques cannot be reduced to below one hit point by being caught in the area of a breath attack or a ball spell.
|Damage Type||Damage Done||Damage Max||Resistance||Destruction||Side Effects|
|acid||HP/3||1600||1/3||acid||Standard acid damage|
|fire||HP/3||1600||1/3||fire||Standard fire damage|
|frost||HP/3||1600||1/3||cold||Standard cold damage|
|gravity||HP/3||200||None||none||Stun[1d(5+D/3) max 1d35], Slow![3+1d4], other|
|lightning||HP/3||1600||1/3||elec.||Standard elec. damage|
|plasma||HP/6||150||None||fire/elec.||Stun[1d(5+3D/4) max 1d35]|
|poison||HP/3||800||1/3||none||Standard poison damage|
|sound||HP/6||400||5/(6+1d6)||cold||Stun[1d(5+3D/4) max 1d35]|
* Chaos resistance will also reduce damage to the indicated amount.
** Resistance to the breath attack will prevent the blindness side effect. Blindness can only occur if the character is not currently blind; i.e. the effect is *not* cumulative. Also, the squares touched by the attack are darkened/lit depending on the breath type.Other side effects
Chaos breath will cause the player to hallucinate for 1d10 turns if the player lacks resist chaos. Chaos breath may also drain experience points if the player does not have resistance to either nether or chaos; the experience point total is reduced by 2% plus 5000 additional points if the player does not have hold life (if the player does have hold life, the loss only occurs 1 in 4 times, and the loss is reduced by 90%).Disenchantment
If the character does not have resist disenchantment, this will also attempt to disenchant a random equipped weapon or piece of armor, reducing bonuses to-hit, to-dam, and to AC by 1 or 2 points; bonuses cannot drop below zero. Artifacts have a 3 in 5 chance to resist the disenchantment effect.Gravity
Gravity breath also teleports the character up to 5 squares; there is no way to resist this effect.Nether
Unless the character has resist nether, nether breath also reduces his or her experience point total by 2% plus 200 additional points. If the character has hold life, the experience point loss only occurs 1 in 4 times, and the loss is reduced to 0.2% plus 200 additional points.Nexus
If the character does not have resist nexus, the breath has an additional effect; roll 1d7 and apply the appropriate result:
1, 2, or 3 Teleports the character up to 200 squares (no saving throw)
4 or 5 Teleports the character to the monster (no saving throw)
6 Teleport level (saving throw allowed)
7 Randomly exchange two stats (saving throw allowed)
Time breath has the following side effects:
50% of the time the character's experience point total is reduced by 2%, plus 100 experience points.
40% of the time one random statistic is reduced.
10% of the time all six statistics are reduced.
There is no way to resist any of these extra effects.
Other breath effects on monsters
May polymorph and/or confuse monsters caught in the blast.Confusion
May confuse monsters caught in the blast. Monster that cannot be confused take less damage.Disenchantment
Disenchanter eyes and molds resist damage as if they breathed disenchantment.Force
May stun monsters caught in the blast.Gravity
May teleport monsters caught in the blast up to 10 squares away.Light
Monsters that are susceptible to light take double damage.Nether
Evil monsters take half damage; undead take no damage at all.Nexus
Nexus quylthulgs resist damage as if they breathed nexus.Sound
May stun monsters caught in the blast.
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The description message (in quotes) is the message you will see when the monster casts the spell (assuming you can see the monster).
Saving throws do not apply unless explicitly mentioned.Bolt Spells
Unlike other types of monster spells, bolt spells require a clear line of sight from the monster to the player to hit the player; if another monster stands in between, it will be hit and affected by the spell instead of the player (again, uniques cannot be reduced to below one hit point in this way).
The "Damage" column describes the effect of the bolt spells. In some cases a breath type is indicated in parentheses; in these cases the bolt has all the personal effects of a breath of that particular type (see above for details). For example, a plasma bolt can stun a character lacking resist sound for up to 35 turns. If no breath type is indicated, there is no way to avoid or reduce the resulting hit point loss.
|magic missile||2d6+M/3||"casts a magic missile."|
|lightning bolt||4d8+M/3 (lightning)||"casts a lightning bolt."|
|frost bolt||6d8+M/3 (frost)||"casts a frost bolt."|
|acid bolt||7d8+M/3 (acid)||"casts an acid bolt."|
|fire bolt||9d8+M/3 (fire)||"casts a fire bolt."|
|plasma bolt||10+8d7+M (plasma)||"casts a plasma bolt."|
|ice bolt||6d6+M (frost), Cut[5d8], Stun[1d15]||"casts an ice bolt."|
|water bolt||10d10+M, Stun[1d40], Confuse[5+1d5]||"casts a water bolt."|
|nether bolt||30+5d5+3M/2 (nether)||"casts a nether bolt."|
|mana bolt||50+1d(7M/2)||"casts a mana bolt."|
Ball spells affect a circular area centered on the player; the radius of the blast is two squares for most monsters, but ball spells cast by powerful monsters have a radius of 3. In most cases a breath type is given in parentheses; in these cases the ball spell has all the effects of breath of the same type (including object destruction and effects on other monsters). If no breath type is indicated, there is no way to avoid or reduce the resulting hit point loss.
|poison ball||12d2 (poison)||"casts a stinking cloud."|
|lightning ball||8+1d(3M/2) (lightning)||"casts a lightning ball."|
|frost ball||10+1d(3M/2) (frost)||"casts a frost ball."|
|fire ball||10+1d(7M/2) (fire)||"casts a fire ball."|
|acid ball||15+1d(3M) (acid)||"casts an acid ball."|
|nether ball||50+10d10+M (nether)||"casts a nether ball."|
|water ball||50+1d(5M/2), Stun[1d40], Confuse[5+1d5]||"gestures fluidly. You are engulfed in a whirlpool."|
|darkness storm||10d10+5M (darkness)||"invokes a darkness storm."|
|mana storm||10d10+5M; destroys all non-artifacts on the ground||"invokes a mana storm."|
All curses will have the indicated effects unless a successful saving throw is made, in which case they have NO effect.
|Spell||Damage inflicted and/or other effects||Description|
|light wounds||3d8||"points at you and curses."|
|serious wounds||8d8||"points at you and curses horribly."|
|critical wounds||10d15||"points at you, incanting terribly!"|
|mortal wounds||15d15, Cut![10d10]||"points at you, screaming the word DIE!"|
|terrify||Terrify[3+1d4]||"casts a fearful illusion."|
|blind||Blind[12+1d3]||"casts a spell, burning your eyes!"|
|confuse||Confuse[3+1d4]||"creates a mesmerising illusion."|
|slow||Slow[3+1d4]||"drains power from your muscles!"|
|paralyze||Paralyze[3+1d4]||"stares deep into your eyes!"|
|mind blasting||8d8, Confuse[3+1d4]||"gazes deep into your eyes."|
|brain smashing||12d15, Confuse[3+1d4], Slow![3+1d4], Blind[7+1d8], Paralyze[3+1d4]||"looks deep into your eyes."|
All summoning spells summon monster(s) next to the player. Initial monsters have to arrive on locations within a range of two squares of the player that are not already occupied by a monster or a rune of protection.
All summonings generate monsters at a level equal to the average of the summoning monster's level (M) and the current dungeon level, plus five. I.e., a 31st level monster appearing on dungeon level 28 would summon monsters generated at level 34. (34 = (31+28)/2 + 5), rounded down.)
This table shows the summoning type (the same as that listed in the monster recall), the maximum number of monsters summoned ("N"), whether uniques can be called up by the spell ("U"), what types of monsters may appear (a letter of course indicates a monster symbolized by that letter), and the description the game gives you when the monster performs the summons (provided that your character is not blind).
Note: If a monster normally appears in groups, or is a unique that has an escort, an entire group or unique with escorts can be summoned; the extra monsters can appear outside the normal two-square summoning range, and do not count towards N.
|Summoning Type||N U Monster(s)||Description|
|a monster||1 Y any monster||"summons help!"|
|monsters||8 Y any monster||"summons monsters!"|
|ants||6 N 'a'||"summons ants."|
|spiders||6 N 'S'||"summons spiders."|
|hounds||6 N 'C' or 'Z'||"summons hounds."|
|hydras||6 N 'M'||"summons hydras."|
|an angel||1 N 'A'||"summons an angel."|
|a demon||1 N any demon||"summons a hellish adversary!"|
|an undead||1 N any undead||"summons an undead adversary!"|
|a dragon||1 N any dragon||"summons a dragon!"|
|Greater Undead||8 Y 'L', 'V', or 'W'||"summons greater undead!"|
|Ancient Dragons||8 Y 'D'||"summons ancient dragons!"|
|Ring Wraiths||8 Y 'W' and unique *||"summons mighty undead opponents!"|
|Unique Monsters||8 Y any unique *||"summons special opponents."|
* If this fails to summon the desired number of monsters, greater undead are summoned instead.Other Spells
The message the game gives you is given in parentheses, following the name of the spell used in the monster recall.
drain mana ("draws psychic energy from you!")
Drains 1+((1dM)/2) mana points from the player, giving the monster six hit points per drained mana point, up to the monster's maximum hit points.
haste-self ("concentrates on his/her/its body.")
Speeds up the spellcasting monster (+10 to speed for the first time the spell is cast, and +2 for each subsequent casting, up to a maximum of a +20 bonus to the monster's normal speed).
heal-self ("concentrates on his/her/its wounds.")
Restores 6M hit points to the spellcasting monster (in this case current hit points may not exceed maximum hit points). This spell will also remove any fear of your character that the monster may currently have.
blink-self ("blinks away.")
Teleports the spellcasting monster up to 10 squares away.
teleport-self ("teleports away.")
Teleports the spellcasting monster up to 45 squares away.
teleport to ("commands you to return!")
Teleports the player next to the spellcasting monster.
teleport away ("teleports you away.")
Teleports the player up to 100 squares away.
teleport level ("gestures at your feet.")
Teleports the player one level up or down (random); the player can only be teleported down from the town, or up from level 99 (if Sauron is alive) or level 100 (if Morgoth is alive). This has no effect if the player has resist nexus or makes a successful saving throw.
create darkness ("gestures in shadow.")
Causes all squares within 3 squares of the player to become unlit, including any rooms that touch the radius of effect.
create traps ("casts a spell and cackles evilly.")
Creates traps on all squares surrounding the player. Traps are not created on squares containing objects or stairs.
cause amnesia ("tries to blank your mind.")
Attempts to cause amnesia in the player (causing the player to forget the map of the current dungeon level, as well as the precise identity of all objects currently equipped or in the player's inventory). This has no effect if the player makes a successful saving throw. In addition, any items that have been *Identified* are not forgotten by your character.
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Other Monster Attacks
There are a number of other monster abilities that are treated similar to breath attacks and spells but are neither; these are as follows:
shriek for help ("makes a high pitched shriek.")
This aggravates monsters, waking all monsters within 40 squares of the player and speeding up those within line of sight.
fire an arrow ("fires an arrow.") [1d6 damage]
fire arrows ("fires an arrow!") [3d6 damage]
fire a missile ("fires a missile.") [5d6 damage]
fire missiles ("fires a missile!") [7d6 damage]
In these attacks, the monsters fires a projectile at the player that does the indicated damage. If a monster is in between the monster and the player, the intervening monster is hit instead. Regardless of what is hit, there is no way to resist the damage.
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