A key resistance in late-game FrogComposband and PosChengband, less so in Vanilla Angband.Īlso known as logrus in ZAngband-derived variants. Destroys potions and flasks of oil.Ĭauses cuts in addition to damage. Scrambling was changed in Angband 4.1.0, turning it into a temporary effect, but the much-feared old scrambling mechanics are still retained in many variants.Ĭauses stunning in addition to damage. Infamous for its side-effects, which depend on the game but generally include teleportation, teleport-to, teleport level, and stat scrambling. Causes variant-dependent side-effects, usually including experience drain. The element of the underworld, nether traditionally has a relatively high damage cap and so can be very deadly even when resisted. Angband 3.3.0 removed direct damage from confusion, and 4.0.0 deprecated confusion as an element altogether it remains a damaging element in most variants. May darken the surrounding area or have other side-effects, depending on variant.Ĭauses confusion in addition to damage. A special form of light, weak light, only hurts monsters vulnerable to light.Ĭauses blindness in addition to damage. In PosChengband and FrogComposband, causes extreme poisoning but no immediate damage at all.Ĭauses blindness in addition to damage. Causes poisoning in addition to immediate damage. Sometimes considered or treated as a base element. Destroys scrolls, staves, chests, spellbooks, arrows and some types of unequipped equipment. Destroys wands and rings, may also destroy rods depending on variant. Acid damage is halved by armour, making it the least deadly base element, but the item damage and AC loss make it highly annoying. ![]() Destroys scrolls, staves, chests, ammunition and most wearable items not currently equipped. Damage caps are not listed, as they vary between variants and versions long-standing damage caps for a number of high elements were adjusted up in Angband 4.2.0, to compensate for making resistances more effective. The table of elements below is not comprehensive, and is limited to elements shared by most or many variants. Many additional elements were added very early in the development of Angband the list of damage types in today's Vanilla Angband remains almost unchanged from PCAngband 1.0 and Angband 2.5.0, although variants often add new damage types. The five most common elements – acid, electricity, fire, cold and poison – date back to Angband's predecessors, Moria and UMoria. Projectable attacks such as bolts, balls and breaths always have a damage type or at least a projection type. ![]() Not all player or monster attacks have a damage type melee attacks and projectiles often simply deal raw damage, although it is possible for them to be elemental as well. Not all elements can be resisted, and in Vanilla Angband only the four base elements have a corresponding player immunity, although monsters can have additional immunities. The exact effects of a resistance vary, both from variant to variant and from element to element. Many damage types have a corresponding resistance or immunity resistances reduce damage and may block or mitigate side-effects, while immunities block both damage and side-effects completely. Most damage types have side effects, which can include item damage or destruction, status effects, stat drain, experience drain, and more exotic effects such as teleportation or stat scrambling. Vanilla Angband uses the same divisors for all monsters, but some variants allow individual monsters to have their own divisors. In Angband, fire has a divisor of 3, meaning fire breath damage is calculated by dividing the breathing monster's remaining hit points by 3 if the result is higher than 1600, the cap is applied. In Vanilla Angband, the four base elements have an extremely high damage cap of 1600, higher than the maximum hit points attainable by any character.ĭamage types also have a divisor, used for monster breath-attack damage calculations. ![]() Damage caps are applied only to breaths, not to any other attacks based on the element, although this is only rarely relevant since the deadliest attacks tend to be breaths. In practice, many elements have no effects on objects or terrain when projected.Īll damage types have a damage cap, limiting the maximum amount of damage a breath based on that element can deal before accounting for resistances. All damage types are projectable, meaning that it is possible to have bolts, balls, breaths and line-of-sight effects based on them and that they have the potential to affect objects and terrain features in addition to monsters and the player.
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