"Cause wound" spells (monsters only) always hit you but can be resisted. Likewise breath attacks (yours and monsters) always hit (though they can be resisted). Mana based ones go one step further and always do the shown diced damage as mana based attacks can't be resisted. Always Accurate Attack: Direct attack spells always hit their targets.This, for example, leads to enemy spellcasters wasting turns moving towards you rather than spellcasting every turn and randomly healing themselves rather than using it every time they get wounded enough. If no spell or ability triggers, their behaviour defaults to "move towards player/attack if next to" note Group-AI enemies such as wild dogs will avoid charging into corridors unless immobile or lacking an attack. won't self-heal when at full health) and there is also an option that allows filtering when they see the player resist a damage type. Intelligent monsters will filter out ineffective choices from the list of spells (e.g. Roulette: Monsters use spells and abilities at random intervals and picking one of the spells randomly. Gold is a weightless abstract number, so you can run around with 250,000+ gold, some of which you may have explicitly mined out of the walls, without penalty.Enemies always make noise when struck by a spell or missile, even if you can't actually see them and you'll always hear "a scream of agony" when you kill a non-visible enemy, even if it's something like a mushroom patch so you know you've killed them.The latest version of Angband can be downloaded at. Level Grinding and Scumming are less discouraged than in other games, and the design of *bands often makes this easy to do. emphasis on character advancement - Angband is ultimately about levelling up and improving the character's strengths and survivability, by any means necessary. Every new piece of information learned is stored in the monster memory, and can be recalled at any time - even by descendants who have never personally encountered the monster.
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