Monsters ======== ZangbandTK's bestiary is Angband's, plus 389 creatures drawn from Zangband. There are 1013 in total, and the additions are not evenly spread: shallow levels are much as you remember them, while the deep dungeon holds a great deal you will not. Where the new monsters come from -------------------------------- Angband's monsters are Tolkien's. Zangband layered three further sources on top, and those are what ZangbandTK imports. **Amber.** The scions of Roger Zelazny's Amber — Corwin, Julian, Fiona, Bleys, Gerard, Benedict and their kin — appear as deep uniques, along with their servants and creatures. They are among the most dangerous things in the game and are meant to be met late. **The Cthulhu Mythos.** Nyarlathotep, Hastur, Shub-Niggurath and Tsathoggua dwell at the bottom of the dungeon, attended by formless spawn and dark young. **Chaos.** Creatures of raw chaos, unstable and unpredictable, scattered throughout the depths. Monsters that are not what they appear -------------------------------------- Zangband is fond of monsters that impersonate scenery, and ZangbandTK keeps them. A weapon lying on the floor may be a **death sword**; a cloak may be a **cloaker**; a door may be a **door mimic**; a patch of floor may be something considerably worse. Two of these classes are new to this game and display as Angband has no symbol for them: - ``#`` — wall monsters: sentient stone, drifting mists, and things that live inside the dungeon's structure - ``|`` — animated weapons, which hunt rather than wait The rest borrow Angband's own symbols where its bestiary already had a suitable class: floating spheres display as vortices, ents as trees, standing water as elementals. How dangerous are they? ----------------------- Every monster in the game — Angband's and Zangband's alike — carries 73% of its Angband hit points and 50% of its armour class. See :doc:`balance` for why, and for how to change it. Imported monsters were placed on Angband's own difficulty curve rather than keeping Zangband's numbers, so a Zangband monster at depth 40 should be a reasonable match for an Angband monster at depth 40. Where Zangband's version was unusually tough or unusually fragile for its depth, that relationship was preserved. This is the least-tested part of the game. If something at a given depth feels badly out of place, that is worth reporting. Rooms full of them ------------------ Angband gathers monsters of a kind into pits and nests, and ZangbandTK's imports make three more of those possible: - **Forests** — ents, huorns and the older things of the wood - **The living dungeon** — sentient walls and the mists that drift between them - **Elemental** — spirits and elementals of the four elements Not yet implemented ------------------- Some imported monsters carry abilities that are recorded but not yet active: resistance to teleportation, reflecting bolt spells, damaging auras, and the ability to taunt you. Monsters possessing them behave as though they do not. A further group of abilities depends on the wilderness, which does not exist yet: which terrain a monster prefers, which dungeons it inhabits, and whether it can fly or swim.