Shield bashes (Warriors, Paladins, Blackguards)ĭecoys which monsters will attack instead of the player (Rangers)īlackguards can go into a state of bloodlust which improves their combat at a price Healing of hitpoints every turn for a time (Druids)Ĭontrol of a monster, including making it attack other monsters (Necromancers) Necromancers can see in the dark, and can cast less well in light Temporary brands and slays (Priests, Paladins, Blackguards) Variable light and darkness are created by monsters, player gear and player spells, and the player has a meter to measure the light level on their square In the course of the class and monster changes, many new mechanics have been introduced, with some of the major ones being: Wights/Wraiths - wights are all now shallower than wraiths, and the Ringwraiths are much deeper Trees/Ents - these are new, tough to kill enemies Spiders - more dangerous and deeper, with unique abilities People - the association of some of these with player classes has been expanded to include the new classes Hydras - each hydra type is like the previous type with a new head and attack added Humanoids - dark elves have been replaced with dwarves, gnomes with Drúedain
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Some of the major changes include:Īinur - most of these now align with one of the great Valar, and have corresponding powersĭragons - these have mostly been made stronger and deeper Hybrid casters (rogues, paladins, rangers, blackguards) use two or three booksĬlasses no longer have different rates of gaining experienceĮach base monster type has had its game niche reconsidered, and there has been a general push to use Tolkien-inspired monsters where appropriate. Pure casters (mages, priests, druids, necromancers) use five books (down from nine) Necromancers are the major shadow caster classīlackguards are fighters enhanced by shadow magic Rangers now use nature magic, like the new Druid class Nature realm relies on harnessing the power of the earth, and is opposite to the arcane realm, which uses craft and cunning.ĭivine realm uses harmony and light, and is opposite to the shadow realm which aligns with darkness, power and sacrifice. Two new realms of magic have been added, nature and shadow, to the existing divine and arcane realms. Version 4.2.0 was released on Saturday the 17th of August 2019. As with 4.1.0, there was much community discussion about the changes. While each of these was big enough to deserve a minor version increase in its own right, doing both together so they could be balanced against each other was preferred.
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4.2.0 was slated to make big changes to two important parts of the game: classes, and monsters.