Angband is a freeware computer dungeon exploration game based (loosely) on the books of J.R.R.Tolkien. You explore a very deep dungeon, kill monsters, try to equip yourself with the best weapons and armor you can find, and finally face Morgoth - "The Dark Enemy".
Angband has a very long history. It started 1990 as an improved and "Tolkienized" variant of Moria. Moria itself was created in 1985 and was inspired by Rogue (from the late 70s). Countless changes were introduced by many programmers on the way to the current versions of Angband.
Ben Harrison, the
What's New
Version 3.1.2v2:
Gameplay changes
Make paralysis non-cumulative (you can't be paralysed more if you're already paralysed) (#783)
New algorithm for device failure rates, and display those rates during the inspect/aim/use/zap commands (#483, #715, #1048)
Extensive tweaking of artifact list (http://angband.oook.cz/forum/showthread.php?t=2454)
Various randart changes, including random activations on non-lights (#974)
Add NPP-style quiver (#34)
Tweaks to ID-by-use:
Don't display larger than normal base dice (artifacts/boosted egos) until the weapon is attacked with (#982)
Notice artifact status on pickup (#1052)
Bows of Power/Accuracy should always have a good bonus (#782)
Show stat requirements for additional blows when describing melee weapons (#922)
Decouple chance to enchant and chance to uncurse (#1007)
Increase variability of gold drops
Increase prices of ego ammo by assuming +9 launcher
Make player races a bit more varied
Deep Descent now acts as a 2-level down Teleport Level (#1062)
General store buys some stuff again (#288)
Empty wands/staffs sold to stores are recharged (#229)
Boost device damage on high device skill (#419)
Make wands/rods of lightning bolt always beam
Mage damage spells have lower mana usage than before, by about half, making using magic when attacking more appealing
Detect Invisible spell should reveal non-invisible monsters too (#1047)
Combine priest Detect Trap and Detect Stairs prayers (#941)
Remove destroyed levels
Remove the self knowledge effect (#831)
Increase odds of out-of-depth monsters
Smeagol now has HURT_LITE (#955)
Give rods of lightning balls IGNORE_ELEC (like wands)
User interface
New commands:
Center map (Ctrl-L)
Fire at nearest enemy with default ammo ('h' / TAB in roguelike) (#697)
Target closest monster ("'") (#374)
Make look/target command a lot more usable, with less stuff cluttering the screen and a '?' display a la the stores (#924, #927)
Display shots modifiers on bows in the multiplier
Uniques are now all purple (#1000, pending full implementation of extra colours)
Destroy command now asks 'yns' to allow squelching
Tweak monster recall; (#743, #532, #541)
add damage estimates for monster spells
add more meaningful colours that depend on the player's state (vulnerabilities and resistances)
change the order of sentences
Show player-turns on C screen and in dumps (#891)
Add "{unseen}" to unaware items in stores (#732)
Add price to the item list when the player is prompted to select an item to sell (#861)
Add light sources to the quality squelch menu (#1032)
List of bugs fixed
Fix ego-item recall on object knowledge browser
#443 Lack of HURT_LITE and HURT_ROCK are noted as resistances
#688 Fix "learning spells" message when casting
#641 Fix Morgoth artifacts *again*
#708 Monster recall and object knowledge update more correctly with sleep/scare/etc effects
#816 Random teleport no longer prints odd messages if you try to work into a store when it triggers
#884 Don't use a turn when an item has no charges (also see #980)
#915 Print trampling and pushing past messages only when monster is in view of the player
#918 Warn player when melee attacks do no damage
#920 Make permarock a different colour
#923 Add notify_recharge option to notify on all rod/activation recharges without inscriptions
#926 Restore artifact activations to character dumps
#929 Avoid giving away unknown pvals in object descriptions
#930 Fix prices of known objects with unknown pval
#931 Turn off writing the pricing log in all circumstances
#933 Fix ID-by-use for AC bonuses
#935 Check that the item exists before accessing it in resistance display
#937 Quality squelch UI fixes
#943 Use correct symbol for wand of teleport other
#945 Make scrolls of Darkness notice rDark as well as rBlind
#948 Fix corrupted messages when dropping in the home
#954 Ring of Accuracy displays (+h,+d) like everything else
#967 Ensure that artifacts ID'd by use appear in player history
#972 Reword origin of store items to make sense when inspected before purchase
#975 Potion of Dragon Breath can destroy itself and cause double-delete
#976 Fix recall of artifacts in knowledge menu (also #1065)
#978 Stop knowledge menu leaking info via squelch settings
#980 Don't use a turn when an ID spell/scroll/staff has nothing to ID
#986 Don't show refuelling info for unrefuellable lights
#988 Artifact spoilers include curses again
#989 When artifact creation fails, fallback to great items
#990 Inven/equip windows keep weights closer to item names
#994 Make {wielded} inscription change to {worn} as necessary for consistency
#1105 Fix OS X directory creation bug
#1010 Branding now IDs the item after branding
#1011 Fix fail behaviour of gain-one-lose-one stat potions
#1013 Multiple brand/slays should only print one message and only print brand messages once
#1016 Make jewelry auto-ID properly
#1034 Town no longer interrupts level feelings
#1040 Object origin now shown correctly on chest-generated items
#1042 Fix room lighting crash bug
#1043 Rods on the floor now charge as fast as rods in inventory
#1053 Show ring and chest mimics in monster knowledge
Modern games leave very little to your imagination: there's usually a set goal, one or few set ways to reaching it, and heavily detailed graphics that show you exactly what the game developers want you to see.
Angband and all the rogue-like variants are not about this. The graphics are non-existent or limited to tiles, the gameplay is entirely open, and your goals may be different: you might want to collect magical weapons, or learn all the spells, or whatever, but it's a rich, rich world down there, and we're all the richer for it. It may take a little getting used to if you're coming from Doom III or Half-Life 2, but if you love gaming, love fantasy, then you may find something new and brilliant here.
There's nothing like a little frustration and disappointment (carting unknown weapons and armour; finding out they're rubbish) to make the triumphs (finding a Holy Avenger; killing a Multi-Hued Dragon) even sweeter.
I have been playing Angband and the like, a long time before I played WoW. I enjoy the thoughtful pacing and using my imagination. I still play it because it is rich in RPG aspects, the way that a movie isn't as rich and in depth as a book is. Before there was a WoW, Warcraft, etc. there was Moria and its variants, Angband. This is a remarkable piece of gaming software.
(I give it a 5 for Graphics and Sound because I have a good imagination)
Amid the Rogue family of games, there are those descended of Nethack (which are direct Rogue descendants) and those descended of Moria. Of the Moria family, Angband is the most successful, most consistent, and to my mind most fun.
While there are tilesets available to play with a modicum of graphics, I still always play text only. I know in my minds eye what the various creatures look like, and no game will ever match the resolution of my imagination, even if they might have superior framerates.
perfect osx port of angband. havn't had time to test stability however, due to the nature of the game i would hazard a guess that it would be fine. I'll play it for a while when i get time.
To those who want a fast action paced graphics based game this is not for you. Those who love moria/anband this is for you.
i have given 5 star review as angband as is a fantastic game and the 1 star reviews are complete rubbish.
Seeing as some have totally misunderstood this genre of computer game and have therefore given it a very low rating because they thought there ought to be graphics in a 1.7mb download, I felt the need to give a positive review. I have played this game on and off for ten years. It is an extremely challenging game (for me) and will offer hours of gameplay if you like RPGs.
I wish there was continued development on this game, but it seems that steam has run out of the project. I'm glad it was ported to OS X though. Thank you developer. Good job.
[Version 3.0.5]
-16
Anonymousreviewed on 24 Apr 2005
It was boring and needed some graphics.
[Version 3.0.5]
-10
Anonymousreviewed on 27 Jan 2005
Most kids 15 and under would not like it maybe even 20 and under... personaly I will probably never play it again. :)
CAUTION:
THIS IS A TEXT ONLY GAME!!
[Version 3.0.5]
+4
Anonymousreviewed on 13 Jan 2005
Excellent dungeons&adventure type of game for intelligent players that have imagination, persistence, skills, strategic thinking and ... ehem, courage :)
Most recommended !!!
Five stars !
[Version 3.0.5]
+4
Anonymousreviewed on 03 Sep 2004
Very addictive and intelligent old school game.
It is refreshing to play a game that doesn't rely on the latest video card or needs multi gigs of files.
Unlike other games this one depends on the player for imagination. Much like reading a novel instead of watching the movie.
To get the most out of the game, it is best to read the help files by typing '?'.
A more serious, less tougue-in-check game than NetHack, Angband is a classical "roguelike" game inspired by The Lord Of The Rings. While its dated "emacs" like interface will turn off many modern game players, the replay value and game depth puts most 3-D games to shame.
[Version 3.0.5]
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Angband is a freeware computer dungeon exploration game based (loosely) on the books of J.R.R.Tolkien. You explore a very deep dungeon, kill monsters, try to equip yourself with the best weapons and armor you can find, and finally face Morgoth - "The Dark Enemy".
Angband has a very long history. It started 1990 as an improved and "Tolkienized" variant of Moria. Moria itself was created in 1985 and was inspired by Rogue (from the late 70s). Countless changes were introduced by many programmers on the way to the current versions of Angband.
Ben Harrison, the previous maintainer, cleaned up the source code and made it easy to enhance and port to the different computer systems. The clean, well commented and modular source is one of the reasons for its popularity and for the number of variants and other extensions available.
It's addictive, very addictive. Your REAL life will be influenced by playing! Don't say I didn't warn you! Angband was originally text-based, but graphical versions are now available for almost every computer system. Some Angband players still use the old ASCII-based graphics. There are even a few sound effects available for multimedia freaks ;-).
The original name "Angband" was created by J.R.R. Tolkien in the stories about "Middle Earth". Angband was a mighty fortified citadel originally constructed by Morgoth (Melkor) in the earliest days of the world as an outlying fortress to his northern stronghold of Utumno. Utumno was destroyed by the Valar, and Morgoth imprisoned in Valinor for three ages, but on his return to Middle-earth, he took Angband as the seat of his power, and raised the towers of Thangorodrim above its gates.
Angband was besieged by the Noldor during the early part of the First Age, but the Siege of Angband was broken at the Dagor Bragollach. It was finally destroyed by the forces of the Valar at the end of the First Age, in the War of the Wrath.
The details of the story can be found in J.R.R. Tolkien's book "The Silmarillion". You can also take a look at the entry for Angband in The Encyclopedia of Arda.
+18
Londonskater reviewed on 20 Feb 2010
Angband and all the rogue-like variants are not about this. The graphics are non-existent or limited to tiles, the gameplay is entirely open, and your goals may be different: you might want to collect magical weapons, or learn all the spells, or whatever, but it's a rich, rich world down there, and we're all the richer for it. It may take a little getting used to if you're coming from Doom III or Half-Life 2, but if you love gaming, love fantasy, then you may find something new and brilliant here.
There's nothing like a little frustration and disappointment (carting unknown weapons and armour; finding out they're rubbish) to make the triumphs (finding a Holy Avenger; killing a Multi-Hued Dragon) even sweeter.
Try it, you'll like it :D
+64
Dremwkr reviewed on 28 Dec 2009
(I give it a 5 for Graphics and Sound because I have a good imagination)
-1
-3
Kris Browne reviewed on 27 Jul 2009
While there are tilesets available to play with a modicum of graphics, I still always play text only. I know in my minds eye what the various creatures look like, and no game will ever match the resolution of my imagination, even if they might have superior framerates.
+4
+31
nargot reviewed on 08 Jan 2009
To those who want a fast action paced graphics based game this is not for you. Those who love moria/anband this is for you.
i have given 5 star review as angband as is a fantastic game and the 1 star reviews are complete rubbish.
+31
+8
+23
Frosty reviewed on 01 Jun 2007
I wish there was continued development on this game, but it seems that steam has run out of the project. I'm glad it was ported to OS X though. Thank you developer. Good job.
-16
Anonymous reviewed on 24 Apr 2005
-10
Anonymous reviewed on 27 Jan 2005
CAUTION:
THIS IS A TEXT ONLY GAME!!
+4
Anonymous reviewed on 13 Jan 2005
Most recommended !!!
Five stars !
+4
Anonymous reviewed on 03 Sep 2004
It is refreshing to play a game that doesn't rely on the latest video card or needs multi gigs of files.
Unlike other games this one depends on the player for imagination. Much like reading a novel instead of watching the movie.
To get the most out of the game, it is best to read the help files by typing '?'.
+4
+8
Wormwood reviewed on 13 Jun 2004