New race – Ooze

Gelatinous slimy creatures, they rarely appears to have mind and comprehension. You are the lucky exception. Oozes don’t have fixed shape, moving constantly from one appearance to another which makes them immune to paralysation and resistant to other negative effects like poison and acid. Oozes mostly live in wet dungeons and caves and have a very wide variety of diet, so oozes get nourishment upon every enemy which was killed by it. They can have ESP, but can’t tell precise information about monster (don’t show monster’s list). They have excellent infravision and survivability. Oozes can duplicate themselves (y key) making its minor copies which can attack and distract enemies. They can pass doors by crawling under them.

Posted in News | Leave a comment

Races special abilities

All races now got special abilities. To use it – press y

Beholder: various magic rays
Demonic: summon minor demons
Djinn: make “wonders”
Pixie: become invisible
Draconian: breath fire
Undead: detect “living”
Imp: teleport at will
Wraith: pass through walls
Wisp: light area
Lizardmen: regenerate manually
Forest Goblin: cover tracks
Gnoll: detect monsters susceptible to fear
Naga: offensive stance
Titan: crush (dig-tunnel) terrain (walls)
Troglodyte: nourish self
Minotaur: haste
Harpy: clear slow
Centaur: charge at enemy
Frostmen: raise dead
Elemental: various elemental beams
Wood-Elf: see invisible
Golem: infravision
Gargoyle: space/time anchor
Nephalem: glyph
Celestial: holy blast
Balrog: fire whip
Maiar: lightning
Vampire: flight
Werewolf: restore polymorphed appearance
Orc: summon warg
Dark Elf: apply poison
Troll: stone skin
Ogre: restore mana
Half-Giant: magic resistance
Goblin: bloodlust
Black Dwarf: detect doors
Barbarian: heroic taunt
Merfolk: cure poison
Damned: prevent summon
Black Numenorean: detect evil
Thunderlord: electrify
Yeek: become bold
Kobold: poison resist
Dunadan: cure blackbreath
Half-Orc: restore strength
Dwarf: detect treasure
Gnome: clear hallucinations
Halfling: avoid traps
Elf: blessing
Half-Elf: heroism
Human: restore constitution
Spider: weave web
Ent: grow trees
Dragon: breath elements
Hydra: breath fire
Half-Troll: belch 🙂

Posted in News | Leave a comment

PWMAngband (july 2022)

– Fix monster AI bug
– Broaden the possible grids for teleport destinations
– Fix Dungeon Master pet attacking other monsters
– Fix pets attacking non-hostile player pets
– Don’t display “Could not accept TCP Connection, socket error = 0” messages in the log
– Add swear word protection for names and messages
– Don’t beep when escape is pressed while ‘*’ targeting
– Protect calculation in object_value_real() against overflow
– Learn feather falling if equipped and exposed to fiery terrain
– Fix PROJECT_BEAM error making limited length beams not working
– Fix crash when targeting a healing spell with a friendly monster in sight
– Drop use of Mix_Init() to test for sound file compatibility
– Protect calculation in monster/object rating against overflow
– Check against overflow when boosting the value of out-of-depth object
– Fix some compiler warnings
– Adjust description of Mana Channel
– hit_trap(): interaction with disturb() and learning trap immunity rune
– Correct some comments related to the sound system
– Remove sound.cfg
– Changes to UN_KTRL and ENCODE_KTRL
– Return early from process_world() if the player takes fatal damage
– Damage player last so messages are ordered properly if the player dies
– Remove level requirement from shops
– Rework level requirement to depend only on object level and power

Posted in News | Leave a comment

New druid class

Druids in Tangaria good at martial arts and do not use weapons. They know secrets of nature magic and can shapeshift to different animals (to do so – press V and choose form). Druids hitpoints does not influenced by its forms; they cannot cast spells while in animal form, bad in trap disarming and magical devices. Every 5 levels can learn a new animal form to transform; some forms have innate abilities (to use them, press y key). Druid has to find their spellbooks in the dungeons; such books are not for sale.

Druid forms:
BIRD: fast and able to fly over water and other terrain; can heal (y). Fragile and worthless in combat, but can dodge melee attacks well. Become resistant to gravity at lvl 35.

RAT: harmless and stealthy, rats can sometimes find little cracks and holes in the walls to pass through them. They can avoid traps most of the time and able to sniff items to detect curses on them. Resistant to poison and life drain.

BOAR: find different edible plants which reduce its nourishment consumption; good in mushroom’s identification. Boars are very wise, got high vitality and fearless. Can charge at its enemies from distance (y).

CAT: stealthy and nimble. Can backstab sleeping or fleeing target. Regenerate especially fast, but bad at mana restoring.

WOLF: makes fast vicious attacks; can howl to summon allies (y). Less resistant to magic, except dark arts. Reckless in defense, but generates rage while in combat.

BEAR: tough and powerful, but very noisy and a bit clumsy. Can survive even very harsh blows. Become more resistant to magic at lvl 35. Can bash enemies and stun them.

Posted in News | Leave a comment

Account points & player’s houses

We have new account score system – players can get account points for getting levels and defeating unique monsters. These points do not disappear when you character dies; also they will preserve even in case of server wipe. Account points allows to buy bigger houses, increase storage space, give access to more races/classes and provide other advantages. Most of these advantages do not directly affect gameplay, so roguelikish permadeath aspect won’t suffer. More info about account points in the guide.

To show you account points in-game – press ctrl+r

Player’s houses

  • Buying house now require certain amount of account points;
  • House ownership now bound to account. It means that your house do not disappear after your death (but items inside of it still purged on YASD for the sake of roguelikishness).
  • If you own house, you should refresh it at least ones in a two months so you won’t loose ownership to it. To refresh it – just open the door. Unowned houses now become wiped after some time;
  • Now you can build houses only in Farfest town or to the west from it;
  • A selling house price now based on character’s level;
  • New NPC  – Mayor. He sells bunch of different House scrolls which give possibility to build houses of various size: Cabin, Small/Medium/Big houses, Villa, Estate, Tower, Keep and Castle.


Continue reading

Posted in News | Leave a comment

PWMAngband (march-june 2022)

  • Reorder checks/confirmations so they happen before additional prompts
  • In open targeting mode, allow running keys to step 10 grids at a time
  • Constrain search in drop_find_grid() to avoid out-of-bounds access
  • Make highscore_read return value consistent
  • Update comment about swap weapons keymap in pref.prf
  • Add configure option to store gamedata on libpath
  • Adjust difficulty of monsters for more players
  • Use C99 types for the fixed size integers
  • Use the color table values in screenshots for COLOUR_DARK and COLOUR_WHITE
  • GCU: also set background color on standard screen
  • Avoid most integer conversion warnings from Visual Studio
  • Add a mode to object_desc() that allows overriding obj->number
  • Add panic directory to windows packaging
  • Add option to include monster list in screenshots
  • Print total number in pack/quiver when dropping, picking up, or consuming
    an item that’s in the pack/quiver or ends up there

Continue reading

Posted in News | Leave a comment

Stay awhile and listen

Long time past since previous patchnotes.. but work going on constantly as always 🙂 I am just a bit lack of time to put it all together and post in the website hehe. To see what’s going on in real-time: join our discord channel and you will see info about daily updates!


  • Phaseblade, Battlemage, Knight classes full redesign
  • continue Wizard class rebalance: it’s focused around spell mana restoration by Polymorph spell; increased mana cost for some spells
  • rebalanced starting money (gold) for some races/classes
  • teleport distance hardcode for Scavenger’s “Roll”
  • Knight-Fighter-Scavenger skills now immune to antimagic
  • Knight-Fighter-Scavenger no fail for skills

Continue reading

Posted in News | Leave a comment

PWMAngband updates

– Improved support for SDL2 client (compiling using Embarcadero C++ 7.30)
– New Android client (pre-alpha)
– Show spell description by default when browsing
– Apply temporary and off-weapon slays and brands to unarmed combat
– Fix unarmed rogues able to “stab” monsters
– Add a return value to new_player_spot() to indicate success/failure
– Restart cave generation in case of failure in new_player_spot() instead of generating a panic save
– Tidy up vault_chunk()
– In ranged_helper() get the object description after the knowledge updates
– Split effect handlers into multiple files
– Move choice between the old and new vaults to dungeon_profile.txt
– In TAP_UNLIFE, cancel the target set if the creature dies
– Modify the comment about room cutoffs in dungeon_profile.txt
– Update scalable 16x16xw.woff to the newest upstream version
– Allow ‘@’ to fast forward the birth process using random choices and a default point buy for the statistics
– Fix crash when enabling/disabling tiles during character creation
– Rewrite scatter() and add an extended version
– Make calc_inventory() more efficient
– Simplify prepare_next_level()
– Split target_set_interactive_aux()
– Remove random roller, use default roller instead
– Change keymap terminator to =
– Change key to reset birth options to the Angband defaults
– Reduce monsters passing through or tunneling walls
– A couple of minor fixes
– Stop monsters hasting themselves Continue reading

Posted in News | Leave a comment

Lake of change

For the past 1.5 months we had plenty of major game-changer features:

  • Added lakes generation in the dungeons;
  • Added tiny levels generation: now low dungeon levels can become pretty small;
  • New dungeon profile: t_modified;
  • Don’t covert pit walls with water or lava on deep levels;
  • Monster respawn rate based on number of players;
  • Most of early powerful races/class got endgame exp penalty, eg Dragon at 49 lvl get exp factor 900% (means that you level up to 49 level normally, but to get lvl 50 to obtain final and most powerful Great Wyrm form – you need x9 more exp then before);
  • Immunity to the element won’t be faceroll anymore – you will still get small amount of damage;
  • Unsummon minions after teleporting far away to prevent cheezing (killing unaware mobs by minions);
  • Monsters (and especially uniques) can’t move/stomp minion if it’s the only minion of the player (to make fights with MOVE_BODY uniques less painful for Tamer/Necromancer)
  • Hunger: a bit less speed influence on satiation at 50 lvl;
  • Less speed penalty due overweight for some races/classes;
  • DAM_RED now works only VS physical attacks;
  • Added % damage reducement; now it works for some races (instead of raw DAM_RED);
  • Added sound for breaking door;
  • Finish macro =-;
  • Players polymorphed to bats now can ‘run’;
  • Polymorphed players now can open doors while not in the dungeon;
  • Max number of spells per spellbook: 12 -> 25;
  • Using spell show its cooldown (how much turns to wait);
  • Don’t dump 1 lvl chars (don’t add them to ladder);
  • Some spells and skills reworked due new PWMA effect SHORT_BEAM (eg Hermit’s Holy Force spell can be used not only in melee, but also on short distance);
  • Player can get 15 (instead of 10) max mana from racial boni only at lvl 50;
  • Fix wrong floor in Sandworm lair;
  • Fix Detect animal effect;
  • Flying property ID problem fixed;
  • Fix project-mon BR_NETH crush;
  • Fix NULL crush for pit’s restrictions;
  • Fix CHR sleep check crush;
  • Fix monster_is_powerful();
  • Allow wiping house only for heroic admins (use Heroism potion to be able to wipe houses);
  • New game’s version system.

Monsters: Continue reading

Posted in News | Leave a comment

Happy New Eye!

Happy New Year! 😀

  • Less cruel malus to damage while hungry at low levels;
  • Now it’s possible to dig out monsters out of sand, rock or ice (eg earth elementals when digging through mountain);
  • It’s no longer possible to get house foundation stone from digging sand/ice;
  • Now it’s a bit harder to gain parameters with potions;
  • Rollback V addition, so monsters still can hasting themselves;
  • Back to classics: Floating Eye now more dangerous (teleporting away rarely);
  • Mountain Gorge pass got less monsters;
  • Mountain Gorge’s wild cat nerfed;
  • Speed ring/boots price adjusted (become higher);
  • Very Old Ruins dungeon now doesn’t have doors;
  • High elves nerfed a bit, Dark elves buffed a little;
  • “Frost Shield” spell now gives cold brand to Battlemage class;
  • “Frost Shield” buffed;
  • NPC dialogues now doesn’t have price tag;
  • Throwing rocks nerfed; cobbles buffed;
  • Revamped new classes magic weight (max armor weight to avoid mana penalties);
  • New monster family: angels (they were in maiar family before);
  • Fix character creation CPU problem;
  • Restrict tengu and blood falcon’s pits on low dlvl (NO_PIT doesn’t have dlvl customization);
  • Martial Arts fix for druid, hermit and inquisitor;
  • Alchemist class battle potions throwing fixed;
  • Rogue class nerfed: no more speed boni, -1 HP and some minor spells adjustment. Also they level up 10% faster. The reason: rogue can be played very cheezy as players are able to grind same depth with stealth mode for long time. Also they are overall were OP;
  • UNSUMMON_MINIONS spell effect for Necromancer and Assassin.


  • Got small additional life leech (traumaturgy);
  • Early gameplay become easier cause of better stats;
  • New necromancer’s skeleton appearence;
  • Bone Armour spell now heal a bit and also unsummon minions;
  • Necromancer can have more minions;
  • Necromancy Mastery (to summon undeads) now got 45 turns cooldown;
  • Golem summoned only when got free minion’s slots;
  • NETHER proj by Necromancer now are non-resistable by EVIL mobs.


  • Full class redesign: new skills and spells, most of them got cooldowns;
  • Assassin got additional mana and stealth;
  • Assassins early lvl sentries become better;
  • Sentries stay until they are destroyed or unsummoned by master.
Posted in News | Leave a comment