![]() ![]() If you are wondering what a spell does, the game has built-in detailed spell descriptions: simply browse your book and select a spell you have learned.Įveryone's favorite area to tinker. Also, it is worth warning potential players that only the Arcane school has a common recharging spell. Death magic now has a common identify spell. Also, the creatures you get are more carefully selected to be useful their power depends on *your* power level, not the danger level of your surroundings. Summoning works differently: instead of a mana "upkeep" as Zangband used, your summoned creatures (mostly) serve you only temporarily. Healing in general is a bit more reliable: healing spells will generally heal at least an average amount of hit points. (In other words, you don't have to be 50th level to cast Clairvoyance anymore.)Īll the magic schools have been tweaked at least a little bit. (In my opinion, I never found Trump magic playable: it had a great many summon spells that I felt were all too similar to one another and all underpowered.) In addition, the Arcane school of magic has been strengthened: it still contains mostly utility spells rather than high-power spells, but the spells are generally more useful, and their mana cost and the level requied to obtain the spells is more in synch with the power of the spells. Compared to Zangband, the Trump school of magic has been discarded in favor of "Conjuration" which has similar strengths but a different feel. As in Zangband, spellcasters get to choose two realms out of a total of seven that exist in the game. The magic system has generally been revamped, but it still works in the same general style. So if you are about to win the game but can't find the end monsters, try to complete some more quests. Important: you will not be able to win the game until you actually receive the winner quests from a quest building (except if you are playing in one of the ironman modes). In addition, quests break up the monotony of endless identical dungeon-crawling. Quest rewards include stat bonuses, which help fill an important middle-game niche. Some quests fit in with ordinary dungeon crawling, but others open up special areas you must explore and conquer, that will disappear when the quest ends. You receive quests, mostly, from buildings in towns, and when you complete them (or fail), you can return to that building to get your reward (if any) and another quest. This is a fundamental game change, because it is not possible to win the game (in its default mode) without getting involved in quests. Z+Angband brings back quests in a big way. (This is not a tremendous change from Zangband, but it is a fundamental change from vanilla Angband, which is why I feel it needs mentioning.) ![]() Z+Angband further enriches the world by adding farms and inns, independent fragments of civilization outside of towns. If you aren't familiar with recent versions of Zangband, they feature a fractal random wilderness with multiple towns and dungeons. There are loads of differences between Zangband and Z+Angband, as there are loads of differences between Zangband and vanilla Angband. According to, it is one of the oldest, most popular, and most influential variants. Zangband was a fiercely popular variant of Angband, based on the works of Roger Zelazny. Z+Angband is Zangband, but with a bunch of further development. So some nice fella is working on an updated version of Zangband, here are some more infos: ![]()
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