Opinion Angband - OAngband |
Current version: 0.7.0 (2nd May 2005)
Original author: Leon Marrick
Current maintainer: Bahman Rabii
Home page: http://www.oangband.com/
Based on: Angband 2.9.1
Downloads:
OAngband 0.7.0 (2nd May 2005) | |||
System / Comments | Compiled by | Size | Date |
Source code | Bahman Rabii | 1385 kByte | 2nd May 2005 |
For compilation instructions see my Compile Page. | |||
Windows | Bahman Rabii | 906 kByte | 2nd May 2005 |
Mac (PPC) | Courtney Campbell | 1st June 2005 | |
Mac (68k) | Courtney Campbell | 1st June 2005 | |
RISC OS | Antony Sidwell | 838 kByte | 3rd June 2005 |
Requires the 32bit Shared C Library. | |||
Mac (OS X) | Robert Rühlmann | 1027 kByte | 5th June 2005 |
OS X (any version) or OS 8.6--9.2.2 with CarbonLib system extension | |||
OAngband 0.6.0 (14th January 2003) | |||
System / Comments | Compiled by | Size | Date |
Amiga (680x0) (Mirror) | Bablos | 732 kByte | 10th March 2003 |
OAngband 0.5.2 (25th October 2001) | |||
System / Comments | Compiled by | Size | Date |
MS-DOS (386 or better) (Mirror) | Bahman Rabii | 1116 kByte | 6th December 2001 |
OAngband 0.5.0b | |||
System / Comments | Compiled by | Size | Date |
OS/2 (Mirror) | ??? | 938 kByte | 19th March 2001 |
In most *bands, players attempt to get the most hits, usually from a very light weapon such as a whip, and take slaughter wave after wave of monsters until they find a significantly powerful ego item. In OAngband, the skill of the character and the quality of the weapon are the most important part of how well their character fights, as opposed to how many times they can swing the blade in one round. In fact, until a character reaches a very high level, they will be limited to two blows per round, and no magical bonuses (eg. dagger of extra attacks) are available! The damage statistic has been changed to a percentage multiplier to the number if dice, and thus has a greater effect on higher damaging weapons than on the single dice items of choice in many other variants.
Outside the world of the warrior, OAngband has some changes to the combat system as well. The four "pure" spellcaster classes, the Mage, the Priest, the Druid, and the Necromancer, all have their own breed of combat. Mages and Priests are similar to those of vanilla if not a little weaker with the sword, the Druid fights barehanded, and the Necromancer can barely fight at all.
The rogue, and it's new cousin the assasin, have a new form of combat to specialize in: thrown weapons. The addition of throwing axes and throwing hammers, plus "well balanced" ego items, fill in the gap that many variants have left in the game. In fact many formerly useless artifact weapons have become absolutely lethal in the hands of an experienced adventurer!
There are many many more features left to be discussed in this variant, but I don't want to spoil all of the surprises, many of which will still surprise me (pink 'p' anyone? heh heh.) All considered, however, OAngband is one of the best variants available to play, and with it's recent publicity in an Angband competition, is bound to become one of the most popular.
He has wisely (strange!) decided to purchase a good two-handed sword (3d6) and enchanted it to about (+7,+7). Even with only 2 blows it was a much better deal than a dagger. Yes, plus for hits were more important. Also, he was lucky to spot a cap of seeing at the armory - no more problems with invisible monsters. Finally, a bit of *extreme* luck - he found some boots at 100' - it appeared to be boots of speed (+10)!
He decided to invest into a good missile weapon at this stage, and acquired a long bow (+9,+9), and some arrows (mostly with 1d10 and 1d8 basic damage, some with slays). A strange thing - arrows 1d4 of slay animal were more expensive than arrows 1d10! The missile weapon was very important! In Oangband it is even more important then in other variants. But you need to look for good arrows. First use was Wormtongue, who dropped a nice set of gauntlets "Cammitrin" (?). Well, they had (+8,+8) and free action, which was very important! After this, it was slow moving to stat gain depth - about 2000'. Just when the first potion of wisdom was found, Don had another luck - at one level he have found the ring of Barahir (poison resist) and the suit of Rohirrim armor (basic resistances, resist confusion - another essential for Oangband resistance).
Rings: He finally decided to use the ring of Barahir and a ring of nether resistance, although there have been such rings as skill (+17), damage (+19), and speed (+7). But there were too many poison/nether attacks.
Amulets: Candidates were Baramir (+18 damage), Faramir (+18 skill?) and an amulet of magical items mastery (+4). The last was unexpected for Don, but with it he was able to use wands of teleport away, and some good rods. Finally, he decided to take Baramir and the magical amulet, swapping them sometimes.
Standard equipment kit:
If some items go below the minimum number, scroll of Word of Recall have been immediately used!
© 1997/98 by Robert Rühlmann, rr9@thangorodrim.net |