
Most other roguelikes tend to have dungeons that are closer to a single screen in size. large dungeons - dungeon levels in Angband and other *bands are huge, sprawling affairs, many screens wide and tall.curse system - there are many different curse runes, which initially can't be distinguished from good runes until the player learns their effect (usually the hard way)."resist lightning", "slay animal") are denoted by runes, which are initially unknown to the player however, once they learn the meaning of a rune, they recognize it when they see it on other objects. rune-based identity system - object properties (eg.This is the defining feature of Angband that sets it apart from almost every other kind of roguelike. In other words, you cannot revisit a dungeon level once you leave it it's wiped from existence and anything left there is gone forever. non-persistent dungeon levels - dungeon levels in Angband are generated when you arrive and discarded when you leave the game has no memory of the layouts of previous levels you have visited.The challenge comes from learning how best to deal with the vast menagerie of enemies in the dungeon, and knowing when and when not to take risks.Īlthough not the first in its roguelike line (that distinction goes to Moria, of which Angband is a descendant), Angband is the grandfather of an entire family of roguelikes collectively known as *bands, thanks to its relatively easy-to-fork source code.Īngband and other *bands have a few features that make them distinct from other roguelike families:



To get to him, you must first descend through 100 levels of increasingly hostile dungeons, and hopefully acquire enough experience and equipment to defeat him. The objective of the game is to defeat Morgoth, the original Big Bad of Middle-earth.
