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However, at some time during the First Age the Eagles moved to the Crissaegrim near Gondolin. įor a time immediately after the creation of Thangorodrim, the Great Eagles made their eyries on the three mountains at the command of Manwë in order to bring him news of Morgoth's doings. After his family was cursed by Morgoth, Húrin was imprisoned in a chair on a high terrace to watch the curse unfold. He was rescued by his cousin Fingon with the help of Thorondor, King of the Eagles. The mountains themselves were of little consequence during Morgoth's rule of Angband, save to occasionally spew forth fire and magma when Morgoth was either exceptionally wrathful or on the warpath.Īfter the death of his father, Maedhros was taken prisoner and nailed to a cliff of Thangorodrim as a method of torture. Some artifacts will be more powerful in combination.Thangorodrim was made up of three volcanoes which were said to have been crafted by Morgoth from the slag and debris of the re-delving of Angband during the First Age. There are some new uniques, artifacts and ego-items (and some just renamed). No more Elven Rings, Grishnakh, Anduril, Saruman, Witch-King, etc.
![angband map angband map](http://angband.oook.cz/faangband/beleriand.png)
Monsters and Objects Anything from later than the First Age has been removed. When you recall back to town, you get the choice of which of your recall points you wish to update. Read in your home town, you are given a list of up to four points to recall to.
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Read away from your home town, it still takes you back there. So it is possible to ignore the other dungeons and head straight for Angband, but there's a heavy price to pay. The first specialist ability (and second as well for warriors) is learned at the beginning two others each become available on killing a dungeon guardian. Abilities As in Oangband, the player can learn extra specialty abilities, depending on class. At the bottom of each is a guardian, who can only appear there or in special circumstances (which you may be able to guess.) be summoned.
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Dungeons There are multiple dungeons (four, plus the valley of Nan Dungortheb which is like a dungeon on some ways). You can move your house to a different town, but only once you have walked there. High elves are no longer the easy option, at least at first. In order to reduce extreme effects of this (instant death, or instant growth of 15 levels), some races have improved starting equipment, and several races start with some experience already (advancing them in character level up to a maximum of level 5). This means that the starting towns for some races are in the middle of quite dangerous wilderness. Towns There are multiple towns, small and large, spread throughout the wilderness. It also has day and night, which affects light-hating monsters and the player's need for light. There are six basic types of wilderness - open plains, dense forests, rocky mountains, harsh deserts, pathless swamps and lightless valleys.
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On the other hand, it looks different (no rooms) there are sometimes choices as to how to advance (north or west, maybe, rather than just down) and tactics become quite different. On the similar side, it is randomly generated in rectangular pieces, and there is a structured way of advancing through the wilderness. Different races also have significantly different starting conditions. Dwarves as a whole tend to have better Intelligence than Wisdom the reverse is true for (most) Elves and Hobbits. Races These are varieties of Elves, Dwarves and Men, plus Ents. Some of the main changes are outlined below. Since version 2.0.0 it has been based on Angband 4.2, and tracks changes in Angband.Ĭhanges from the standard Angband setting have been made principally with the intent of immersing the player in the world of Tolkien's Silmarillion late in the First Age. FAangband was originally based on Oangband 0.7.0 (started by Leon Marrick, now maintained and developed by Bahman Rabii).