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Zelazny Angband - ZAngband

[Smaug (by John Howe)] Current development version: 2.7.4c (1st August 2004)

Current stable version: 2.6.2 (3rd September 2001)

Webpage: ZAngband.org

Send bugreports to: bugs@zangband.org
Send feedback to: feedback@zangband.org
Join the ZAngband mailing lists!

Based on: Angband 2.8.1

The ZAngband DevTeam:

ZAngband 2.7.4c (1st August 2004)
System / Comments Compiled by Size Date
Source code (Mirror) Robert Rühlmann 2755 KByte 1st August 2004
For compilation instructions see my Compile Page.
Windows (Mirror) Robert Rühlmann 1499 KByte 1st August 2004
Supports ASCII mode, 8x8 tiles, Adam Bolt's 16x16 tiles, easily resizeable info windows, and sound.
MS-DOS (Mirror) Robert Rühlmann 1814 KByte 1st August 2004
Supports ASCII mode, 8x8 tiles, Adam Bolt's 16x16 tiles, and sound.
Mac (68020+) "pelpel" 1447 KBytes [New]23rd November 2004
68020+, System 7.0 or greater, (needs ~10Meg of RAM for ZAng + System). Supports graphic tiles (8x8 and 16x16), sound effects, and the ZBorg.
Mac (PPC) "pelpel" 1415 KBytes [New]23rd November 2004
PowerMac, System 7.5 or greater. Supports graphic tiles (8x8 and 16x16), sound effects, and the ZBorg.
RISC OS Antony Sidwell 1760 KByte [New]8th January 2005
Requires the 32bit Shared C Library.
ZAngband 2.7.4b (7th December 2003)
System / Comments Compiled by Size Date
Mac (OS X) (Mirror) "pelpel" 1287 KBytes 7th December 2003
PowerMacintosh running Mac OS X (or 8.6--9.2.2 w/ CarbonLib, but it's best to use the PPC binary in such cases)
ZAngband 2.7.3 (6th April 2003)
System / Comments Compiled by Size Date
Linux (Mirror) Christian Schmidt 2594 KByte 18th April 2003
Compiled with glibc-2.3.1; includes X11 and GTK+ support
ZAngband 2.7.2 (23rd December 2002)
System / Comments Compiled by Size Date
Amiga (680x0) (Mirror) Bablos 1300 KByte 9th March 2003
Amiga (680x0) (Mirror) Bablos 1337 KByte 10th March 2003
With Shayne Steele's Options Patch 1.10 and Branding Patch 1.8. For details about these patches see Shayne's website.
ZAngband 2.6.2 (3rd September 2001)
System / Comments Compiled by Size Date
Source code (Mirror) Robert Rühlmann 1867 KByte 3rd September 2001
For compilation instructions see my Compile Page. You also may need the graphical tiles (272 KByte) for compiling versions with support for graphics.
MS-DOS (386 or better) (Mirror) Robert Rühlmann 1470 KByte 3rd September 2001
Supports ASCII mode, 8x8 tiles, Adam Bolt's 16x16 tiles, info windows, sound, and music.
Windows 95/98/NT (Mirror) Robert Rühlmann 1242 KByte 3rd September 2001
Supports ASCII mode, 8x8 tiles, Adam Bolt's 16x16 tiles, easily resizeable info windows, and sound.
Amiga (680x0) (Mirror) Bablos 1032 KByte 10th September 2001
Supports: 8x8 graphics tile set, sound using xtra/cfg/sound.cfg, common sound assign via AngSound, pull down menu configuration via xtra/cfg/menu.cfg, CGX support, optional support for Adam Bolt's 16x16 256 colour tiles.
OS/2 (Mirror) Skylar Thompson 1291 KByte 20th August 2001
RISC OS Musus Umbra 1050 KByte 25th October 2001
Requires RISC OS 3 and 4 MB RAM. Supports sound with the optional AngSound archive (526Kb). For more information look at Musus Umbra's page.

Interesting Links:

Review of version 2.2.0

by Topi Ylinen

Zangband 2.2.0 could easily claim to be the most different version of Zangband so far. While the historical versions (Angband-- and Zangband 1.*) mainly restructured the set of monsters and items, and the 2.0.* - 2.1.* versions added new races and elements, Zangband 2.2.0 drastically alters the game fundamentals.

The new direction is related to Kangband, from which the new version borrows such features as wilderness, new terrains and custom-built quests and maps. Although some people may object to this, as this decreases the amount of randomness and increases the amount of predictability in the game, the new features do not actually remove anything from the game -- everything is in *addition* to the old features. Even the popular "random quests" of Zangband 2.1.1 are still available, although their depths are no longer random.

However, the pre-programmed part of the game is only as large and rich as the available maps and quests. Currently the wilderness map is relatively small, and there are only a couple of quests, which will quickly become all too familiar to the player. Since new towns and quests can be added in the definition files (in lib/edit/) without having to recompile, hopefully the players of the new version will build their own quests and share them with all Zangband players!

Besides the quests and wilderness, Zangband 2.2.0 also adds several new monsters (nearly 300, although some of these are from Vanilla), a couple of new weapons and pieces of armour and no less than 52 new mutations, translating to a total of 98 possible mutations. This means that there's a lot of new stuff for the Zangband veterans to explore and discover. The total 850-odd-something monster races were only possible by removing the 16-bit memory handling code, which has no practical effects, since Zangband 2.* does not support 16-bit code anyway.

Among the less obvious new features are of the new version are improved pet AI and s-lang support. The latter is not used yet, but it will enable truly powerful customizability of the game, items, monsters, quests etc. in the lib/edit/ files: all functions can be invoked from the editable files without having to recompile.

Review of version 2.0.6 and 2.1.0

by Robert Rühlmann

ZAngband adds monsters and objects from Roger Zelazny's "Amber" fantasy-series to Angband.

It has a completely rewritten magic system, based on the game 'Master of Magic', with 5 realms of magic (Life, Death, Sorcery, Nature, Chaos) plus two additional Arcane (general purpose spells) and Trump (teleportation, summoning) realms. Most magical classes can learn two realms, but with some restrictions (Priests can't learn Death AND Life magic, ...).

The newer versions add a multitude of races with special attributes and powers, there are currently 30 different races available (from Amberite to Zombie). Most races get special bonus-power at a given level (Gnome gets Blink at level 5, Klackon can Haste Self at level 30, ...).

Three new character classes are available since version 2.0.6: Warrior-Mage, Chaos Warrior and Monk. Warrior-Mages are exactly what the name says - spellcasting warriors. The Monk is very powerful in weaponless fighting and should not wear weapons or heavy armor. He can also learn prayers from the Life, Nature or Death realm. The Chaos Warrior are very good fighters trained in Chaos magic. They serve powerful chaotic demons and receive rewards from their patron. Because of the chaotic nature of their masters the reward is unpredictable and often something nasty.

ZAngband adds many new vaults and traps and also generates smaller levels and big open arena levels from time to time. Vaults and and powerful traps appear much more often and at shallower levels. Wait till you find yourself on a small level with several vaults!

Many dangerous new monsters try to kill the player (and often succeed). Some are taken from H.P.Lovecraft (like Shub-Niggurath, Yog-Sothoth and Cthulhu) and other fantasy literature. ZAngband is the only variant with monsters like: Godzilla, Santa Claus, Bull Gates, Raal's Tome of Destruction, Groo, or Barney the Dinosaur!

Plenty new objects and artifacts are available as well as randomly created artifacts in addition to the normal ones.

ZAngband 2.1.0 offers plenty new features:

Even more races:

Vampire - is hurt by light and loses 1 hp per turn in the sunlight and while wielding one of the artifact lightsources, if he hasn't light resistance. The vampire should immediately enter the dungeon, a walk in the town at daytime is not recommended without sun protection factor 1.000.000. He resists cold, poison, dark, and nether, has hold life and emits permanent light. Vampires can bite monsters to suck the blood of the victim. This is the best way to feed them, because food has only minimal nutrition value for an undead being.

Sprite - Resists light, has feather fall, and gets extra speed later. The sprite can throw magic dust to sleep monsters.

Spectre - Resists cold, nether, and poison, has see invisible, slow digestion and hold life and gains telepathy later. Can wail to terrify monsters. The food of mortals is poor sustenance for spectres. The spectre can walk through walls, but this causes molecular disruptions in the body hurting him.

Beastman - sometimes mutates if he gains a level. The mutations range from a pair of extra legs, gaining a fire aura, growing a scorpion tail, getting teleport control, turning your brain into a living computer, letting your flesh rot away or growing warts all over your body. Other races can get this mutations effects from failing spells. A potion of new life cures all mutations in addition to the normal potion effects.

Two new classes:

The Mindcrafter can use some spells without the need for spellbooks.

The High-Mage can only learn one magic realm, but the spells are accessible earlier, require less mana to cast, and have a lower fail-rate.

New magic realms and spells:

Arcane magic has many general purpose spells like detect monsters, teleport, recharge and satisfy hunger. A level 1 bolt spell, "Zap", makes it a good choice for beginners, but this realm lacks real high-level spells especially in the damage area. You get all utility spells, with the exception of *Identify*, but other realms offer them often at a lower level and cost.

Trump magic consists of decks of cards from the Amber universe. It has a very big collection of teleportation and summoning spells. Some of the spell effects are randomly shuffled and may have dangerous effects.

Friendly monsters:

Spells to charm monsters and summon friendly monsters were added, friendly monsters will follow you around and attack other monsters. You don't get experience for monsters killed in this way and the charmed monsters will get angry if you harm them.

© 1997/98 by Robert Rühlmann, rr9@thangorodrim.net [News] [To the Variants Page]