Explanatory notes
This is an integer value which represents
an approximation of how difficult an opponent a monster is. This quantity
is often referred to as monster strength, but should not be confused with
the strength attribute that players enjoy.
This is the base monster experience
level (also known as hit-dice). The actual experience level of monsters
generated depends on a number of factors, in particular how deep into
the dungeons the hero is and what his experience level is. It is
also possible for a monster's experience level to change after it has
been generated.
This is the base number of
experience points the hero will receive for killing this monster. The
actual number of points awarded depends on the experience level and
armour class of the monster (both assumed to be at their base levels,
here). In addition, it is assumed that the hero will qualify for the
1000 XP bonous for killing eels. This will not apply if the hero is
amphibious when the deed is done.
This is the movement rate of the
monster. These are characterised as follows:
Very slow | 3 |
Slow | 9 |
Normal | 12 |
Fast | 15 |
Very fast | 24 |
This is the armour class of the monster when naked.
This is the magic resistance of the
monster. Zero indicates no resistance, a value of 100 indicates complete
resistance. This is modified by the relative experience level of the
attacker and the defender.
The alignment of the monster. A
value zero means neutral. Positive values indicate lawful alignments
and negative values chaotic values. The special value of -128 means no
alignment. For the most past, the level of alignment (how large the number
is) has very little effect. However, it does affect the probability of
monster generation in aligned dungeons.
The frequency of a monster affects
how likely that type of monster is to be generated. All other things being
equal a prolific monster is seven times more likely to be generated than
a very rare monster.
Whether the hero is allows to
genocide these monsters will the scroll of the same name.
In each turn the monster has to move,
it may make each and every attack listed here. Note that for game balance,
some attacks are limited in frequency to give the hero a chance.
The weight of the monster's corpse.
How much nutrition can be gained
by eating a corpse. Many monsters don't leave corpses when they die
(although there may be other means of generating them). This is indicated
in brackets if it applies.
The physical size of the monster.
A list of the intrinsic resistances that the monster has.
Some, but not all, intrinsic
resistances may be gained by the hero by eating the corpse of dead
monsters. This lists those that are possible to gain in this way from
the corpse of this type of monster.