Monster Races
So, you feel ready to play as a monster? There are many monster races
and subraces to choose from, and the various races are loosely grouped
by type below: Animals, Dragons, Demons, and so forth.
As a monster, you will not be able to choose a normal class; your race
will essentially be your class as well. Monsters do not use book
spells, but many of them are magical in other ways; for example, fire
dragons can breathe fire and may gain access to a range of non-book
spells. Most monster types gain new spells, powers or abilities with
experience; check out both the magic command (m) and the racial power
command (U/O) to see what powers are available to you as you play.
Most monster races have custom body types, which may severely constrain
the amount and kind of equipment you may wear. For example, a Beholder
cannot wear armor or wield a sword... that would be an odd sight
indeed! But to make up for this, they can wear up to eight rings on
their eyestalks. Generally, details of this kind are described below.
Finally, all monsters evolve. When they gain enough experience, they
will assume a more powerful form. To continue with our example of
dragons, you might evolve from Baby to Young to Mature to Ancient and
finally to a Great Wyrm, becoming vastly more powerful in the process.
The stats and skills listed below assume a level 35 character.
For details on the Stats, see [a]. For information about the Skills,
see [b]. To compare the various races at a glance, take a look at the
race tables below ([c]).
Animal
Centipede
Centipedes are natural creatures with many legs. As they evolve, they
change colors, but not much else seems to differentiate the various
forms. Perhaps you prefer blue to red or green? Eventually, once you
have evolved into your ultimate evolutionary form, you will be able
to change colors at will and thereby become very powerful indeed.
As a centipede, your main survival attribute will be the many pairs
of boots you can wear. Hopefully, this will be enough.
Stats Skills
Strength +0 Disarming Good
Intelligence -3 Device Fair
Wisdom -3 Save Fair
Dexterity +0 Stealth Very Good
Constitution +0 Searching Bad
Charisma -3 Perception Bad
Life Rating 90% Melee Good
Base HP 15 Archery Very Bad
Experience 100% Infravision 50'
Hound
While Zephyr Hounds typically hunt in packs, you have chosen to go it
alone. You will begin life in the weak form of a Clear Hound. As you
mature, you will take a number of evolutionary steps. At each such
step, the form you evolve into will be randomly determined; but each
tier offers more powerful choices than the last. Who knows - you may
even evolve into an Aether Hound some day.
Hounds are not magical, and so cannot cast spells; however, they are
fantastic hunters, and learn a number of special abilities that will
aid them in this endeavour. And as you probably know all too well,
hounds love to breathe!
Due to their canine bodies, Hounds cannot wield weapons; instead,
they attack with their vicious bite and razor-sharp claws. While
their melee is not as powerful as that of dragons, it usually gets
the job done. Hounds can wear four rings on their front paws, a pair
of boots on their hind legs, an amulet around their neck, and even a
cloak and a suit of body armor.
Stats Skills
Strength +3 Disarming Poor
Intelligence -3 Device Bad
Wisdom -5 Save Poor
Dexterity +4 Stealth Superb
Constitution +3 Searching Poor
Charisma +1 Perception Poor
Life Rating 100% Melee Very Good
Base HP 22 Archery Bad
Experience 150% Infravision 50'
Hydra
Hydras are monsters with multiple heads. As they evolve, they grow
additional heads, giving them extra attacks as well as the ability to
wear more equipment (helmets and amulets). While not every head may
wear a helmet and an amulet (imagine how powerful that would be!),
each head is capable of attacking; so an 11-headed hydra can attack
up to 11 times per round, provided it has enough strength and
dexterity to command such a fearsome arsenal.
Hydras are not very magical, and so play much like warriors but with
a few extra abilities. Five- and seven-headed hydras resist poison
and gain a few poison-based attacks. Nine- and eleven-headed hydras
are creatures of flame: they resist fire, their attacks burn, and
they are capable of breathing fire among other flame-based attacks.
All hydras regenerate extremely rapidly.
Stats Skills
Strength +1 Disarming Good
Intelligence -2 Device Poor
Wisdom -2 Save Fair
Dexterity +2 Stealth Poor
Constitution +3 Searching Bad
Charisma +0 Perception Bad
Life Rating 105% Melee Good
Base HP 45 Archery Bad
Experience 130% Infravision 50'
Spider
Spiders are stealthy monsters that prefer to wait for their prey.
They have poisonous attacks and can weave sticky webs to entangle
their enemies. They have eight legs, enough for four rings and two
pairs of boots; they may also wear a helmet, an amulet, a cloak and
even a suit of body armor (after slight adjustments, of course), but
cannot wield a weapon or a bow. They also cannot equip light sources,
but this is not an issue, as spiders are accustomed to the dark.
There are two paths of evolution for the spider: the Phase Spider and
the Aranea. Araneas have greater fortitude and better stats, as well
as powerful melee capable of paralyzing an opponent; but Phase
Spiders compensate for their relative fragility with unsurpassed
powers of teleportation.
All spiders begin in the very weak form of the Cave Spider. Lacking
any special talents, the cave spider must play carefully if it is to
survive.
Stats Skills
Strength +1 Disarming Poor
Intelligence +0 Device Good
Wisdom -5 Save Fair
Dexterity +0 Stealth Excellent
Constitution +2 Searching Poor
Charisma +0 Perception Poor
Life Rating 100% Melee Excellent
Base HP 25 Archery Bad
Experience 200% Infravision 50'
Angel/Demon
Angel
Angels are heavenly beings on a holy mission. Their wings allow them
to fly over chasms and pits. They are rarely fooled by invisibility,
and become resistant to the elements as they mature. Their stats are
truly awe-inspiring, and their divine magic extremely strong,
offering good offense combined with detection, healing, melee
enhancement and utility. Angels are one of the most powerful races,
but they also gain levels extremely slowly.
Angels have a humanoid body type; they use the same equipment slots
as most normal player races, and have no innate melee attacks. Wisdom
is their primary spell stat.
Stats Skills
Strength +2 Disarming Poor
Intelligence +2 Device Excellent
Wisdom +5 Save Superb
Dexterity +2 Stealth Fair
Constitution +2 Searching Poor
Charisma +4 Perception Poor
Life Rating 99% Melee Good
Base HP 26 Archery Fair
Experience 325% Infravision 30'
Demon
Demons are powerful servants of evil and come in many forms. They
rely on their devilish powers or their brutish strength to survive.
The various demonic races include the Balrogs, powerful demons of
fire; the Servants of Khorne, mighty warriors of destruction; the
Tanar'ri, weaker demons whose ultimate form has three sets of arms,
but prefers to fight naked; and Cyberdemons, whose firepower is
unsurpassable.
Demons cannot eat normal food, but must feast upon the remains of
their human enemies. They are unaffected by the Eldritch Horror.
See [d] for more details on demons.
Beholder
Beholder
Beholders are floating orbs of flesh with a single central eye
surrounded by numerous smaller eyestalks. They attack with their gaze
which often confuses or even paralyzes their foes. They are unable to
wield normal weapons or armor, but may equip a single ring on each of
their eyestalks, and the number of eyestalks increases as the
beholder evolves.
Beholders gain powers as they evolve, including some strong offensive
spells; but their primary offense will always be their powerful gaze.
Intelligence is their spell stat, and beholders are quite intelligent
indeed. Their searching and perception are legendary, and they are
quite capable with magical devices. However, they are not very strong
and must be careful when surrounded by foes.
The attack of the beholder is unique. Since their gaze is not a
normal physical attack, they receive no benefit to melee from their
Strength and Dexterity. Also, the number of attacks is determined by
level rather than the normal way: in this respect, they resemble
monks. Finally, the beholder need not be next to their foes in order
to attack with melee; they may gaze at distant monsters, though the
range of their gaze is somewhat restricted, and prolonged
long-distant gazing will tire them out.
Stats Skills
Strength -3 Disarming Fair
Intelligence +7 Device Amber[10]
Wisdom +0 Save Superb
Dexterity +2 Stealth Heroic
Constitution +0 Searching Heroic
Charisma +1 Perception Heroic
Life Rating 100% Melee Fair
Base HP 20 Archery Bad
Experience 200% Infravision 80'
Dragon
Dragon
Dragons are powerful winged serpents. They are strong in combat, with
razor-sharp claws and a bone-crushing bite; but even more legendary
is their breath, which grows ever more deadly as the dragon matures.
Due to their non-humanoid bodies, dragons are unable to wear armor,
gloves or boots; however, being creatures of magic, they may equip up
to six rings. They can also wear a helmet, a light source, a cloak
and an amulet. Because of these equipment restrictions, dragons may
have a difficult time covering all resistances; but each dragon has
at least one innate resistance, maybe even an immunity.
Dragons begin life in a weak form, being very young. As their bodies
mature, their scales grow tough and their claws sharp. Their breaths
become stronger and stronger, and they frequently gain additional
magical powers and resistances. All dragons can fly, but younger
dragons are not so quick as their elders.
With the exception of Steel Dragons, who are far less intelligent
than their kin and rely on brute force only, each dragon may choose
to specialize in a specific type of magic. These special dragon-magic
realms do not require books to learn. The selection of a realm has a
direct influence on the stats and skills of the dragon.
See [e] for more details on dragons.
See [f] for more details on dragon realms.
Stats Skills
Strength +4 Disarming Fair
Intelligence +2 Device Good
Wisdom +1 Save Fair
Dexterity +1 Stealth Poor
Constitution +3 Searching Fair
Charisma +2 Perception Fair
Life Rating 115% Melee Excellent
Base HP 40 Archery Bad
Experience 250% Infravision 50'
Elemental/Vortex
Elemental
Elementals are mindless creatures animated from a single elemental
form. As a species, elementals can never be cut, and being virtually
mindless they are immune to sanity blasting. They rarely feel fear,
and are resistant to confusion and poison. In addition, they gain
specific powers and abilities depending on their form.
Earth Elementals are slow, but gain AC bonuses due to their tough
bodies. They are resistant to shards, and may even turn their skins
to stone. At home in elemental earth, they may travel freely through
rocky confines. Unfortunately, as they are made of earth, their magic
potions frequently turn to mud!
Air Elementals are shockingly fast, but perhaps that is just the
crackle of their electrified bodies? They may hurl bolts and balls of
electricity at their enemies, and may even imbue their weapons with
deadly lightning. However, being surrounded by lightning, rings,
amulets, wands and rods are quickly destroyed!
Fire Elementals are somewhat fast (enough to run circles around their
earthen brethren) and are cloaked in flames. They may attack with
hell's fury, but need to be on the lookout for cold-wielding foes.
Being surrounded by fire, they rapidly burn scrolls and staves to
ash!
Finally, there are the Water Elementals, creatures able to conjure
deadly water bolts. They are immune to stunning. Their attacks can be
quite corrosive; but alas, sometimes their own armor corrodes as
well. Water Elementals also have a unique energy system based on the
speed of their internal water flow; fighting and the use of elemental
powers excite them and turn them into a raging torrent, while resting
or aimlessly splashing about slows them down again. High flow rates
make water elementals stronger, but their armor sometimes gets caught
in the flow and slips off!
Stats Skills
Strength +5 Disarming Fair
Intelligence -5 Device Bad
Wisdom -5 Save Very Good
Dexterity -4 Stealth Very Good
Constitution +6 Searching Fair
Charisma +0 Perception Poor
Life Rating 120% Melee Heroic
Base HP 30 Archery Bad
Experience 170% Infravision 50'
Vortex
Vortices are mindless whirlwinds of elemental forces twirling their
way through the dungeon in search of prey. They are seldom confused
and never blinded since they lack vision in the normal sense; indeed,
they seem to be aware of their surroundings even without eyes, and
need not wear a light source. They can be neither stunned nor cut,
and their mindless nature renders them immune to fear. But, alas!
they are hopeless with magical devices and somewhat weak in melee;
and while they may breathe almost effortlessly, their breath attacks
are not particularly strong.
Vortices do not have normal bodies; rather, they are simply a rapidly
spinning elemental mass. As such, they may incorporate objects into
their rotating essence, gaining bonuses and protection in the
process. The number of objects they may use increases with level, and
there are no restrictions on the types of equipment they may 'wield'
in each slot. While they may equip weapons this way, they cannot
attack with them; instead, vortex melee relies on their innate
ability to engulf nearby monsters in the whirling elements.
Vortices evolve randomly, though all seem to end up with the
evolutionary perfection of the Aether vortex. At level 50 they gain a
special talent to augment their power.
Stats Skills
Strength +2 Disarming Poor
Intelligence -5 Device Bad
Wisdom -5 Save Superb
Dexterity +4 Stealth Good
Constitution +2 Searching Bad
Charisma +0 Perception Bad
Life Rating 95% Melee Excellent
Base HP 25 Archery Very Bad
Experience 125% Infravision 0'
Golem
Golem
Golems are creatures animated by powerful magics: living stone
conjured to serve their creators. But you have broken loose and are
running amok!
Golems are very slow when it comes to moving about; their
non-movement actions also tend to be slow, but not to the same
extent. They excel in melee despite being limited to a single (but
mighty) blow; they can equip a weapon, but fight much better with
their powerful fists. Golems have a very high armor class and possess
good resistances; they are also resistant to magic, and become more
resistant as they evolve, reducing the damage taken from all magical
attacks.
There are several varieties of golem, all sharing a common
evolutionary heritage. First there is the mighty Colossus, the
biggest (and slowest) of their kind. Next is the Sky Golem, a
creature of powerful magic, resistant to the ravages of time.
Finally, there is the Spellwarp Automaton, a creature of utter
destruction, almost completely immune to magic; unfortunately, this
last form takes nearly forever to build.
Stats Skills
Strength +4 Disarming Fair
Intelligence -4 Device Bad
Wisdom -4 Save Superb
Dexterity -3 Stealth Bad
Constitution +4 Searching Bad
Charisma +2 Perception Bad
Life Rating 108% Melee Heroic
Base HP 50 Archery Poor
Experience 200% Infravision 50'
Jelly
Jelly
Jellies are acidic creatures, quietly patrolling their surroundings
in search of objects to absorb. They are quite stealthy for most of
their lives. They don't wear equipment on their bodies the way normal
races do; instead, they are capable of absorbing objects into their
gelatinous frames. In fact, each of their equipment slots (except
their pseudopod) is capable of holding any type of equipment
whatsoever, and the number of slots increases with experience. For
attacking, jellies are capable of forming a single pseudopod which
they may either use for grasping a normal melee weapon, or leave
empty to use their innate acid-based attacks.
Rather than relying on sight, jellies use a little-understood sense
of their surroundings which allows them to see in the dark with
neither light nor infravision. So while jellies can equip a torch or
lantern, there is little reason for them to do so.
Jellies feed off the objects they find, gaining nutrition in
proportion to the weight of the object absorbed. They can eat rations
of food if desired, but these are so light as to offer very little
nutritional value. Jellies prefer to eat heavy armors and weapons.
For convenience, destroyed objects are automatically eaten; and
jellies never become bloated, their appetite being insatiable.
Jellies begin life as a small puddle of black ooze, with very little
carrying capacity for equipment. However, they quickly evolve into a
Gelatinous Cube and then into an Acidic Cytoplasm. Jellies take one
additional, powerful evolutionary step late in life.
Stats Skills
Strength +3 Disarming Good
Intelligence -7 Device Bad
Wisdom -7 Save Good
Dexterity +2 Stealth Superb
Constitution +3 Searching Poor
Charisma -1 Perception Bad
Life Rating 99% Melee Heroic
Base HP 40 Archery Bad
Experience 150% Infravision 0'
Quylthulg
Quylthulgs are disgusting, quivering mounds of pulsating flesh,
scarcely able to move about. Physically, they are pathetic. However,
their ability to control others to do their bidding is legendary, and
they are quite capable of fleeing when the going gets tough.
Quylthulgs have no physical attacks.
Stats Skills
Strength -3 Disarming Fair
Intelligence -3 Device Heroic
Wisdom -3 Save Very Good
Dexterity -3 Stealth Superb
Constitution -3 Searching Poor
Charisma +8 Perception Fair
Life Rating 95% Melee Very Bad
Base HP 0 Archery Very Bad
Experience 150% Infravision 50'
Leprechaun
Leprechaun
Leprechauns are small, mischievous creatures, always scheming for
gold. They are weak, but quick and stealthy. For combat, they prefer
not to use weapons at all; rather, by keeping their weapon hand free,
they may pilfer objects or gold from their foes and flee to safety,
all in a single action. They are capable of fighting with normal
weapons should the need arise, but one seldom hears of leprechauns
inspiring fear in combat!
Leprechauns value riches above all else, and even begin the game with
their legendary pot of gold. Leprechauns also have the luck of the
Irish, and good drops are more common for them. For magic, the
leprechaun has a few talents, even including some curses for offense;
Malicious Leprechauns and Death Leprechauns are vile, evil creatures,
after all. They are masters of teleportation and detection; and while
their melee skills do not inspire much fear (except of poverty), they
are great masters of bow and device alike. At high levels, they move
with incredible speed and seem to be in multiple places at once.
Dexterity determines the leprechaun's skill with their magic.
A leprechaun uses gold for spellcasting the way most characters use
mana. Gold is also used to pay for recharging devices or to power
mana branded weapons. In addition, increasing the amount of gold on
hand increases the power of the leprechaun, granting extra blows per
round, extra shots per round, and increased AC and life rating;
sufficient gold even increases the power of magical devices. Needless
to say, greed is good when you're a leprechaun!
Stats Skills
Strength -6 Disarming Good
Intelligence +1 Device Amber[2]
Wisdom +1 Save Good
Dexterity +7 Stealth Amber[10]
Constitution -2 Searching Fair
Charisma -2 Perception Poor
Life Rating 80% Melee Fair
Base HP 15 Archery Fair
Experience 150% Infravision 50'
Mimic/Possessor
Death-Sword
Death-Swords are mighty weapons animated by magical means. As such,
they are unable to use equipment the way other players can; instead,
they simply are a weapon of their current form. But never fear: Death
Swords have the power to absorb magical essences from the weapons
they find, gaining power in the process.
Stats Skills
Strength +4 Disarming Good
Intelligence -5 Device Fair
Wisdom -5 Save Very Good
Dexterity +1 Stealth Good
Constitution +4 Searching Poor
Charisma +0 Perception Bad
Life Rating 100% Melee Very Good
Base HP 30 Archery Bad
Experience 150% Infravision 30'
Filthy Rag
A pile of dirty, old, timeworn clothing, brought to life and
sentience by magic (or perhaps just by accumulating enough
micro-organisms) and filled with a strong desire to get back at all
those clean, polished, fashionable plate mails. Something, likely a
thick layer of grime, has permanently attached an old pair of boots
and two plain leather gloves to the original rag, allowing it to walk
about and punch enemies. If you think the thing looks ugly now, just
wait until it's found some other protective armour and has had the
time to take it apart and absorb its magical qualities...
Stats Skills
Strength -1 Disarming Good
Intelligence -1 Device Poor
Wisdom -1 Save Very Good
Dexterity -1 Stealth Good
Constitution -2 Searching Poor
Charisma -4 Perception Bad
Life Rating 98% Melee Good
Base HP 20 Archery Bad
Experience 110% Infravision 20'
Mimic
Mimics are similar to Possessors; but instead of controlling the
corpses of the vanquished, the mimic imitates those about them. This
allows the mimic to assume the forms of foes they have yet to
conquer, which is quite useful. However, there is a small catch:
mimics can only copy what they see! This limitation forces a mimic to
change forms much more often than a possessor would, as knowledge of
their current body rapidly fades when the original is no longer
about. Occasionally, the mimic is able to memorize a particular form
well enough to use it again without the original body to imitate,
though this does not happen very often and the mimic can only
memorize a small number of forms. To have a chance of this, the mimic
must be in the desired form when slaying the original.
The stats, skills, spells, resistances and innate powers of a mimic
are determined by the form they assume; be sure to check both the
racial power command (U/O) and the magic command (m) after assuming a
new body. The current form also determines the spell stat; for
example, a novice priest mimic uses wisdom, while a novice mage mimic
relies on intelligence.
Stats Skills
Strength +0 Disarming Poor
Intelligence +1 Device Good
Wisdom -1 Save Fair
Dexterity +2 Stealth Poor
Constitution +0 Searching Poor
Charisma -1 Perception Poor
Life Rating 108% Melee Very Good
Base HP 15 Archery Excellent
Experience 250% Infravision 0'
Possessor
The Possessor is an odd creature, completely harmless in its natural
form. However, they are capable of possessing the corpses of monsters
they have slain, and gain powers and abilities based on their current
body. As such, they can become quite powerful indeed! Unfortunately,
not every type of monster will drop a corpse, and getting suitable
corspes to inhabit can be difficult. If the possessor ever leaves
their current body, all of their equipment will be removed (except a
light source) and they will temporarily return to their native,
vulnerable state. Finally, leaving their current body will destroy
that corpse most of the time, so the possessor should only do so if
they have a better corpse on hand (and also only if there are no
monsters nearby!). Possessors normally have full control of the body
they inhabit; but at very low health this control becomes hard to
maintain, and a possessor who suffers serious damage has a small
chance of being ejected from the body.
The stats, skills, spells, resistances and innate powers of a
possessor are determined by the body they inhabit; be sure to check
both the racial power command (U/O) and the magic command (m) after
possessing a new body. The current body also determines the spell
stat; for example, a novice priest possessor uses wisdom, while a
novice mage possessor relies on intelligence.
Stats Skills
Strength -4 Disarming Bad
Intelligence +0 Device Bad
Wisdom -3 Save Poor
Dexterity +0 Stealth Heroic
Constitution -4 Searching Poor
Charisma -7 Perception Poor
Life Rating 60% Melee Poor
Base HP 15 Archery Bad
Experience 250% Infravision 70'
Ring
Rings are sentient creatures animated by magical means.
Rings cannot wear normal equipment; rather, they simply are a ring,
magically enchanted. Rings have a small arsenal of innate powers.
Since the ring is unable to move on its own, it will need to lure a
nearby monster into wearing it. Magic rings tend to corrupt their
owners, and over time, the ring-bearer will find that his will is not
his own!
Rings can absorb magic from the jewelry (rings or amulets) that they
find, and gain resistances, attributes and additional spells this
way. Rings have no physical attacks; instead, they may blast enemies
with mighty spells (once absorbed, of course), or they may simply lie
back and let their current bearer do the fighting for them.
See [g] for more details on rings.
Stats Skills
Strength -3 Disarming Fair
Intelligence +4 Device Superb
Wisdom +1 Save Good
Dexterity +0 Stealth Very Good
Constitution -1 Searching Poor
Charisma +3 Perception Poor
Life Rating 85% Melee Bad
Base HP 10 Archery Bad
Experience 150% Infravision 50'
Orc/Troll/Giant
Giant
Giants are humanoids of immense stature. There are several types of
giants. Fire, Frost and Storm giants are elemental giants, and gain
elemental resistances, slays and even attacks appropriate for their
type. Titans are powerful immortal beings of legend; their attacks
often confuse their foes, and they rarely fight alone. Finally, there
are the mighty Hrus; they are so strong they can eventually crush the
walls in their path, but their magical powers are fairly limited.
Giants rely on their superior physical stature to pummel their
opponents with mighty blows. Against a distant foe, giants are
capable of hurling large boulders with devastating effect. Giants use
the same equipment slots as most normal player races, and have no
innate attacks.
Stats Skills
Strength +8 Disarming Fair
Intelligence -3 Device Bad
Wisdom -3 Save Poor
Dexterity -2 Stealth Bad
Constitution +5 Searching Poor
Charisma +1 Perception Bad
Life Rating 117% Melee Heroic
Base HP 46 Archery Fair
Experience 200% Infravision 50'
Orc
Orcs are Morgoth's creation and the backbone of his armies. They are
accustomed to caves and tunnels, and resist darkness but tend to be
vulnerable to light. Orcs are ugly, brutish pillagers by reputation
and should not expect much love from shopkeepers. Morgoth's spirit
lives in orcs and drives them forward, making them hard to frighten.
What orcs lack in stealth and subtlety they make up for with their
sheer brute strength, and generally have little trouble brushing
aside weak enemies like kobolds; yet in the deep dungeons, where the
strongest fighters and most powerful magicians reside, orcs are
rarely seen.
See [h] for more details on orcs.
Stats Skills
Strength -1 Disarming Fair
Intelligence -4 Device Very Bad
Wisdom -5 Save Poor
Dexterity +0 Stealth Poor
Constitution +0 Searching Poor
Charisma -5 Perception Bad
Life Rating 99% Melee Excellent
Base HP 30 Archery Excellent
Experience 100% Infravision 30'
Troll
Trolls are disgusting creatures: big, strong and stupid. They make
excellent warriors, but are hopeless with magical devices. Trolls
have incredible powers of regeneration.
Stats Skills
Strength +5 Disarming Poor
Intelligence -5 Device Bad
Wisdom -5 Save Poor
Dexterity -1 Stealth Poor
Constitution +5 Searching Poor
Charisma +0 Perception Bad
Life Rating 112% Melee Superb
Base HP 50 Archery Poor
Experience 150% Infravision 50'
Undead
Lich
Liches are the undead forms of former sorcerers. Their magic is
strong, but their fighting skills weak. As undead, they quickly gain
resistance to cold, poison and nether, and these resistances increase
as the lich evolves.
Liches are born with magical powers, and gain additional powers as
they advance; of all the monster races, none can surpass the
firepower of an Archlich, but managing to evolve that far can be a
challenge. Intelligence is the primary spell stat.
Liches are humanoid, and so use the standard set of equipment items;
but should they forgo the use of a normal weapon, they may touch
their opponents for various powerful effects. Even with this deadly
touch, though, melee will never be their strong suit.
Stats Skills
Strength -3 Disarming Fair
Intelligence +4 Device Heroic
Wisdom -4 Save Good
Dexterity +2 Stealth Superb
Constitution -1 Searching Poor
Charisma +1 Perception Fair
Life Rating 98% Melee Bad
Base HP 20 Archery Bad
Experience 275% Infravision 50'
Mummy
Zombies and mummies are among the most feared of all undead races.
Evil curses are a mummy's bread and butter; not only can they hex
their opponents, they can also curse and uncurse their own equipment
at will; and the stronger and more numerous the curses they are
wrapped in, the greater their magical powers. Of course, they will
also have to cope with being cursed...
You begin unlife as a humble Zombified human, with few curses or
other abilities at your disposal; but soon you will evolve into a a
Mummified human, and things really start picking up. Mummy evolution
is somewhat random - you might find yourself a strong but stupid
Draugr or a wily but weak Mummified sorcerer - but ultimately, you
will combine strength and magic in the spine-chilling final form of a
Mummy king.
Being creatures of tombs and the night, zombies and mummies can
easily see without a light; indeed, carrying a light source saps the
dark energy of their curses. In melee, they prefer to rely on their
innate attacks; equipping a weapon serves only to distract them from
their real fighting skills, and is only a viable offensive option in
the earliest parts of the game.
Stats Skills
Strength -1 Disarming Poor
Intelligence -2 Device Very Bad
Wisdom -3 Save Good
Dexterity -2 Stealth Poor
Constitution +0 Searching Poor
Charisma -1 Perception Bad
Life Rating 100% Melee Excellent
Base HP 22 Archery Good
Experience 135% Infravision 50'
Vampire
One of the mightier undead creatures, the Vampire is an awe-inspiring
sight. Yet this dread creature has a serious weakness: the bright
rays of sun are its bane, and it will need to flee the surface to the
deep recesses of earth until the sun finally sets. Being undead,
Vampires resist nether and have a firm hold on their life force;
vampires also resists cold and poison, and darkness only makes them
feel at home. Vampires are, however, susceptible to their perpetual
hunger for fresh blood, which can only be satiated by sucking blood
from a nearby monster.
Vampires gain access to various dark powers as they evolve. Of
course, they gain a vampiric bite at a very early stage, as they must
use this power to feed on the living. Killing humans with this power
is also a means of perpetuating the vampire species, and many are the
servants of a true prince of darkness! Vampires are rumored to have
limited shapeshifting abilities and a powerful, hypnotic gaze.
Stats Skills
Strength +4 Disarming Poor
Intelligence +1 Device Excellent
Wisdom -3 Save Fair
Dexterity +2 Stealth Heroic
Constitution -2 Searching Fair
Charisma +4 Perception Fair
Life Rating 96% Melee Excellent
Base HP 20 Archery Poor
Experience 250% Infravision 50'
Other
Pumpkin
The creations of some differently normal scientist who thought
sentient blood-thirsty pumpkins would be a great idea, these
creatures begin their lives as pumpkin-headed humanoids; over time,
however, the pumpkin bloats and crushes the frail stick body
underneath, leaving just a massive rolling fruit and an unquenchable
desire to kill. Death pumpkins lack most normal equipment slots, but
make up for it by the many lights they can store within their body.
Also, the bites of the deadliest pumpkins are said to be vampiric...
Stats Skills
Strength +1 Disarming Bad
Intelligence -2 Device Poor
Wisdom -2 Save Good
Dexterity +0 Stealth Poor
Constitution +1 Searching Poor
Charisma -2 Perception Bad
Life Rating 102% Melee Superb
Base HP 15 Archery Poor
Experience 115% Infravision 20'
Xorn
Xorns are massive creatures of earth. They begin life as an Umber
Hulk, a bizarre creature with large mandibles capable of slicing
through rock and glaring eyes capable of confusing foes. At this
stage in their evolution their body is vaguely humanoid, allowing
them to wear a helmet, an amulet, a cloak and even a pair of boots;
once the Umber Hulk evolves further, however, it can no longer wear
these items. Instead, a grown Xorn can use its four massive arms for
weapons, shields, rings and gloves; mature Xorns can also pass
effortlessly through rock.
Xorns have no active magical powers, but instead rely on their
ability to hide in rocks and the advantage that their extra arms
provide them in melee. Xorns, like most warrior characters, are very
effective at killing monsters but have problems with advanced magic
devices.
Stats Skills
Strength +4 Disarming Good
Intelligence -4 Device Bad
Wisdom -2 Save Poor
Dexterity -1 Stealth Poor
Constitution +2 Searching Poor
Charisma -1 Perception Bad
Life Rating 104% Melee Very Good
Base HP 25 Archery Bad
Experience 150% Infravision 50'
Table 1 - Race Statistic Bonus Table
STR INT WIS DEX CON CHR Life BHP Exp Shop
Centipede +0 -3 -3 +0 +0 -3 90% +15 100% 120%
Hound +3 -3 -5 +4 +3 +1 100% +22 150% 110%
Hydra +1 -2 -2 +2 +3 +0 105% +45 130% 130%
Spider +1 +0 -5 +0 +2 +0 100% +25 200% 115%
Angel +2 +2 +5 +2 +2 +4 99% +26 325% 90%
Beholder -3 +7 +0 +2 +0 +1 100% +20 200% 140%
Dragon +4 +2 +1 +1 +3 +2 115% +40 250% 130%
Elemental +5 -5 -5 -4 +6 +0 120% +30 170% 120%
Vortex +2 -5 -5 +4 +2 +0 95% +25 125% 120%
Golem +4 -4 -4 -3 +4 +2 108% +50 200% 130%
Jelly +3 -7 -7 +2 +3 -1 99% +40 150% 125%
Quylthulg -3 -3 -3 -3 -3 +8 95% +0 150% 120%
Leprechaun -6 +1 +1 +7 -2 -2 80% +15 150% 85%
Death-Sword +4 -5 -5 +1 +4 +0 100% +30 150% 110%
Filthy Rag -1 -1 -1 -1 -2 -4 98% +20 110% 120%
Mimic +0 +1 -1 +2 +0 -1 108% +15 250% 110%
Possessor -4 +0 -3 +0 -4 -7 60% +15 250% 110%
Ring -3 +4 +1 +0 -1 +3 85% +10 150% 110%
Giant +8 -3 -3 -2 +5 +1 117% +46 200% 130%
Orc -1 -4 -5 +0 +0 -5 99% +30 100% 140%
Troll +5 -5 -5 -1 +5 +0 112% +50 150% 135%
Lich -3 +4 -4 +2 -1 +1 98% +20 275% 135%
Mummy -1 -2 -3 -2 +0 -1 100% +22 135% 120%
Vampire +4 +1 -3 +2 -2 +4 96% +20 250% 130%
Pumpkin +1 -2 -2 +0 +1 -2 102% +15 115% 110%
Xorn +4 -4 -2 -1 +2 -1 104% +25 150% 120%
Table 2 - Race Skill Bonus Table I
Disarming Device Save Stealth
Centipede Good Fair Fair Very Good
Hound Poor Bad Poor Superb
Hydra Good Poor Fair Poor
Spider Poor Good Fair Excellent
Angel Poor Excellent Superb Fair
Beholder Fair Amber[10] Superb Heroic
Dragon Fair Good Fair Poor
Elemental Fair Bad Very Good Very Good
Vortex Poor Bad Superb Good
Golem Fair Bad Superb Bad
Jelly Good Bad Good Superb
Quylthulg Fair Heroic Very Good Superb
Leprechaun Good Amber[2] Good Amber[10]
Death-Sword Good Fair Very Good Good
Filthy Rag Good Poor Very Good Good
Mimic Poor Good Fair Poor
Possessor Bad Bad Poor Heroic
Ring Fair Superb Good Very Good
Giant Fair Bad Poor Bad
Orc Fair Very Bad Poor Poor
Troll Poor Bad Poor Poor
Lich Fair Heroic Good Superb
Mummy Poor Very Bad Good Poor
Vampire Poor Excellent Fair Heroic
Pumpkin Bad Poor Good Poor
Xorn Good Bad Poor Poor
Table 3 - Race Skill Bonus Table II
Searching Perception Melee Archery Infra
Centipede Bad Bad Good Very Bad 50'
Hound Poor Poor Very Good Bad 50'
Hydra Bad Bad Good Bad 50'
Spider Poor Poor Excellent Bad 50'
Angel Poor Poor Good Fair 30'
Beholder Heroic Heroic Fair Bad 80'
Dragon Fair Fair Excellent Bad 50'
Elemental Fair Poor Heroic Bad 50'
Vortex Bad Bad Excellent Very Bad 0'
Golem Bad Bad Heroic Poor 50'
Jelly Poor Bad Heroic Bad 0'
Quylthulg Poor Fair Very Bad Very Bad 50'
Leprechaun Fair Poor Fair Fair 50'
Death-Sword Poor Bad Very Good Bad 30'
Filthy Rag Poor Bad Good Bad 20'
Mimic Poor Poor Very Good Excellent 0'
Possessor Poor Poor Poor Bad 70'
Ring Poor Poor Bad Bad 50'
Giant Poor Bad Heroic Fair 50'
Orc Poor Bad Excellent Excellent 30'
Troll Poor Bad Superb Poor 50'
Lich Poor Fair Bad Bad 50'
Mummy Poor Bad Excellent Good 50'
Vampire Fair Fair Excellent Poor 50'
Pumpkin Poor Bad Superb Poor 20'
Xorn Poor Bad Very Good Bad 50'
Automatically generated for FrogComposband 7.1.salmiak.