This is for everyone who looked at the Monster Stats pages & went "Huh?"
Gilles D'Aoust submitted this information
for those of us who never really understood the mechanics of the game.
I found much of it quite interesting, particularly the way experience is
divided up. Thanks again Gilles!
Level | Attacks as Level: i.e. the monster's approximate level, when it attacks, if it were a party member. |
Experience | The number of experience points earned by the party for killing this monster type. Each party member receives 1/4 of this amount. If the total does not divide evenly, the lead characters (reading from left to right) each gain one of the odd points. Hence, the first character on the left has, by virtue of his position, a slight advantage over other characters. |
Treasure | Treasure Yielded; this is usually a two
part formula of the type xDy+z %Lx, object.
|
AI Type | Artificial Intelligence Type; determines a monster's aggressiveness. The more aggressive an enemy is, the more likely it is to continue attacking even if heavily damaged. Normal (N) monsters will suffer 75% losses of HP before turning tail. Aggressive monsters (A) will continue attacking until they have lost 90% of their initial HP, while suicidal (S) monsters will fight until they are destroyed without ever retreating. |
Preference | Preferred Enemy; if a monster has a preferred enemy, it will attack this one first and continue to do so, ignoring all others, until it has killed it. If the party has no such member, then the monster will behave as though it had no preferences. Note that some monsters have more than one preferred enemy. Some even have a preferred enemy of x, where x is a number; this means the monster will randomly elect a number of party members equal to x as preferred enemies. Several monsters have gender preferences. Classes are always referred to as their initial form, i.e. the name they had prior to any promotions. Hence, K = knight, T = Thief, M = Monk, D = Druid, ..., H = Human, E = Elf, G = Goblin, O = Dwarf, W = Women, X = Men. Note that D stands for Druids while O stands for Dwarves. However, "CP" would mean "Clerics & Paladins". |
Bonus | Represents an additional amount or type of damage a monster might inflict if it successfully hits its enemy (makes a successful roll). |
Att% | Attack Speed or Attack Percentage; affects the monster's recovery time. The recovery time is the amount of time the monster may have to spend recouping from its primary attack form before initiating another action. All secondary attacks are made at 150% (1.5 times) the primary attack speed. Thus, a 0% means that the monster has no bonus nor any penalty and must spend 100% of the normal amount of time recovering from his attack, while 10% would mean that the monster takes an extra 10% of time recovering from any primary attack and 160% from all secondary attacks. |
Attack 1 | Describes the primary attack method. This can be physical, or magical. |
Attack 2 | Describes the secondary attack method (if there is any). This form of attack requires the creature to make a percentile dice roll at the beginning of each combat round to determine if it will make use of its secondary capability or not. |
Spell Use % | Shows a monster's chances of attacking or defending with a spell (assuming, of course, it has the capability). These statistics also dictate which spell the monster may use. |
Resistances | Obviously, some monsters have the ability to resist some forms of attacks better than others. The damage they take from any kind of attack is reduced by their overall resistance, that is their base resistance (of which the Armor Class is a component) and their resistance to the specific form of attack. |