R E F E R E N C E   -   M O N S T E R S

This index is alphabetical by Monster Family name.  NWC has used fairly good Family names this time and I've tried to stay with them, changing only a few slightly to make them more intuitive.  Click on the Family name to view the Monster information.


 Air Elementals
 Bone Dragons
 Centaurs
 Chaos Guardians
 Clerics
 Couatl
 Crystal Dragons
 Crystal Walkers
 Cyclops
 Dark Dwarves
 Dark Elf Peasants (Female)
 Dark Elf Peasants (Male)
 Dark Elf Warriors
 Dire Wolves
 Dragon Hunters
 Dragon Turtles
 Dragons
 Dragons (Wimpy)
 Earth Elementals
 Efreeti
 Ether Knights
 Fire Elementals
 Gogs
 Gorgons
 Human Mercenaries
 Human Peasants
 Juggernauts
 Lizardman Warriors
 Lizardmen
 Malevolent Boulders
 Minotaur Peasants
 Minotaurs
 Nagas
 Necromancers
 Nightmares
 Ogre Mages
 Ogre Peasants
 Ogre Warriors
 Phoenixes
 Pirate Crossbowmen
 Pirate Crossbowmen (Wimpy)
 Pirate Mages
 Pirate Mages (Wimpy)
 Pirate Warriors
 Pirate Warriors (Wimpy)
 Plane Guardians
 Raven Men
 Salamanders
 Schools of Fish
 Serpentmen
 Skeletons Archers
 Thunder Lizards
 Thunderbirds
 Tritons
 Troll Peasants
 Trolls
 Unicorns
 Vampire Peasants
 Vampires
 Wasp Warriors
 Water Elementals
 Wererats -- Human Form
 Wererats -- Rat Form
 Wererats -- Ratman Form
 Will ' O Wisps
 Wyverns





























R E F E R E N C E   -   M O N S T E R S

Here are brief descriptions of some of the terms used in these tables.


 Statistics
Level Apparently used in assigning you Arena opponents. Possibly used to determine a Monster's Chance to Hit.
Hit Points You know this one.
Gold Points The die rolls used to determine the amount of gold received upon looting the Monster's corpse.
Chance of Item The percent chance of finding an Item of a specified treasure level upon looting the Monster's corpse.
Armor Class Used to determine the Monster's chance of being hit.
Exp Points The number of Experience Points shared among your currently active party members when this Monster is dispatched. Party members who are Asleep, Dead, or otherwise non-participating do not share in these points.
AI One of four Artificial Intelligences that govern the Monsters -- Wimp (retreats in all hostile encounters), Normal (retreats after 80% of Hit Points are lost), Aggressive (90%) and Suicidal (never retreats).
Speed The game's measure of the Monster's motion -- doubles during hostile encounters.
Recovery The Monster's Recovery Time -- the number of time units between its actions.
 
 Attacks
Preference The Monster's preferred target, if any.
 
Primary Attack The type of Damage inflicted by the Monster's Primary Attack and if it is Ranged (ie, from a distance).
Damage The die rolls which determine Damage from the Monster's Primary Attack.
Bonus An extra impairment bestowed by the Monster on a successful Primary Attack. Yes, there are 3 different Diseases and 3 different Poisons. Also note that since our parties can vary in size, multiple attempts at a bonus may be against the same character.
 
Secondary Attack The type of Damage inflicted by the Monster's Secondary Attack and if it is Ranged (ie, from a distance).
Damage The die rolls which determine Damage from the Monster's Secondary Attack.
Chance The Monster's % chance of getting an additional attack. This was made at 1.5 times the Monster's primary Recovery Time in MM6.
 
Spells 1 & 2 The Spell and the Ranking & Level at which it is cast.
Chance The Monster's % chance of casting a Spell instead for performing its Primary Attack.
  Note: If a Spell with a timed duration is cast, then the Monster won't cast it again until it has worn off.  Until then, the chance for casting that Spell is added to the chance for the Primary Attack.
 
 Special Actions
Shot The Monster gets 2 or 3 ranged Attacks per turn.
Explode The Monster explodes upon death, dealing additional Damage to all characters and Monsters within range.




© 2000 The Erathian Liberation Party