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