Monster Races
So, you have decided to play as a monster. There are many options to
choose from and the various types of monsters are loosely grouped by
type below: Animals, Dragons, Demons, etc.
As a monster, you won't be able to choose a class the way normal
players do. Rather, most monster types gain abilities and powers as
they gain experience. For example, dragons can breathe fire as well as
access magical abilities. So you will want to check out both the magic
command (m) as well as the racial power command (U or O) to see what
powers are available as you play.
In addition, most monsters have custom body types, and this will
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! Instead, they may wear rings on their numerous
eyestalks. Details of this kind should be 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 and finally
Ancient forms, becoming vastly more powerful in the process. The stats
and skills listed in this document only apply to the starting form,
which is usually very weak.
For details on the Primary Statistics, see [a]. For information about
the various Skills, see [b]. To compare the various races at a glance,
you might want to take a look at [c] the race tables below.
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 Excellent
Constitution +0 Searching Bad
Charisma -3 Perception Bad
Life Rating 90% Melee Fair
Base HP 15 Bows Very Bad
Experience 100% Infravision 50'
Hound
While 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 and who knows? You may
even evolve into an Aether Hound some day.
Hounds are monsters so cannot choose a normal class. They are not
magical so cannot cast spells. However, they are fantastic hunters so
learn a small number of abilities to aid in this endeavor. And of
course, you are probably aware that hounds love to breathe!
The body of the Hound is canine, so they cannot wield weapons.
Instead, they attack with their vicious bite and razor sharp claws.
They are not so powerful in melee as are dragons, but they are not
that bad either. 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 +1 Disarming Fair
Intelligence -3 Device Bad
Wisdom -5 Save Fair
Dexterity +2 Stealth Superb
Constitution +1 Searching Fair
Charisma +0 Perception Poor
Life Rating 100% Melee Excellent
Base HP 22 Bows Bad
Experience 150% Infravision 50'
Hydra
Hydras are monsters with multiple heads. As they evolve, they grow
additional heads granting the potential for 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 (This would be too
powerful), each head is capable of attacking. So the 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 monsters so do not choose a normal class. Instead, they
play much like warriors with a few limited abilities. All hydras
regenerate quickly and 5 and 7-headed hydras resist poison and gain a
few poison based attacks. 9 and 11-headed hydras are creatures of
flame: Their attacks burn and they are capable of breathing fire
among other flame based attacks. They resist fire as well.
Stats Skills
Strength +0 Disarming Good
Intelligence -2 Device Fair
Wisdom -2 Save Fair
Dexterity +0 Stealth Fair
Constitution +0 Searching Bad
Charisma +0 Perception Bad
Life Rating 100% Melee Superb
Base HP 45 Bows 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 8 legs, 4 of which may wear rings and the
remaining may equip 2 pairs of boots. They are unable to wield
weapons or bows, but may wear a helmet, an amulet, a cloak and even a
suit of body armor (after slight adjustments, of course). They cannot
wield a light source, but this is not an issue as spiders have grown
accustomed to the dark.
There are two paths of evolution for the spider: The Phase Spider and
The Aranea. The former is somewhat weaker than the latter in
fortitude, stats and melee, but this is compensated by the Phase
Spider's amazing powers of teleportation. However, the Elder Aranea's
poison touch is more powerful than that of the Phase Spider and often
paralyzes its opponents.
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 -2 Disarming Fair
Intelligence -1 Device Superb
Wisdom -1 Save Fair
Dexterity +2 Stealth Excellent
Constitution -2 Searching Fair
Charisma -3 Perception Poor
Life Rating 70% Melee Very Good
Base HP 25 Bows Bad
Experience 200% Infravision 50'
Angel/Demon
Angel
Angels are heavenly beings on a holy mission. They are winged
creatures able to fly over chasms and pits. They also become
resistant to the elements as they mature and are not fooled by
invisibility. Their stats are truly awe-inspiring making them one of
the most powerful monster races.
Angels are monsters so cannot choose a normal class. Instead, they
rely on their divine powers which function like spells but need not
be learned or cast from books. These powers can be used while
blinded, but not while confused and they are also blocked by
Anti-magic. The divine powers of the angel are quite powerful
offering good offense combined with detection, healing and melee
enhancement. Wisdom is the primary spell stat.
Angels use the same equipment slots as normal player races and have
no innate attacks.
Stats Skills
Strength +1 Disarming Poor
Intelligence +1 Device Excellent
Wisdom +4 Save Superb
Dexterity +1 Stealth Good
Constitution +1 Searching Fair
Charisma +1 Perception Poor
Life Rating 90% Melee Good
Base HP 26 Bows Fair
Experience 325% Infravision 30'
Demon
Demons are powerful servants of evil and come in many forms. Being
monsters, they may not choose a normal class. Instead, they rely on
their devilish powers or their brutish strength to survive.
The various demonic races include the Balrog, powerful demons of
fire; the Sevants 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.
All demon races 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 are monsters so cannot choose a normal class. Instead, they
gain powers as they evolve, including some limited offensive
capabilities. But the beholders primary offense will always be their
powerful gaze. Intelligence is the primary 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 won't be able to stand long against
multiple 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.
Stats Skills
Strength -3 Disarming Good
Intelligence +4 Device Heroic
Wisdom +0 Save Superb
Dexterity +1 Stealth Heroic
Constitution +0 Searching Amber[7]
Charisma +0 Perception Amber[7]
Life Rating 100% Melee Fair
Base HP 20 Bows Very Bad
Experience 200% Infravision 80'
Dragon
Dragon
Dragons are powerful winged serpents. They are the strongest fighters
with razor sharp claws and a bone crushing bite. Each dragon has a
unique type of breath that becomes more deadly as the dragon grows
and matures.
Due to their non-humanoid bodies, dragons are unable to wear armor,
gloves or boots. However, being creatures of magic, they are able to
wear 6 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 despite the fact that
each dragon has one or more innate resistances (or even immunities).
Dragons begin life in a weak form, being very young. As their bodies
mature, their scales grow tough and their claws sharp. Their breath
grows more deadly and they frequently gain additional magical powers
and resistances. All dragons can fly, but younger dragons are not so
quick as their elders.
Dragons are magical creatures, and each dragon may choose to
specialize in a specific type of magic. This magic does not require
books to learn and also has a direct influence on the dragon's stats
and skills.
See [e] for more details on dragons.
See [f] for more details on dragon realms.
Stats Skills
Strength +1 Disarming Fair
Intelligence -1 Device Good
Wisdom -2 Save Fair
Dexterity -2 Stealth Fair
Constitution +0 Searching Fair
Charisma -1 Perception Fair
Life Rating 100% Melee Excellent
Base HP 40 Bows 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 confused or cut, and they
are immune to the eldritch horror (being virtually mindless). They
rarely feel fear and are resistant to poison. In addition, they gain
specific powers and abilities depending on their form.
For example, Earth Elementals are slow but gain bonuses to AC due to
their tough skins. 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. However, being made of earth, their
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
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 (They definitely run circles around
their earthen brethren) and are cloaked in fire. Of course, they may
attack with hell's fury but need to be on the lookout for cold
wielding foes. However, being surrounded by fire, scrolls and staves
are rapidly burned 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 armor corrodes as well!
Stats Skills
Strength +2 Disarming Fair
Intelligence -5 Device Bad
Wisdom -5 Save Excellent
Dexterity -2 Stealth Excellent
Constitution +2 Searching Fair
Charisma +0 Perception Poor
Life Rating 105% Melee Superb
Base HP 30 Bows Bad
Experience 170% Infravision 50'
Vortex
Vortices are mindless whirlwinds of elemental forces randomly moving
about 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, are rather weak in melee,
and, while they may breathe almost effortlessly, their breath attacks
are rather weak.
Vortices do not have normal bodies. Rather they are simply a rapidly
spinning elemental mass, and 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 'wield' weapons this way, they cannot
attack with them. Instead, the vortex may engulf nearby monsters with
their elemental essence.
Vortices evolve randomly, though all seem to end up with the
evolutionary perfection of the Aether vortex.
Stats Skills
Strength +0 Disarming Fair
Intelligence -5 Device Bad
Wisdom -5 Save Superb
Dexterity +2 Stealth Very Good
Constitution +1 Searching Bad
Charisma +0 Perception Bad
Life Rating 102% Melee Superb
Base HP 25 Bows 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, but this slowness
does not affect their non-movement actions. Except for melee, where
they are limited to just a single (but mighty) blow. They fight best
with their powerful fists. Golems have a very high armor class,
possess good resistances and saving throws, and are very strong in
melee. They are also resistant to magic, and become more resistant as
they evolve. This resistance is quite powerful, 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. This last form takes
nearly forever to build, unfortunately.
Stats Skills
Strength +1 Disarming Fair
Intelligence -2 Device Bad
Wisdom -2 Save Superb
Dexterity -1 Stealth Poor
Constitution +1 Searching Bad
Charisma +0 Perception Bad
Life Rating 100% Melee Superb
Base HP 50 Bows Bad
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 equipment slot (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.
Jellies are monsters and cannot pick a normal player class. 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, destroying an object ('k' or the autodestroyer)
automatically eats the object, and jellies never become bloated,
their appetite being insatiable.
Like all monster races, jellies begin as weak monster of their race
and evolve to better forms as they gain experience. 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 +1 Disarming Good
Intelligence -5 Device Bad
Wisdom -5 Save Good
Dexterity +1 Stealth Superb
Constitution +1 Searching Poor
Charisma -2 Perception Bad
Life Rating 90% Melee Superb
Base HP 40 Bows 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 -5 Disarming Fair
Intelligence -5 Device Superb
Wisdom -5 Save Excellent
Dexterity -5 Stealth Superb
Constitution -5 Searching Fair
Charisma +6 Perception Good
Life Rating 95% Melee Very Bad
Base HP 0 Bows Very Bad
Experience 150% Infravision 50'
Leprechaun
Leprechaun
Leprechauns are small, mischevous 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 at least one hand free,
they may pilfer objects or gold from their foes and flee to safety,
all in a single action. However, 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 and even a bit of cursing offense
(Malicious and Death Leprechauns are vile, evil creatures, after
all). They are masters of teleportation and detection. And while one
never fears their combat (though one despises their thievery, of
course), 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.
The leprechaun uses gold for spell casting the way other players 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, increased AC, life rating and even
increasing their power with magical devices. To succeed in life,
greed is obviously the primary virtue of the leprechaun!
Stats Skills
Strength -2 Disarming Very Good
Intelligence +1 Device Heroic
Wisdom +1 Save Good
Dexterity +3 Stealth Heroic
Constitution -2 Searching Fair
Charisma -2 Perception Poor
Life Rating 80% Melee Fair
Base HP 15 Bows Superb
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 +1 Disarming Good
Intelligence -5 Device Fair
Wisdom -5 Save Excellent
Dexterity +0 Stealth Very Good
Constitution +1 Searching Poor
Charisma +0 Perception Bad
Life Rating 85% Melee Excellent
Base HP 30 Bows Very Bad
Experience 150% Infravision 30'
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
and is quite useful. However, there is a small catch: The mimic can
only copy what they see! This limitation forces the mimic to change
forms much more often than the 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.
Mimics are monsters and do not choose a normal class. Their stats,
skills, resistances and spells are determined by the form they
assume. Their current body also determines their spell stat (e.g. a
novice priest uses wisdom, a novice mage uses intelligence). Their
current body may offer innate powers (e.g. breath weapons or rockets)
in addition to or in lieu of magical powers (e.g. mana storms and
frost bolts). Be sure to check both the racial power command ('U')
and the magic command ('m') after assuming a new body.
Stats Skills
Strength +0 Disarming Poor
Intelligence +1 Device Good
Wisdom -1 Save Fair
Dexterity +2 Stealth Fair
Constitution +0 Searching Fair
Charisma -1 Perception Fair
Life Rating 108% Melee Very Good
Base HP 15 Bows 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 then all of their equipment will be removed
(except a light source) and they will temporarily be in 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 are monsters and do not choose a normal class. Their
stats, skills, resistances and spells are completely determined by
the body they inhabit. Their current body also determines their spell
stat (e.g. a novice priest uses wisdom, a novice mage uses
intelligence). Their current body may offer innate powers (e.g.
breath weapons or rockets) in addition to or in lieu of magical
powers (e.g. mana storms and frost bolts). Be sure to check both the
racial power command ('U') and the magic command ('m') after
possessing a new body.
Stats Skills
Strength -3 Disarming Bad
Intelligence +0 Device Bad
Wisdom -3 Save Poor
Dexterity +0 Stealth Superb
Constitution -3 Searching Poor
Charisma -7 Perception Poor
Life Rating 60% Melee Fair
Base HP 15 Bows 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. They gain resistances, attributes and spells by
absorbing the magic from jewelry they find (rings or amulets).
Rings also have a small arsenal of innate spells. 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 have no physical attacks. Instead, they may blast enemies with
mighty spells (once learned, 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 Excellent
Constitution -1 Searching Poor
Charisma +3 Perception Fair
Life Rating 85% Melee Very Bad
Base HP 10 Bows Very 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
extra resistance, elementals slays and even elemental attacks of
their respective element. Titans are powerful immortal beings of
legend. Their attacks often confuse their foes and they rarely fight
alone.
Giants are monsters so cannot choose a normal class. Instead, they
must 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 normal player races and have
no innate attacks.
Stats Skills
Strength +6 Disarming Fair
Intelligence -3 Device Bad
Wisdom -3 Save Fair
Dexterity -2 Stealth Poor
Constitution +3 Searching Poor
Charisma +0 Perception Bad
Life Rating 107% Melee Heroic
Base HP 46 Bows Superb
Experience 200% Infravision 50'
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 +3 Disarming Poor
Intelligence -5 Device Bad
Wisdom -5 Save Fair
Dexterity -2 Stealth Fair
Constitution +3 Searching Poor
Charisma +0 Perception Bad
Life Rating 100% Melee Superb
Base HP 50 Bows Bad
Experience 150% Infravision 50'
Undead
Lich
Liches are the undead forms of former sorcerers. Their magic is
strong but their fighting is weak. As undead, they quickly gain
resistance to cold, poison and nether, and these resistances increase
as the lich evolves.
Liches are monsters and cannot choose a normal class. Instead, they
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 so use the standard set of equipment items.
Should they forgo the use of a normal weapon, they may touch their
opponents for various powerful effects. However, melee is not the
strong suit of the Lich and even their deadly touch is often not
enough.
Stats Skills
Strength +0 Disarming Fair
Intelligence +3 Device Superb
Wisdom -3 Save Very Good
Dexterity +1 Stealth Superb
Constitution +0 Searching Fair
Charisma +0 Perception Good
Life Rating 100% Melee Very Bad
Base HP 20 Bows Very Bad
Experience 275% 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. Darkness, on the
other hand, (eventually) only makes the Vampire stronger. As undead,
the Vampire has a firm hold on its life force, and resists nether
attacks. The Vampire also resists cold and poison based attacks. It
is, however, susceptible to its perpetual hunger for fresh blood,
which can only be satiated by sucking the blood from a nearby
monster.
The Vampire is a monster race and cannot choose a normal class.
Instead, the vampire gains 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 also is a means of perpetuating the vampire species,
and many are the servants of true prince of darkness! Vampires are
also rumored to have limited shapeshifting abilities and a powerful,
hypnotic gaze.
Stats Skills
Strength +2 Disarming Poor
Intelligence +1 Device Excellent
Wisdom -1 Save Fair
Dexterity +0 Stealth Superb
Constitution -2 Searching Good
Charisma +1 Perception Fair
Life Rating 90% Melee Excellent
Base HP 20 Bows Poor
Experience 250% Infravision 50'
Xorn
Xorn
Xorn are huge creatures of the element earth. They begin life as an
Umber Hulk which is a bizarre creature with glaring eyes capable of
confusing their foes, and large mandibles capable of slicing through
rock. 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. However, once the Umber Hulk evolves it can no
longer wear these items. Instead, it can use its four massive arms
for weapons, shields, rings and gloves. At this stage, the Xorn can
pass effortlessly through rock.
Xorns are monsters so cannot choose a normal class. They have no
active powers but instead rely on their ability to hide in rocks
combined with their ability to attack with up to four weapons. They
play like warriors and are strong as such.
Stats Skills
Strength +2 Disarming Good
Intelligence -4 Device Bad
Wisdom -2 Save Fair
Dexterity -3 Stealth Fair
Constitution +1 Searching Poor
Charisma -1 Perception Bad
Life Rating 100% Melee Excellent
Base HP 30 Bows 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 +1 -3 -5 +2 +1 +0 100% +22 150% 110%
Hydra +0 -2 -2 +0 +0 +0 100% +45 130% 130%
Spider -2 -1 -1 +2 -2 -3 70% +25 200% 115%
Angel +1 +1 +4 +1 +1 +1 90% +26 325% 90%
Beholder -3 +4 +0 +1 +0 +0 100% +20 200% 140%
Dragon +1 -1 -2 -2 +0 -1 100% +40 250% 130%
Elemental +2 -5 -5 -2 +2 +0 105% +30 170% 120%
Vortex +0 -5 -5 +2 +1 +0 102% +25 125% 120%
Golem +1 -2 -2 -1 +1 +0 100% +50 200% 130%
Jelly +1 -5 -5 +1 +1 -2 90% +40 150% 125%
Quylthulg -5 -5 -5 -5 -5 +6 95% +0 150% 120%
Leprechaun -2 +1 +1 +3 -2 -2 80% +15 150% 85%
Death-Sword +1 -5 -5 +0 +1 +0 85% +30 150% 110%
Mimic +0 +1 -1 +2 +0 -1 108% +15 250% 110%
Possessor -3 +0 -3 +0 -3 -7 60% +15 250% 110%
Ring -3 +4 +1 +0 -1 +3 85% +10 150% 110%
Giant +6 -3 -3 -2 +3 +0 107% +46 200% 130%
Troll +3 -5 -5 -2 +3 +0 100% +50 150% 135%
Lich +0 +3 -3 +1 +0 +0 100% +20 275% 135%
Vampire +2 +1 -1 +0 -2 +1 90% +20 250% 130%
Xorn +2 -4 -2 -3 +1 -1 100% +30 150% 120%
Table 2 - Race Skill Bonus Table I
Disarming Device Save Stealth
Centipede Good Fair Fair Excellent
Hound Fair Bad Fair Superb
Hydra Good Fair Fair Fair
Spider Fair Superb Fair Excellent
Angel Poor Excellent Superb Good
Beholder Good Heroic Superb Heroic
Dragon Fair Good Fair Fair
Elemental Fair Bad Excellent Excellent
Vortex Fair Bad Superb Very Good
Golem Fair Bad Superb Poor
Jelly Good Bad Good Superb
Quylthulg Fair Superb Excellent Superb
Leprechaun Very Good Heroic Good Heroic
Death-Sword Good Fair Excellent Very Good
Mimic Poor Good Fair Fair
Possessor Bad Bad Poor Superb
Ring Fair Superb Good Excellent
Giant Fair Bad Fair Poor
Troll Poor Bad Fair Fair
Lich Fair Superb Very Good Superb
Vampire Poor Excellent Fair Superb
Xorn Good Bad Fair Fair
Table 3 - Race Skill Bonus Table II
Searching Perception Melee Bows Infra
Centipede Bad Bad Fair Very Bad 50'
Hound Fair Poor Excellent Bad 50'
Hydra Bad Bad Superb Bad 50'
Spider Fair Poor Very Good Bad 50'
Angel Fair Poor Good Fair 30'
Beholder Amber[7] Amber[7] Fair Very Bad 80'
Dragon Fair Fair Excellent Bad 50'
Elemental Fair Poor Superb Bad 50'
Vortex Bad Bad Superb Very Bad 0'
Golem Bad Bad Superb Bad 50'
Jelly Poor Bad Superb Bad 0'
Quylthulg Fair Good Very Bad Very Bad 50'
Leprechaun Fair Poor Fair Superb 50'
Death-Sword Poor Bad Excellent Very Bad 30'
Mimic Fair Fair Very Good Excellent 0'
Possessor Poor Poor Fair Bad 70'
Ring Poor Fair Very Bad Very Bad 50'
Giant Poor Bad Heroic Superb 50'
Troll Poor Bad Superb Bad 50'
Lich Fair Good Very Bad Very Bad 50'
Vampire Good Fair Excellent Poor 50'
Xorn Poor Bad Excellent Bad 50'
Automatically generated for PosChengband 6.0.3.