» Contents
» (0) Quickstart
» (1) Introduction
» (2) Installation & setup
» (3) Creating a character & starting to play
» (4) The world
» (5) Item and flag details, elements
» (6) Monster details
» (6.2) Monster flags
» (7) Character details
» (8) Tactics & strategy
» (9) Miscellanous

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(6.1a) Normal monsters, unique monsters, boss monsters and how they spawn
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(6.3) Loot tables, treasure classes
(6.2) Monster flags                                                             
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Most monster flags you find in the spoiler files (press ~7 in-game or open the
actual file r_info.txt with a text editor or use Mikael's monster search, you
can invoke that one via ~R ) are self-explanatory. Here is an explanation of
some flags that are important but might not be obvious:

FORCE_MAXHP     The monster always gets rolled at maximum hit points.
                For example if the monster has 3d6 hit points aka 3 dice with
                6 sides each, it could have anything between 3 and 18 hp.
                But if it has this flag, when you encounter this type of
                monster it will always have 18 hp.
FORCE_DEPTH     You cannot meet this monster out of depth. It will never appear
                on a floor of lesser level that itself.
FORCE_SLEEP     Deprecated, has no actual effect in-game.
                A note about monster sleep in general: Check monster lore (~7)
                to see which monsters start out asleep and which are awake.
                Note that monsters inside a pit (see (4.6)) are never asleep.
OOD_xx          The monster cannot occur more than xx levels out of depth.
                All unique monsters actually have an intrinsic OOD_20 flag even
                if it's not shown in the monster lore spoilers.
FRIENDS         This monster comes in a pack. Makes life easier for mimics.
RAND_xxx        This monster has random movement. The xxx number is the chance
                in percent. Several of these flags will stack.
NO_SLEEP        This does not mean that the monster cannot be asleep when you
                meet it, but that you cannot use sleep spells (et al) on it.
                (Compare (4.12).)
NEVER_BLOW      This monster will never attack in melee.
NEVER_ACT       This monster will never move or perform any action at all.
                So this means it is completely harmless.

NO_TARGET       This monster cannot be targetted with target command.
NO_DEATH        This entity can never die.
NO_AUTORET      You won't use auto-retaliation against this entity.

REFLECTING      The monster can deflect shots, arrows and bolts, physical and
                magical projectiles, prolonging the fight (flat 50% chance).
                Boomerangs cannot be deflected. For thrown items it depends on
                their weight, only very light items can be deflected reasonably
                well, and already middle-light items become undeflectable,
                making throwing weapons an alternative (see (5.2b)).
                Also, the monster will resist any types of light-based attacks
                greatly, not just attacks in bolt form.
                Reflected attacks will not hurt you or other players or any
                other entities/monsters but simply disappear harmlessly.
HURT_LITE       This monster is susceptible to light attacks.
HURT_ROCK       This monster is susceptible to stone-to-mud attacks.

COLD_BLOOD      You cannot spot this monster with infra-vision.
WEIRD_MIND      The monster flickers on ESP.
EMPTY_MIND      The monster does not show up on ESP.

SHAPECHANGER    The monster changes its appearance randomly and quickly.
CHAR_CLEAR      The monster has no visible appearance, not even if you can see
                invisible.

UNMAGIC         Will cancel all temporary magical effects on the player,
                except for mimic form (from polymorph ring) and martyr.
HOLD            Paralyses you from afar.
FORGET          Blanks your mind, makes you forget the dungeon map and details
                of your items (unidentifies items).
TRAPS           Can place traps around you (from afar).
DISBELIEVE      Monster has an anti-magic field, the strength depending on its
                level.

                Like training the 'Anti-magic' skill, having intrinsic anti-
                magic from the DISBELIEVE flag will also shorten the duration
                of certain magical temporary buffs and debuffs on your
                character!
                To see which those are and to see more information about
                anti-magic, see 'Anti-magic' skill in (7.2) and 'Dark Sword' in
                (5.9).

DROP_GOOD       The monster usually drops enchanted items.
DROP_GREAT      The monster usually drops items with ego powers or artifacts.
                Hint: Usually monsters that have this flag are pretty powerful,
                but there are actually some low-to-mid-level monsters that have
                it too, so make sure to kill these when you see them:
                Smeagol (level 3), Wormtongue (level 9), Robin Hood (level 10),
                Boldor (level 15), Azog (level 23), It (level 24, but actually
                impossible to seek out, you'll rather just meet It by chance),
                Sandworm Queen (level 30), The Wight-King of the Barrow-Downs
                (level 35). Azog, the Sandworm Queen and the Wight-King are
                dungeon bosses, so you will only find them on the final floor
                of their respective dungeon.
                (For details on monster stats and flags, press ~ 7 in the game
                to invoke the monster lore browser.)
DROP_60         The monster has a 60%/90% chance to drop something (an item or
 DROP_90        a gold pile).
ONLY_GOLD       The monster drops only gold (and no items) or only items (and
 ONLY_ITEM      no gold).
DROP_CHOSEN     This monster drops additional, very specific loot.
                See (6.3a) further below, for details.

POWERFUL        Harder to taunt, charm or silence. Cannot be blinded.
                Doesn't have a "surprised" delay on player teleport arrival.
                Ball and breath attacks gain +1 radius.
                Doesn't deliberately pick one melee target when having a choice
                of several melee targets (just attacks indiscriminately).
                Hacks down terrain features in its way that it can pass anyway.
                Cannot be slowed by martial arts slowing techniques.
                Harder to repel by kinetic shield or to affect by aura of fear.

TPORT           This is a spell flag rather than a normal flag. However, it is
                noteworthy in that this not only allows a monster to teleport
                at will, but also will cause it to try and teleport-follow the
                player whenever he teleports away from it from within melee
                range!

                To teleport-follow, when the player initiates teleportation,
                the monster must stand adjacent to player (ie in melee range)
                and not have RES_TELE or IM_TELE flag.
                Also the monster must not be asleep or running from the player.
                Finally the monster will have to succeed a d100 roll against
                its racial base level.
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(6.1a) Normal monsters, unique monsters, boss monsters and how they spawn
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(6.3) Loot tables, treasure classes