» 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 |
(6.2) Monster flags ------------------- 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 Paralyzes 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.
|