Monsters' Starting Equipment ============================== by Boudewijn Wayers (kroisos@win.tue.nl). Lots of monsters get something to start with (apart from the special monsters, like Quest Nemesises and Vlad, for example). These include the following offensive items: ettin a club (50%) other giant a boulder (50%) watchman, soldier either: * a partisan, ranseur, spetum, glaive, halberd, bardiche, voulge, fauchard, guisarme, bill-guisarme, lucern hammer, or bec de corbin; a dagger or knife, or * a spear, or * a short sword sergeant a flail or mace lieutenant a broadsword or long sword watch captain, captain a long sword or silver saber other humans a dagger (25%); a spear (14%) elves an elven mithril coat or cloak (50%); an elven leather helm (50%) or elven boots (25%); an elven dagger (50%); and either: * an elven shield (25%); an elven short sword (66%); an elven bow; 1d12 arrows, or * an elven broadsword; an elven shield (50%), or * an elven spear and an elven shield elvenking as elves, but an additional pick-axe angels a blessed, rustproof (sometimes magical) long sword; 5% chance of it being Demonbane or the Sunsword; an uncursed rustproof large shield (25% chance of a shield of reflection instead) hobbit a dagger, elven dagger, or sling; an elven mithril coat (10%); a dwarvish cloak (10%) dwarf a dwarvish cloak (86%); iron shoes (86%); and either: * (25%) a dwarvish short sword; a dwarvish mattock or an axe and a dwarvish roundshield; a dwarvish iron helm; a dwarvish mithril coat (33%) * a pick-axe (33%) or a dagger (66%) kops 2 cream pies (25%); a club or rubber hose (33%) orcs an orcish helm (50%); (Mordor) 33% chance of any of the following: scimitar, orcish shield, knife, orcish chain mail; (Uruk-Hai) 33% chance of any of the following: orcish cloak, orcish short sword, iron shoes, bow and 1d12 arrows, Uruk-Hai shield; (goblin) an orcish dagger; (other o's) an orcish dagger or scimitar ogre a battle axe (king: 33%, lord: 18%, ordinary: 9%) kobold 1d12 darts centaur either a bow and 1d12 arrows, or a crossbow and 1d12 bolts wight a knife and a long sword zombie a leather armour (25%); a knife (8%) or a short sword (16%) balrog a bullwhip and a broadsword Orcus a wand of death horned devil a trident (25%) or a bullwhip (75%) ice devil a spear (25%) Asmodeus a wand of cold Dispater a wand of striking Yeenoghu a flail Most monsters (excluding animals, exploding or mindless creatures, ghosts, and kops) have another small chance of receiving a random offensive item, with a greater chance for "strong" monsters. Normally, the chance is 1/75. Random offensive items include: wands of striking, magic missile, sleep, fire, cold, or lightning, and potions of confusion, blindness, or paralysis. Next to weapons, monsters can gain protective items: guards armour up to a -1 AC soldiers armour up to a 3 AC sergeants armour up to a 0 AC lieutenants armour up to a -2 AC captains armour up to a -3 AC watchmen armour up to a 3 AC watch captains armour up to a -2 AC This armour is composed of one of (crystal) plate mail, splint mail, banded mail, ring mail, studded leather armour, or leather armour, and an additional helmet or dented pot, a small or large shield, a pair of low or high boots, and leather gloves or an elven cloak. If this does not make the wanted AC, the mercenary may gain a ring of protection. Next, all soldiers and their superiors can gain a C- or K-ration (33% each), and a bugle (33%, not ordinary soldiers). The following other items can be generated: nymphs a mirror (50%); a potion of object detection (50%) minotaurs a wand of digging giants a few rocks, stones or gems Nazguls a cursed ring of invisibility quantum mechs a large box, possibly containing Schroedinger's Cat leprechauns some gold (level dependant) If the monster is no soldier, animal, exploding or mindless creature, ghost, or kop, it can have something else. The chances are 1/50 for a defensive item, and 1/100 for a miscellaneous item. Defensive items are picked from: wands or scrolls of teleportation or create monster, potions of (extra) healing, and wands of digging. Miscellaneous items are picked from: wands of polymorph (only created for weak monsters), speed monster, or make invisible, amulets of life saving, and potions of gain level. Note that a lot of monsters actually produce some stuff when they are killed. Things that might be created when you kill a creature are: dragon uncursed dragon scales (33%) unicorn unicorn horn long worm worm tooth mummy mummy wrapping iron golem 2d6 iron chains clay golem 1d20 + 50 rocks stone golem statue of a stone golem wood golem 2d4 quarterstaffs, never an artifact leather golem 2d4 leather armours Also, some monsters may pick up things after they've been generated, which can make them carry more than should be possible according to the "rules" above.