Monsters' Equipment ===================== by Boudewijn Waijers, with corrections for 3.4.3 by Topi Linkala, and some editing by Philip Potter. Lots of monsters get some items to start with. This document details which monsters may get which item(s). No artifacts are generated in monsters' inventories unless specifically mentioned. Big exception: monsters generated on the rogue level get no items. -=O=- Monsters may get the following offensive items: ettin a club (50%) other giant a boulder (50%) watchman/soldier either: * a partisan, ranseur, spetum, glaive, halberd, bec de corbin, voulge, bardiche, fauchard, guisarme, bill- guisarme, or lucern hammer; a dagger or knife, or * a spear, or * a short sword sergeant a flail or mace lieutenant a broadsword or long sword (watch) captain a long sword or silver saber priest a +0, +1 or +2 mace (half of them are cursed) other human a dagger (25%); a spear (14%); if both fail, they get a knife elf an elven mithril coat or cloak (50%); an elven leather helm (50%) or if that fails, elven boots (25%); an elven dagger (50%); and either: * an elven shield (25%); an elven short sword (66%); an elven bow; 3-14 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 (66%, 100% on the plane of earth); a crystal ball (2%); gets royalty bonus (see below) Archon blessed rustproof Demonbane or Sunsword (same chance) (unless it already exists), which can't have negative enchantment; a non-cursed +0 shield of reflection Aleax a blessed, rustproof (sometimes magical) long sword; Angel 5% chance of it being Demonbane or the Sunsword; an uncursed rustproof large shield (25% chance of a shield of reflection instead). The guardian angel generated on the astral level gets a silver saber if he doesn't have a weapon and his weapon is blessed and its enchantment is raised 1 to 4 points if it's under +4. He also gets an amulet of reflection if he doesn't have a shield of reflection. 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%) * dwarf kings get royalty bonus (see below) kops 3-5 cream pies (25%); a club or rubber hose (33%) (kops are not eligible for a random offensive item) orc-captain is treated like either Mordor orc or Uruk-Hai orc 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 3-15 arrows, Uruk-Hai shield; (goblin) an orcish dagger (50%); (other o's) a scimitar (50%) ogre a battle axe (king: 33%, lord: 18%, ordinary: 9%); otherwise, a club. Ogre kings get royalty bonus (see below) troll a ranseur, partisan, glaive or spetum (50%) kobold 3-14 darts forest centaur a bow, 3-14 arrows other centaur a crossbow, 3-14 bolts master lich 7% chance for either an athame (86%) or a wand of nothing (14%) (master liches are not eligible for a random offensive item) arch lich 33% chance for either an athame (66%) or a quarterstaff, this weapon can't have negative enchantment and may be erodeproof (25%) (arch lichs are not eligible for a random offensive item) barrow wight a knife and a long sword Nazgul a knife and a long sword skeleton a leather armour (25%); a knife (8%) or a short sword (16%) (skeletons are not eligible for a random offensive item) salamander a spear (6/7) or a trident (2/21) or a stiletto (1/21) balrog a bullwhip and a broadsword horned devil a trident (75%) or a bullwhip (25%) ice devil a spear (25%) (ice devils are not eligible for a random offensive item) Orcus a wand of death Asmodeus a wand of cold; a wand of fire (Asmodeus is not eligible for a random offensive item) Dispater a wand of striking Yeenoghu a flail Note that no demon will ever receive a blessed item. gnomes 3-14 darts or a crossbow and 3-14 bolts or a bow and 3-14 arrows or 3-5 daggers or aklys or nothing. Probability of getting nothing is 36% for a gnome king, 50% for a gnome lord and 64% for ordinary gnomes; gnome kings get royalty bonus (see below) Vlad the Impaler a battle axe or two-handed sword or a bow and 3-14 arrows iron golem or a longsword or a lucern hammer or nothing. Probability of getting nothing is 21% for Vlad the Impaler and 64% for iron golems (iron golems are not eligible for a random offensive item) In addition these monsters might be eligible for a random offensive item. Probability of getting and item depends on monsters level. Random offensive items include: wands of striking, magic missile, sleep, fire, cold, or lightning, potions of confusion, blindness, paralysis, acid or sleeping, scrolls of earth and wands of death (the latter only for tough monsters). Other monsters than those mentioned here don't get weapons. Some of those monsters that are implied here to get weapons are especially excluded. These are: orc and kobold shamans, gnomish wizards, abbots, monks, nurses, the Oracle, the Grand Master, Master Kaen and the Wizard of Yendor. -=O=- Next to weapons, monsters can gain protective items: guard armour up to a -1 AC soldier armour up to a 3 AC sergeant armour up to a 0 AC lieutenant armour up to a -2 AC captain armour up to a -3 AC watchman armour up to a 3 AC watch captain 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 a leather cloak. The following other items can be generated: nymph a mirror (50%); a potion of object detection (50%) giant a few gems Nazgul a cursed ring of invisibility quantum mech a large box (5%), may contain Schroedinger's Cat leprechaun some gold (level dependent) soldier a C-ration (33%); a K-ration (33%); a bugle (33%) officer a C-ration (33%); a K-ration (33%) watchman a tin whistle (66%). shopkeeper a skeleton key; a wand of striking; a potion of healing (75%); a potion of extra healing (50%); a wand of magic missile (25%); Ringshop keepers get a touchstone. priest a small shield; 20-29 zorkmids; a robe (86%) or a cloak of protection (10%) or a cloak of magic resistance (4%); those in temples get also 2 - 4 spellbooks and their cloak is blessed if coaligned and cursed otherwise. high priest same as priest but also the Amulet of Yendor if generated in the sanctum, and gets royalty bonus (see below) monk a robe (91%) or a cloak of magic resistance (9%) minotaur a wand of digging (33%; 100% at the plane of earth) mummy a mummy wrapping (86%) pony starting pet pony gets a saddle. The Wizard of Yendor a spellbook of digging (only when on the plane of earth and if he is the only existing wizard) Vlad the Impaler the Candelabrum of Invocation Croesus a two-handed sword your quest nemesis the Bell of Opening Pestilence a potion of sickness If the monster is not an animal, exploding or mindless creature, ghost, or kop, it can have something else. The chances are monster level in 50 for a defensive item, and monster level in 100 for a miscellaneous item. Only one soldier out of thirteen is considered for these items. A defensive item is one of: a wand or a scroll of teleportation or create monster, a potion of healing, extra healing or full healing and a wand of digging. Pestilence will get sickness instead of full healing; shopkeepers, priests, guards, and all 'e' will not get wands of digging. A miscellaneous item is one of: a wand or a potion of polymorph (only for weak monsters), a wand of speed monster or make invisible, a potion of speed, invisibility or gain level and a amulet of life saving. Monsters that like gold but don't have it already might get some gold (80%), the amount depends on the depth of the level. There are some special rules about what a monster may get: 1. Demons will never get blessed items. 2. Lawful minions don't get cursed, negative enchanted, or rusting objects. 3. Creatures which count as royalty never get weapons less than +1 or armor less than +0. Royal creatures are queen bees, dwarf kings, gnome kings, ogre kings, elvenkings, high priests, Vlad, Croesus, all named demons except Yeenoghu and Juiblex, and the Wizard of Yendor. -=O=- Player monsters get: a longsword (50%) or a random non projectile weapon (50%) and if generated on astral level a random dragon scale mail, 7 times out of 8 a random cloak that cannot be elven, orcish or dwarven nor a mummy wrapping, 7 times out of 8 a random headgear, 7 times out of 8 a random shield that cannot be a small shield, 7 times out of 8 a random pair of handgear and 7 times out of 8 a random pair of footwear. These are adjusted as follows: Archeologists: Half of the time the weapon is changed to a bullwhip. Barbarians: Half of the time the weapon is changed to a battle axe (50%) or two-handed sword (50%) and no shield, half of the time the armor is changed to a random armor from (crystal or bronze) plate mail, splint mail, banded mail, dwarven or elven mithril-coat or chain mail and if the headgear would have been a helm of brilliance then no headgear is generated. Cave(wo)men: The weapon is changed to a mace (75%) or if not to a club (50%) and if the headgear would have been a helm of brilliance then no headgear is generated. Healers: The weapon is changed to a quarterstaff (75%) or if not to an unicorn horn (25%) or a scalpel (25%), 3 times out of 4 the headgear is changed to a helm of brilliance (50%) or a helm of telepathy (50%) and half of the time no shield is generated. Knights: 3 times out of 4 the weapon is changed to a longsword and half of the time the armor is changed to a random armor from (crystal or bronze) plate mail, splint mail, banded mail, dwarven or elven mithril-coat or chain mail. Monks: No weapon nor armor is generated, the cloak is always a robe and half of the time no shield is generated. Priests: Half of the time the weapon is changed to a mace, half Priestesses: of the time the armor is changed to a random armor from (crystal or bronze) plate mail, splint mail, banded mail, dwarven or elven mithril-coat or chain mail, 3 times out of 4 the cloak is a robe, 3 times out of 4 the headgear is changed to a helm of brilliance (50%) or a helm of telepathy (50%) and half of the time no shield is generated. Rangers: Half of the time the weapon is changed to an elven dagger. Rogues: Half of the time the weapon is changed to a short sword. Samurai: Half of the time the weapon is changed to a katana. Tourists: No changes. Valkyries: Half of the time the weapon is changed to a war hammer and half of the time the armor is changed to a random armor from (crystal or bronze) plate mail, splint mail, banded mail, dwarven or elven mithril-coat or chain mail. Wizards: 3 times out of 4 the weapon is changed to a quarterstaff (50%) or an athame (50%), half of the time the armor is changed to a black dragon scale mail (50%) or a silver dragon scale mail (50%) and if so the cloak is changed to a cloack of magic resistance. 3 times out of 4 the headgear is changed to a helm of brilliance. No shields are generated. The weapon is enchanted to +4 - +8 for astral level and to +0 - +4 otherwise, 33% are erodeproof or if not 50% are greased. For the astral level the weapon is tried to change into an artifact and if this ends up as the Magicbane the enchantment is dropped to +1 - +4. Each piece of armor is erodeproof (33%), blessed (33%) or cursed (22%), and enchanted to +0 - +5 (60%), +4 - +7 (30%) or -3 - -1 (10%) The random items are generated using the same relative frequences as in normal random item generation. So no random athames, scalpels, worm tooths, crysknives, tsurugi, runeswords nor rubber hoses for weapons. Player monsters get 1-3 random offensive items, 1-3 random defensive items and 1-3 random miscellanous items, these come from the same item lists as for other monsters. In addition those player monsters that are created on the astral plane get a fake amulet of yendor, some gems, 0-1999 gold, 0-9 totally miscellanous items and one in ten gets a luckstone (66%) or loadstone (33%). -=O=- 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%), (5%) for revived dragon unicorn unicorn horn, unless revived unicorn long worm worm tooth iron golem 2d6 iron chains glass golem some worthless pieces of glass clay golem 1d20 + 50 rocks stone golem statue of a stone golem wood golem 2d4 quarterstaffs, never an artifact leather golem 2d4 leather armours gold golem some gold paper golem 1d4 blank scrolls DEATH DROPS 1/6 of monsters that can leave a corpse and are not Kops leave a random item when killed. Monsters with stature smaller than human do not leave large objects. Large object is defined here as weighting more than 3, is bimanual or bulky, is a spear, a polearm or a morning star, unless it is a food ration, a leash or a figurine. Death drops are only left when the player killed the monster. 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. -=O=- And a special case: * Spiders and snakes generated during level generation get a random item on top of them.