← Easyband shrine · In-game help of Easyband 2.3 (?), lib/help/, unchanged text.

help.hlp

Welcome to the Angband Online Help System.

Please choose one of the following online help files:

    (1) General Information        (general.txt)
    (2) Creating a Character       (birth.txt)
    (3) Exploring the Dungeon      (dungeon.txt)
    (4) Attacking Monsters         (attack.txt)
    (5) Playing the Game           (playing.txt)
    (6) Command Descriptions       (command.txt)
    (7) Option Descriptions        (option.txt)
    (8) Version Information        (version.txt)
    (9) Spoiler Menu (if any)      (spoiler.hlp)
    (0) User Menu (if any)         (user.hlp)

general.txt

=== Using the Online Help ===

You can press Escape (ESC) at any time to leave the online help.

You can press Question Mark (?) to return to the previous help file.

You can press Space to advance one page, Plus (+) to advance one half page,
or Return to advance one line.  If you reach the end, you will jump to the
start.  You can press Minus (-) to back up one half page, Underscore (_) to
back up one page, or Equal (=) to back up one line.  If you reach the start,
you will stay there.  Advancing by one page is the only efficient method.

You can press Pound (#) [or Percent (%)] to go to a specific line [or file].

You can press Slash (/) [or Ampersand (&)] to search for [or hilite] a string
(case-insensitive by default, (!) toggles to case-sensitive).
Use "#" + "0" + Return + "/" + Return to restart a search.

Please continue to press Space to view the rest of this file...


=== General Information ===

Angband is basically a complex single player dungeon simulation.  A player
creates a character, choosing from a variety of sexes, races and classes,
and then "runs" that character over a period of days, weeks, even months.

The player will begin his adventure on the town level where he may acquire
supplies, weapons, armor, and magical devices by bartering with various shop
owners.  Then the player can descend into the Pits of Angband, where he will
explore the many levels of the dungeon, gaining experience by killing fierce
creatures, collecting powerful objects and valuable treasure, and returning
to town occasionally to barter for new supplies.  Eventually, as the player
grows more experienced, he may attempt to win the game by defeating Morgoth,
the Lord of Darkness, who resides far below the surface.

Note that Angband is a very complex game, and it may be difficult to grasp
everything at first, especially if you have never played a "roguelike" game
before.  You should probably browse through all of the "online help files",
especially this one, before beginning any serious adventuring...

=== A Note from the Maintainer ===

Welcome to Angband 2.8.X.

My name is Ben Harrison, and I have been the maintainer of Angband since
November 1994.  I have been responsible for many improvements to the game
over the past few years, and I have many more planned for the future.

Angband 2.8.X is available for almost every known system (including Unix,
Macintosh, Amiga, Windows, DOS, OS/2, etc).  It is written entirely in C,
and the source code is freely available.  Creating a version for a new
platform involves writing as few as 100 lines of code and recompiling.

Angband 2.7.8 was the most recent official "stable" version.  However,
it contained a few minor (non-fatal) bugs (see the web page).  You can
give Angband 2.7.8 to your friends while they wait for Angband 2.8.2.

Angband 2.8.3 will be the next official "stable" version.  A whole lot of
changes have been made since Angband 2.7.8 was released, and there is now
a web page listing all of the changes made in each version since that one.
Angband 2.7.9v1, 2.7.9v2, 2.7.9v3, 2.7.9v4, 2.7.9v5, 2.7.9v6, 2.8.0, 2.8.1,
and 2.8.2, are basically "transition" versions leading up to Angband 2.8.3,
and they are all still available (for now) at the ftp sites.  Angband 2.8.3
is based on all previous versions, and incorporates bug fixes in addition to
new features.

See the Official Angband Home Page ("http://thangorodrim.angband.org/") for
up to date information about the latest version of Angband, including a
complete list of recent modifications and known bugs.

You can obtain the latest source and pre-compiled executables from various
places, try "ftp://ftp.cis.ksu.edu/pub/Games/Angband/Angband-2.7.x" and
the developer site at "ftp://export.andrew.cmu.edu/angband".

You can email compliments, complaints, suggestions, bug reports, and patches
to me ("rr9@angband.org"), and you can post interesting experiences and
basic questions to the newsgroup ("rec.games.roguelike.angband").

You may freely distribute the game, and its source, though you are bound
not only by the existing copyright notice from 1984, but also whatever
restrictions may be present on various other pieces of the code, including
the fact that any source written by me is technically automatically placed
under copyright and may thus not be used for commercial purposes.  Remember
to read the "version.txt" help file for some more copyright information.

The basic help files supplied with this game are more or less up to date,
but when in doubt, you should ask the newsgroup for confirmation.

The documentation is very easy to modify and update, so you may want to
check in to the ftp site occasionally to see if there are any new help
files (or spoiler files) for you to acquire.  Note that the spoiler files
are not distributed with the source since they are so huge, but you can
obtain them from various places as with the source and executables.  New
spoiler files may be placed into the "lib/info" directory, or into a user
specified external directory, to allow access via the "online help" system.

Remember to tell all your friends about how much you like Angband...



=== A quick demonstration ===

Angband is, as mentioned above, a very complex game, so you may want to
try the following quick demonstration.  The following instructions are
for demonstration purposes only, and so they are intentionally boring.

For this demo, I will assume that you have never played Angband before,
that you have not requested any special "sub-windows", that you have not
requested any special "graphics" modes, that you have a "numeric keypad"
on your computer, and that you are using the default options, including,
in particular, the "original" command set.  If any of these assumptions
are incorrect, you will need to keep in mind that this demo may not work.
There are many ways to view this file while playing, in particular, you
should be able to view it using the "online help" built into the game.

Any time you see the "-more-" prompt, read the message and press space.
This takes precedence over any other instructions.  At any other prompt,
for example, if you accidentally hit a key, you can normally "cancel" the
action in progress by pressing escape.

When the game starts up, depending on what platform you are using, you may
be taken directly to the character creation screen, or you may have to ask
to create a new character.  In either case, you will be shown the character
information screen, and you will be asked a series of questions.  For this
demo, press "a" three times to select a "female human warrior" character.
Then press "n" when asked about preserve mode and maximize mode, and when
asked if you wish to use the autoroller.  You will now be presented with a
description of your character.  Look over the description briefly, there is
a lot of information here, and most of it will not make any sense.  Press
escape three times and your character will be placed into the "town".

You should now be looking at the basic dungeon interaction screen.  To the
left is some information about your character.  To the right is an overhead
view of the town.  Nothing happens in Angband while the game is waiting for
you to specify a command, so take a good look at the town.  You will see a
variety of symbols on the screen.  Each symbol normally represents a terrain
feature, an object, or a monster.  The "@" symbol is special, it represents
your character.  You can use the "/" command to find out what a given symbol
represents.  Press "/" plus "@" now to verify the meaning of the "@" symbol.

The "#" symbols around the edge of the town represent the walls that surround
the the town.  The "#" symbols arranged in large rectangles represent stores.
The "numeric" symbols represent an "entrance" to a store.  The "." symbols
represent "floor" grids which are "illuminated".  It is currently daytime,
so most of the town should consist of stores and illuminated floor grids.

Any "alphabetic" symbols always represent monsters, where the word "monsters"
specifies a wide variety of entities, including people, animals, plants, etc.
Only a few "races" of monsters normally appear in town, and all of them are
"relatively" harmless.  The most common "monsters" in town are small animals
(cats and dogs) and townspeople (merchants, mercenaries, miscreants, etc).

Now use the "l" command to "look" around.  This will cause the cursor to be
moved onto each "interesting" grid that can be "seen" by your character, one
at a time, giving you a description of that grid.  The cursor always starts
on the grid containing your character.  In this case, you will see a message
telling you that your character is standing on a staircase.  Keep pressing
space until the prompt goes away.  Note that your character can only "see"
a subset of the things which are actually displayed on the screen.

Now press "i", to display your character's "inventory".  All new characters
start out with some objects to help them survive.  Your character will have
some food, a potion, some torches, some chain mail, and a sword.  Press "w"
to wield/wear something.  Observe that the inventory listing is reduced to
those objects which can actually be wielded or worn.  Press "d" to wear the
chain mail, and then press "i" again.  Note that the chain mail is no longer
shown in the inventory, and the sword has moved up in the listing.

Now press "e" to see your "equipment".  Your character has twelve "slots" for
equipment, including slots for a weapon, a bow, two rings, an amulet, a light,
some armor, a cloak, a shield, a helmet, some gloves, and some boots.  Press
"t" to take something off.  Note that the equipment listing is reduced to
those objects which can actually be taken off.  Press "g" to take off the
chain mail, and then press "e" again.  Note that the chain mail is no longer
shown in the equipment.  Press escape.

Now press "w" + "d" to wear your armor again.  Note that you do not have to
look at the inventory before using the "w" command.  Press "w" + "d" to wield
your sword.  Press "w" + "c" to hold up a lit torch and hold it aloft.

Monsters can only move after you use a command which takes "energy" from your
character.  So far, you have used the "w" and "t" commands, which take energy,
and the "e", "i", "l", and "/" commands, which are "free" commands, and so do
not take any energy.  In general, the only commands which take energy are the
ones which require your character to perform some action in the world of the
game, such as moving around, attacking monsters, and interacting with objects.

If there were any monsters near your character while you were experimenting
with the "w" and "t" commands, you may have seen them "move" or even "attack"
your character.  Although unlikely, it is even possible that your character
has already been killed.  This is the only way to lose the game.  So if you
have already lost, simply exit the game and restart this demo.

One of the most important things that your character can do is move around.
Use the numeric keys on the keypad to make your character move around.  The
"4", "6", "8", and "2" keys move your character west, east, north, and south,
and the "7", "9", "1" and "3" keys move your character diagonally.  When your
character first moves, observe the ">" symbol that is left behind.  This is
the "staircase" that she was standing on earlier in the demo.

Attempting to stay away from monsters, try and move your character towards
the entrance to the "general store", which is represented as a "1" on the
screen.  As your character moves around, use the "l" command to look around.
You can press escape at any time to cancel the looking.  If you die, start
over.  As you get close to the general store, your character will be able
to "see" the entrance.  Note that you can see the entrance no matter where
your character is, but your character cannot see it unless she is close to
it, and there are no walls between her and the entrance.

One of the hardest things for people to get used to, when playing games of
this nature for the first time, is that the character is not the same as the
player.  The player presses keys, and looks at a computer screen, while the
character performs complex actions, and interacts with a virtual world.  The
player decides what the character should do, and tells her to do it, and the
character then performs the actions.  These actions may induce some changes
in the virtual world.  Some of these changes may be apparent to the character,
and information about the changes is then made available to the player by a
variety of methods, including messages, character state changes, or visual
changes to the screen.  Some changes may only be apparent to the player.

There are also a whole set of things that the player can do that can not even
be described in the virtual world inhabited by the character, such as resize
windows, read online help files, modify colormaps, or change options.  Some
of these things may even affect the character in abstract ways, for example,
the player can request that from now on all monsters know exactly where the
character is at all times, or that the character be able to "look" at things
which are on the other side of walls.  Likewise, there are some things that
the character does on a regular basis that the player may not even consider,
such as digesting food, or searching for traps while running down a hallway.

To make matters worse, as you get used to the difference between the player
and the character, it becomes so "obvious" that you start to ignore it.  At
that point, you find yourself merging the player and the character in your
mind, and you find yourself saying things like "So yesterday, I was at my
friend's house, and I stayed up late playing Angband, and I was attacked by
some wild dogs, and I got killed by a demon, but I made it to the high score
list", in which the pronoun changes back and forth from the real world to
the virtual one several times in the same sentence.  So, from this point on
you may have to separate the player and the character for yourself.

So anyway, keep walking towards the entrance to the general store until you
actually walk into it.  At this point, the screen should change to the store
interaction screen.  You will see the name of the shop-keeper, and the name
of the shop, and a list of objects which are available.  If there are more
than twelve different objects, you can use the space key to advance to the
next page of objects.  Hopefully, when you arrive, the general store will
be selling some flasks of oil.  If so, press the "p" key to purchase some
oil, and when asked which item you want, press the letter shown to the left
of the flasks of oil.  If you are asked how many you want, just hit return.
Any time you are asked a question and there is already something under the
cursor, pressing return will accept that choice.  You will then see a few
messages describing the transaction, as always, hit space at each "-more-"
prompt, and eventually you will be asked to make an offer for the flask of
oil.  Since flasks of oil are so cheap, you will not be given the chance to
haggle, but instead will simply be told how much you must pay.  Hit return
to accept the price.  Many commands work inside the store, for example, use
the "i" command to see your inventory, with the new flask of oil.  Note that
your inventory is always kept sorted in a semi-logical order, so the indexes
of some of the objects may change as your inventory changes.

Purchase another flask of oil, if possible.  Note that this time you were not
asked to make an offer, because once you purchase something at the "optimal"
price, it becomes "fixed" at that price, as indicated by the letter "F" after
the price.  Purchase a few more flasks of oil, if possible, this time, when
asked how many you want, press "3" plus return to buy three flasks at once.
Flasks of oil are very important for low level characters, because not only
can they be used to fuel a lantern (which gives more light than a torch), but
also, they can be ignited and thrown at monsters from a distance.  So it is
often a good idea to have a few extra flasks of oil.  Press escape to leave
the store.  If you want, take time to visit the rest of the stores.  One of
the buildings, marked with an "8", is your "home", and is not a real store.

Now move to the staircase, represented by the ">" symbol, and press ">", to
go down the stairs.  At this point, you are in the dungeon.  Use the "l"
command to look around.  Note that you are standing on a staircase leading
back to town.  Use the "<" command to take the stairs back to town.  Now use
the ">" command to go back down the stairs into the dungeon.  You are now in
a different part of the dungeon than you were in before.  The dungeon is so
huge, once you leave one part of the dungeon, you will never find it again.

Now look the screen.  Your character may be in a lit room, represented as a
large rectangle of illuminated floor grids ("."), surrounded by walls ("#").
If you are not in a lit room, keep going back up to the town and back down
into the dungeon until you are.  Now look around.  You may see some closed
doors ("+") or some open doors ("'") or some holes (".") in the walls which
surround the room.  If you do not, keep playing the stairway game until you
are in such a room.  This will keep the demo simple.

Now look around using the "l" command.  You may see some monsters and/or some
objects in the room with you.  You may see some stairs up ("<") or some stairs
down (">").  If you see any monsters, move up next to the monster, using the
movement keys, and then try and move into the monster.  This will cause you to
attack the monster.  Keep moving into the monster until you kill the monster,
or it runs away, or you die.  If you die, start a new game.  If the monster
runs away, ignore it, or chase it, but do not leave the room.  Once all the
monsters in the room are dead or gone, walk on top of any objects in the room.
This will cause you to pick up the object.  If there are any closed doors ("+")
in the room walk up next to them and press "o" and then the direction key which
would move you into the door, which should attempt to "open" the door.

Now use the movement keys to explore the dungeon.  As you leave the room, you
will probably notice that your character cannot see nearly as far as she could
in the room.  Also, you will notice that as she moves around, the screen keeps
displaying some of the grids that your character has seen.  Think of this as a
kind of "map" superimposed on the world itself, the player can see the entire
map, but the character can only see those parts of the world which are actually
nearby.  If the character gets near the edge of the "map" portion of the screen
the entire map will scroll to show a new portion of the world.  Only about ten
percent of the dungeon level can be seen by the player at one time, but you
can use the "L" command to look at other pieces of the map.  Use the "." key,
plus a direction, to "run" through the dungeon.  Use the "R" key, plus return,
to force your character to "rest" until she has recovered from any damage she
incurs while attacking monsters.  Use the "M" key to see the entire dungeon
level at once, and hit escape when done.  If your food rations are still at
index "a" in your inventory, press "E" + "a" to eat some food.  If your oil
is still at index "b" in your inventory, and there is a monster, for example,
directly to the east, press "v" + "b" + "6" to throw a flask of oil at the
monster.  To drop an item from your inventory, press "d" plus the index of
that item.  You can use the "^X" key to quit and save the game.

You now know enough to play a quick game of Angband.  There is a lot more for
you to learn, including how to interpret information about your character, how
to create different kinds of characters, how to determine which equipment to
wield/wear, how to use various kinds of objects, and how to use the more than
fifty different commands available to your character.  The best resource for
learning these things is the online help, which include, among other things,
a complete list of all commands available to your player, and a list of all
the symbols which you may encounter in the dungeon, and information about
creating new characters.

birth.txt

=== Creating a Character ===

Angband is a roleplaying game, in which you, the player, control a character
in the world of Angband.  Perhaps the most important thing you control is the
birth of your character, in which you choose or allow to be chosen various
attributes that will affect the future life of your character.

Character creation, or birth, is controlled through a variety of choices
as to constraints on the type of character you wish to play, followed by
a series of random calculations to generate ("roll up") a random character
matching the appropriate constraints.

Once your character has been generated, you will be given the choice to
generate a new character obeying the same constraints, and once you have
generated more than one character, you can switch back and forth between
the two most recent characters, until you are presented with a personality
that you feel comfortable with.

You may start the entire process over at any time.

Once you have accepted a character you will asked to provide a name for the
character.  In general, the actual choice of a name is not important, but do
keep in mind that it may have some effect on the game itself.  For example,
on some machines, the chatacter name determines the filename that will be
used to save the character to disk.  On others, the character name specifies
special "pref" files.  And the character name is used on the high score list.


=== Character Characteristics ===

Each character has three primary attributes, sex, race, and class, that
are chosen before the character is generated, and which will stay fixed
for the entire life of that character.  These attributes have many effects,
which will be mentioned as they come up.

Each character has a few secondary attributes, height, weight, social class,
and background history, which are randomly determined, but which are affected
by the sex and race of the character.  In general, these attributes are only
used to provide "flavor" to the character, to assist in the roll playing, but
they do have a few minor effects on the game.  For example, background history
affects social class, which affects the amount of money the character will
start with.

Each character also has six primary "stats", strength, intelligence, wisdom,
dexterity, constitution, and charisma, which modify the abilities of the
character in a variety of ways.  Every stat has a numerical value, ranging
from a minimum of 3, up to a normal maximum of 18, and even higher, into
the "percentile" range, represented as "18/01" through "18/100".  Actually,
every stat can be raised even above 18/100 by magical means, up to a pure
maximum of 18/220, which is represented as "18/***".  Traditionally, a
percentile stat such as "18/50" has been though of as representing a value
part way between 18 and 19, and this is one way to think of them.  However,
often, the best way to view the "bonus" values after the "18/" is as "tenth"
points, since it often takes the same magic to raise a stat from, say, 4 to 5,
or 16 to 17, as it does from, say, 18/40 to 18/50.  The important thing to
remember is that almost all internal calculations "ignore" the final digit
of any "bonus", so that, for example, "18/40" and "18/49" are always have
the same effects.  During character generation, each stat is rolled out as
a number from 8 to 17, with a normal distribution, and is then immediately
modified based on the race and class of the character.

Each character also has several primary "skills", disarming, magic devices,
saving throws, stealth, searching ability, searching frequency, fighting skill,
and shooting skill, which are derived from the character's race, class, level,
stats, and current equipment.  These skills have rather obvious effects, but
will be described more completely below.

Each character may have one or more "racially intrinsic skills", based on
the race of the character.  These may include special resistances, or even
abilities such as infravision.

Each character has experience, which increases as the character becomes more
experienced, and a level, which is based on experience, and also on race and
class.  As the experience rises, so does the level, and as the level rises,
certain other abilities and characteristics rise as well.  Deep down inside,
the real objective of the game is to increase your experience, and certain
other characteristics, and also to collect useful items, to give you a decent
chance against Morgoth.  Certain monsters can "drain" your experience, and
thus your level, which will cause you to lose all of the effects of the higher
level.  Luckily, you can restore drained experience through magical means, or
by simply regaining the experience all over again.

Each character has some gold, which can be used to buy items from the shops
in the town, and which can be obtained not only from selling items to the
shops, but also by taking it from dead monsters and by finding it hidden in
the dungeon.  Each character starts out with some gold, the amount of which
is based on the characters social class (higher is better), charisma (higher
is better), sex (female characters start with more gold), and other stats
(less powerful characters start with more gold).  Each character also starts
out with a few useful items, which may be kept, or sold to a shop-keeper for
more gold.

Each character has an armor class, representing how well the character can
avoid damage.  The armor class is affected by dexterity and the equipment.

Each character has hit points, representing how much damage the character can
sustain before he dies.  The maximum number of hit points is derived from your
race, class, level, and constitution, and you can never have more hit points
than the maximum.  Hit points may be regained by resting, or by a variety of
magical means.

Each character has spell points, or mana, which represents how many spells
(or prayers) a character can cast (or pray).  The maximum number of spell
points is derived from your class, level, and intelligence (for spells) or
wisdom (for prayers), and you can never have more spell points than the
maximum.  Spell points may be regained by resting, or by magical means.


=== Races ===

There are ten different races that you can choose from in Angband.  Some
races are restricted as to what profession they may be, and each race has
its own adjustments to a character's stats and abilities. Most races also
have intrinsic abilities.
 
          Human
               The human is the base character.  All other races are com-
               pared to them.  Humans can choose any class and are average
               at everything.  Humans tend to go up levels faster than any
               other race because of their shorter life spans.  No racial
               adjustments or intrinsics occur to characters choosing human.
 
          Half-Elf
               Half-elves tend to be smarter and faster than a  human,  but
               not as strong.  Half-elves are slightly better at searching,
               disarming, saving throws, stealth, bows, and magic, but they
               are not as good at hand weapons.  Half-elves may choose any
               class and do not receive any intrinsic abilities.
 
          Elf
               Elves are better magicians then humans, but not as good at
               fighting.  They tend to be smarter and faster than either
               humans or half-elves and also have better wisdom.  Elves
               are better at searching, disarming, perception, stealth, bows,
               and magic, but they are not as good at hand weapons.  Elves
               may choose any class except Paladin.  They resist light
               effects intrinsically.
 
          Hobbits
               Hobbits, or Halflings, are very good at bows, throwing,  and
               have good saving throws.  They also are very good at search-
               ing, disarming, perception, and stealth; so they make excel-
               lent rogues, but prefer to be called burglars.  They will be
               much weaker than humans, and no good at melee fighting.
               Halflings have fair infravision, so they can detect warm
               creatures at a distance.  Hobbits can choose between being a
               warrior, mage, or rogue.  They have their dexterity sustained.
 
          Gnome
               Gnomes are smaller than dwarves but larger than halflings.
               They, like  the halflings, live in the earth in burrow-like
               homes.  Gnomes make excellent mages, and have very good saving
               throws.  They are good at searching, disarming, perception,
               and stealth.  They have lower strength than humans so they
               are not very good at fighting with hand weapons.  Gnomes have
               fair infra-vision, so they can detect warm-blooded creatures
               at a distance.  A gnome may choose between being a warrior,
               mage, priest, or rogue.  Gnomes are intrinsically protected
               against paralysis and some slowing effects.
 
          Dwarf
               Dwarves are the headstrong miners and fighters of legend.
               Since dungeons are the natural home of a dwarf, they are
               excellent choices for a warrior or priest.  Dwarves tend to
               be stronger and tougher but slower and less intelligent than
               humans.  Because they are so headstrong and are somewhat wise,
               they resist spells which are cast on them.  Dwarves also have
               very good infra-vision because they live underground.  They
               do have one big drawback, though.  Dwarves are loudmouthed and
               proud, singing in loud voices, arguing with themselves for no
               good reason, screaming out challenges at imagined foes.  In
               other words, dwarves have a miserable stealth.  They can never
               be blinded. 
 
          Half-Orc
               Half-Orcs make excellent warriors and decent priests, but
               are terrible at magic.  They are as bad as dwarves at stealth,
               and horrible at searching, disarming, and perception.
               Half-Orcs are, let's face it, ugly.  They tend to pay more for
               goods in town.  Half-Orcs do make good warriors and rogues,
               for the simple reason that Half-Orcs tend to have great
               constitutions and lots of hit points.  Because of their
               preference to living underground to on the surface, half-orcs
               resist darkness attacks.
 
          Half-Troll
               Half-Trolls are incredibly strong, and have more hit points
               than any other character race.  They are also very stupid and
               slow.  They will make great warriors and iffy priests.  They
               are bad at searching, disarming, perception, and stealth.
               They are so ugly that a Half-Orc grimaces in their presence.
               They also happen to be fun to run...  Half-trolls always have
               their strength sustained.
 
          Dunadan
               Dunedain are a race of hardy men from the West.  This elder
               race surpasses human abilities in every field, especially
               constitution.  However, being men of the world, very little is
               new to them, and levels are very hard to gain...  They can
               play all classes.  Their constitution cannot be reduced.
 
          High-Elf
               High-elves are a race of immortal beings dating from the
               beginning of time.  Levels are even harder for them to gain 
               than to Dunedain.  They are masters of all skills, and are
               strong and intelligent, although their wisdom is sometimes
               suspect.  They can play all classes except Paladin, and very
               well at that.  High-elves begin their lives able to see the
               unseen, and resist light effects just like regular elves.
          
          PowPlayer
               Nothing is know of the PowPlayer,someone whisper that they
               come far from the Space. Skillfull, powerfull, and genius,
               but so ugly ...
	  
           Snip
               The Snip are a semi unknow race from the underdark.
               A little lovable furry-ball, whith excellent stealth and 
               unsurpassed infravision. They are weak in body but curious
               for nature. Unable to do anything right they need just few Xp
               to gain levels and resist some "flurry" attacks.
	       
	       
=== Classes (outdated) ===
 
 
          Once a race has been chosen, you will need to pick a class.  Some
          classes  will  not be available to certain races, for instance, a
          Half-Troll cannot become a Paladin.  For the first few adventures
          it  is  suggested that you run a warrior or rogue.  Spell casting
          generally requires a more experienced  player  that  is  familiar
          with survival techniques.
 
          Warrior
               A Warrior is a hack-and-slash character, who solves most  of
               his  problems  by cutting them to pieces, but will occasion-
               ally fall back  on the help of a magical device.  His  prime
               stats  are  Strength  and Constitution, and a good Dexterity
               can really help at times.  A Warrior will be good at  Fight-
               ing and Throwing/Bows, but bad at most other skills.
 
          Mage
               A Mage must live by his wits.  He cannot hope to simply hack
               his  way  through the dungeon, and so must therefore use his
               magic to defeat,  deceive, confuse, and escape.  A  mage  is
               not really complete without an assortment of magical devices
               to use in addition to his spells.  He can master the  higher
               level  magical  devices far easier than anyone else, and has
               the best saving throw to resist effects of  spells  cast  at
               him.  Intelligence  and   Dexterity  are  his primary stats.
               There is no rule that says  a  mage  cannot  become  a  good
               fighter, but spells are his true realm.
 
          Priest
               A Priest is a character of holy devotion.  They explore  the
               dungeon  only  to destroy the evil that lurks within, and if
               treasure just happens to fall into  their  packs,  well,  so
               much  more  to  the  glory of their church!  Priests receive
               their spells from a deity, and therefore do not choose which
               spells they will learn.  They are familiar with magical dev-
               ices, preferring to call them instruments of  god,  but  are
               not  as good as a mage in their use.  Priests have good sav-
               ing throws,  and  make  decent  fighters,  preferring  blunt
               weapons  over  edged  ones.  Wisdom  and  Charisma  are  the
               priest's primary stats.
 
          Rogue
               A Rogue is a character that prefers to live by his  cunning,
               but  is capable of fighting his way out of a tight spot.  He
               is the master of traps and locks, no device being impossible
               for  him  to  overcome.  A rogue has a high stealth allowing
               him to sneak around many creatures without having to  fight,
               or sneak up and get the first blow.  A rogue's perception is
               higher than any other class, and many times he will notice a
               trap  or  secret  door  before having to search.  A rogue is
               better than warriors or paladins with magical  devices,  but
               still  can  not  rely on their performance.  Rogues can also
               learn a few spells, but not the  powerful  offensive  spells
               magi  can use.  A rogue's primary stats are Intelligence and
               Dexterity.
 
          Ranger
               A Ranger is a warrior/mage.  He is a good fighter,  and  the
               best  of  the  classes  with a missile weapon such as a bow.
               The ranger learns spells much more slowly than a  mage,  but
               is  capable  of  learning all  but the most powerful spells.
               Because a ranger is really  a  dual  class  character,  more
               experience  is  required for him to advance.  A ranger has a
               good stealth, good perception, good searching, a good saving
               throw,  and is good with magical devices.  His primary stats
               are Intelligence and Dexterity.
 
          Paladin
               A Paladin is a warrior/priest.  He is a very  good  fighter,
               second  only to the warrior class, but not very good at mis-
               sile weapons.  He receives prayers at a slower pace then the
               priest,  but  can even  receive the most  powerful  prayers.
               Because a paladin is  really  a  dual  class  character,  it
               requires  more  experience  to advance him.  A paladin lacks
               much in the way of abilities.  He is poor at  stealth,  per-
               ception,  searching,  and  magical devices.  He has a decent
               saving throw due to his divine alliance.  His primary  stats
               are Strength and Charisma.
 

=== Stats ===

          Strength
               Strength is important in fighting with weapons and in melee
               combat.  A high strength can improve your chances of hitting
               as well as the amount of damage done with each hit.  Char-
               acters with low strengths may receive penalties.  Strength
               is also useful in tunneling and in carrying heavy items.
 
          Intelligence
               Intelligence affects the spellcasting abilities of mage-like
               spellcasters, mages, rangers, and rogues.  Intelligence
               will affect the number of spells you may learn each level as
               well as the number of spell points you receive.  A high
               intelligence may also improve your chances of successfully
               casting a spell.  You cannot learn spells if your intelligence
               is 7 or lower.  A good intelligence can also help with using
               magic devices, picking locks, and disarming traps.
 
          Wisdom
               The primary function of wisdom is to determine the ability
               of a priest or paladin to use prayers, just like intelligence
               affects spellcasting.  Again, high wisdom will increase the
               number of spell points you have and increase the number of
               prayers you can learn each level, while improving the chance
               that a prayer will be successful.  A good wisdom can also
               help to improve your chances of resisting magical spells cast
               upon you by monsters.
 
          Dexterity
               Dexterity is a combination of agility and quickness.  A high
               dexterity may allow a character to get multiple blows with
               lighter weapons, thus greatly increasing his kill power, and
               will increase his chances of hitting with any weapon and
               dodging blows from enemies.  Dexterity is also useful in
               picking locks, disarming traps, and protecting yourself from
               some of the thieves that inhabit the dungeons.
 
          Constitution
               Constitution is a character's ability to resist damage to his
               body, and to recover from damage received.  Therefore a
               character with a high constitution will receive more hit
               points and also recover them faster while resting.
 
          Charisma
               Charisma represents a character's personality and physical
               appearance.  A character with a high charisma will receive
               better prices from store owners, whereas a character with a
               very low charisma may be robbed blind.  A high charisma will
               also mean more starting money for the character.
 

=== Abilities (outdated) ===

          Characters possess some different abilities which can  help  them
          to survive.  The starting abilities of a character are based upon
          race and class.  Abilities may be adjusted by high or low  stats,
          and may increase with the level of the character.
 
          Fighting
               Fighting is the ability to hit and do damage with weapons or
               fists.  Normally  a  character  gets  a single blow from any
               weapon, but if his dexterity and strength are  high  enough,
               he  may  receive  more blows per round with lighter weapons.
               Strength and dexterity both modify the  ability  to  hit  an
               opponent.  This skill increases  with the level of the char-
               acter.
 
          Shooting Ability
               Using  ranged  missile  weapons  (and  throwing  objects) is
               included  in this skill.  Different stats apply to different
               weapons, but this ability may modify the distance an  object
               is  thrown/fired, the amount of damage done, and the ability
               to hit a creature.  This skill increases with the  level  of
               the character.
 
          Saving Throws
               A Saving Throw is the ability of a character to  resist  the
               effects  of  a spell cast on him by another person/creature.
               This does not include spells cast on the player by  his  own
               stupidity,  such  as  quaffing a nasty potion.  This ability
               increases with the level of the  character,  but  then  most
               high  level  creatures  are  better at casting spells, so it
               tends to even out.  A high wisdom also increases this  abil-
               ity.
 
          Stealth
               The ability to move  silently about is very useful.  Charac-
               ters with good stealth can usually surprise their opponents,
               gaining the first blow.  Also, creatures may fail to  notice
               a  stealthy  character  entirely, allowing a player to avoid
               certain fights.  This skill is based entirely upon race  and
               class, and will never improve unless magically enhanced.
 
          Disarming
               Disarming is the  ability  to  remove  traps  (safely),  and
               includes  picking  locks  on  traps and doors.  A successful
               disarming will gain the character  some experience.  A  trap
               must  be  found  before  it  can be disarmed.  Dexterity and
               intelligence both modify the ability  to  disarm,  and  this
               ability increases with the level of the character.
 
          Magical Devices
               Using a magical device such as  a  wand  or  staff  requires
               experience  and  knowledge.  Spell  users such as  magi  and
               priests are therefore much better at using a magical  device
               than say a warrior.  This skill is modified by intelligence,
               and increases with the level of the character.

          Searching Frequency (Perception)
               Perception  is  the  ability  to  notice  something  without
               actively  seeking it out.  This skill is based entirely upon
               race and class, and  will  never  improve  unless  magically
               enhanced.

          Searching Ability (Searching)
               To search is to actively look for secret doors, floor traps,
               and  traps on chests.  Rogues are the best at searching, but
               magi,  rangers, and priests are also good at it.  This skill
               is  based  entirely  upon  race  and  class,  and will never
               improve unless magically enhanced.



=== Combinations of Race and Class (not enforced) ===

                      Warrior   Mage    Priest    Rogue   Ranger   Paladin

          Human         Yes      Yes      Yes      Yes      Yes      Yes
          Half-Elf      Yes      Yes      Yes      Yes      Yes      Yes
          Elf           Yes      Yes      Yes      Yes      Yes      No
          Hobbit        Yes      Yes      No       Yes      No       No
          Gnome         Yes      Yes      Yes      Yes      No       No
          Dwarf         Yes      No       Yes      No       No       No
          Half-Orc      Yes      No       Yes      Yes      No       No
          Half-Troll    Yes      No       Yes      No       No       No
          Dunadan       Yes      Yes      Yes      Yes      Yes      Yes
          High-Elf      Yes      Yes      Yes      Yes      Yes      No 



=== Miscellaneous (outdated) ===


          Infra-vision
               Infra-vision is the ability to see heat sources. Since  most
               of  the  dungeon is cool or cold, infra-vision will not allow
               the player to see walls and objects.  Infra-vision will allow
               a  character  to see any warm-blooded creatures up to a cer-
               tain distance.  This ability works equally well with or with
               out  a  light source.  The majority of Angband's creatures are
               cold-blooded, and will not be detected unless lit  up  by  a
               light  source.  All non human races have innate  infra-vision
               ability.  Human can gain infra-vision only if it is magically
               enhanced.
 
 
=== Stat Bonus Tables (outdated) ===

Stat, hit dice, and experience points per level modifications due to race
are listed in the following table.
 
                       STR  INT  WIS  DEX  CON  CHR  Hit Dice  Rqd Exp/level
           Human        0    0    0    0    0    0      10         -10%
           Half-Elf    -1   +1    0   +1   -1   +1       9         +10%
           Elf         -1   +2   +1   +1   -2   +1       8         +20%
           Hobbit      -2   +2   +1   +3   +2   +1       7         +10%
           Gnome       -1   +2    0   +2   +1   -2       8         +25%
           Dwarf       +2   -3   +2   -2   +2   -3      11         +20%
           Half-Orc    +2   -1    0    0   +1   -4      10         +10%
           Half-Troll  +4   -4   -2   -4   +3   -6      12         +20%
           Dunadan     +1   +2   +2   +2   +3   +2      10         +80%
           High-Elf    +1   +3   -1   +3   +1   +5      10        +100%
           PowPlayer   +7   +5   +5   +5   +5   -15     15          +0%
           Snip        -10  +5   -5   +5   +0   +7      13         -70%
            
                         STR     INT     WIS     DEX     CON     CHR
           Warrior       +5      -2      -2      +2      +2      -1
           Mage          -5      +3       0      +1      -2      +1
           Priest        -1      -3      +3      -1       0      +2
           Rogue         +2      +1      -2      +3      +1      -1
           Ranger        +2      +2       0      +1      +1      +1
           Paladin       +3      -3      +1       0      +2      +2
 
 
 
=== Ability Tables (outdated) ===

 
                      Disarm Search Stealth Percep Fight Bows Save Infra
 
           Human         5      5      5       5     5     5    5  None
           Half-Elf      6      7      7       6     4     6    6  20 feet
           Elf           8      9      7       7     3     9    7  30 feet
           Hobbit       10     10     10      10     1    10   10  40 feet
           Gnome         9      7      9       9     2     8    9  40 feet
           Dwarf         6      8      3       5     9     5    8  50 feet
           Half-Orc      3      5      3       2     8     3    3  30 feet
           Half-Troll    1      1      1       1    10     1    1  30 feet
           Dunadan       9      8      7       8     7     8    7  None
           High-Elf      9      8      8       9     7    10   10  40 feet
           PowPlayer     15    15     15      15    15    15   15  30 feet
           Snip          5     10     20      20    10     0   10  70 feet
          
 

                             Save  Stea-        Magic                 Extra
                  Fight Bows Throw  lth  Disarm Device Percep Search Exp/lev
 
          Warrior  10     6    3     2      4      3      2      2       +0%
          Mage      2     1   10     5      6     10      8      5      +30%
          Priest    4     3    6     5      3      8      4      4      +20%
          Rogue     8     9    7    10     10      6     10     10      +25%
          Ranger    6    10    8     7      6      7      6      6      +30%
          Paladin   9     5    4     2      2      4      2      2      +35%

dungeon.txt

=== The Dungeon ===


After you have created your character, you will begin your Angband adventure.
Symbols appearing on your screen will represent the dungeon's walls, floor,
objects, features, and creatures lurking about.  In order to direct your
character through his adventure, you will enter single character commands
(see "commands.txt").


=== Symbols On Your Map ===

Symbols on your map can be broken down into three categories: Features of
the dungeon such as walls, floor, doors, and traps; Objects which can be
picked up such as treasure, weapons, magical devices, etc; and creatures
which may or may not move about the dungeon, but are mostly harmful to your
character's well being.

Some symbols are used to represent more than one type of entity, and some
symbols are used to represent entities in more than one category.  The "@"
symbol (by default) is used to represent the character.

It will not be necessary to remember all of the symbols and their meanings.
The "slash" command ("/") will identify any character appearing on your map
(see "commands.txt").

Note that you can use a "user pref file" to change any of these symbols to
something you are more comfortable with.
   
 
                Features that do not block line of sight
 
  .   A floor space                   1   Entrance to General Store
  .   A trap (hidden)                 2   Entrance to Armoury
  ^   A trap (known)                  3   Entrance to Weapon Smith
  ;   A glyph of warding              4   Entrance to Temple
  '   An open door                    5   Entrance to Alchemy Shop
  '   A broken door                   6   Entrance to Magic Shop
  <   A staircase up                  7   Entrance to the Black Market
  >   A staircase down                8   Entrance to your Home


                   Features that block line of sight

  #   A secret door                   #   A wall
  +   A closed door                   %   A mineral vein
  +   A locked door                   *   A mineral vein with treasure
  +   A jammed door                   :   A pile of rubble


                             Objects
 
  !   A potion (or flask)             /   A pole-arm
  ?   A scroll (or book)              |   An edged weapon
  ,   A mushroom (or food)            \   A hafted weapon
  -   A wand or rod                   }   A sling, bow, or x-bow
  _   A staff                         {   A shot, arrow, or bolt
  =   A ring                          (   Soft armour
  "   An amulet                       [   Hard armour
  $   Gold or gems                    ]   Misc. armour
  ~   Lites, Tools, Chests, etc       )   A shield
  ~   Junk, Sticks, Skeletons, etc    &   (unused)
 
 
                             Monsters
 
            $   Creeping Coins      ,   Mushroom Patch
            a   Giant Ant           A   Angelic being
            b   Giant Bat           B   Bird
            c   Giant Centipede     C   Canine
            d   Dragon              D   Ancient Dragon
            e   Floating Eye        E   Elemental
            f   Feline              F   Dragon Fly
            g   Golem               G   Ghost
            h   Humanoids           H   Hybrid
            i   Icky-Thing          I   Insect
            j   Jelly               J   Snake
            k   Kobold              K   Killer Beetle
            l   Giant Louse         L   Lich
            m   Mold                M   Multi-Headed Hydra
            n   Naga                N   (unused)
            o   Orc                 O   Ogre
            p   Human               P   Giant Human(oid)
            q   Quadroped           Q   Quylthulg
            r   Rodent              R   Reptile/Amphibian
            s   Skeleton            S   Spider/Scorpion/Tick
            t   Townsperson         T   Troll
            u   Minor demon         U   Major demon
            v   Vortex              V   Vampire
            w   Worm or Worm Mass   W   Wight/Wraith
            x   (unused)            X   Xorn/Xaren
            y   Yeek                Y   Yeti
            z   Zombie/Mummy        Z   Zephyr Hound



=== The Town Level ===

The town level is where you will begin your adventure.  The town consists of
eight buildings (each with an entrance), some townspeople, and a wall which
surrounds the town.  The first time you are in town it will be daytime, but
note that the sun rises and falls (rather instantly) as time passes.


=== Townspeople ===

The town contains many different kinds of people.  There are the street
urchins, young children who will mob an adventurer for money, and seem to
come out of the woodwork when excited.  Blubbering idiots are a constant
annoyance, but not harmful.  Public drunks wander about the town singing,
and are of no threat to anyone.  Sneaky rogues hang about watching for a
likely victim to mug.  And finally, what town would be complete without a
swarm of half drunk warriors, who take offense or become annoyed just for
the fun of it.

Most of the townspeople should be avoided by the largest possible distance
when you wander from store to store.  Fights will break out, though, so be
prepared.  Since your character grew up in this world of intrigue, no
experience is awarded for killing the town inhabitants, though you may
acquire treasure.


=== Town Buildings ===

Your character will begin his adventure with some basic supplies, and some
extra gold with which to purchase more supplies at the town stores.

You may enter any open store and barter with the owner for items you can
afford.  When bartering, you enter prices you will pay (or accept) for some
object.  You can either enter the absolute amount, or precede a number with
a plus or minus sign to give a positive or negative increment on your
previous offer.  But be warned that the owners can easily be insulted, and
may even throw you out for a while if you insult them too often.  To enter
a store, simply move onto the entrance, which is represented by a number
from 1 to 8.

If you consistently bargain well in a store, that is, you reach the final
offer much more often than not, then the store owner will eventually
recognize that you are a superb haggler, and will go directly to the final
offer instead of haggling with you.  Items which cost less than 10 gold
pieces do not count, as haggling well with these items is usually either
very easy or almost impossible.  The more expensive the item is, the less
likely the store owner is to assume that you are a good haggler.  Note that
you may disable haggling with a software option, though this will inflict a
10% "sales tax" on all purchases for which the store owner would have
required you to haggle.

Once inside a store, you will see the name and race of the store owner, the
name of the store, the maximum amount of cash that the store owner will pay
for any one item, and the store inventory, listed along with tentative
prices, which will become "fixed" (at the "final offer") should you ever
manage to haggle a store owner down to his final offer.

You will also see an (incomplete) list of available commands.  Note that
many of the commands which work in the dungeon work in the stores as well,
but some do not, especially those which involve "using" objects.

Stores do not always have everything in stock.  As the game progresses,
they may get new items so check from time to time.  Also, if you sell them
an item, it may get sold to a customer while you are adventuring, so don't
always expect to be able to get back everything you have sold.  Note that
the inventory of a store will not change while you are in town, even if you
save the game and return.  You must spend time in the dungeon if you wish
the store owner to clear out his stock and acquire new items.  If you have
a lot of spare gold, you can purchase every item in a store, which will
induce the store owner to bring out new stock, and perhaps even retire.

Store owners will not buy harmful or useless items.  If an object is
unidentified, they will pay you some base price for it.  Once they have
bought it they will immediately identify the object.  If it is a good object,
they will add it to their inventory.  If it was a bad bargain, they simply
throw the item away.  In any case, you may receive some knowledge of the
item if another is encountered.

The General Store ("1")
     The General Store sells foods, drinks, some clothing, torches, lamps,
     oil, shovels, picks, and spikes.  All of these items and some others
     can be sold back to the General store for money.

The Armoury ("2")
     The Armoury is where the town's armour is fashioned.  All sorts of
     protective gear may be bought and sold here.

The Weaponsmith's Shop ("3")
     The Weaponsmith's Shop is where the town's weapons are fashioned.  Hand
     and missile weapons may be purchased and sold here, along with arrows,
     bolts, and shots.

The Temple ("4")
     The Temple deals in healing and restoration potions, as well as bless
     scrolls, word of recall scrolls, some approved priestly weapons, as
     well as prayer books.

The Alchemy shop ("5")
     The Alchemy Shop deals in all types of potions and scrolls.

The Magic User's Shop ("6")
     The Magic User's Shop deals in all sorts of rings, wands, amulets, and
     staves, as well as magic user books.

The Black Market ("7")
     The Black Market will sell and buy anything at extortionate prices.
     However it occasionally has VERY good items in it. The shopkeepers are
     not known for their tolerance...

Your Home ("8")
     This is your house where  you  can  store  objects  that you 
     cannot carry on your travels, or will need at a  later date.


=== Within The Dungeon ===

Once your character is adequately supplied with food, light, armor, and
weapons, he is ready to enter the dungeon.  Move on top of the `>' symbol
and use the "Down" command (">").

Your character will enter a maze of interconnecting staircases and finally
arrive somewhere on the first level of the dungeon.  Each level of the
dungeon is fifty feet high (thus dungeon level "Lev 1" is often called
"50 ft"), and is divided into (large) rectangular regions (several times
larger than the screen) by titanium walls.  Once you leave a level by a
staircase, you will never again find your way back to that region of that
level, but there are an infinite number of other regions at that same "depth"
that you can explore later.  So be careful that you have found all the
treasure before you leave a level, or you may never find it again!  The
monsters, of course, can use the stairs, and you may eventually encounter
them again.

In the dungeon, there are many things to find, but your character must
survive many horrible and challenging encounters to find the treasure lying
about and take it safely back to the town to sell.

There are two sources for light once inside the dungeon.  Permanent light
which has been magically placed within rooms, and a light source carried by
the player.  If neither is present, the character will be unable to see.
This will affect searching, picking locks, disarming traps, reading scrolls,
casting spells, browsing books, etc.  So be very careful not to run out of
light!

A character must wield a torch or lamp in order to supply his own light.  A
torch or lamp burns fuel as it is used, and once it is out of fuel, it stops
supplying light.  You will be warned as the light approaches this point.
You may use the "Fuel" command ("F") to refuel your lantern (with flasks of
oil) or your torch (with other torches), so it is a good idea to carry extra
torches or flasks of oil, as appropriate.  There are rumours of objects of
exceptional power which glow with their own never-ending light.


=== Objects Found In The Dungeon ===

The mines are full of objects just waiting to be picked up and used.  How
did they get there?  Well, the main source for useful items are all the
foolish adventurers that proceeded into the dungeon before you.  They get
killed, and the helpful creatures scatter the various treasure throughout
the dungeon.  Most cursed items are placed there by the joyful evil
sorcerers, who enjoy a good joke when it gets you killed.

Only one object may occupy a given floor location, which may or may not also
contain one creature.  Doors, rubble, traps, and staircases are considered
"objects" for this purpose.  As below, any item may actually be a "pile" of
up to 99 identical items.  With the right choice of "options", you may be
able to "stack" several items in the same grid.

You pick up objects by moving on top of them.  You can carry up to 23
different items in your backpack while wearing and wielding up to 12 others.
Although you are limited to 23 different items, each item may actually be a
"pile" of up to 99 similar items.  If you somehow manage to stuff 24 items
into your pack, for example, by removing an item from your head while your
pack is full, then your pack will "overflow" and the most recently added
item will fall out and onto the ground.

You are, however, limited in the total amount of weight that you can carry.
As you approach this value, you become slower, making it easier for monsters
to chase you.  Note that there is no upper bound on how much you can carry,
if you do not mind being slow.  Your weight "limit" is determined by your
strength.

Many objects found within the dungeon have special commands for their use.
Wands must be Aimed, staves must be Used, scrolls must be Read, and potions
must be Quaffed.  You may, in general, not only use items in your pack, but
also items on the ground, if you are standing on top of them.

Chests are complex objects, containing traps, locks, and possibly treasure
or other objects inside them once they are opened.  Many of the commands
that apply to traps or doors also apply to chests and, like traps and doors,
these commands do not work if you are carrying the chest.

One item in particular will be discussed here.  The scroll of "Word of
Recall" can be found within the dungeon, or bought at the temple in town.
It acts in two manners, depending upon  your current  location.  If read
within the dungeon, it will teleport you back to town.  If read in town, it
will teleport you back down to the deepest level of the dungeon which your
character has previously been on.  This makes the scroll very useful for
getting back to the deeper levels of Angband.  Once the scroll has been
read it takes a while for the spell to act, so don't expect it to save you
in a crisis.  Reading a second scroll before the first has had a chance to
take effect will cancel both scrolls.

You may "inscribe" any object with a textual inscription of your choice.
These inscriptions are not limited in length, though you may not be able to
see the whole inscription on the item.  The game applies special meaning to
inscriptions containing any text of the form "@#" or "@x#" or "!x" or "!*",
see "commands.txt".

The game provides some "fake" inscriptions to help you keep track of your
possessions.  Wands and staves which are known to be empty will be inscribed
with "empty".  Objects which have been tried at least once but haven't been
identified yet will be inscribed with "tried".  Cursed objects are inscribed
with "cursed".  Broken objects may be inscribed with "broken".  Also, any
item which was purchased at a discount, implying that it is slightly
"sub-standard", will be inscribed with the appropriate "discount", such as
"25% off".  Note that these inscriptions are fake, and cannot be removed,
though they can be covered up by a real inscription if you so desire.  Try
"_" as a nice short one.

Also, occasionally you will notice that something in your inventory or
equipment list seems to be magical.  High level characters are much more
likely to notice this than beginning characters.  When you do notice this,
the item in question will be inscribed with "good" or "cursed" as is
relevant.  Priests acquire this ability far more readily than other
character classes.

Warriors, Rogues, and Paladins have a special method of "sensing" their
inventory/equipment items, which tells them not only if an item is "good" or
"cursed", but also if it is "average", and if it is "special" or "excellent",
or "terrible" or "worthless".

It is rumored that rings of power and extra rare spell books may be found
deeper in the dungeon...

And lastly, a final warning: not all objects are what they seem.  The line
between tasty food and annoying mushroom is a fine one, and sometimes a
potion will reach out and bite you...


=== Cursed Objects ===

Some objects, mainly armor and weapons, have had curses laid upon them.
These horrible objects will look like any other normal item, but will
detract from your character's stats or abilities if worn.  They will also
be impossible to remove until a remove curse is performed.  In fact some
are so badly cursed that even this will not work, and more potent methods
are needed.

If you wear or wield a cursed item, you will immediately feel deathly cold,
and the item will be marked with the fake inscription "cursed".

Skopkeepers will refuse to buy any item which is known to be cursed.


=== Mining ===

Much of the treasure within the dungeon can be found only by mining it out
of the walls.  Many rich strikes exist within each level, but must be found
and mined.  Quartz veins are the richest, yielding the most metals and gems,
but magma veins will have some hordes hidden within.

Mining is rather difficult without a pick or shovel.  Picks and shovels have
an additional magical ability expressed as `(+#)'.  The higher the number,
the better the magical digging ability of the tool.  A pick or shovel also
has plusses to hit and damage, and can be used as a weapon, because, in fact,
it is one.

When a vein of quartz or magma is located, the character may wield his pick
or shovel and begin digging out a section.  When that section is removed, he
can locate another section of the vein and begin the process again.  Since
granite rock is much harder to dig through, it is much faster to follow the
vein exactly and dig around the granite.  Eventually, it becomes easier to
simply kill monsters and discover items in the dungeon to sell, than to walk
around digging for treasure.  But, early on, mineral veins can be a wonderful
source of easy treasure.

If the character has a scroll, staff, or spell of treasure location, he can
immediately locate all strikes of treasure within a vein shown on the
screen.  This makes mining much easier and more profitable.

Note that a character with high strength and/or a heavy weapon does not need
a shovel/pick to dig, but even the strongest character will benefit from a
pick if trying to dig through a granite wall.

It is sometimes possible to get a character trapped within the dungeon by
using various magical spells and items.  So it can be a good idea to always
carry some kind of digging tool, even when you are not planning on tunneling
for treasure.

There are rumors of certain incredibly profitable rooms buried deep in the
dungeon and completely surrounded by titanium and granite walls, requiring
a digging implement or magical means to enter.  The same rumors imply that
these rooms are guarded by incredibly powerful monsters, so beware!


=== Staircases, Secret Doors, Passages, and Rooms ===

Staircases are the manner in which you get deeper or climb out of the
dungeon.  The symbols for the up and down staircases are the same as the
commands to use them.  A "<" represents an up staircase and a ">" represents
a down staircase.  You must move your character over the staircase before
you can use it.

Each level has at least one up staircase and at least two down staircases.
There are no exceptions to this rule.  You may have trouble finding some well
hidden secret doors, or you may have to dig through obstructions to get to
them, but you can always find the stairs if you look hard enough.  Stairs,
like titanium walls, and shop entrances, cannot be destroyed by any means.

Many secret doors are used within the dungeon to confuse and demoralize
adventurers foolish enough to enter.  But with some luck, and lots of
concentration, you can find these secret doors.  Secret doors will sometimes
hide rooms or corridors, or even entire sections of that level of the
dungeon.  Sometimes they simply hide small empty closets or even dead ends.
Secret doors always look like granite walls, just like traps always look
like normal floors.

Creatures in the dungeon will generally know and use these secret doors, and
can often be counted on to leave them open behind them when they pass
through.

For historical reasons, secret doors are never locked.


=== Winning The Game ===

Once your character has killed Sauron, who lives on level 99 (4950') in the 
dungeon, a magical staircase will appear that will allow you to finally reach
level 100.  Morgoth lurks on this level of his dungeon, and you will not be
able to go below his level until you have killed him.  Try to avoid wandering
around on level 100 unless you are ready for him, since he has a habit of
coming at you across the dungeon, the Mighty Hammer 'Grond' in hand, to slay
you for your impudence.

Morgoth cannot be killed by some of the easier methods used on normal
creatures.  Morgoth, like all other "Unique" monsters, will simply teleport
away to another region of the level if you attempt to use a spell such as
destruction is upon him.  Morgoth, like some other monsters, cannot be
polymorphed, slept, charmed, or genocided.  Magical spells like Mana Storm 
and Orb of Draining are effective against him, as are some of the more
powerful weapons, but he is difficult to kill and if allowed to escape for
a time he will heal himself rapidly.

If you should actually survive the attempt of killing Morgoth, you will
receive the status of WINNER.  You may continue to explore, and may even
save the game and play more later, but since you have defeated the toughest
creature alive, there is really not much point.  Unless you wish to listen
to the rumors of a powerful ring buried somewhere in the dungeon...

When you are ready to retire, simply "commit suicide" (using the "Q" key)
to have your character entered into the high score list as a winner.  Note
that until you retire, you can still be killed, so you may want to retire
before wandering into a hoard of death molds...


=== Upon Death and Dying ===
 
If your character falls below 0 hit points, he has died and cannot be
restored.  A tombstone showing information about your character will be
displayed.  You are also permitted to get a record of your character, and
all your equipment (identified) either on the screen or in a file.

Your character will leave behind a reduced save file, which contains only
the monster memory and your option choices.  It may be restored, in which
case a new character is generated exactly as if the file was not there, but
the new player will find his monster memory containing all the experience
of past incarnations.

There are a variety of ways to "cheat" death (including using a special
"cheating option") when it would otherwise occur.  This will fully heal
your character, returning him to the town, and marking him in various
ways as a character which has cheated death.  Cheating death, like using
any of the "cheating options", will prevent your character from appearing
on the high score list.

attack.txt

=== Attacking and Being Attacked ===
 
Attacking is simple in Angband.  If you move into a creature, you attack him.
You can attack from a distance by firing a missile or by magical means (such
as aiming a wand).  Creatures attack in the same way.  If they move into you,
they attack you.  Some creatures can also cast spells from a distance, and
others can use various breath weapons (such as fire) on you from a distance.

Creatures in walls can not be attacked by wands or other magic attacks
normally stopped by walls.  Tunneling into the wall (using the "tunnel"
or "alter" command) will allow you to attack any creature in the wall.

If you are wielding a weapon, the damage for the weapon is used when you hit
a creature.  Otherwise you get a single punch which does minimal damage.

You may wield both a primary weapon for melee combat, and a bow or other
missile launcher for launching missiles at the same time (along with a
light, an amulet, two rings, a helmet, boots, gloves, a shield, a cloak, and
body armor).  Be sure not to try and kill a dragon with a shovel, it makes
you look silly and probably won't work...
 
Firing a missile (while wielding the appropriate launcher) is the only way to
get the "full" power out of the missile.  You may of course throw an arrow at
a monster without shooting it, but you will find the effects may not be what
you had hoped.

Hits and misses are determined by ability to hit versus armor class.  A hit
is a strike that does some damage; a miss may in fact reach a target, but
fails to do any  damage.  Higher armor classes make it harder to do damage,
and so lead to more misses; they also reduce the damage from a strike that
actually occurs.
 

=== Monster Memories ===

There are hundreds of different creatures in the pits of Angband, many of
which have the same letter symbol and color on the screen.  The exact species
of a creature can be discovered by looking at it.  It is also very difficult
to keep track of the capabilities of various creatures.  Luckily, Angband
automatically keeps track of your experiences with a particular creature.
This feature is called the monster memory.  You monster memory recalls the
particular attacks of each creature (whether or not technically a monster)
which you have suffered, as well as recalling if you have observed them to
multiply or move erratically, or drop treasure, etc.  Otherwise you would
simply have to take notes, which is an unnecessary bother.

If you have killed enough of a particular creature, or suffered enough
attacks, recalling the monster memory may also provide you with information
not otherwise available, such as a armor class or hit dice.  These are not
explained, but may be useful to give the relative danger of each creature.
This memory can be passed on to a new character even after you die by means
of a reduced save file.
 

=== Your Weapon ===

Carrying a weapon in your backpack does you no good.  You must wield a weapon 
before it can be used in a fight.  A secondary weapon can be kept by keeping
it in the backpack, and switching it with the primary weapon when needed.

Weapons have two main magical characteristics, their enchanted ability to hit
and their enchanted ability to do damage, expressed as `(+#,+#)'.  A normal
weapon would be `(+0,+0)'.  Many weapons in Angband have bonuses to hit
and/or do damage.  Some weapons are cursed, and have penalties that hurt the
player.  Cursed weapons cannot be unwielded until the curse is lifted.
Identifying a weapon will inform you of the magical bonuses and penalties
and whether or not it is cursed.

Angband assumes that your youth in the rough environment near the dungeons
has taught you the relative merits of different weapons, and displays as
part of their description the damage dice which define their capabilities.
Any damage enchantment is added to the dice roll for that weapon.  The dice
used for a given  weapon is displayed as "#d#".  The first number indicates
how many dice to roll, and the second indicates how many sides they have.  A
"2d6" weapon will give damage from 2 to 12, plus any damage bonus.  The
weight of a weapon is also a consideration.  Heavy weapons may hit harder,
but they are also harder to use.  Depending on your strength, dexterity,
character class, and weapon weight, you may get several attacks per turn.

Missile booster weapons, such as bows, have their characteristics added to
those of the missile used, if the proper weapon/missile combination is used,
and the the launcher multiplier is applied to the total damage, making
missile weapons very powerful given the proper missiles, especially if they
are enchanted.

Although you receive any magical bonuses an unidentified weapon may possess
when you wield it, those bonuses will not be added in to the displayed
values of to-hit and to-dam on your character sheet.  You must identify the
weapon before the displayed values reflect the real values used.

Finally, some rare weapons have special abilities.  These are called ego
weapons, and are feared by great and meek.  An ego weapon must be wielded
to receive the benefit of its abilities.

Ego weapons are denoted by the following "names":  

(Defender)
     A magical weapon that actually helps the wielder defend himself, thus
     increasing his/her armour class, and protecting him/her against damage
     from fire, cold, acid, lightning, and falls.  This weapon also will
     increase your stealth, let you see invisible creatures, protect you
     from paralyzation and some slowing attacks, and help you regenerate hit
     points and mana faster.  As a result of the regeneration ability, you
     will use up food somewhat faster than normal while wielding such a
     weapon.  These powerful weapons also will sustain one stat, though this
     stat will vary from weapon to weapon.

(Holy Avenger)
     A Holy Avenger is one of the more powerful of weapons.  A Holy Avenger
     will increase your wisdom and your armour class.  This weapon will do
     extra damage when used against evil, demonic and undead creatures, and
     will also give you the ability to see invisible creatures.  These
     weapons are basically extremely powerful versions of Blessed Blades
     and can be wielded by priests with no penalty. These weapons, like 
     (Defender) weapons, also will sustain one random stat.

(Blessed Blade)
     A blessed blade will increase your wisdom.  If you are a priest,
     wielding a non-blessed sword or polearm causes a small penalty while
     attacking and may infuriate your god, decreasing the chances that he
     will accept your prayers.  It is rumored that these blades may also
     possess other properties.

Weapon of Westernesse
     A Weapon of Westernesse is one of the more powerful weapons.  It slays
     orcs, trolls, and giants, while increasing your strength, dexterity, 
     and constitution.  It also lets you see invisible creatures and protects 
     from paralyzation and some slowing attacks.  These blades were made by 
     the Dunedain.

Weapon of Extra Attacks.
     A weapon of extra attacks will allow the wielder to deliver extra
     attacks during each round.

Elemental Branded Weapons.
     Each of the four elemental attacks has a corresponding weapon which 
     will do treble damage against creatures not resistant to that element.
     These weapons are labelled "of Melting", "of Shocking", "of Burning",
     and "of Freezing", corresponding to acid, lightning, fire, and cold.

Weapon of Slay Dragon.
     A Slay Dragon weapon is a special purpose weapon whose sole intent is
     to destroy dragon-kind.  Therefore, when used against a dragon, the
     amount of damage done is three times the normal amount.  Some powerful
     weapons of this type will do _five_ times the normal damage as well as
     boosting the wielder's constitution.

Weapon of Slay Evil.
     A Slay Evil weapon is a special purpose weapon whose sole intent is to
     destroy all forms of evil.  When used against an evil creature, either
     alive or undead, the damage done is twice the normal amount.  Some of
     these weapons are also Blessed Blades and will boost your wisdom.

Weapon of Slay Animal.
     A Slay Animal weapon is a special purpose weapon whose sole intent is
     to destroy all the dangerous animals in the world.  An animal is any
     creature natural to the world.  Therefore an orc would not be an
     animal, but a giant snake would be.  This will inflict twice the
     normal amount of damage when used against an animal.  Some very 
     powerful weapons of this type will also provide regeneration and 
     an intelligence boost.

Weapon of Slay Undead.
     A Slay Undead weapon is a special purpose weapon whose sole intent is
     to destroy all forms of undead.  These weapons are hated and feared by
     the intelligent undead, for a single blow from this weapon will inflict
     three times the normal amount of damage.  Some extra powerful weapons 
     of this type will boost the wielder's wisdom and allow the wielder to
     see invisible creatures, all the better to track down the undead!

Weapon of Slay Orc.
     A Slay Orc weapon does treble damage against anything of orcish-kind.
     Often these are elvish blades.  Some powerful weapons of this type will
     boost the wielder's dexterity.

Weapon of Slay Troll.
     A Slay Troll weapon does treble damage against anything of troll-kind.
     Often these are elvish blades.  Some powerful weapons of this type will
     boost the wielder's strength.

Weapon of Slay Giant.
     A Slay Giant weapon does treble damage against anything of
     giant-humanoidal form.  Some powerful weapons of this type will
     boost the wielder's strength.

Weapon of Slay Demon.
     A Slay Demon weapon does treble damage against anything of Hellish
     nature such as the Minor and Major Demons.  Some powerful weapons of 
     this type will boost the wielder's intelligence.

Weapon of Morgul.
     These blades are so foully cursed with evil, it is rumored that it is
     impossible to remove them.  BEWARE!

Shovels of Digging.
     These powerful diggers are branded with acid, all the better for 
     digging through the walls of the dungeon.

Ego Missile Launchers and Ammo:
-------------------------------
Launchers of Accuracy.
    These launchers have an unnaturally high to-hit number, making them 
    extremely accurate.

Launchers of Velocity.
    These launchers do an unnaturally high amount of damage due to their 
    high to-hit number.

Launchers of Extra Shots.
    These launchers allow the wielder to shoot more times per round than 
    normal.

Launchers of Extra Might.
    These launchers have a higher base damage than normally made launchers 
    of their type.

Ammo of Hurt Animal.
    This ammo does double damage against natural denizens of the dungeon.

Ammo of Hurt Evil.
    This ammo does double damage against evil creatures in the dungeon.

Ammo of Hurt Dragon.
    This ammo does treble damage against dragons.

Ammo of Flame.
    This ammo does treble damage against creature not resistant to fire.

Ammo of Frost.
    This ammo does treble damage against creature not resistant to cold.

Ammo of Wounding.
    This ammo boosts the to-hit and to-dam numbers of the shooter.

Apart from these there are some very rare and well made blades in the
dungeon with not necessarily any special abilities. These include Blades
of Chaos, Maces of Disruption, and Scythes of Slicing.  They can also be
ego weapons like the ones above.  For example, a Blade of Chaos (Holy
Avenger) is much more powerful than many artifact weapons!

There are rumors of incredibly rare "artifact" weapons which are even
more powerful than ego weapons.


=== Your Armor Class ===

Your armor class (or AC) is a number that describes the amount and the
quality of armor being worn. Armor class will generally run from about 0 to
150, but could become negative or greater than 150 with rarer armour or by
magical means.
 
The larger your armor class, the more protective it is.  A negative armor
class would actually help get you hit.  Armor protects you in three manners.
One, it makes you harder to be hit for damage.  A hit for no damage is the
same as a miss.  Two, good armor will absorb some of the damage that your
character would have taken from normal attacks.  Three, acid damage is
reduced by wearing body armor (but the armor will be damaged instead).  It
is obvious that a high armor class is a must for surviving the deeper levels
of Angband.

Each piece of armour has a base armor value, which, like the damage from
weapons, is assumed known by the player, and a magic bonus, which will not
be displayed unless the armor has been identified or was bought in a store.

Armor class values are always displayed between a set of brackets as "[#]"
or "[#,+#]".  The first value is the armor class of the item.  The second
number is the magical bonus of the item which is only displayed if known,
and will always have a sign preceding the value.  Note that a few rings,
amulets, and weapons also have the "[+#]" notation, indicating that they
provide an armor bonus.  Many pieces of heavy body armor will also have a
"(-#)" before the "[#,+#]", which indicates that the weight of the armor
decreases your chances of hitting monsters.  This can range from nonexistent
for very light armor to (-8) for the very heaviest armor!

Some pieces of armor will possess special abilities denoted by the following
names:

Ego Armors and Shields:
-----------------------
of Resist Acid.
     A character using such an object will take only one third normal damage
     from any acid thrown upon him.  In addition, armor so enchanted will
     resist the acid's effects and not be damaged by it.
 
of Resist Lightning.
     A character using a resist lightning object will take only one third
     damage from electrical attacks.
 
of Resist Fire.
     A character using a resist fire object will take only one third damage
     from heat and fire.
 
of Resist Cold.
     A character using a resist cold object will take only one third damage
     from frost and cold.
 
of Resistance.
     A character wearing armor with this ability will have resistance to
     Acid, Cold, Fire, and Lightning as explained in each part above.
 
of Elvenkind.
     This is the same as Resistance armour, only generally better enchanted.
     It will make you more stealthy.  This armor can also possess extra 
     resistances beyond the four basic elemental ones.
 
Robes of Permanence.
     These robes are designed especially for wizards.  Just like Elvenkind
     armor, they provide resistance to fire, cold, acid, and electricity and
     cannot be damaged by acid.  They sustain all of your stats and protect
     you from a good deal of all experience draining.  Also like Elvenkind
     armor, they can have additional special resistances.  These robes are
     so good that their owners are rarely killed, perhaps explaining the
     incredible rarity.

Dragon Scale Mails.
     These extremely rare pieces of armour come in many different colors,
     each protecting you against the relevent dragons.  Naturally they are
     all resistant to acid damage.  They also occasionally allow you to
     breathe as a dragon would!

Ego Helms:
----------
Stat Boosting Helms.
     There are magical helms found in the dungeon that have the ability
     to boost the wearer's intelligence, wisdom, or charisma.  Helms of 
     Beauty are the ones that boost charisma.  In addition to boosting 
     the relevant stat these helms will also prevent that stat from being 
     drained.

Helm of the Magi.
     This is the great helm of the wizards.  The wearer will have an
     increased (and sustained) intelligence, and will also be given 
     resistance against fire, frost, acid, and lightning.  These valuable
     helms may also have additional properties.

Helm of Might.
     This is the great helm of the warriors.  The wearer will have an
     increased and sustained strength, dexterity, and constitution, 
     and will also be immune to any foe's attempt to slow or paralyze 
     him or her.

Helm of Lordliness.
     This is the great helm of the priests.  The wearer will have an
     increased and sustained wisdom and charisma.

Helm of Seeing.
     This is the great helm of the rogues.  The wearer will be able to see
     even invisible creatures, and will have an increased ability to locate
     traps and secret doors.  It is also rumored that the wearer of such a
     helm will not be able to be blinded.

Helm of Infravision.
     This helm grants the wearer increased infravision, as the name implies.

Helm of Light.
     In addition to providing a permanent light source for the wearer, this 
     helm also provides resistance against light-based attacks.

Helm of Telepathy.
     This helm grants the wearer the power of telepathy.

Helm of Regeneration.
     This helm will help you regenerate hit points and mana more quickly
     than normal, allowing you to fight longer before needing to rest.  You
     will use food faster than normal while wearing this helm because of
     the regenerative effects.
 
Ego Cloaks:
-----------
Cloak of Protection.
     This finely made cloak will come with an unnaturally high enchantment
     and is not affected by elemental based attacks.

Cloak of Stealth.
     This cloak will increase the wearer's stealth, making the wearer less
     likely to wake up sleeping monsters.

Cloak of Aman.
     These exceptionally rare cloaks combine the properties of Cloaks of
     Protection and Cloaks of Stealth, and are rumored to have properties
     beyond even those!

Ego Gloves:
-----------
Gloves of Free Action.
     The wearer of these gloves will find himself resistant to paralyzing
     attacks as well as some slowing attacks.  Because of the special 
     nature of these gloves, magic users may wear these gloves without
     incurring a mana penalty.   

Gloves of Slaying.
     These gloves will increase the wearer's fighting ability by boosting
     the wearer's to-hit and to-dam values.

Gloves of Agility.
     These gloves will increase the wearer's dexterity.  Because of the 
     special nature of these gloves, magic users may wear these gloves 
     without incurring a mana penalty.   

Gloves of Power.
     These gloves will boost the wearer's strength as well as the wearer's
     to-hit and to-dam numbers.

Ego Boots:
----------
Boots of Slow Descent.
     These boots protect the wearer from the effects of small falls.

Boots of Stealth.
     These boots increase the wearer's stealth, like a Cloak of Stealth.

Boots of Free Action.
     The wearer of these boots will find himself resistant to paralyzing
     attacks as well as some slowing attacks.

Boots of Speed.
     The wearer of these boots will become unnaturally quick!

Apart from these there are some very rare, and well made armours in the
dungeon with not necessarily any special abilities. These include Shields of
Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail,
and Shadow Cloaks.  The first four cannot be damaged by acid because of the
quality metals they contain.

There are rumors of incredibly rare "artifact" armor which are even
more powerful than ego armor.

playing.txt

=== Playing the Game ===

    Most of your interaction with Angband will take the form of "commands".
Every Angband command consists of an "underlying command" plus a variety of
optional or required arguments, such as a repeat count, a direction, or the
index of an inventory object.  Commands are normally specified by typing a
series of keypresses, from which the underlying command is extracted, along
with any encoded arguments.  You may choose how the standard "keyboard keys"
are mapped to the "underlying commands" by choosing one of the two standard
"keysets", the "original" keyset or the "roguelike" keyset.

    The original keyset is very similar to the "underlying" command set,
with a few additions (such as the ability to use the numeric "directions" to
"walk" or the "5" key to "stay still").  The roguelike keyset provides similar
additions, and also allows the use of the h/j/k/l/y/u/b/n keys to "walk" (or,
in combination with the shift or control keys, to run or alter), which thus
requires a variety of key mappings to allow access to the underlying commands
used for walking/running/altering.  In particular, the "roguelike" keyset
includes many more "capital" and "control" keys, as shown below.

    Note that any keys that are not required for access to the underlying
command set may be used by the user to extend the "keyset" which is being
used, by defining new "keymaps".  To avoid the use of any "keymaps", press
backslash ("\") plus the "underlying command" key.  This is normally only
used in "macro" definitions.  You may enter "control-keys" as a caret ("^")
plus the key (so "^" + "p" yields "^P").

    Some commands allow an optional "repeat count", which allows you to tell
the game that you wish to do the command multiple times, unless you press a
key or are otherwise disturbed.  To enter a "repeat count", type '0', followed
by the numerical count, followed by the command.  You must type "space" before
entering certain commands.  Skipping the numerical count yields a count of 99.
An option allows certain commands (open, disarm, alter, etc) to auto-repeat.

    Some commands will prompt for extra information, such as a direction, an
inventory or equipment item, a spell, a textual inscription, the symbol of a
monster race, a sub-command, a verification, an amount of time, a quantity,
a file name, or various other things.  Normally you can hit return to choose
the "default" response, or escape to cancel the command entirely.

    Some commands will prompt for a spell or an inventory item.  Pressing
space (or '*') will give you a list of choices.  Pressing "-" (minus) selects
the item on the floor.  Pressing a lowercase letter selects the given item.
Pressing a capital letter selects the given item after verification.  Pressing
a numeric digit '#' selects the first item (if any) whose inscription contains
"@#" or "@x#", where "x" is the current "underlying command".  You may only
specify items which are "legal" for the command.  Whenever an item inscription
contains "!*" or "!x" (with "x" as above) you must verify its selection.

    Some commands will prompt for a direction.  You may enter a "compass"
direction using any of the "direction keys" shown below.  Sometimes, you may
specify that you wish to use the current "target", by pressing "t" or "5", or
that you wish to select a new target, by pressing "*" (see "Target" below).

        Original Keyset Directions       Roguelike Keyset Directions

                 7  8  9                           y  k  u
                 4     6                           h     l
                 1  2  3                           b  j  n


    Each of the standard keysets provides some short-cuts over the "underlying
commands".  For example, both keysets allow you to "walk" by simply pressing
an "original" direction key (or a "roguelike" direction key if you are using
the roguelike keyset), instead of using the "walk" command plus a direction.
The roguelike keyset allows you to "run" or "alter" by simply holding the
shift or control modifier key down while pressing a "roguelike" direction key,
instead of using the "run" or "alter" command plus a direction.  Both keysets
allow the use of the "5" key to "stand still", which is most convenient when
using the original keyset.

    Note that on many systems, it is possible to define "macros" to various
keys, or key combinations, so that it is often possible to make macros which,
for example, allow the use of the shift and/or control modifier keys, plus a
numeric keypad key, to specify the "run" or "alter" command, with the given
direction, regardless of any keymap definitions, by using the fact that you
can always, for example, use "\" + "." + "6", to specify "run east".



=== Original Keyset Command Summary ===

 a  Aim a wand                           A  Activate an artifact
 b  Browse a book                        B  Bash a door
 c  Close a door                         C  Character description
 d  Drop an item                         D  Disarm a trap
 e  Equipment list                       E  Eat some food
 f  Fire an item                         F  Fuel your lantern/torch
 g  Stay still (flip pickup)             G  Gain new spells/prayers
 h  (unused)                             H  (unused)
 i  Inventory list                       I  Observe an item
 j  Jam a door                           J  (unused)
 k  Destroy an item                      K  (unused)
 l  Look around                          L  Locate player on map
 m  Cast a spell                         M  Full dungeon map
 n  (unused)                             N  (unused)
 o  Open a door or chest                 O  (unused)
 p  Pray a prayer                        P  (unused)
 q  Quaff a potion                       Q  Quit (commit suicide)
 r  Read a scroll                        R  Rest for a period
 s  Search for traps/doors               S  Toggle search mode
 t  Take off equipment                   T  Dig a tunnel
 u  Use a staff                          U  (unused)
 v  Throw an item                        V  Version info
 w  Wear/wield equipment                 W  (unused)
 x  (unused)                             X  (unused)
 y  (unused)                             Y  (unused)
 z  Zap a rod                            Z  (unused)
 !  Interact with system                ^A  (special - debug command)
 @  Interact with macros                ^B  (unused)
 #  (unused)                            ^C  (special - break)
 $  User interface                      ^D  (unused)
 %  Interact with visuals               ^E  Toggle choice window
 ^  (special - control key)             ^F  Repeat level feeling
 &  Interact with colors                ^G  (unused)
 *  Target monster or location          ^H  (unused)
 (  Load screen dump                    ^I  (special - tab)
 )  Dump screen dump                    ^J  (special - linefeed)
 {  Inscribe an object                  ^K  (unused)
 }  Uninscribe an object                ^L  (unused)
 [  (unused)                            ^M  (special - return)
 ]  (unused)                            ^N  (unused)
 -  Walk (flip pickup)                  ^O  (unused)
 _  Enter store                         ^P  Show previous messages
 +  Alter grid                          ^Q  (unused)
 =  Set options                         ^R  Redraw the screen
 ;  Walk (with pickup)                  ^S  Save and don't quit
 :  Take notes                          ^T  (unused)
 '  (unused)                            ^U  (unused)
 "  Enter a user pref command           ^V  Repeat last command
 ,  Stay still (with pickup)            ^W  (special - wizard mode)
 <  Go up staircase                     ^X  Save and quit
 .  Run                                 ^Y  (unused)
 >  Go down staircase                   ^Z  (special - borg command)
 \  (special - bypass keymap)            |  (unused)
 `  (special - escape)                   ~  Check knowledge
 /  Identify symbol                      ?  Help



=== Roguelike Keyset Command Summary ===

 a  Zap a rod (Activate)                 A  Activate an artifact
 b  (walk - south west)                  B  (run - south west)
 c  Close a door                         C  Character description
 d  Drop an item                         D  Disarm a trap or chest
 e  Equipment list                       E  Eat some food
 f  Bash a door (force)                  F  Fuel your lantern/torch
 g  Stay still (flip pickup)             G  Gain new spells/prayers
 h  (walk - west)                        H  (run - west)
 i  Inventory list                       I  Observe an item
 j  (walk - south)                       J  (run - south)
 k  (walk - north)                       K  (run - north)
 l  (walk - east)                        L  (run - east)
 m  Cast a spell                         M  Full dungeon map
 n  (walk - south east)                  N  (run - south east)
 o  Open a door or chest                 O  (unused)
 p  Pray a prayer                        P  Browse a book
 q  Quaff a potion                       Q  Quit (commit suicide)
 r  Read a scroll                        R  Rest for a period
 s  Search for traps/doors               S  Jam a door (Spike)
 t  Fire an item                         T  Take off equipment
 u  (walk - north east)                  U  (run - north east)
 v  Throw an item                        V  Version info
 w  Wear/wield equipment                 W  Locate player on map (Where)
 x  Look around                          X  (unused)
 y  (walk - north west)                  Y  (run - north west)
 z  Aim a wand (Zap)                     Z  Use a staff (Zap)
 !  Interact with system                ^A  (special - debug command)
 @  Interact with macros                ^B  (alter - south west)
 #  Toggle search mode                  ^C  (special - break)
 $  (unused)                            ^D  Destroy item
 %  Interact with visuals               ^E  Toggle choice window
 ^  (special - control key)             ^F  Repeat level feeling
 &  Interact with colors                ^G  (unused)
 *  Target monster or location          ^H  (alter - west)
 (  Load screen dump                    ^I  (special - tab)
 )  Dump screen dump                    ^J  (alter - south)
 {  Inscribe an object                  ^K  (alter - north)
 }  Uninscribe an object                ^L  (alter - east)
 [  (unused)                            ^M  (special - return)
 ]  (unused)                            ^N  (alter - south east)
 -  Walk (flip pickup)                  ^O  (unused)
 _  Enter store                         ^P  Show previous messages
 +  Alter grid                          ^Q  (unused)
 =  Set options                         ^R  Redraw the screen
 ;  Walk (with pickup)                  ^S  Save and don't quit
 :  Take notes                          ^T  Dig a Tunnel
 '  (unused)                            ^U  (alter - north east)
 "  Enter a user pref command           ^V  Repeat last command
 ,  Run                                 ^W  (special - wizard mode)
 <  Go up staircase                     ^X  Save and quit
 .  Stay still (with pickup)            ^Y  (alter - north west)
 >  Go down staircase                   ^Z  (special - borg command)
 \  (special - bypass keymap)            |  (unused)
 `  (special - escape)                   ~  Check knowledge
 /  Identify symbol                      ?  Help



=== Special Keys ===
 
        Certain special keys may be intercepted by the operating system or
the host machine, causing unexpected results.  In general, these special keys
are control keys, and often, you can disable their special effects.

        If you are playing on a UNIX or similar system, then Ctrl-C will
interrupt Angband.  The second and third interrupt will induce a warning
bell, and the fourth will induce both a warning bell and a special message,
since the fifth will quit the game, after killing your character.  Also,
Ctrl-Z will suspend the game, and return you to the original command shell,
until you resume the game with the "fg" command.  There is now a compilation
option to force the game to prevent the "double ctrl-z escape death trick".
The Ctrl-\ and Ctrl-D and Ctrl-S keys should not be intercepted.
 
        It is often possible to specify "control-keys" without actually
pressing the control key, by typing a caret ("^") followed by the key.
This is useful for specifying control-key commands which might be caught
by the operating system as explained above.

        Pressing backslash ("\") before a command will bypass all keymaps,
and the next keypress will be interpreted as an "underlying command" key,
unless it is a caret ("^"), in which case the keypress after that will be
turned into a control-key and interpreted as a command in the underlying
angband keyset.  The backslash key is useful for creating macro actions
which are not affected by any keymap definitions that may be in force, for
example, the sequence "\" + "." + "6" will always mean "run east", even if
the "." key has been mapped to a different underlying command.

        The "0" and "^" and "\" keys all have special meaning when entered
at the command prompt, and there is no "useful" way to specify any of them
as an "underlying command", which is okay, since they would have no effect.

        For many input requests or queries, the special character ESCAPE
will abort the command.  The "[y/n]" prompts may be answered with "y" or
"n", or escape.  The "-more-" message prompts may be cleared (after reading
the displayed message) by pressing ESCAPE, SPACE, RETURN, LINEFEED, or by
any keypress, if the "quick_messages" option is turned on.
 

=== Command Counts ===
 
        Some commands can be executed a fixed number of times by preceding
them with a count.  Counted commands will execute until the count expires,
until you type any character, or until something significant happens, such
as being attacked.  Thus, a counted command doesn't work to attack another
creature.  While the command is being repeated, the number of times left
to be repeated will flash by on the line at the bottom of the screen.

        To give a count to a command, type 0, the repeat count, and then
the command.  If you want to give a movement command and you are using the
original command set (where the movement commands are digits), press space
after the count and you will be prompted for the command.
 
        Counted commands are very useful for time consuming commands, as
they automatically terminate on success, or if you are attacked.  You may
also terminate any counted command (or resting or running), by typing any
character.  This character is ignored, but it is safest to use a SPACE or
ESCAPE which are always ignored as commands in case you type the command
just after the count expires.

        You can tell Angband to automatically use a repeat count of 99
with commands you normally want to repeat (open, disarm, tunnel, bash,
alter, etc) by setting the "always_repeat" option.
 
 
=== Selection of Objects ===
 
        Many commands will also prompt for a particular object to be used.
For example, the command to read a scroll will ask you which of the
scrolls that you are carrying that you wish to read.  In such cases, the
selection is made by typing a letter of the alphabet.  The prompt will
indicate the possible letters, and will also allow you to type the key
"*", which causes all of the available options to be described.  The list
of choices will also be shown in the Choice window, if you are using a
windows environment and windows are turned on.  Often you will be able to
press "/" to select an object from your equipment instead of your
inventory.  Pressing space once will have the same effect as "*", and
the second time will cancel the command and run the "i" or "e" command.
 
        The particular object may be selected by an upper case or a lower
case letter.  If lower case is used, the selection takes place
immediately.  If upper case is used, then the particular option is
described, and you are given the option of confirming or retracting that
choice.  Upper case selection is thus safer, but requires an extra key
stroke.  Also see the "!*" and "!x" inscriptions, below.

        For many commands, you can also use "-" to select an object on the
floor where you are standing.  This lets you read scrolls or quaff
potions, for example, off the dungeon floor without picking them up.

        If you enter a number between 0 and 9, the first item engraved
with "@#" where "#" is the number you entered will be selected.  For example,
if you have a shovel engraved with "@0" and you type "w" (for wield) and
then 0, you will wield the shovel.  This is very useful for macros (see
below), since you can use this to select an object regardless of its
location in your pack.  For example, Angband automatically defines a macro
for the key "X" to do "w0".  If you then engrave both your digging
instrument and your primary weapon with @0, pressing X will wield
whichever one is not being currently wielded (letting you quickly switch
between them).  Multiple numbers can be engraved on the same object; for
example, if a sword is engraved with @1@0, then either "w1" or "w0" will
wield it.  Normally, you inscribe "@1@0" on your primary weapon, and
"@2@0" on your digger or secondary weapon.  Note that an inscription
containing "@x#" will act like "@#" but only when the current "Angband
command" is "x".  Thus you can put "@z4" on a rod and "@u4" on a staff,
and then use both "z4" and "u4" as desired.

        Note that any object containing "!x" in its inscription, where
"x" is the current "angband command" (or containing "!*" ever) will induce
"verification" whenever that object is "selected".  Thus, inscribing, say,
"!f!k!d" on an object will greatly reduce the odds of you "losing" it by
accident, and inscribing "!*" on an object will allow you to be very paranoid
about the object.  Note that "selling" and "dropping" both use the "d" command.


=== User Pref Files ===

        Angband allows you to change various aspects of the game to suit
your tastes.  You may define keymaps (changing the way Angband maps your
keypresses to underlying commands), create macros (allowing you to map a
single keypress to a series of keypresses), modify the visuals (allowing
you to change the appearance of monsters, objects, or terrain features),
change the colors (allowing you to make a given color brighter, darker,
or even completely different), or set options (turning them off or on).

        Angband stores your preferences in files called "user pref files",
which contain comments and "user pref commands", which are simple strings
describing one aspect of the system about which the user has a preference.
There are many ways to load a user pref file, and in fact, some of these
files are automatically loaded for you by the game.  All of the files are
kept in the "lib/user/" directory, though you may have to use one of the
command line arguments to redirect this directory, especially on multiuser
systems.  You may also enter single user pref commands directly, using the
special "Enter a user pref command" command, activated by "double quote".
You may have to use the "redraw" command (^R) after changing certain of
the aspects of the game, to allow Angband to adapt to your changes.

        When the game starts up, after you have loaded an old character,
or created a new character, some user pref files are loaded automatically.
First, the "pref.prf" file is loaded.  This file contains some user pref
commands which will work on all platforms.  Then one of "font-xxx.prf"
(for normal usage) or "graf-xxx.prf" (for bitmap usage) is loaded.  These
files contain attr/char changes to allow the monsters, objects, and/or
terrain features to look "better" on your system.  Then the "pref-xxx.prf"
file is loaded.  This file contains pre-defined system specific stuff
(macros, color definitions, etc).  Then, the "user-xxx.prf" file is loaded.
This file contains user-defined system specific stuff.  The "user-xxx.prf"
file is used as the "default" user pref file in many places.  The "xxx" is
the "system suffix" for your system, taken from the "main-xxx.c" file which
was used to generate your executable.  Finally, the "Race.prf", "Class.prf",
and "Name.prf" files are loaded, where "Race", "Class", and "Name" are
replaced by the actual race, class, and name of the current character.

        Several commands allow you to both load existing user pref files,
create new user pref files, append information to existing user pref files,
and/or interact with various of the user preferences in a more intuitive
way than the user pref commands allow.  The commands include "Interact with
macros" (@), "Interact with visuals" (%), and "Interact with colors" (&),
described below.

--- User Pref Files (Macros) ---

        The "Interact with macros" command allows you to define or remove
"macros", which are mappings from a single logical keypress to a sequence
of keypresses, allowing you to use special keys on the keyboard, such as
function keys or keypad keys, possibly in conjunction with modifier keys,
to "automate" repetitive multi-keypress commands that you use a lot.

        Since macros represent keypress sequences, and not all keypresses
have a printable representation, macro triggers and actions must often be
"encoded" into a human readible form.  This is done using several types
of encoding, including "\xHH" for character number HH in hexidecimal, "\e"
for the "escape" code, "\n" for the "newline" code, "\r" for the "return"
code, "\s" for the "space" code, "\\" for backslash, "\^" for caret, and
"^X" for the code for any "control" key "ctrl-X".  Note that the "action"
of a macro will not be checked against other macro triggers (unless the
macro action contains a "control-backslash"), so you cannot make infinite
loops.  You may specify extremely long macros, but you are limited in
length by the underlying input mechanisms, which in general limit you
to about 1024 keys in both triggers and actions.

        The special "\" command (which must be encoded in macros as "\\")
is very useful in macros, since it bypasses all keymaps and allows the next
keystroke to be considered a command in the underlying Angband command set.
For a list of the Angband command set, see the "command.txt" help file.
For example, a macro which maps Shift-KP6 to "\" + "." + "6" will induce
the "run east" behavior, regardless of what keyset the user has chosen, and
regardless of what keymaps have been defined.

	Macros can be specified in user pref files as a pair of lines, one
of the form "A:<str>", which defines the encoded macro action, and one of
the form "P:<str>", which defines the encoded macro trigger.

--- User Pref Files (Keymaps) ---

        The "Interact with macros" command also allows you to define
"keymaps", which are vaguely related to macros.  A keymap maps a single
keypress to a series of keypresses, which bypass both other keymaps and
any macros.  Angband uses keymaps to map the original and the roguelike
keysets to the underlying command set, and allows the user to modify or
add keymaps of their own.  Note that all keymap actions must be specified
using underlying commands, not keypresses from the original or roguelike
keysets.  The original keyset is almost identical to the underlying keyset,
except that "numbers" are mapped to ";" plus a direction, "5" is mapped to
",", and a few control-keys are mapped to various things.  See "command.txt"
for the full set of underlying commands.  Some uses for keymaps include the
ability to "disable" a command by mapping it to "\x00", 

	Keymaps can be specified in user pref files as line of the form
"M:<T> <key> <str>", where <T> is the keyset (0/1 for original/roguelike),
<key> is the encoded trigger key, and <str> is the encoded keymap action.

--- User Pref Files (Visuals) ---

        You can use the "Interact with visuals" command to change various
visual information, currently including the choice of what attr/char values
are used to represent various monsters, objects, or terrain features.  Note
that in combination appropriate support in "main-xxx.c", and with the use of
the "use_graphics" flag, you may be able to specify that "graphic bitmaps"
should be used instead of normal "colored characters" for various things.

        When interactively modifying the attr/char values for monsters,
objects, or terrain features, pressing "n" or "N" will change which entry
you are changing, pressing "a" or "A" will rotate through the available
attr values, and pressing "c" or "C" will rotate though the available char
values.  Note that attr/char values with the "high bit" set may induce the
display of special "graphic" pictures if the "use_graphics" flag is set,
and your system supports the "use_graphics" flag.

        Note that this command can be abused in various ways, and if you
must do so, remember that you are only cheating yourself.

	Keymaps can be specified in user pref files as line of the form
"R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or "U:<N>:<A>/<C>".

--- User Pref Files (Colors) ---

        The "Interact with colors" command allows you to change the actual
internal values used to display various colors.  This command may or may
not have any effect on your machine.  Advanced machines may allow you to
change the actual RGB values used to represent each of the 16 colors used
by Angband, and perhaps even allow you to define new colors which are not
currently used by Angband.

	Colors can be specified in user pref files as line of the form
"V:<N>:<V>:<R>:<G>:<B>".

--- User Pref Files (Options) ---

        The "Interact with options" command allows you to turn options
on or off.  You may turn options off or on using the user pref commands
of the form "X:<option>" or "Y:<option>" respectively.

command.txt

=== Command Descriptions ===

        The following command descriptions are listed as the command name
plus the "underlying command" key.  This is followed by the command name
and "roguelike" keyset key, if different from the underlying command key.
Then comes a brief description of the command, including information about
alternative methods of specifying the command in each keyset, when needed.

        Some commands use the "repeat count" to automatically repeat the
command several times, while others use the "repeat count" to specify a
"quantity" for the command, and still others use it as an "argument" of
some kind.  Some commands are auto-repeated several times if no repeat
count is given and the "always_repeat" option is set.

        Most commands take no "energy" to perform, while most other commands
only take energy when they cause the world to change in some way.

--- Inventory Commands ---

Inventory list (i)
        Displays a list of objects being carried but not equipped.  You
        can carry up to 23 different items, not counting those in your
        equipment.  Often, many identical objects can be "stacked" into
        a "pile" which will count as a single item.  This is always
        true of things like potions, scrolls, and food, but you may have
        to set options to allow wands, staves, and other such objects to
        stack.  Each object has a weight, and if you carry more objects
        than your strength permits, you will begin to slow down.
 
Equipment list (e)
        Use this command to display a list of the objects currently being
        used by your character.  Your character has 12 slots for equipment,
        each corresponding to a different location on the body, and each of
        which may contain only a single object at a time, and each of which
        may only contain objects of the proper "type", and which include
        WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT (ring),
        NECK (amulet), LITE (light source), BODY (armor), OUTER (cloak),
        ARM (shield), HEAD (helmet), HANDS (gloves), FEET (boots).  You
        must be wielding/wearing certain objects to take advantage of
        their special powers.

Drop an item (d)
        This drops an item from your inventory or equipment onto the
        dungeon floor.  If the floor spot you are standing on already has
        an object in it, Angband will attempt to drop the item onto an
        adjacent space.  Be warned that if the floor is full and you
        attempt to drop something, it may disappear and be destroyed.
        Doors and traps are considered objects for the purpose of
        determining if the space is occupied.  This command may take
        a quantity, and takes some energy.

Destroy an item (k) or Destroy an item (^D)
        This destroys an item in your inventory or on the dungeon floor.
        If the selected pile contains multiple objects, you may specify
        a quantity.  You must always (currently) verify this command.
        This command may take a quantity, and takes some energy.

Wear/Wield equipment (w)
        To wear or wield an object in your inventory, use this command.
        Since only one object can be in each slot at a time, if you wear
        or wield an item into a slot which is already occupied, the old
        item will be first be taken off, and may in fact be dropped if
        there is no room for it in your inventory.  This command takes
        some energy.

Take off equipment (t) or Take off equipment (T)
        Use this command to take off a piece of equipment and return it
        to your inventory.  Occasionally, you will run into a cursed item
        which cannot be removed.  These items normally penalize you in some
        way and cannot be taken off until the curse is removed.  If there
        is no room in your inventory for the item, your pack will overflow
        and you will drop the item after taking it off.  This command takes
        some energy.

--- Movement Commands ---

Walk (with pickup) (;)
        Moves one step in the given direction.  The square you are moving
        into must not be blocked by walls or doors.  You will pick up any
        items in the destination grid if the "always_pickup" option is set,
        or if the "query_pickup" option is set and you respond correctly.
        You may also use the "original" direction keys (both keysets) or
        the "roguelike" direction keys (roguelike keyset) to walk in a
        direction.  This command may take a count, requires a direction,
        and takes some energy.

Walk (flip pickup) (-)
        This is just like normal move, except that the "Pick things up"
        option is inverted.  In other words, if you normally pick up
        anything you encounter (the default), you will not pick things up
        when using this command.  If you normally do not pick things up,
        you will when using this command.  This command may take a count,
        requires a direction, and takes some energy.

Run (.) or Run (,)
        This command will move in the given direction, following any bends
        in the corridor, until you either have to make a "choice" between
        two directions or you are disturbed.  You can configure what will
        disturb you by setting the disturbance options.  You may also use
        shift plus the "roguelike" direction keys (roguelike keyset), or
        shift plus the "original" direction keys on the keypad (both keysets,
        some machines) to run in a direction.  This command may take an
        argument, requires a direction, and takes some energy.

Go up staircase (<)
        Climbs up an up staircase you are standing on.  There is always at
        least one staircase going up on every level except for the town
        level (this doesn't mean it's easy to find).  Going up a staircase
        will take you to a new dungeon level unless you are at 50 feet
        (dungeon level 1), in which case you will return to the town
        level.  Note that whenever you leave a level (not the town), you
        will never find it again.  This means that for all intents and
        purposes, any objects on that level are destroyed.  This includes
        artifacts unless the "Create characters in preserve mode" option
        was set when your character was created, in which case the artifacts
        may show up again later.  This command takes some energy.

Go down staircase (>)
        Descends a down staircase you are standing on.  There are always
        at least two staircases going down on each level, except for the
        town which has only one, and "quest" levels, which have none until
        the quest monster is killed.  Going down a staircase will take you
        to a new dungeon level.  See "Go Up Staircase" for more info.
        This command takes some energy.

--- Resting Commands ---

Stay still (with pickup) (,) or Stay still (with pickup) (.)
        Stays in the same square for one move.  If you normally pick up
        objects you encounter, you will pick up whatever you are standing
        on.  You may also use the "5" key (both keysets).  This command
        may take a count, and takes some energy.

Stay still (flip pickup) (g)
        Stays in the same square for one move.  If you normally pick up
        objects you encounter, you will not pick up whatever you are
        standing on.  If you normally do not pick up objects, you will
        pick up what you are standing on.  This command is normally only
        used when the "always_pickup" option is false.  This command may
        take a count, and takes some energy.

Rest (R)
        Resting is better for you than repeatedly staying still, and can
        be told to automatically stop after a certain amount of time, or
        when various conditions are met.  In any case, you always wake up
        when anything disturbing happens, or when you press any key.  To
        rest, enter the Rest command, followed by the number of turns you
        want to rest, or "*" to rest until your hitpoints and mana are
        restored, or "&" to rest until you are fully "healed".  This command
        may take an argument (used for the number of turns to rest), and
        takes some energy.

--- Searching Commands ---

Search (s)
        This command can be used to locate hidden traps and secret doors
        in the spaces adjacent to the player.  More than a single turn of
        searching will be required in most cases.  You should always
        search a chest before trying to open it, since they are generally
        trapped.  This command can take a count, which is useful if you
        are fairly sure of finding something eventually, since the command
        stops as soon as anything is found.  This command may take a count,
        and takes some energy.

Toggle search mode (S) or Toggle search mode (#)
        This command will take you into and out of search mode.  When
        first pressed, the message "Searching" will appear at the bottom
        of the screen.  You are now taking two turns for each command, one
        for the command and one turn to search.  This means that you are
        taking twice the time to move around the dungeon, and therefore
        twice the food.  Search mode will automatically turn off if you
        are disturbed.  You may also turn off search mode by entering the
        Search Mode command again.

--- Alter Commands ---

Tunnel (T) or Tunnel (^T)
        Tunneling or mining is a very useful art.  There are many kinds of
        rock, with varying hardness, including permanent rock (permanent),
        granite (very hard), quartz veins (hard), magma veins (soft), and
        rubble (very soft).  Quartz and Magma veins may be displayed in a
        special way, and may sometimes contain treasure, in which case they
        will be displayed in a different way.  Rubble sometimes covers an
        object.  It is hard to tunnel unless you are wielding a heavy weapon
        or a shovel or a pick.  Tunneling ability increases with strength
        and weapon weight.  This command may take a count, is affected by
        the "always_repeat" option, requires a direction, and takes some
        energy.

Open a door or chest (o)
        To open an object such as a door or chest, you must use this
        command.  If the object is locked, you will attempt to pick the
        lock based on your disarming ability.  If you open a trapped chest
        without disarming the traps first, the trap will be set off.  Some
        doors will be jammed shut and may have to be forced open.  You may
        need several tries to open a door or chest.  This command may take
        a count, is affected by the "always_repeat" option, requires a
        direction, and takes some energy.

Close a door (c)
        Non-intelligent and some other creatures cannot open doors, so
        shutting doors can be quite valuable.  Broken doors cannot be closed.
        Bashing a door open may break it.  This command may take a count,
        is affected by the "always_repeat" option, requires a direction, and 
        takes some energy.

Jam a door (j) or Spike a door (S)
        Many monsters can simply open closed doors, and can eventually
        get through a locked door.  You may therefore occasionally want
        to jam a door shut with iron spikes.  Each spike used on the door
        will make it harder to bash down the door, up to a certain limit.
        Smaller monsters are less able to bash down doors.  In order to
        use this command, you must be carrying iron spikes.  This command
        requires a direction, and takes some energy.

Bash a door (B) or Force a door (f)
        This command allows you to bash down jammed doors.  Your bashing
        ability increases with strength.  Bashing open a door can (briefly)
        throw you off balance.  Doors that are stuck, or which have been
        jammed closed with spikes can only be opened by bashing, and all
        closed doors can be bashed open if desired.  Bashing a door open
        may permanently break it so that it can never be closed.  This
        command may take a count, is affected by the "always_repeat" option,
        requires a direction, and takes some energy.

Disarm a trap or chest (D)
        You can attempt to disarm traps on the floor or on chests.  If you
        fail, there is a chance that you will blunder and set it off.  You
        can only disarm a trap after you have found it (usually with the
        Search command).  This command may take a count, is affected by the
        "always_repeat" option, requires a direction, and takes some energy.

Alter (+)
        This special command allows the use of a single keypress to select
        any of the "obvious" commands above (attack, tunnel, bash, open,
        disarm, close), and, by using macros or keymaps, to combine this
        keypress with directions.  In general, this allows the use of the
        "control" key plus the appropriate "direction" key (including the
        roguelike direction keys in roguelike mode) as a kind of generic
        "alter the terrain feature of an adjacent grid" command.  This
        command may take a count, is affected by the "always_repeat" option,
        requires a direction, and takes some energy.

--- Spell and Prayer Commands ---

Browse a book (b) or Peruse a book (P)
        Only mages, rogues, and rangers can read magic books, and only
        priests and paladins can read prayer books.  Warriors cannot read
        any books.  When this command is used, all of the spells or prayers
        contained in the selected book are displayed, along with information
        such as their level, the amount of mana required to cast them, and
        whether or not you know the spell or prayer.

Gain new spells or prayers (G)
        Use this command to actually learn new spells or prayers.  When you
        are able to learn new spells or prayers, the word "Study" will appear
        on the status line at the bottom of the screen.  If you have a book
        in your possession, containing spells or prayers which you may learn,
        then you may choose to study that book.  If you are a mage, rogue, or
        ranger, you may actually choose which spell to study.  If you are a
        priest or paladin, your gods will choose a prayer for you.  There are
        nine books of each type, some normally found only in the dungeon.
        This command takes some energy.

Cast a spell (m)
        To cast a spell, you must have previously learned the spell and
        must have in your inventory a book from which the spell can be
        read.  Each spell has a chance of failure which starts out fairly
        large but decreases as you gain levels.  If you don't have enough
        mana to cast a spell, you will be prompted for confirmation.  If
        you decide to go ahead, the chance of failure is greatly increased,
        and you may lose a point of constitution.  Since you must read the
        spell from a book, you cannot be blind or confused while casting,
        and there must be some light present.  This command takes some energy.

Pray a prayer (p)
        To pray effectively, you must have previously learned the prayer
        and must have in your inventory a book from which the prayer can
        be read.  Each prayer has a chance of being ignored which starts
        out fairly large but decreases as you gain levels.  If you don't
        have enough mana to cast a spell, you will be prompted for
        confirmation.  If you decide to go ahead, the chance of failure
        is greatly increased, and you may lose a point of constitution.
        Since you must read the prayer from a book, you cannot be blind
        or confused while praying, and there must be some light present.
        This command takes some energy.

--- Object Manipulation Commands ---

Eat some food (E)
        You must eat regularly to prevent starvation.  As you grow hungry,
        a message will appear at the bottom of the screen saying "Hungry".
        If you go hungry long enough, you will become weak, then start
        fainting, and eventually, you may will die of starvation.  You
        may use this command to eat food in your inventory.  Note that
        you can sometimes find food in the dungeon, but it is not always
        wise to eat strange food.  This command takes some energy.

Fuel your lantern/torch (F)
        If you are using a torch and have more torches in your pack,
        or you are using a lantern and have flasks of oil in your pack,
        then your can "refuel" them with this command.  Torches and Lanterns
        are limited in their maximal fuel.  In general, two flasks will fully
        fuel a lantern and two torches will fully fuel a torch.  This command
        takes some energy.

Quaff a potion (q)
        Use this command to drink a potion.  Potions affect the player in
        various ways, but the effects are not always immediately obvious. 
        This command takes some energy.

Read a scroll (r)
        Use this command to read a scroll.  Scroll spells usually have an
        area effect, except for a few cases where they act on other objects.
        Reading a scroll causes the parchment to disintegrate as the scroll
        takes effect.  Most scrolls which prompt for more information can be
        aborted (by pressing escape), which will stop reading the scroll
        before it disintegrates.  This command takes some energy.
 
Inscribe an object ({) 
        This command inscribes a string on an object.  The inscription is
        displayed inside curly braces after the object description.  The
        inscription is limited to the particular object (or pile) and is
        not automatically transferred to all similar objects.  Under certain
        circumstances, Angband will display "fake" inscriptions on certain
        objects ("cursed", "broken", "tried", "empty", "NN% off") when
        appropriate.  These "fake" inscriptions are "covered up" by real
        inscriptions, but will re-appear if the real inscription is removed.
        In addition, Angband will occasionally place a "real" inscription on
        an object for you, normally as the result of your character getting
        a "feeling" about the item.  All characters will get "feelings" about
        weapons and armor after carrying them for a while.  Warriors get the
        most detailed feelings, and get them quicker than any other class.
        An item labeled as "{empty}" was found to be out of charges, and an
        item labeled as "{tried}" is a "flavored" item which the character
        has used, but whose effects are unknown.  Certain inscriptions have
        a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section
        on inventory object selection.

Uninscribe an object (})
        This command removes the inscription on an object.  This command will
        have no effect on "fake" inscriptions added by the game itself.

--- Magical Object Commands ---

Activate an artifact (A)
        You have heard rumors of special weapons and armor deep in the
        Pits, items that can let you breath fire like a dragon or light
        rooms with just a thought.  Should you ever be lucky enough to
        find such an item, this command will let you activate its special
        ability.  Special abilities can only be used if you are wearing or
        wielding the item.  This command takes some energy.

Aim a wand (a) or Zap a wand (z)
        Wands must be aimed in a direction to be used.  Wands are magical
        devices, and therefore there is a chance you will not be able to
        figure out how to use them if you aren't good with magical
        devices.  They will fire a shot that affects the first object or
        creature encountered or fire a beam that affects anything in a
        given direction, depending on the wand.  An obstruction such as a
        door or wall will generally stop the effects from traveling any
        farther.  This command requires a direction and can use a target.
        This command takes some energy.

Use a staff (u) or Zap a staff (Z)
        This command will use a staff.  A staff is normally very similar
        to a scroll, in that they normally either have an area effect or
        affect a specific object.  Staves are magical devices, and there
        is a chance you will not be able to figure out how to use them.
        This command takes some energy.
 
Zap a rod (z) or Activate a rod (a)
        Rods are extremely powerful magical items, which cannot be burnt
        or shattered, and which can have either staff-like or wand-like
        effects, but unlike staves and wands, they don't have charges.
        Instead, they draw on the ambient magical energy to recharge
        themselves, and therefore can only be activated once every few
        turns.  The recharging time varies depending on the type of rod.
        This command may require a direction (depending on the type of
        rod, and whether you are aware of its type) and can use a target.
        This command takes some energy.
        
Recharge an Item (Wand,Staff,Rod)      (R) only in Magic Shop
        This command let you charge, and over-charge up to 99 shots, staff 
        ,rod, wand. Price depend on power of item and charge.

Identify All (E)   only in Magic Shop
        This command let you *identify* all your items, for only 1500 AU. 

--- Throwing and Missile Weapons ---

Fire an item (f) or Fire an item (t)
        You may throw any object carried by your character.  Depending on
        the weight, it may travel across the room or drop down beside you.
        Only one object from a pile will be thrown at a time.  Note that
        throwing an object will often cause it to break, so be careful!
        If you throw something at a creature, your chances of hitting it
        are determined by your pluses to hit, your ability at throwing,
        and the object's pluses to hit.  Once the creature is it, the
        object may or may not do any damage to it.  You've heard rumors
        that some objects found in the dungeon can do huge amounts of
        damage when thrown, but you're not sure which objects those
        are....  Note that flasks of oil will do a fairly large chunk
        of damage to a monster on impact, supposedly representing fire
        damage, but it works against fire elementals too...  If you are
        wielding a missile launcher compatible with the object you are
        throwing, then you automatically use the launcher to fire the
        missile with much higher range, accuracy, and damage, then you
        would get by just throwing the missile.  Fire or Throw requires
        a direction.  Targeting mode (see the next command) can be invoked
        with "*" at the "Direction?" prompt.  This command takes some energy.

Throw an item (v)
        You may throw any object carried by your character.  The lighter
        the object, the farther you can throw it.  Only one object from a
        stack may be thrown at a time.  Throwing an object may break it.
        If you throw something at a monster, your chances of hitting it
        are determined by your pluses to hit, your ability at throwing,
        and the object's pluses to hit.  If the object hits the monster,
        it may or may not do damage.  Some objects, such as weapons, or
        flasks of oil, can do a substantial amount of damage.  This
        command requires a direction, and can take a target.  This command
        takes some energy.

Targeting Mode (*)
        This will allow you to aim your spells and such at a specific
        monster or grid, so that you can point directly towards that
        monster or grid (even if this is not a "compass" direction) when
        you are asked for a direction.  You can set a target using this
        command, or you can set a new target at the "Direction?" prompt when
        appropriate.  At the targeting prompt, you have many options.  First
        of all, targetting mode starts targetting nearby monsters which can
        be reached by "projectable" spells and thrown objects.  In this mode,
        you can press "t" (or "5" or ".") to select the current monster,
        space to advance to the next monster, "-" to back up to the previous
        monster, direction keys to advance to a monster more or less in that
        direction, "r" to "recall" the current monster, "q" to exit targetting
        mode, and "p" (or "o") to stop targetting monsters and enter the mode
        for targetting a location on the floor or in a wall.  Note that if
        there are no nearby monsters, you will automatically enter this mode.
        Note that hitting "o" is just like "p", except that the location
        cursor starts on the last examined monster instead of on the player.
        In this mode, you use the "direction" keys to move around, and the
        "q" key to quit, and the "t" (or "5" or ".") key to target the cursor
        location.  Note that targetting a location is slightly "dangerous",
        as the target is maintained even if you are far away.  To cancel an
        old target, simply hit "*" and then ESCAPE (or "q").  Note that when
        you cast a spell or throw an object at the target location, the path
        chosen is the "optimal" path towards that location, which may or may
        not be the path you want.  Sometimes, by clever choice of a location
        on the floor for your target, you may be able to convince a thrown
        object or cast spell to squeeze through a hole or corridor that is
        blocking direct access to a different grid.  Launching a ball spell
        or breath weapon at a location in the middle of a group of monsters
        can often improve the effects of that attack, since ball attacks are
        not stopped by interposed monsters if the ball is launched at a target.
        
--- Looking Commands ---

Full screen map (M)
        This command will show a map of the entire dungeon, reduced by a
        factor of nine, on the screen.  Only the major dungeon features
        will be visible because of the scale, so even some important
        objects may not show up on the map.  This is particularly useful
        in locating where the stairs are relative to your current
        position, or for identifying unexplored areas of the dungeon.

Locate player on map (L) or Where is the player (W)
        This command lets you scroll your map around, looking at all sectors
        of the current dungeon level, until you press escape, at which point
        the map will be re-centered on the player if necessary.  To scroll
        the map around, simply press any of the "direction" keys.  The top
        line will display the sector location, and the offset from your
        current sector.

Look around (l) or Examine things (x)
        This command is used to look around at nearby monsters (to determine
        their type and health) and objects (to determine their type).  It is
        also used to find out what objects (if any) are under monsters, and
        if a monster is currently inside a wall, and what is under the player.
        When you are looking at something, you may hit space for more details,
        or to advance to the next interesting monster or object, or minus ("-")
        to go back to the previous monster or object, or a direction key to
        advance to the nearest interesting monster or object (if any) in that
        general direction, or "r" to recall information about the current
        monster race, or "q" or escape to stop looking around.  You always
        start out looking at "yourself".

Observe an item (I)
        This command lets you observe and *identify* an item, you 
        will not *identify* as the scroll, 'cause even if all hidden 
        powers will be knew you still need the scroll of *identify* to 
        benefit from this. 
        Currently, it only makes sense for artifacts and ego-items.
        
        

--- Message Commands ---

Repeat level feeling (^F)
        Repeats the feeling about the dungeon level that you got when you
        first entered the level.

View previous messages (^P)
        This command shows you all the recent messages.  You can scroll
        through them, or exit with ESCAPE.

Log to file (:)
        This command allows you to output whatever musings you want
	to a log file, which resides in lib/save and has the same
	name as your save file, with the extension .log. Any character
	input is passed as is, except for %, which can be followed
	with any of the characters below to indicate a 'metavariable'.
	Some metavariables output additional text next to the current
	value, so avoid repetition:
	
	Metavar   Expands to    Shows as, minus the ()
	    %h    cur HP    	(x HP)
	    %H    max HP 	(x HP)
	    %l    cur level 	(at level x) or (at x feet)
	    %L    max level 	(at level x) or (at x feet)
	    %p    cur exp level	(has level x)
	    %P    max exp level	(reached level x)
	    %t    current turn  (turn x)
	    %n    player name   (x)
	    %c    player class  (x)
	    %r    player race   (x)
	    %%    (single %)    (%)
	    	    
	This command takes
 no time.

--- Game Status Commands ---

Character Description (C)
        Brings up a full description of your character, including your
        skill levels, your current and potential stats, and various other
        information.  From this screen, you can change your name or use
        the file character description command to save your character
        status to a file.  That command saves additional information,
        including your background, your inventory, and the contents of
        your house.

Check knowledge (~)
        This command allows you to ask about the knowledge possessed by
        your character.  Currently, this includes being able to list all
        known "artifacts", "uniques", and "objects".  Normally, once an
        artifact is "generated", and "lost", it can never again be found,
        and will become "known" to the player.  With "preserve" mode, an
        artifact can never be "lost" until it is "known" to the player.
        In either case, any "known" artifacts not in the possession of
        the player will never again be "generated".  The "uniques" are
        special "unique" monsters which can only be killed once per game.
        Certain "objects" come in "flavors", and you must determine the
        effect of each "flavor" once for each such type of object, and
        this command will allow you to display all "known" flavors.

Interact with the system (!)
        Allow the user to interact with the underlying visual system.
        This command is currently unused.
 
--- Saving and Exiting Commands ---

Save and Quit (Ctrl-X)
        To save your game so that you can return to it later, use this
        command.  Save files will also be generated (hopefully) if the
        game crashes due to a system error.  After you die, you can use
        your savefile to play again with the same options and such.

Save (Ctrl-S)
        This command saves the game but doesn't exit Angband.  Use this
        frequently if you are paranoid about having your computer crash
        (or your power go out) while you are playing.

Quit (commit suicide) (Q)
        Kills your character and exits Angband.  You will be prompted to
        make sure you really want to do this, and then asked to verify
        that choice.  Note that dead characters are dead forever.

--- User pref file commands ---

Interact with options (=)
        Allow you to interact with options.  Note that using the "cheat"
        options may mark your savefile as unsuitable for the high score
        list.  You may change normal options using the "X" and "Y" user
        pref commands.  The "window" options allow you to specify what
        should be drawn in any of the special sub-windows (not available
        on all platforms). See the help file "options.txt" for more info.

Interact with macros (@)
        Allow you to interact with macros.  You may load or save macros
        from user pref files, create macros of various types, or define
        keymaps.  You must define a "current action", shown at the bottom
        of the screen, before you attempt to use any of the "create macro"
        commands, which use that "current action" as their action.  This
        is a horrible interface, and will be fixed eventually.

Interact with visuals (%)
        Allow you to interact with visuals.  You may load or save visuals
        from user pref files, or modify the attr/char mappings for the
        monsters, objects, and terrain features.  You must use the "redraw"
        command (^R) to redraw the map after changing attr/char mappings.

Interact with colors (&)
        Allow the user to interact with colors.  This command only
        works on some systems.
 
--- Help ---

Help (?)
        Brings up the Angband on-line help system.  Note that the help
        files are just text files in a particular format, and that other
        help files may be available on the Net.  In particular, there are
        a variety of spoiler files which do not come with the standard
        distribution.  Check the place you got Angband from or ask on the
        newsgroup rec.games.roguelike.angband about them. 

Identify Symbol (/)
        Use this command to find out what a character stands for.  For
        instance, by pressing "/.", you can find out that the "." symbol
        stands for a floor spot.  When used with a symbol that represents
        creatures, the this command will tell you only what class of
        creature the symbol stands for, not give you specific information
        about a creature you can see.  To get that, use the Look command.

        There are three special symbols you can use with the Identify
        Symbol command to access specific parts of your monster memory.
        Typing Ctrl-A when asked for a symbol will recall details about
        all monsters, typing Ctrl-U will recall details about all unique
        monsters, and typing Ctrl-N will recall details about all
        non-unique monsters.

        If the character stands for a creature, you are asked if you want
        to recall details.  If you answer yes, information about the
        creatures you have encountered with that symbol is shown in the
        Recall window if available, or on the screen if not.  You can also
        answer "k" to see the list sorted by number of kills, or "p" to
        see the list sorted by dungeon level the monster is normally found
        on.  Pressing ESCAPE at any point will exit this command.

Game Version (V)
        This command will tell you what version of Angband you are using.
        For more information, see the "version.txt" help file.


--- Extra Commands ---

Toggle Choice Window (^E) 
        Toggles the display in any sub-windows (if available) which are
        displaying your inventory or equipment.

Redraw Screen (^R)
        This command adapts to various changes in global options, and
        redraws all of the windows.  It is normally only necessary in
        abnormal situations, such as after changing the visual attr/char
        mappings, or enabling "graphics" mode.

Load screen dump (left-paren)
        This command loads a "snap-shot" of the current screen from the file
        "dump.txt", and displays it on the screen.

Save screen dump (right-paren)
        This command dumps a "snap-shot" of the current screen to the file
        "dump.txt", including encoded color information.

option.txt

=== Option Descriptions ===

Most of the "options" are accessible through the '=' command, which provides
an interface to the various "sets" of options available to the player.

In the decriptions below, each option is listed as the textual summary
which is shown on the "options" screen, plus the internal name of the
option in brackets, followed by a textual description of the option.

Note that the internal name of the option can be used in user pref files
to force the option to a given setting, see "command.txt" for more info.

Various concepts are mentioned in the descriptions below, including "disturb",
(cancel any running, resting, or repeated commands, which are in progress),
"flush" (forget any keypresses waiting in the keypress queue, including any
macros in progress), "fresh" (dump any pending output to the screen), and
"sub-windows" (see below).


=== Option Set 1 -- User Interface ===

Rogue-like commands    [rogue_like_commands]
    Selects the "roguelike" command set (see "command.txt" for info).

Activate quick messages    [quick_messages]
    Allows the use of any keypress as a response to the "-more-" prompt
    (useful for monster farming).  Allows most keys to mean "no" to any
    "[y/n]" prompt.

Prompt for floor item selection    [other_query_flag]
    Allows the user to select objects from the center of stacks.  Without
    this option, the uppermost appropriate object will always be selected.

Prompt before picking things up    [carry_query_flag]
    Forces the game to ask your permission before allowing you to pick up
    any object.

Prompt before picking heavy things up    [carry_query_heavy]
    Forces the game to ask your permission before allowing you to pick up
    an object which would put you over your weight limit.

Use old target by default    [use_old_target]
    Forces all commands which normally ask for a "direction" to use the
    current "target" if there is one.  Use of this option can be dangerous
    if you target locations on the ground, unless you clear them when done.

Pick things up by default    [always_pickup]
    Tells the game that walking onto an item should attempt to pick it up.
    Picking up objects in the manner takes no additional energy.  Note the
    "g" and "-" commands, which can be used to "reverse" this option for a
    single turn.

Repeat obvious commands    [always_repeat]
    Tells the game that when you attempt to "open" a door or chest, "bash"
    a door, "tunnel" through walls, "disarm" traps or chests, or "alter"
    any grid, that you wish to automatically "repeat" the command 99 times
    (see "command.txt"), unless an explicit repeat count was given.

Show dungeon level in feet    [depth_in_feet]
    Display dungeon depths in "feet" instead of "levels".

Merge inscriptions when stacking    [stack_force_notes]
    Force otherwise identical objects to merge, even if one has an empty
    inscription and the other does not.  The resulting stack keeps the 
    non-empty inscription.

Merge discounts when stacking    [stack_force_costs]
    Force otherwise identical objects to merge, even if they have different
    discounts.  The resulting stack keeps the largest discount.  This option
    may cause you to lose "value", but will give you optimal pack usage.

Show labels in equipment listings    [show_labels]
    Display "labels" (what an object is being used for) for objects in all
    "equipment" listings.

Show weights in all object listings    [show_weights]
    Display "weights" (in pounds) of objects in all "inventory", "equipment",
    "store items", and "home items" listings.

Show choices in inven/equip listings    [show_choices]
    Display "choices" (legal responses) in any sub-windows which are being
    used to display your inventory or equipment.  Also, if one sub-window
    is being used to display your inventory or equipment, then this option
    will cause it to be (temporarily) toggled as needed to always show the
    "appropriate" set of objects (inventory or equipment).

Show details in monster descriptions    [show_details]
    Display "details" (including number of monsters killed, and textual
    descriptions) in monster descriptions.
    are displaying the monster.

Show flavors in object descriptions    [show_flavors]
    Display "flavors" (color or variety) in object descriptions, even for
    objects whose type is known.  This does not affect objects in stores.

Audible bell (on errors, etc)    [ring_bell]
    Attempt to make a "bell" noise when various "errors" occur.

Inventory/Equip weights shown as percentages	[ratio_weights]
    Display the percentage each inventory/equipment item makes of
    the total weight carried. Useful if you have to drop the really
    heavy gear quickly.

=== Option Set 2 -- Disturbance ===

Run past stairs    [find_ignore_stairs]
    Ignore stairs when running.

Run through open doors    [find_ignore_doors]
    Ignore open doors when running.

Run past known corners    [find_cut]
    Cut sharply around "known" corners when running.  This will result in
    "faster" running, but may cause you to run into a "lurking" monster.

Run into potential corners    [find_examine]
    Fully explore "potential corners" in hallways.

Disturb whenever any monster moves    [disturb_move]
    Disturb the player when any monster moves, appears, or disappears.
    This includes monsters which are only visible due to telepathy, so
    you should probably turn this option off if you want to "rest" near
    such monsters.

Disturb whenever viewable monster moves    [disturb_near]
    Disturb the player when any viewable monster moves, whenever any
    monster becomes viewable for the first time, and also whenever any
    viewable monster becomes no longer viewable.  This option ignores
    the existance of "telepathy" for the purpose of determining whether
    a monster is "viewable".  See also the "view_reduce_view" option.

Disturb whenever map panel changes    [disturb_panel]
    This option causes you to be disturbed by the screen "scrolling",
    as it does when you get close to the "edge" of the screen.

Disturb whenever player state changes    [disturb_state]
    This option causes you to be disturbed whenever the player state
    changes, including changes in hunger, resistance, confusion, etc.

Disturb whenever boring things happen    [disturb_minor]
    This option causes you to be disturbed by various bring things,
    including monsters bashing down doors, inventory feelings, and
    beginning to run out of fuel.

Disturb whenever various things happen    [disturb_other]
    This option is currently unused.

Alert user to critical hitpoints    [alert_hitpoint]
    Produce a "bell" noise, and flush all pending input, when your hitpoints
    reach the "critical point" chosen elsewhere, preventing stupid deaths.

Alert user to various failures    [alert_failure]
    Produce a "bell" noise, and flush all pending input, when various
    "failures" occur, as described above.

Verify destruction of objects    [verify_destroy]
    Prompt for verification of the "destroy" command.

Verify use of special commands    [verify_special]
    Prompt for verification of the "special" commands (borg and debug).

Allow quantity specification    [allow_quantity]
    Prompt for a quantity when necessary, instead of defaulting to a
    single object.


=== Option Set 3 -- Game-play ===

Auto-haggle in stores    [auto_haggle]
    Disable "haggling" in stores, resulting in a ten percent sales tax
    on items which you would have otherwise been forced to haggle for.
    When this option is on, all prices listed in stores will be the
    actual price that you pay for an item, as opposed to the price
    that the shop-keeper will suggest.

Auto-scum for good levels    [auto_scum]
    This is a hack but allows you to force the generation of "good" levels
    in the dungeon.  This option may be extremely slow on some machines,
    especially deep in the dungeon.  The minimum "goodness" of the level
    is based on the dungeon level, so the deeper you go, the better the
    level will be.  A lot of people consider this option to be cheating.

Allow objects to stack on floor (beta)    [testing_stack]
    Allow multiple objects to occupy the same floor grid.  Any commands
    which can affect objects on the floor will affect the object on the
    top of the stack, unless the "other_query_flag" option is being used.

Allow monsters to carry objects (beta)    [testing_carry]
    Allow monsters which pick up (or steal) objects to carry them around,
    dropping them when they are killed (but taking them with them when
    they are "destroyed" or "teleported away").

Expand the power of the look command    [expand_look]
    Expand the "look" command to allow the user to "look" at grids which
    are not actually in view of the player, allowing the examination of
    objects/monsters which have only been detected by spells, or sensed
    via telepathy.

Expand the power of the list commands    [expand_wrap]
    Expand the "listing" commands so that they "wrap" at the "edges" of
    the appropriate list.  This allows the "look" and "target" commands
    to "cycle" through all appropriate grids forever, and the "identify
    symbol" to browse through all of the monsters of a given type.

Map remembers all perma-lit grids    [view_perma_grids]
    Memorize all perma-lit floor grids which are seen by the player.
    This option allows you to keep track of which explored floor grids
    were perma-lit, but does not distinguish between dark floor grids,
    unexplored floor grids, and unknown grids.  Turning off this option
    allows the player to always know which lit floor grids are in line
    of sight, but this is better accomplished by the "view_bright_lite"
    option.  Note that any non-floor grids which is seen by the player
    are always memorized, and "object" which is seen by the player is
    memorized independantly from the memorization of the grid itself.

Map remembers all torch-lit grids    [view_torch_grids]
    Memorize all (torch-lit) floor grids which are seen by the player.
    This option not only allows you to keep track of which floor grids
    have been explored, but also which ones are "dark", because the use
    of this option activates a special "color scheme" for the display of
    floor grids, in which "dark" grids are drawn in "dark gray", "lit"
    grids are drawn in "white", and (if the "view_bright_lite" option is
    set) "lit" grids which are also in line of sight are drawn in "orange".
    Note that grids which are currently "torch-lit" are considered to be
    "lit", and are thus drawn in "white", unless the "view_yellow_lite"
    option is set, in which case they are drawn in "yellow".

Generate dungeons with aligned rooms    [dungeon_align]
    Force all rooms to be "aligned" with the "panel" divisions.  This results
    in a much "prettier" dungeon, but may result in fewer greater vaults.

Generate dungeons with connected stairs    [dungeon_stair]
    Always generate a staircase back to the level you came from, if you used
    a staircase to get to the level.  This is more "realistic", and "safer",
    but less of a "challenge" for some people.

Monsters chase current location (v.slow)    [flow_by_sound]
    Allow monsters to make paths to the player when they are nearby.  This
    option is extremely slow, but can produce viciously smart monsters.

Monsters chase recent locations (v.slow)    [flow_by_smell]
    Allow monsters to take advantage of "old" trails that you may have left
    in the dungeon.  This has no effect unless "flow_by_sound" is also set.

Monsters learn from their mistakes    [smart_learn]
    Allow monsters to learn what spell attacks you are resistant to,
    and to use this information to choose the best attacks.

Monsters exploit players weaknesses    [smart_cheat]
    Allow monsters to know what spell attacks you are resistant to,
    and to use this information to choose the best attacks.


=== Option Set 4 -- Efficiency ===

Reduce lite-radius when running    [view_reduce_lite]
    Reduce the "radius" of the player's "lite" to that of a "torch"
    when the player is "running", which makes running more "efficient",
    but is extremely annoying.

Hide player symbol when running    [hidden_player]
    Hide the player symbol when the player is "running", which makes the
    game somewhat faster.

Avoid checking for user abort    [avoid_abort]
    Avoid checking to see if the user has pressed a key during resting
    or running or repeated commands.  This not only makes the game much
    more efficient (on many systems), but also allows the use of certain
    obscure macro sequences, such as turning this option on, resting until
    done, turning this option off, and casting a spell.  Note that the use
    of this option may be dangerous on certain "graphic" machines.  Resting
    for long periods of time with this option set is dangerous since the
    resting may not stop until the user takes damage from starvation.

Avoid processing special colors    [avoid_other]
    Avoid processing the "multi-hued" or "clear" attributes of monsters.
    This will cause all "multi-hued" monsters to appear "violet" and all
    "clear" monsters to appear "white", and will cause "trappers" and
    "lurkers" to be visible on some machines, but it may greatly increase
    efficiency especially when telepathy is active.  Certain systems may
    choose to set this option if they are unable to support the special
    "color" processing, but if they handle graphics "correctly", by using
    attr/char pairs with the "high bits" set, then not only will the game
    correctly avoid using any "dangerous" color processing, but it will
    allow such processing to occur when it is not dangerous.  So if you
    are using graphics, and you use a "normal" attr/char for the "floor"
    grids, then you can use the "special lighting effects" for floors.

Flush input on various failures    [flush_failure]
    This option forces the game to flush all pending input whenever various
    "failures" occur, such as failure to cast a spell, failure to use a wand,
    etc.  This is very useful if you use macros which include "directional"
    components with commands that can fail, since it will prevent you from
    walking towards monsters when your spells fail.

Flush input whenever disturbed    [flush_disturb]
    This option forces the game to flush all pending input whenever the
    character is "disturbed".  This is useful if you use macros which take
    time, since it will prevent you from continuing your macro while being
    attacked by a monster.

Flush output before every command    [fresh_before]
    This option forces the game to flush all output before every command.
    This will give you maximal information, but may slow down the game
    somewhat.  Note that this option is only useful when using macros,
    resting, running, or repeating commands, since the outout is always
    flushed when the game is waiting for a keypress from the user.

Flush output after certain things    [fresh_after]
    This option forces the game to flush all output after not only every
    player command, but also after every round of processing monsters and
    objects, and after every message, which will maximize your information,
    but may slow down the game a lot, especially on slower machines, and on
    faster machines you cannot see the results anyway.

Compress messages in savefiles    [compress_savefile]
    Compress the savefile, by only saving the most recent "messages" that
    the player has received.  This can cut the size of the savefile by a
    drastic amount, but will result in the loss of message information.

Hilite the player with the cursor    [hilite_player]
    Place the visible cursor on the player.  This looks fine on some Unix
    machines, but horrible on most graphics machines.  Note that only some
    machines are able to *not* show the cursor, but on those machines, hiding
    the cursor often speeds up the game and looks better.

Use special colors for torch-lit grids    [view_yellow_lite]
    This option causes special colors to be used for "torch-lit" grids in
    certain situations (see "view_granite_lite" and "view_special_lite").
    Turning this option off will slightly improve game speed.

Use special colors for 'viewable' grids    [view_bright_lite]
    This option causes special colors to be used for non "viewable" grids
    in certain situations (see "view_granite_lite" and "view_special_lite").
    When this option is set, floor grids which are normally drawn in "white"
    but which are not currently "viewable" by the player are instead drawn
    in "dark gray".  This makes the "viewable" grids to appear "brighter"
    than the others, allowing the player to easily determine which floor
    grids are in "line of sight".  Turning this option off will probably
    increase the speed of the game.

Use special colors for wall grids (slow)    [view_granite_lite]
    This option activates a special color scheme for all "wall" grids which
    are normally drawn in "white" (as walls and rubble normally are).  When
    the player is blind, we use "dark gray", else if the grid is torch-lit,
    we use "yellow" (or "white") depending on the "view_yellow_lite" option,
    else if the "view_bright_lite" option is set, and the grid is not in line
    of sight, or the grid is dark, or the grid is only "partially" lit, then
    we use "gray", otherwise we use the normal "white".  Turning this option
    off will probably increase the speed of the game.  This option may not
    work well if the attr/char codes for walls/veins have been changed, or
    if "graphics" are being used.

Use special colors for floor grids (slow)    [view_special_lite]
    This option activates a special color scheme for all "floor" grids which
    are normally drawn in "white" (as they normally are).  When the player is
    blind, we use "dark gray", else if the grid is torch-lit, we use "yellow"
    (or "white") depending on the "view_yellow_lite" option, else if the grid
    is "dark", we use "dark gray", else if the "view_bright_lite" option is
    set, and the grid is not in line of sight, we use "gray", otherwise we
    use the normal "white".  Turning this option off will probably increase
    the speed of the game.  This option may not work well if the attr/char
    codes for walls/veins have been changed, or if "graphics" are being used.


=== Cheating Options ===

Peek into object creation    [cheat_peek]
    Cheaters never win.  But they can peek at object creation.

Peek into monster creation    [cheat_hear]
    Cheaters never win.  But they can peek at monster creation.

Peek into dungeon creation    [cheat_room]
    Cheaters never win.  But they can peek at room creation.

Peek into something else    [cheat_xtra]
    Cheaters never win.  But they can see debugging messages.

Know complete monster info    [cheat_know]
    Cheaters never win.  But they can know all about monsters.

Allow player to avoid death    [cheat_live]
    Cheaters never win.  But they can cheat death.


=== Window flags ===

Some platforms support "sub-windows", which are windows which can be used to
display useful information generally available through other means.  The best
thing about these windows is that they are updated automatically (usually) to
reflect the current state of the world.  The "window options" can be used to
specify what should be displayed in each window.  The possible choices should
be pretty obvious.

Display inven/equip
    Display the player inventory (and sometimes the equipment).

Display equip/inven
    Display the player equipment (and sometimes the inventory).

Display player flags
    Display a special description of the character, including some of the
    "flags" which pertain to a character, broken down by equipment item.

Display player screen
    Display a brief description of the character, including a breakdown
    of the current player "skills" (including attacks/shots per round).

Display player flags
    Display a brief description of the character, including a breakdown
    of the contributions of each equipment item to various resistances
    and stats.

Display messages
    Display the most recently generated "messages".

Display overhead view
    Display an overhead view of the entire dungeon.  This is very slow
    and does not even look very good.

Display monster recall
    Display a description of the most monster which has been most recently
    attacked, targetted, or examined in some way.

Display object recall
    Display a description of the most recently selected object.  Currently
    this only affects spellbooks and prayerbooks.  This window flag may be
    usefully combined with others, such as "monster recall".

Display snap-shot
    This window flag is currently unused.

Display borg messages
    This window flag is currently used only by the Borg.

Display borg status
    This window flag is currently used only by the Borg.


=== Left Over Information ===

The "hitpoint_warn" value, if non-zero, is the percentage of maximal hitpoints
at which the player is warned that he may die.  It is also used as the cut-off
for using red to display both hitpoints and mana.

The "delay_factor" value, if non-zero, will slow down the visual effects used
for missile, bolt, beam, and ball attacks.  The actual time delay is equal to
"delay_factor" cubed, in milliseconds.

The "preserve" flag (specified when a character is created) cancels all level
feelings of the "special" variety, but allows "missed" artifacts to be "saved"
by wandering monsters and found again at a later time.  This only works for
non-identified artifacts.  The character description screen shows the value
of this flag.

The "maximize" flag (specified when a character is created) causes the "race"
and "class" stat bonuses to be applied as "equipment" bonuses.  This usually
makes the character harder at the beginning of the game, but easier later on,
since the stats are no longer limited to a "natural" value of "18/100".  The
character description screen shows the value of this flag.

version.txt

Welcome To Easyband !!!

Happy Easyband to ALL

This variant born from a little idea. HACK . Yes i always hacked Angband.
In primis the info file tweaking the price of object. Usually i buy 99 spikes 
then hancking the price set it at 30000AU and sell it ...
When i encounter monster i usually tweaked my Phial and give it a pval of 80 to 
speed, blows, strenght. And many, many other.
I not a C coder, i am an help authorer (.hlp ,.chm ) so i can do only small 
hack to Angband, never changing lots of stuff.
But when i realized that i hacked every variant i play, and make a lots of change 
i choose to "made" a my personal variant "Easyband". 
I don't want to make a too easy or to hacked Variant, but let the player 
choose varius hack.
So, Enjoy Easyband. At first Easyband is quite a joke but as the game develops 
you will mind that changes aren't so important for WIN.

I want to dedicate this Variant to my wife Federica and to all Angbanders that 
can still dream games in ASCII.

Andres Zanzani andres_zanzani@yahoo.it
Rimini, Italy
25/06/2001

=== Version Information ===

This file was last updated for Angband 2.9.0.

Make sure to read the newsgroup ("rec.games.roguelike.angband"), and to visit
the Official Angband Home Page ("http://thangorodrim.angband.org") for the
most up to date information about Angband.

Angband 2.9.0 has an incredibly complex history, and is the result of a
lot of work by a lot of people, all of whom have contributed their time
and energy for free, being rewarded only by the pleasure of keeping alive
one of the best freeware games available anywhere.

The version control files, if they existed, would span more than ten years
time, and more than six different primary developers.  Without such files,
we must rely on simpler methods, such as change logs, source file diffs, and
word of mouth.  Some of this information is summarized in this file.

Please be sure to read the copyright information at the end of this file.

=== Brief Version History ===

First came "VMS Moria", by Robert Alan Koeneke (1985).

Then came "Umoria" (Unix Moria), by James E. Wilson (1989).

Details about the history of the various flavors of "moria", the direct
ancestor to Angband, can be found elsewhere, and a note from Robert Alan
Koeneke is included in this file.  Note that "moria" has been ported to
a variety of platforms, and has its own newsgroup, and its own fans.

In 1990, Alex Cutler and Andy Astrand, with the help of other students
at the University of Warwick, created Angband 1.0, based on the existing
code for Umoria 5.2.1.  They wanted to expand the game, keeping or even
strengthening the grounding in Tolkien lore, while adding more monsters
and items, including unique monsters and artifact items, plus activation,
pseudo-sensing, level feelings, and special dungeon rooms.

Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked on
the source, releasing a copy known as "Angband 2.4.frog_knows" at some
point, which ran only on Unix systems, but which was ported by various
people to various other systems.  One of the most significant ports was
the "PC Angband 1.4" port, for old DOS machines, which added color and
various other significant changes, only some of which ever made it back
into the official source.

Then Charles Swiger (cs4w+@andrew.cmu.edu) took over, sometime in late
1993, cleaning up the code, fixing a lot of bugs, and bringing together
various patches from various people, resulting in several versions of
Angband, starting with Angband 2.5.1 (?), and leading up to the release
of Angband 2.6.1 (and Angband 2.6.2) in late 1994.  Some of the changes
during this period were based on suggestions from the "net", and from
various related games, including "UMoria 5.5", "PC Angband 1.4", and
"FAngband".

Angband 2.6.1 was primarily targetted towards Unix/NeXT machines, and
it required the use of the low level "curses" commands for all screen
manipulation and keypress interaction.  Each release had to be ported
from scratch to any new platforms, normally by creating visual display
code that acted as a "curses" emulator.  One such port was "Macintosh
Angband 2.6.1", by Keith Randall, which added support for color, and
which formed the basis for the first release of Angband 2.7.0.

During the last half of 1994, I (Ben Harrison) had been playing with
the Angband source, primarily to investigate the possibility of making
some kind of automatic player for Angband, like the old "rogue-o-matic"
program for the game "rogue".  The difficulty of compiling a version
for the Macintosh, and the complexity of the code, prevented this, and
so I began cleaning up the code in various ways for my own personal use.

In late 1994, Charles Swiger announced that he was starting a real job
and would no longer be able to be the Angband maintainer.  This induced
some amount of uproar in the Angband community (as represented by the
Angband newsgroup), with various people attempting to form "committees"
to take over the maintenance of Angband.  Since committees have never
given us anything but trouble (think "COBOL"), there was very little
resistance when, on the first day of 1995, I made my code available,
calling it "Angband 2.7.0", and by default, taking over as the new
maintainer of Angband.  Or, at least, that is how I remember it...

Angband 2.7.0 was a very clean (but very buggy) rewrite that, among other
things, allowed extremely simple porting to multiple platforms, starting
with Unix and Macintosh, and by the time most of the bugs were cleaned up,
in Angband 2.7.2, including X11, and various IBM machines.  Angband 2.7.4
was released to the "ftp.cis.ksu.edu" site, and quickly gained acceptance,
perhaps helped by the OS2 and Windows and Amiga and Linux ports.  Angband
2.7.5 and 2.7.6 added important capabilities such as macros and user pref
files, and continued to clean up the source.  Angband 2.7.8 was released
to the major ftp archives as the first "stable" version in a year or so,
with new "help files" and "spoiler files" for the "online help", plus a
variety of minor tweaks and some new features.

After Angband 2.7.8 was released, I created a web site to keep track of
all the changes made in each version (though a few may have been missed),
and acquired the use of a new develoepement ftp server to supplement the
official "mirror" server.  This web site is now permanently located at
the Official Angband Home Page (http://thangorodrim.angband.org/).
Unfortunately, the next six versions were numbered Angband 2.7.9v1 to
Angband 2.7.9v6, but really each were rather major updates.  Angband 2.8.0
and 2.8.1 were released using a more normal version scheme.  Angband 2.8.2
and 2.8.3 add a few random features, clean up some code, and provide
graphics support and such for a few more platforms.

After the release of Angband 2.8.3 Ben's free time was more and more
occupied by his work.  He released a beta version of Angband 2.8.5,
introducing many new features, but couldn't give as much attention to
maintaining the game as he wanted to.

So in March 2000, I (Robert Ruehlmann) offered to take over Angband and
started to fix the remaining bugs in the Angband 2.8.5 beta.  The
resulting version has now been released as Angband 2.9.0.

The Official Angband Home Page ("http://thangorodrim.angband.org/") serves
not only as the most up to date description of Angband, but also lists
changes made between versions, and changes planned for upcoming versions,
and lists various email addresses and web sites related to Angband.

=== Some of the changes between Angband 2.6.1 and Angband 2.7.8 ===

It is very hard to pin down, along the way from 2.6.2 to 2.7.8, exactly
what changes were made, and exactly when they were made.  Most releases
involved so many changes from the previous release as to make "diff files"
not very useful, since often the diff files are as long as the code itself.
Most of the changes, with the notable exception of the creation of some of
the new "main-xxx.c" files for the various new platforms, and a few other
minor exceptions generally noted directly in comments in the source, were
written by myself, either spontaneously, or, more commonly, as the result
of a suggestion or comment by an Angband player.

The most important modification was a massive "code level cleanup" that made
all of my other modifications much simpler and safer.  This cleanup was so
massive that in many places the code is no longer recognizable, for example,
via "diff -r", often because it was rewritten from scratch.

The second most important modification was the design of a generic "z-term.c"
package, which allows Angband to be ported to a new machine with as few as 50
lines of code.  Angband 2.7.8 thus runs without modification on many machines,
including Macintosh, PowerMac, Unix/X11, Unix/Curses, Amiga, Windows, OS2-386,
DOS-386, and even DOS-286.

It would be difficult to list all of the changes between Angband 2.6.1 and
Angband 2.7.8, because many of them were made in passing during the massive
code level cleanup.  Many of the changes are invisible to the user, but still
provide increased simplicity and efficiency, and decreased code size, or make
other more visable changes possible.  For example, the new "project()" code
that handles all bolts, beams, and balls, the new "update_view()" code that
simplifies line of sight computation, or the new "generate()" code that builds
new levels in the dungeon.  Many changes have been made to increase efficiency,
including the new "process_monsters()" and "update_monsters()" functions, and
the new "objdes()" and "lite_spot()" routines.  The generic "z-term.c" package
yielded efficient screen updates, and enabled the efficient use of "color".

But anyway, here are a few things that come to mind, in no particular order,
and with very little time or effort.  Somehow I managed to put off updating
this file to the very end, and it will just have to do for now.  The recent
changes (and bug fixes) can be found at the Official Angband Home Page.

    color
    macros
    keymaps
    user pref files
    generic feature array, with template file
    generic object array, with template file
    generic artifact array, with template file
    generic ego-item array, with template file
    generic monster array, with template fils
    generic vault array, with template file
    binary image files for the template files
    special stat effect tables
    a special table of spells
    a special table of options
    inventory tagging
    inventory restrictions
    using objects off the floor
    various new runtime options
    the new "destroy" command
    the new "examine" command
    the new "note" command
    the new "dump screen" command
    the new "load screen" command
    the new "un-inscribe" command
    the new "change visuals" command
    the new "change colors" command
    the new "change macros" command
    the new "save game" command
    the new "fire" vs "throw" commands
    rearranged equipment slots
    a standard bow slot
    an extra inventory slot
    an underlying keyset
    refueling torches
    better monster memory
    nicer targetting mode
    object stacking
    the recall window
    the choice window
    the mirror window
    new high score code
    special lighting effects
    intelligent monsters
    new monster flags
    text formatting code
    much cleaner store code
    generic spell projections
    scrolls of *identify*
    maximize mode
    preserve mode
    new inscription code
    new message recall code
    new spell and prayer code
    massive cleanup of effects code
    new object allocation routines
    powerful (but simple) on line help
    robust savefile cheat preventers
    new official cheating options
    new blindness code
    new hallucination code
    optimized object description code
    new keypress input routines
    actual object discounts
    fractional (assymptotic) speed
    postponing updates/redraws
    run-time price determination
    better wizard commands
    the automatic player
    launchers of extra shots
    elemental ignore flags
    new ego-item types
    new player ghost creation
    no more sliding objects
    no more sliding monsters
    new object flags
    new chest trap code
    regularized the artifact code
    regularized the ego-item code
    new monster abilities
    new monster spell attacks
    some new store owners
    run-time skill computation
    player kills vs anscestor kills
    better room illumination code
    better group monster code
    table access through pointers
    more redefinable constants
    slightly new screen layout
    extreme code cleaning
    extreme optimizations


=== A Posting from the Original Author ===

From: koeneke@ionet.net (Robert Alan Koeneke)
Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria
Subject: Early history of Moria
Date: Wed, 21 Feb 1996 04:20:51 GMT

I had some email show up asking about the origin of Moria, and its
relation to Rogue.  So I thought I would just post some text on the
early days of Moria.

First of all, yes, I really am the Robert Koeneke who wrote the first
Moria.  I had a lot of mail accussing me of pulling their leg and
such.  I just recently connected to Internet (yes, I work for a
company in the dark ages where Internet is concerned) and 
was real surprised to find Moria in the news groups...  Angband was an
even bigger surprise, since I have never seen it.  I probably spoke to
its originator though...  I have given permission to lots of people
through the years to enhance, modify, or whatever as long as they
freely distributed the results.  I have always been a proponent of
sharing games, not selling them.

Anyway...

Around 1980 or 81 I was enrolled in engineering courses at the
University of Oklahoma.  The engineering lab ran on a PDP 1170 under
an early version of UNIX.  I was always good at computers, so it was
natural for me to get to know the system administrators.  They invited
me one night to stay and play some games, an early startrek game, The
Colossal Cave Adventure (later just 'Adventure'), and late one night,
a new dungeon game called 'Rogue'.

So yes, I was exposed to Rogue before Moria was even a gleam in my
eye.  In fact, Rogue was directly responsible for millions of hours of
play time wasted on Moria and its descendents...

Soon after playing Rogue (and man, was I HOOKED), I got a job in a
different department as a student assistant in computers.  I worked on
one of the early VAX 11/780's running VMS, and no games were available
for it at that time.  The engineering lab got a real geek of an
administrator who thought the only purpose of a computer was WORK!
Imagine...  Soooo, no more games, and no more rogue!

This was intolerable!  So I decided to write my own rogue game, Moria
Beta 1.0.  I had three languages available on my VMS system.  Fortran
IV, PASCAL V1.?, and BASIC.  Since most of the game was string
manipulation, I wrote the first attempt at Moria in VMS BASIC, and it
looked a LOT like Rogue, at least what I could remember of it.  Then I
began getting ideas of how to improve it, how it should work
differently, and I pretty much didn't touch it for about a year.

Around 1983, two things happened that caused Moria to be born in its
recognizable form.  I was engaged to be married, and the only cure for
THAT is to work so hard you can't think about it; and I was enrolled
for fall to take an operating systems class in PASCAL.

So, I investigated the new version of VMS PASCAL and found out it had
a new feature.  Variable length strings!  Wow...

That summer I finished Moria 1.0 in VMS PASCAL.  I learned more about
data structures, optimization, and just plain programming that summer
then in all of my years in school.  I soon drew a crowd of devoted
Moria players...  All at OU.

I asked Jimmey Todd, a good friend of mine, to write a better
character generator for the game, and so the skills and history were
born.  Jimmey helped out on many of the functions in the game as well.
This would have been about Moria 2.0

In the following two years, I listened a lot to my players and kept
making enhancements to the game to fix problems, to challenge them,
and to keep them going.  If anyone managed to win, I immediately found
out how, and 'enhanced' the game to make it harder.  I once vowed it
was 'unbeatable', and a week later a friend of mine beat it!  His
character, 'Iggy', was placed into the game as 'The Evil Iggy', and
immortalized...  And of course, I went in and plugged up the trick he
used to win...

Around 1985 I started sending out source to other universities.  Just
before a OU / Texas football clash, I was asked to send a copy to the
Univeristy of Texas...  I couldn't resist...  I modified it so that
the begger on the town level was 'An OU football fan' and they moved
at maximum rate.  They also multiplied at maximum rate...  So the
first step you took and woke one up, it crossed the floor increasing
to hundreds of them and pounded you into oblivion...  I soon received
a call and provided instructions on how to 'de-enhance' the game!

Around 1986 - 87 I released Moria 4.7, my last official release.  I
was working on a Moria 5.0 when I left OU to go to work for American
Airlines (and yes, I still work there).  Moria 5.0 was a complete
rewrite, and contained many neat enhancements, features, you name it.
It had water, streams, lakes, pools, with water monsters.  It had
'mysterious orbs' which could be carried like torches for light but
also gave off magical aura's (like protection from fire, or aggrivate
monster...).  It had new weapons and treasures...  I left it with the
student assistants at OU to be finished, but I guess it soon died on
the vine.  As far as I know, that source was lost...

I gave permission to anyone who asked to work on the game.  Several
people asked if they could convert it to 'C', and I said fine as long
as a complete credit history was maintained, and that it could NEVER
be sold, only given.  So I guess one or more of them succeeded in
their efforts to rewrite it in 'C'.

I have since received thousands of letters from all over the world
from players telling about their exploits, and from administrators
cursing the day I was born...  I received mail from behind the iron
curtain (while it was still standing) talking about the game on VAX's
(which supposedly couldn't be there due to export laws).  I used to
have a map with pins for every letter I received, but I gave up on
that!

I am very happy to learn my creation keeps on going...  I plan to
download it and Angband and play them...  Maybe something has been
added that will surprise me!  That would be nice...  I never got to
play Moria and be surprised...

Robert Alan Koeneke
koeneke@ionet.net


=== Previous Versions (outdated) ===


                          VMS Moria Version 4.8
Version 0.1  : 03/25/83
Version 1.0  : 05/01/84
Version 2.0  : 07/10/84
Version 3.0  : 11/20/84
Version 4.0  : 01/20/85

Modules :
     V1.0  Dungeon Generator      - RAK
           Character Generator    - RAK & JWT
           Moria Module           - RAK
           Miscellaneous          - RAK & JWT
     V2.0  Town Level & Misc      - RAK
     V3.0  Internal Help & Misc   - RAK
     V4.0  Source Release Version - RAK

Robert Alan Koeneke               Jimmey Wayne Todd Jr.
Student/University of Oklahoma    Student/University of Oklahoma





                        Umoria Version 5.2 (formerly UNIX Moria)
Version 4.83 :  5/14/87
Version 4.85 : 10/26/87
Version 4.87 :  5/27/88
Version 5.0  :  11/2/89
Version 5.2  :   5/9/90

James E. Wilson, U.C. Berkeley
                 wilson@ernie.Berkeley.EDU
                 ...!ucbvax!ucbernie!wilson

Other contributors:
D. G. Kneller         - MSDOS Moria port
Christopher J. Stuart - recall, options, inventory, and running code
Curtis McCauley       - Macintosh Moria port
Stephen A. Jacobs     - Atari ST Moria port
William Setzer        - object naming code
David J. Grabiner     - numerous bug reports, and consistency checking
Dan Bernstein         - UNIX hangup signal fix, many bug fixes
and many others...




Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
  This software may be copied and distributed for educational, research, and
  not for profit purposes provided that this copyright and statement are
  included in all such copies.

Umoria Version 5.2, patch level 1

Angband Version 2.0   Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill, 
                      Charles Teague.

Angband Version 2.4   : 05/09/93

Angband Version 2.5   : 12/05/93 Charles Swiger

Angband Version 2.6   : 09/04/94 Charles Swiger

Angband Version 2.7   : 01/01/95  Ben Harrison

Angband Version 2.8   : 01/01/97  Ben Harrison



Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke

This software may be copied and distributed for educational, research,
and not for profit purposes provided that this copyright and statement
are included in all such copies.  Other copyrights may also apply.


All changes made by Ben Harrison and Robert Ruehlmann are also available
under the GNU GENERAL PUBLIC LICENSE.  Note that this doesn't influence
the current distribution, since parts of the source are still only
available under the old Moria/Angband license.  Until all parts of
Angband are distributed under the GPL the only valid license remains
the original Moria/Angband license.


=== Contributors (incomplete) ===

Peter Berger, "Prfnoff", Arcum Dagsson, Ed Cogburn, Matthias Kurzke,
Ben Harrison, Steven Fuerst, Julian Lighton, Andrew Hill, Werner Baer,
Tom Morton, "Cyric the Mad", Chris Kern, Tim Baker, Jurriaan Kalkman,
Alexander Wilkins, Mauro Scarpa, John I'anson-Holton, "facade",
Dennis van Es, Kenneth A. Strom, Wei-Hwa Huang, Nikodemus, Timo Pietilä,
Greg Wooledge, Keldon Jones

spoiler.hlp

Welcome to the Angband Online Spoiler .

Please choose one of the following online help files:

    (1) Artifact Spoiler           (artifact.spo)
    (2) Object Description         (obj-desc.spo)
    (3) Monster Description, short (mon-desc.spo)
    (4) Monster Description, long  (mon-info.spo)

artifact.spo

Artifact Spoilers for Angband Version 2.9.2
-------------------------------------------


Edged Weapons
-------------

The Long Sword 'Lucille' (3d8) (+23,+23) [+8] (+40%)
    +4 to STR, WIS, CON, CHR, Stealth
    Slay Evil, Undead, Demon, Dragon
    Vampiric
    Resist Poison, Fear, Dark, Blindness, Confusion, Sound, Nether, 
      Disenchantment
    Sustain STR, WIS, CON
    Slow Digestion; Permanent Light; Regeneration; See Invisible
    Free Action; Hold Life; Blessed Blade; Health
    Activates for dispel evil (x5)
    Level 30, Rarity 20, 8.0 lbs, 300000 Gold

The Broken Sword 'Narsil' (3d2) (+6,+10)
    +2 to STR, DEX, Attacks
    Slay Orc, Troll
    Resist Fire
    Level 20, Rarity 4, 3.0 lbs, 2000 Gold

The Main Gauche of Maedhros (2d5) (+12,+15)
    +3 to INT, DEX, Speed
    Slay Troll, Giant
    See Invisible; Free Action
    Level 15, Rarity 30, 3.0 lbs, 20000 Gold

The Dagger 'Angrist' (2d4) (+10,+15) [+5]
    +4 to DEX, Searching, Speed
    Slay Evil, Orc, Troll
    Poison Brand
    Resist Dark
    Sustain DEX
    Free Action
    Level 20, Rarity 80, 1.2 lbs, 100000 Gold

The Dagger 'Narthanc' (2d4) (+4,+6)
    Flame Tongue
    Resist Fire
    Activates for fire bolt (9d8)
    Level 4, Rarity 10, 1.2 lbs, 12000 Gold

The Dagger 'Nimthanc' (2d4) (+4,+6)
    Frost Brand
    Resist Cold
    Activates for frost bolt (6d8)
    Level 3, Rarity 10, 1.2 lbs, 11000 Gold

The Dagger 'Dethanc' (2d4) (+4,+6)
    Lightning Brand
    Resist Lightning
    Activates for lightning bolt (4d8)
    Level 5, Rarity 10, 1.2 lbs, 13000 Gold

The Dagger of Rilia (4d4) (+4,+3)
    Slay Orc
    Poison Brand
    Resist Poison, Disenchantment
    Activates for stinking cloud (12)
    Level 5, Rarity 40, 1.2 lbs, 15000 Gold

The Dagger 'Belangil' (2d4) (+6,+9)
    +2 to DEX
    Frost Brand; Poison Brand
    Resist Cold
    Slow Digestion; Regeneration; See Invisible
    Activates for frost ball (48)
    Level 10, Rarity 40, 1.2 lbs, 40000 Gold

The Bastard Sword 'Calris' (5d4) (-20,+20)
    +5 to CON
    Slay Evil, Demon, Troll, Xdragon
    Resist Disenchantment
    Aggravates
    Level 30, Rarity 15, 14.0 lbs, 100000 Gold

The Broad Sword 'Arunruth' (3d5) (+20,+12)
    +4 to DEX
    Slay Demon, Orc
    Resist Cold
    Slow Digestion; Feather Falling; Free Action
    Activates for frost bolt (12d8)
    Level 20, Rarity 45, 15.0 lbs, 50000 Gold

The Broad Sword 'Glamdring' (2d5) (+10,+15)
    +1 to Searching
    Slay Evil, Orc
    Flame Tongue
    Resist Fire, Light
    Slow Digestion; Permanent Light
    Level 20, Rarity 20, 15.0 lbs, 40000 Gold

The Broad Sword 'Aeglin' (2d5) (+12,+16)
    +1 to Searching
    Slay Orc, Troll, Giant
    Lightning Brand
    Resist Lightning
    Slow Digestion; Permanent Light
    Level 20, Rarity 90, 15.0 lbs, 45000 Gold

The Broad Sword 'Orcrist' (2d5) (+10,+15)
    +3 to Stealth
    Slay Evil, Orc
    Frost Brand
    Resist Cold, Dark
    Slow Digestion; Permanent Light
    Level 20, Rarity 20, 15.0 lbs, 40000 Gold

The Two-Handed Sword 'Gurthang' (4d6) (+13,+17)
    +2 to STR
    Slay Xdragon
    Resist Fire, Poison
    Slow Digestion; Regeneration; Free Action
    Level 30, Rarity 30, 20.0 lbs, 100000 Gold

The Two-Handed Sword 'Zarcuthra' (3d6) (+19,+21)
    +4 to STR, CHR, Infravision
    Slay Animal, Evil, Undead, Demon, Orc, Troll, Giant, Xdragon
    Flame Tongue
    Resist Fire, Chaos
    See Invisible; Free Action; Aggravates
    Level 30, Rarity 80, 20.0 lbs, 200000 Gold

The Short Sword of Hurin (2d6) (+10,+12) [+2]
    +3 to CON, Attacks
    Slay Demon, Troll
    Acid Brand
    Level 20, Rarity 15, 18.0 lbs, 90000 Gold

The Cutlass 'Gondricam' (1d7) (+10,+11)
    +3 to DEX, Stealth
    Resist Acid, Lightning, Fire, Cold
    Feather Falling; Regeneration; See Invisible
    Level 20, Rarity 8, 11.0 lbs, 28000 Gold

The Executioner's Sword 'Crisdurian' (4d5) (+18,+19)
    +1 to Attacks
    Slay Evil, Undead, Orc, Troll, Giant, Dragon
    Poison Brand
    See Invisible
    Level 40, Rarity 15, 26.0 lbs, 100000 Gold

The Katana 'Aglarang' (8d4) (+0,+0)
    +3 to DEX, Speed
    Sustain DEX
    Level 30, Rarity 25, 5.0 lbs, 40000 Gold

The Long Sword 'Ringil' (4d5) (+22,+25)
    +10 to Speed
    Slay Evil, Undead, Demon, Troll
    Frost Brand
    Resist Cold, Fear, Light
    Slow Digestion; Permanent Light; Regeneration; See Invisible
    Free Action
    Activates for frost ball (100)
    Level 20, Rarity 120, 13.0 lbs, 300000 Gold

The Long Sword 'Anduril' (4d5) (+10,+15) [+10]
    +4 to STR, DEX
    Slay Evil, Orc, Troll
    Flame Tongue
    Resist Fire, Fear, Disenchantment
    Sustain STR, DEX
    See Invisible; Free Action
    Activates for fire ball (72)
    Level 20, Rarity 40, 13.0 lbs, 80000 Gold

The Long Sword 'Anguirel' (2d5) (+8,+12)
    +2 to STR, CON, Speed
    Slay Evil, Demon
    Lightning Brand
    Resist Lightning, Light, Dark
    Permanent Light; See Invisible; Free Action; Aggravates
    Level 20, Rarity 30, 13.0 lbs, 40000 Gold

The Long Sword 'Elvagil' (2d5) (+2,+7)
    +3 to STR, DEX, CHR, Stealth
    Slay Orc, Troll
    Feather Falling; See Invisible
    Level 20, Rarity 10, 13.0 lbs, 30000 Gold

The Rapier 'Forasgil' (1d6) (+12,+19)
    Slay Animal
    Frost Brand
    Resist Cold, Light
    Permanent Light
    Level 15, Rarity 8, 4.0 lbs, 15000 Gold

The Sabre 'Careth Asdriag' (1d7) (+6,+8)
    +1 to Attacks
    Slay Animal, Orc, Troll, Giant, Dragon
    Level 15, Rarity 8, 5.0 lbs, 25000 Gold

The Small Sword 'Sting' (1d6) (+7,+8)
    +2 to STR, DEX, CON, Speed, Attacks
    Slay Evil, Undead, Orc
    Resist Fear, Light
    Permanent Light; See Invisible; Free Action
    Level 20, Rarity 15, 7.5 lbs, 100000 Gold

The Scimitar 'Haradekket' (2d5) (+9,+11)
    +2 to DEX, Attacks
    Slay Animal, Evil, Undead
    See Invisible
    Level 20, Rarity 8, 13.0 lbs, 30000 Gold

The Short Sword 'Gilettar' (1d7) (+3,+7)
    +2 to Attacks
    Slay Animal
    Slow Digestion; Regeneration
    Level 20, Rarity 8, 8.0 lbs, 15000 Gold

The Blade of Chaos 'Doomcaller' (6d5) (+18,+28) [-20]
    Slay Animal, Evil, Orc, Troll, Xdragon
    Frost Brand; Poison Brand
    Resist Acid, Lightning, Fire, Cold, Chaos
    ESP; See Invisible; Free Action; Aggravates
    Level 70, Rarity 25, 18.0 lbs, 200000 Gold



Polearms
--------

The Beaked Axe of Theoden (2d6) (+8,+10)
    +3 to WIS, CON
    Slay Dragon
    Slow Digestion; ESP
    Activates for drain life (120)
    Level 20, Rarity 15, 18.0 lbs, 40000 Gold

The Glaive of Pain (9d6) (+0,+30)
    Level 30, Rarity 25, 30.0 lbs, 50000 Gold

The Halberd 'Osondir' (3d5) (+6,+9)
    +3 to CHR
    Slay Undead, Giant
    Flame Tongue
    Resist Fire, Sound
    Feather Falling; See Invisible
    Level 20, Rarity 8, 19.0 lbs, 22000 Gold

The Pike 'Til-i-arc' (2d5) (+10,+12) [+10]
    +2 to INT
    Slay Demon, Troll, Giant
    Flame Tongue; Frost Brand
    Resist Fire, Cold
    Sustain INT
    Slow Digestion
    Level 20, Rarity 15, 16.0 lbs, 32000 Gold

The Spear 'Aeglos' (3d6) (+15,+25) [+5]
    +4 to WIS, DEX
    Slay Evil, Undead, Orc, Troll
    Frost Brand
    Resist Cold, Fear
    Slow Digestion; Free Action; Blessed Blade
    Activates for frost ball (100)
    Level 15, Rarity 45, 5.0 lbs, 140000 Gold

The Spear of Orome (3d6) (+15,+20)
    +4 to STR, DEX, Infravision, Speed
    Slay Animal, Undead, Demon, Giant, Dragon
    Flame Tongue
    Resist Fear
    Feather Falling; Permanent Light; See Invisible; Blessed Blade
    Activates for stone to mud
    Level 15, Rarity 45, 5.0 lbs, 60000 Gold

The Spear 'Nimloth' (1d6) (+11,+13)
    +3 to Stealth
    Slay Undead
    Frost Brand
    Resist Cold
    See Invisible
    Level 15, Rarity 12, 5.0 lbs, 30000 Gold

The Lance of Eorlingas (3d8) (+13,+21)
    +2 to STR, DEX
    Slay Evil, Orc, Troll
    Resist Fear
    See Invisible
    Level 20, Rarity 23, 36.0 lbs, 55000 Gold

The Great Axe of Durin (4d4) (+10,+20) [+15]
    +3 to STR, CON
    Slay Demon, Orc, Troll, Xdragon
    Resist Acid, Fire, Fear, Light, Dark, Confusion, Chaos
    Free Action
    Level 30, Rarity 90, 23.0 lbs, 150000 Gold

The Great Axe of Eonwe (4d4) (+15,+18) [+8]
    +2 to All stats
    Slay Evil, Undead, Orc
    Frost Brand
    Immunity to Cold
    Resist Cold, Fear, Confusion
    See Invisible; Free Action; Blessed Blade
    Activates for mass genocide
    Level 30, Rarity 120, 23.0 lbs, 200000 Gold

The Battle Axe of Balli Stonehand (3d8) (+8,+11) [+5]
    +3 to STR, CON, Stealth
    Slay Demon, Orc, Troll
    Resist Acid, Lightning, Fire, Cold, Blindness
    Feather Falling; Regeneration; See Invisible; Free Action
    Level 30, Rarity 15, 17.0 lbs, 90000 Gold

The Battle Axe 'Lotharang' (2d8) (+4,+3)
    +3 to STR, DEX
    Slay Orc, Troll
    Activates for cure wounds (4d7)
    Level 25, Rarity 15, 15.0 lbs, 21000 Gold

The Lochaber Axe 'Mundwine' (3d8) (+12,+17)
    Slay Evil
    Resist Acid, Lightning, Fire, Cold
    Level 30, Rarity 8, 25.0 lbs, 30000 Gold

The Broad Axe 'Barukkheled' (2d6) (+13,+19)
    +3 to CON
    Slay Evil, Orc, Troll, Giant
    See Invisible
    Level 20, Rarity 8, 16.0 lbs, 50000 Gold

The Trident of Wrath (3d8) (+16,+18)
    +2 to STR, DEX, Attacks
    Slay Evil, Undead
    Resist Light, Dark
    See Invisible; Blessed Blade
    Level 15, Rarity 35, 30.0 lbs, 90000 Gold

The Trident of Ulmo (4d8) (+15,+19)
    +4 to DEX
    Slay Animal, Dragon
    Immunity to Acid
    Resist Acid, Nether
    Slow Digestion; Regeneration; See Invisible; Free Action; Hold Life
    Blessed Blade
    Activates for teleport away
    Level 30, Rarity 90, 7.0 lbs, 120000 Gold

The Scythe 'Avavir' (5d3) (+8,+8) [+10]
    +3 to DEX, CHR
    Flame Tongue; Frost Brand
    Resist Fire, Cold, Light
    Permanent Light; See Invisible; Free Action
    Activates for word of recall
    Level 40, Rarity 8, 25.0 lbs, 18000 Gold



Hafted Weapons
--------------

The Mighty Hammer 'Grond' (9d9) (+25,+25) [+10]
    +2 to Attacks
    Slay Animal, Evil, Undead, Demon, Orc, Troll, Xdragon
    ESP; See Invisible; Earthquake impact on hit; Aggravates
    Level 100, Rarity 1, 100.0 lbs, 500000 Gold

The Flail 'Totila' (3d6) (+6,+8)
    +2 to Stealth
    Slay Evil
    Flame Tongue
    Resist Fire, Confusion
    Activates for confuse monster
    Level 20, Rarity 8, 15.0 lbs, 55000 Gold

The Two-Handed Flail 'Thunderfist' (3d6) (+5,+18)
    +4 to STR, CON
    Slay Animal, Orc, Troll
    Lightning Brand; Flame Tongue
    Resist Lightning, Fire, Fear, Dark
    Level 45, Rarity 38, 30.0 lbs, 160000 Gold

The Morning Star 'Bloodspike' (2d6) (+8,+22)
    +4 to STR
    Slay Animal, Orc, Troll
    Resist Nexus
    See Invisible
    Level 20, Rarity 30, 15.0 lbs, 30000 Gold

The Morning Star of Penlod (2d6) (+5,+7) [+2]
    Slay Evil
    Flame Tongue
    Resist Fire
    Activates for fire ball (72)
    Level 15, Rarity 10, 15.0 lbs, 35000 Gold

The Mace of Galdor (3d4) (+12,+12)
    Slay Xdragon
    Lightning Brand
    Immunity to Lightning
    Resist Lightning
    Activates for haste self (20+d20 turns)
    Level 20, Rarity 15, 20.0 lbs, 50000 Gold

The War Hammer of Aule (9d3) (+19,+21) [+5]
    +4 to WIS
    Slay Evil, Undead, Demon, Xdragon
    Lightning Brand
    Resist Acid, Lightning, Fire, Cold, Fear, Nexus
    See Invisible; Free Action
    Level 40, Rarity 75, 12.0 lbs, 250000 Gold

The Quarterstaff 'of the War Magi' (2d8) (+20,+20) (+40%)
    +4 to STR, CON
    Slay Dragon
    Acid Brand; Flame Tongue
    Resist Dark, Nether, Chaos
    Sustain STR, CON
    Hold Life; Aggravates; Health
    Level 20, Rarity 18, 15.0 lbs, 70000 Gold

The Quarterstaff 'of the Coward Magius' (1d1) (-10,-10) [+20] (+30%)
    +3 to INT, Stealth
    Resist Blindness, Confusion, Nexus, Chaos
    Free Action; Mana
    Activates for teleport
    Level 20, Rarity 18, 8.0 lbs, 20000 Gold

The Quarterstaff of Olorin (2d9) (+10,+13)
    +4 to INT, WIS, CHR
    Slay Evil, Orc, Troll
    Flame Tongue
    Resist Fire, Fear, Nether
    See Invisible; Hold Life
    Activates for probing
    Level 30, Rarity 105, 15.0 lbs, 130000 Gold

The Mace of Disruption of Rog (7d8) (+18,+18)
    +6 to STR, Tunneling
    Slay Animal, Evil, Undead, Dragon
    Flame Tongue
    Immunity to Fire
    Resist Fire, Dark, Chaos, Disenchantment
    Aggravates
    Level 80, Rarity 38, 40.0 lbs, 400000 Gold

The Lucerne Hammer 'Turmil' (2d5) (+10,+6) [+8]
    +4 to WIS, Infravision
    Slay Orc
    Frost Brand
    Resist Cold, Light
    Permanent Light; Regeneration
    Activates for drain life (90)
    Level 20, Rarity 15, 12.0 lbs, 30000 Gold



Bows
----

The Light Crossbow 'Orcus' Finger' (x3) (+5,+0) [3,+3]
    +3 to STR, CON, Stealth
    Resist Lightning
    Sustain CON
    Permanent Light; Free Action
    Activates for lightning bolt (4d8)
    Level 30, Rarity 3, 14.0 lbs, 45000 Gold

The Long Bow 'Belthronding' (x3) (+20,+22)
    +1 to DEX, Stealth, Speed, Shots
    Resist Disenchantment
    Level 40, Rarity 20, 4.0 lbs, 35000 Gold

The Long Bow of Bard (x3) (+17,+19)
    +2 to DEX, Speed, Might
    Free Action
    Level 30, Rarity 20, 4.0 lbs, 20000 Gold

The Light Crossbow of Duilin (x3) (+10,+14)
    +10 to Speed
    Resist Fire
    Activates for fire branding of bolts
    Level 50, Rarity 25, 11.0 lbs, 50000 Gold

The Sling of Buckland (x2) (+19,+15)
    +3 to Speed, Shots
    Resist Fear, Blindness, Confusion
    Level 40, Rarity 35, 2.0 lbs, 50000 Gold



Diggers
-------

The Mattock of Nain (3d8) (+12,+18)
    +6 to STR, Searching, Infravision, Tunneling
    Slay Orc, Troll, Giant
    Acid Brand
    Resist Acid, Dark, Disenchantment
    Activates for stone to mud
    Level 60, Rarity 20, 25.0 lbs, 30000 Gold



Body Armor
----------

The Hard Leather Armour of Himring [6,+15]
    Resist Poison, Nether, Chaos
    Activates for protection from evil
    Level 25, Rarity 6, 10.0 lbs, 35000 Gold

The Soft Leather Armour 'Hithlomir' [4,+20]
    +4 to Stealth
    Resist Acid, Lightning, Fire, Cold, Dark
    Level 20, Rarity 3, 8.0 lbs, 45000 Gold

The Leather Scale Mail 'Thalkettoth' (-1) [11,+25]
    +3 to DEX, Speed
    Resist Acid, Shards
    Level 20, Rarity 3, 6.0 lbs, 25000 Gold

The Robe of Icanus [2,+20] (+30%)
    +3 to INT, WIS, Searching
    Resist Acid, Lightning, Fire, Cold, Nexus
    Sustain INT, WIS
    Feather Falling; See Invisible; Free Action; Hold Life; Mana
    Activates for mana bolt (120)
    Level 50, Rarity 2, 2.0 lbs, 60000 Gold

The Adamantite Plate Mail 'Soulkeeper' (-4) [40,+20] (+30%)
    +3 to CON
    Resist Acid, Cold, Fear, Dark, Confusion, Nexus, Nether, Chaos
    Sustain CON
    Hold Life; Health
    Activates for heal (1000)
    Level 75, Rarity 9, 42.0 lbs, 300000 Gold

The Full Plate Armour of Isildur [25,+25]
    +1 to CON
    Resist Acid, Lightning, Fire, Cold, Confusion, Sound, Shards, Nexus
    Level 30, Rarity 3, 30.0 lbs, 50000 Gold

The Metal Brigandine Armour of the Rohirrim [19,+15]
    +2 to STR, DEX
    Resist Acid, Lightning, Fire, Cold, Fear, Confusion, Sound
    Level 30, Rarity 3, 20.0 lbs, 30000 Gold

The Mithril Chain Mail 'Belegennon' [28,+20]
    +4 to Stealth
    Resist Acid, Lightning, Fire, Cold, Poison
    Activates for phase door
    Level 40, Rarity 3, 15.0 lbs, 105000 Gold

The Mithril Plate Mail of Celeborn (-3) [35,+25]
    +4 to STR, CHR
    Resist Acid, Lightning, Fire, Cold, Dark, Disenchantment
    Activates for genocide
    Level 40, Rarity 3, 25.0 lbs, 150000 Gold

The Chain Mail of Arvedui (-2) [14,+15]
    +2 to STR, CHR
    Resist Acid, Lightning, Fire, Cold, Shards, Nexus
    Level 20, Rarity 3, 22.0 lbs, 32000 Gold

The Augmented Chain Mail of Caspanion (-2) [16,+20]
    +3 to INT, WIS, CON
    Resist Acid, Poison, Confusion
    Activates for door and trap destruction
    Level 25, Rarity 9, 27.0 lbs, 40000 Gold

The Multi-Hued Dragon Scale Mail 'Razorback' (-2) [30,+25]
    Immunity to Lightning
    Resist Acid, Lightning, Fire, Cold, Poison, Light, Dark
    Permanent Light; See Invisible; Free Action; Aggravates
    Activates for star ball (150)
    Level 90, Rarity 9, 30.0 lbs, 400000 Gold

The Power Dragon Scale Mail 'Bladeturner' (-3) [50,+35]
    Resist Acid, Lightning, Fire, Cold, Poison, Fear, Light, Dark, 
      Blindness, Confusion, Sound, Shards, Nexus, Nether, Chaos, 
      Disenchantment
    Regeneration; Hold Life
    Activates for berserk rage, bless, and resistance
    Level 100, Rarity 16, 20.0 lbs, 500000 Gold



Cloaks
------

The Cloak 'Colluin' [1,+15]
    Resist Acid, Lightning, Fire, Cold, Poison
    Activates for resistance (20+d20 turns)
    Level 5, Rarity 45, 1.0 lbs, 10000 Gold

The Cloak 'Holcolleth' [1,+4]
    +2 to INT, WIS, Stealth, Speed
    Resist Acid
    Activates for sleep II
    Level 5, Rarity 45, 1.0 lbs, 13000 Gold

The Cloak of Thingol [1,+18]
    +3 to DEX, CHR
    Resist Acid, Fire, Cold
    Free Action
    Activates for recharge item I
    Level 10, Rarity 90, 1.0 lbs, 35000 Gold

The Cloak of Thorongil [1,+10]
    Resist Acid, Fear
    See Invisible; Free Action
    Level 5, Rarity 20, 1.0 lbs, 8000 Gold

The Cloak 'Colannon' [1,+15]
    +3 to Stealth, Speed
    Resist Nexus
    Activates for teleport
    Level 3, Rarity 10, 1.0 lbs, 11000 Gold

The Shadow Cloak of Luthien [6,+20]
    +2 to INT, WIS, CHR, Stealth, Speed
    Resist Acid, Fire, Cold
    Activates for restore life levels
    Level 40, Rarity 40, 0.5 lbs, 45000 Gold

The Shadow Cloak of Tuor [6,+12]
    +4 to DEX, Stealth, Invisibility
    Immunity to Acid
    Resist Acid
    See Invisible; Free Action
    Level 40, Rarity 40, 0.5 lbs, 35000 Gold



Shields
-------

The Small Metal Shield of Thorin [3,+25]
    +4 to STR, CON
    Immunity to Acid
    Resist Acid, Fear, Sound, Chaos
    Free Action
    Level 40, Rarity 6, 6.5 lbs, 60000 Gold

The Large Leather Shield of Celegorm [4,+20]
    Resist Acid, Lightning, Fire, Cold, Light, Dark
    Level 30, Rarity 3, 6.0 lbs, 12000 Gold

The Large Metal Shield of Anarion [5,+20]
    Resist Acid, Lightning, Fire, Cold
    Sustain All stats
    Level 40, Rarity 9, 12.0 lbs, 160000 Gold



Helms/Crowns
------------

The Hard Leather Cap of Thranduil [2,+10]
    +2 to INT, WIS
    Resist Blindness
    ESP
    Level 20, Rarity 2, 1.5 lbs, 50000 Gold

The Metal Cap of Thengel [3,+12]
    +3 to WIS, CHR
    Resist Confusion
    Level 10, Rarity 2, 2.0 lbs, 22000 Gold

The Steel Helm of Hammerhand [6,+20]
    +3 to STR, DEX, CON
    Resist Acid, Nexus
    Sustain STR, CON
    Free Action
    Level 20, Rarity 2, 6.0 lbs, 45000 Gold

The Iron Helm of Dor-Lomin [5,+20]
    +4 to STR, DEX, CON
    Resist Acid, Lightning, Fire, Cold, Fear, Light, Blindness
    Permanent Light; ESP; See Invisible
    Level 40, Rarity 12, 7.5 lbs, 300000 Gold

The Iron Helm 'Holhenneth' [5,+10]
    +2 to INT, WIS, Searching
    Resist Blindness, Confusion
    See Invisible
    Activates for detection
    Level 20, Rarity 5, 7.5 lbs, 100000 Gold

The Iron Helm of Gorlim (+5,+5) [5,+10]
    -5 to INT, WIS, Searching
    Resist Fear
    See Invisible; Free Action; Aggravates
    Level 20, Rarity 5, 7.5 lbs, 0 Gold

The Massive Iron Crown of Morgoth [0,+0]
    +125 to All stats, Infravision
    Resist Acid, Lightning, Fire, Cold, Poison, Fear, Light, Dark, 
      Confusion, Nexus, Nether
    Prevent Teleportation; Permanent Light; ESP; See Invisible
    Level 100, Rarity 1, 2.0 lbs, 10000000 Gold

The Iron Crown of Beruthiel [0,+20]
    -3 to STR, DEX, CON
    ESP; See Invisible; Free Action
    Activates for detection
    Level 40, Rarity 12, 2.0 lbs, 0 Gold

The Golden Crown of Gondor [0,+15]
    +3 to STR, WIS, CON, Speed
    Resist Fire, Cold, Light, Blindness, Confusion, Sound, Chaos
    Permanent Light; Regeneration; See Invisible
    Activates for heal (500)
    Level 40, Rarity 20, 3.0 lbs, 100000 Gold

The Jewel Encrusted Crown of Numenor [0,+15]
    +3 to INT, DEX, CHR
    Resist Light, Sound, Shards
    Permanent Light
    Level 60, Rarity 15, 4.0 lbs, 50000 Gold



Gloves
------

The Set of Leather Gloves 'Cambeleg' (+8,+8) [1,+15]
    +2 to STR, CON
    Free Action
    Level 10, Rarity 6, 0.5 lbs, 36000 Gold

The Set of Gauntlets 'Orcus' Fist' (+10,+10) [3,+10]
    +5 to STR, CON, Speed
    Resist Lightning
    Sustain STR
    Free Action
    Level 10, Rarity 20, 19.0 lbs, 100000 Gold

The Set of Gauntlets 'of Rogue' [2,+15]
    +4 to DEX, Stealth
    Resist Poison
    Activates for phase door
    Level 10, Rarity 20, 2.5 lbs, 13000 Gold

The Set of Gauntlets 'Pauraegen' [2,+15]
    Resist Lightning, Light
    Activates for lightning bolt (4d8)
    Level 10, Rarity 20, 2.5 lbs, 11000 Gold

The Set of Gauntlets 'Paurnen' [2,+15]
    Resist Acid, Nether
    Activates for acid bolt (5d8)
    Level 10, Rarity 20, 2.5 lbs, 12000 Gold

The Set of Gauntlets 'Camlost' (-5,-5) [2,+15]
    -3 to STR, DEX
    Resist Fire, Disenchantment
    Free Action; Aggravates; Drains Experience
    Level 10, Rarity 20, 2.5 lbs, 0 Gold

The Set of Cesti of Fingolfin (+10,+10) [5,+20]
    +4 to DEX
    Resist Acid, Fear
    Free Action
    Activates for a magical arrow (150)
    Level 40, Rarity 15, 4.0 lbs, 110000 Gold



Boots
-----

The Pair of Hard Leather Boots of Feanor [3,+20]
    +15 to Speed
    Resist Nexus
    Activates for haste self (20+d20 turns)
    Level 40, Rarity 120, 4.0 lbs, 300000 Gold

The Pair of Soft Leather Boots 'Dal-i-thalion' [2,+15]
    +5 to DEX
    Resist Confusion, Nether, Chaos
    Sustain CON
    Free Action
    Activates for remove fear and cure poison
    Level 10, Rarity 25, 2.0 lbs, 40000 Gold

The Pair of Metal Shod Boots of Thror [6,+20]
    +3 to STR, CON, Speed
    Resist Fear
    Level 30, Rarity 25, 8.0 lbs, 12000 Gold



Light Sources
-------------

The Phial of Galadriel
    +1 to Searching
    Permanent Light(3)
    Activates for illumination
    Level 1, Rarity 1, 1.0 lbs, 10000 Gold

The Star of Elendil
    Resist Dark
    See Invisible; Permanent Light(3)
    Activates for magic mapping
    Level 30, Rarity 25, 0.5 lbs, 30000 Gold

The Arkenstone of Thrain
    Resist Light, Dark
    See Invisible; Hold Life; Permanent Light(3)
    Activates for detection
    Level 50, Rarity 50, 0.5 lbs, 50000 Gold

The Palantir of Westernesse
    +2 to INT, WIS, Searching, Infravision
    Resist Blindness, Chaos
    ESP; See Invisible; Permanent Light(3)
    Activates for clairvoyance
    Level 75, Rarity 60, 20.0 lbs, 100000 Gold



Amulets
-------

The Amulet of Carlammas
    +2 to CON
    Resist Fire
    Activates for protection from evil
    Level 50, Rarity 10, 0.3 lbs, 60000 Gold

The Amulet of Ingwe
    +3 to INT, WIS, CHR, Infravision
    Resist Acid, Lightning, Cold
    See Invisible; Free Action
    Activates for dispel evil (x5)
    Level 65, Rarity 30, 0.3 lbs, 90000 Gold

The Necklace of the Dwarves
    +5 to STR, CON, Infravision
    Resist Confusion
    Sustain STR, WIS, CON
    Permanent Light; Regeneration; See Invisible; Free Action
    Level 40, Rarity 50, 0.3 lbs, 75000 Gold

The Necklace of Faramir (+18,+0)
    +3 to Stealth
    Resist Confusion
    Sustain DEX
    Activates for blasting monsters with fear
    Level 30, Rarity 10, 0.2 lbs, 20000 Gold

The Necklace of Boromir (+0,+18)
    +3 to STR, INT
    Resist Fear
    Sustain STR
    Activates for extermination of small life
    Level 30, Rarity 10, 0.2 lbs, 20000 Gold



Rings
-----

The Ring of Barahir
    +1 to All stats, Stealth, Speed
    Resist Poison, Dark
    Level 50, Rarity 25, 0.2 lbs, 65000 Gold

The Ring of Tulkas
    +4 to STR, DEX, CON, Speed
    Activates for haste self (75+d75 turns)
    Level 40, Rarity 50, 0.2 lbs, 150000 Gold

The Ring of Power 'Narya' (+6,+6)
    +2 to All stats, Speed
    Immunity to Fire
    Resist Fire, Fear, Nether
    Sustain STR, WIS, CON, CHR
    Slow Digestion; Regeneration; See Invisible; Free Action
    Activates for large fire ball (120)
    Level 70, Rarity 30, 0.2 lbs, 100000 Gold

The Ring of Power 'Nenya' (+12,+12)
    +3 to All stats, Speed
    Immunity to Cold
    Resist Cold, Blindness, Confusion
    Sustain INT, WIS, CHR
    Feather Falling; Regeneration; See Invisible; Free Action; Hold Life
    Activates for large frost ball (200)
    Level 80, Rarity 40, 0.2 lbs, 200000 Gold

The Ring of Power 'Vilya' (+15,+15)
    +5 to All stats, Speed
    Immunity to Lightning
    Resist Lightning, Poison, Disenchantment
    Sustain STR, DEX, CON
    Slow Digestion; Feather Falling; Regeneration; See Invisible
    Free Action; Hold Life
    Activates for large lightning ball (250)
    Level 90, Rarity 50, 0.2 lbs, 300000 Gold

The Ring of Power 'The One Ring' (+20,+20) (+70%)
    +7 to All stats, Speed, Invisibility
    Immunity to Acid, Lightning, Fire, Cold
    Resist Acid, Lightning, Fire, Cold, Poison, Fear, Blindness, 
      Confusion, Nether, Disenchantment
    Sustain All stats
    Regeneration; See Invisible; Drains Experience; Mana
    Activates for bizarre things
    Level 100, Rarity 100, 0.2 lbs, 5000000 Gold

obj-desc.spo

Spoiler File -- Basic Items (2.?.?)


Description                                         Dam/AC    Wgt  Lev     Cost
----------------------------------------            ------    ---  ---     ----


Ammo

     Rounded Pebble                                    1d2    0.4    0        1
     Arrow                                             1d4    0.2    3        1
     Iron Shot                                         1d4    0.5    3        2
     Bolt                                              1d5    0.3    3        2
     Seeker Arrow                                      4d4    0.2   55       20
     Seeker Bolt                                       4d5    0.3   65       25


Bows

     Sling                                                    0.5    1        5
     Short Bow                                                3.0    3       50
     Halfling Sling                                           1.0   30       50
     Long Bow                                                 4.0   10      120
     Light Crossbow                                          11.0   15      140
     Heavy Crossbow                                          20.0   30      300
     Dwarven Crossbow                                        30.0   30      500
     Elven Bow                                                3.0   30     1200


Weapons

     Broken Dagger                                     1d1    0.5    0        1
     Broken Sword                                      1d2    3.0    0        2
     Dagger                                            1d4    1.2    0       10
     Shovel                                            1d2    6.0    1       10
     Main Gauche                                       1d5    3.0    3       25
     Whip                                              1d6    3.0    3       30
     Spear                                             1d6    5.0    5       36
     Rapier                                            1d6    4.0    5       42
     Small Sword                                       1d6    7.5    5       48
     Sabre                                             1d7    5.0    5       50
     Pick                                              1d3   15.0    5       50
     Cutlass                                           1d7   11.0    5       85
     Short Sword                                       1d7    8.0    5       90
     Gnomish Shovel                                    1d2    6.0   20      100
     Trident                                           1d8    7.0    5      120
     Mace                                              2d4   12.0    5      130
     Tulwar                                            2d4   10.0    5      200
     Quarterstaff                                      1d9   15.0   10      200
     Ball-and-Chain                                    2d4   15.0   20      200
     Dwarven Shovel                                    1d3   12.0   40      200
     War Hammer                                        3d3   12.0    5      225
     Lance                                             2d8   30.0   10      230
     Scimitar                                          2d5   13.0   10      250
     Broad Sword                                       2d5   15.0   10      255
     Long Sword                                        2d5   13.0   10      300
     Orcish Pick                                       1d3   18.0   30      300
     Broad Axe                                         2d6   16.0   15      304
     Battle Axe                                        2d8   17.0   15      334
     Awl-Pike                                          1d8   16.0   10      340
     Bastard Sword                                     3d4   14.0   15      350
     Flail                                             2d6   15.0   10      353
     Pike                                              2d5   16.0   15      358
     Glaive                                            2d6   19.0   20      363
     Lucerne Hammer                                    2d5   12.0   10      376
     Morning Star                                      2d6   15.0   10      396
     Katana                                            3d4   12.0   20      400
     Beaked Axe                                        2d6   18.0   15      408
     Halberd                                           3d5   19.0   25      430
     Great Axe                                         4d4   23.0   40      500
     Lead-Filled Mace                                  3d4   18.0   15      502
     Two-Handed Flail                                  3d6   28.0   45      590
     Dwarven Pick                                      1d4   20.0   50      600
     Mattock                                           1d8   25.0   50      700
     Lochaber Axe                                      3d8   25.0   45      750
     Two-Handed Sword                                  3d6   20.0   30      775
     Scythe                                            5d3   25.0   45      800
     Executioner's Sword                               4d5   26.0   40      850
     Scythe of Slicing                                 8d4   25.0   60     3500
     Blade of Chaos                                    6d5   18.0   70     4000
     Mace of Disruption                                5d8   40.0   80     4300


Armour (Body)

     Filthy Rag                                          1    2.0    0        1
     Robe                                                2    2.0    1        4
     Soft Leather Armour                                 4    8.0    3       18
     Soft Studded Leather                                5    9.0    3       35
     Hard Leather Armour                                 6   10.0    5      250
     Hard Studded Leather                                7   11.0   10      300
     Leather Scale Mail                                 11   14.0   15      550
     Metal Scale Mail                                   13   25.0   25      750
     Chain Mail                                         14   22.0   25      950
     Rusty Chain Mail                                   14   20.0   25     1050
     Double Chain Mail                                  16   25.0   30     1050
     Augmented Chain Mail                               16   27.0   30     1100
     Bar Chain Mail                                     18   28.0   35     1150
     Metal Brigandine Armour                            19   29.0   35     1400
     Partial Plate Armour                               22   26.0   45     1500
     Metal Lamellar Armour                              23   34.0   45     1550
     Full Plate Armour                                  25   38.0   45     1650
     Ribbed Plate Armour                                28   38.0   50     1800
     Mithril Chain Mail                                 28   15.0   55     7100
     Mithril Plate Mail                                 35   30.0   60    15300
     Adamantite Plate Mail                              40   42.0   75    20400
     Bronze Dragon Scale Mail                           30   20.0   55    30200
     Black Dragon Scale Mail                            30   20.0   50    40200
     Blue Dragon Scale Mail                             30   20.0   50    40200
     White Dragon Scale Mail                            30   20.0   50    40200
     Red Dragon Scale Mail                              30   20.0   50    40200
     Green Dragon Scale Mail                            30   20.0   60    60200
     Pseudo Dragon Scale Mail                           30   20.0   65    60200
     Gold Dragon Scale Mail                             30   20.0   65    60200
     Law Dragon Scale Mail                              30   20.0   80    80200
     Chaos Dragon Scale Mail                            30   20.0   80    80200
     Balance Dragon Scale Mail                          30   20.0   90   100200
     Multi-Hued Dragon Scale Mail                       30   20.0   95   150200
     Power Dragon Scale Mail                            40   20.0  110   300300


Armour (Misc)

     Cloak                                               1    1.0    1        3
     Set of Leather Gloves                               1    0.5    1        3
     Pair of Soft Leather Boots                          2    2.0    3        7
     Hard Leather Cap                                    2    1.5    3       12
     Pair of Hard Leather Boots                          3    4.0    5       12
     Small Leather Shield                                2    5.0    3       30
     Metal Cap                                           3    2.0   10       30
     Set of Gauntlets                                    2    2.5   10       35
     Small Metal Shield                                  3    6.5   10       50
     Pair of Metal Shod Boots                            6    8.0   20       50
     Iron Helm                                           5    7.5   20       75
     Set of Cesti                                        5    4.0   50      100
     Large Leather Shield                                4   10.0   15      120
     Large Metal Shield                                  5   12.0   30      200
     Steel Helm                                          6    6.0   40      200
     Iron Crown                                          0    2.0   45      500
     Golden Crown                                        0    3.0   45     1000
     Jewel Encrusted Crown                               0    4.0   50     2000
     Shadow Cloak                                        6    0.5   60     4000
     Shield of Deflection                               10   10.0   70    10000


Amulets

     Amulet of Teleportation                                  0.3   15        0
     Amulet of Doom                                           0.3   50        0
     Amulet of Adornment                                      0.3   15       20
     Amulet of Slow Digestion                                 0.3   15      200
     Amulet of Resist Acid                                    0.3   20      300
     Amulet of Wisdom                                         0.3   30      500
     Amulet of Charisma                                       0.3   30      500
     Amulet of Searching                                      0.3   20      600
     Amulet of Power                                          0.3   30     5000
     Amulet of the Magi                                       0.3   50    30000


Rings

     Ring of Teleportation                                    0.2    5        0
     Ring of Weakness                                         0.2    5        0
     Ring of Stupidity                                        0.2    5        0
     Ring of Aggravate Monster                                0.2    5        0
     Ring of Woe                                              0.2   50        0
     Ring of Feather Falling                                  0.2    5      200
     Ring of Searching                                        0.2    5      250
     Ring of Resist Fire                                      0.2   10      250
     Ring of Resist Cold                                      0.2   10      250
     Ring of See Invisible                                    0.2   30      340
     Ring of Protection                                       0.2   10      500
     Ring of Damage                                           0.2   20      500
     Ring of Accuracy                                         0.2   20      500
     Ring of Sustain Charisma                                 0.2   20      500
     Ring of Strength                                         0.2   30      500
     Ring of Dexterity                                        0.2   30      500
     Ring of Constitution                                     0.2   30      500
     Ring of Intelligence                                     0.2   30      500
     Ring of Sustain Intelligence                             0.2   20      600
     Ring of Sustain Wisdom                                   0.2   20      600
     Ring of Sustain Strength                                 0.2   20      750
     Ring of Sustain Constitution                             0.2   20      750
     Ring of Sustain Dexterity                                0.2   20      750
     Ring of Slaying                                          0.2   40     1000
     Ring of Free Action                                      0.2   20     1500
     Ring of Flames                                           0.2   50     3000
     Ring of Acid                                             0.2   50     3000
     Ring of Ice                                              0.2   50     3000
     Ring of Invisibility                                     0.2   50    10000
     Ring of Resist Poison                                    0.2   40    16000
     Ring of Sustaining                                       0.2   50    20000
     Ring of Speed                                            0.2   75   100000


Scrolls

     Scroll of Summon Monster                                 0.5    1        0
     Scroll of Darkness                                       0.5    1        0
     Scroll of Aggravate Monster                              0.5    5        0
     Scroll of Trap Creation                                  0.5   10        0
     Scroll of Summon Undead                                  0.5   15        0
     Scroll of Curse Weapon                                   0.5   50        0
     Scroll of Curse Armor                                    0.5   50        0
     Scroll of Satisfy Hunger                                 0.5    5       10
     Scroll of Light                                          0.5    0       15
     Scroll of Treasure Detection                             0.5    0       15
     Scroll of Object Detection                               0.5    0       15
     Scroll of Phase Door                                     0.5    1       15
     Scroll of Detect Invisible                               0.5    1       15
     Scroll of Blessing                                       0.5    1       15
     Scroll of Monster Confusion                              0.5    5       30
     Scroll of Trap Detection                                 0.5    5       35
     Scroll of Door/Stair Location                            0.5    5       35
     Scroll of Magic Mapping                                  0.5    5       40
     Scroll of Teleportation                                  0.5   10       40
     Scroll of Holy Chant                                     0.5   10       40
     Scroll of Identify                                       0.5    1       50
     Scroll of Trap/Door Destruction                          0.5   10       50
     Scroll of Teleport Level                                 0.5   20       50
     Scroll of Protection from Evil                           0.5   30       50
     Scroll of Holy Prayer                                    0.5   25       80
     Scroll of Remove Curse                                   0.5   10      100
     Scroll of Enchant Weapon To-Hit                          0.5   15      125
     Scroll of Enchant Weapon To-Dam                          0.5   15      125
     Scroll of Enchant Armor                                  0.5   15      125
     Scroll of Word of Recall                                 0.5    5      150
     Scroll of Recharging                                     0.5   40      200
     Scroll of Dispel Undead                                  0.5   40      200
     Scroll of *Destruction*                                  0.5   40      250
     Scroll of *Enchant Weapon*                               0.5   50      500
     Scroll of *Enchant Armor*                                0.5   50      500
     Scroll of Rune of Protection                             0.5   60      500
     Scroll of Genocide                                       0.5   40      750
     Scroll of *Identify*                                     0.5   25     1000
     Scroll of Mass Genocide                                  0.5   50     1000
     Scroll of Brand Weapon                                   0.5   25     5000
     Scroll of Bless Weapon                                   0.5   25     5000
     Scroll of *Remove Curse*                                 0.5   50     8000
     Scroll of Artifact Creation                              0.5   50    80000
     Scroll of Acquirement                                    0.5   20   100000
     Scroll of *Acquirement*                                  0.5   60   200000


Potions

     Potion of Sleep                                          0.4    0        0
     Potion of Blindness                                      0.4    0        0
     Potion of Confusion                                      0.4    0        0
     Potion of Salt Water                                     0.4    0        0
     Potion of Slowness                                       0.4    1        0
     Potion of Weakness                                       0.4    3        0
     Potion of Poison                                         0.4    3        0
     Potion of Clumsiness                                     0.4    5        0
     Potion of Sickliness                                     0.4   10        0
     Potion of Lose Memories                                  0.4   10        0
     Potion of Stupidity                                      0.4   20        0
     Potion of Naivety                                        0.4   20        0
     Potion of Ugliness                                       0.4   20        0
     Potion of Ruination                                      0.4   40        0
     Potion of Death                                          0.4   55        0
     Potion of Apple Juice                                    0.4    0        1
     Potion of Water                                          0.4    0        1
     Potion of Slime Mold Juice                               0.4    0        2
     Potion of Boldness                                       0.4    1       10
     Potion of Cure Light Wounds                              0.4    0       15
     Potion of Infra-vision                                   0.4    3       20
     Potion of Slow Poison                                    0.4    1       25
     Potion of Resist Heat                                    0.4    1       30
     Potion of Resist Cold                                    0.4    1       30
     Potion of Heroism                                        0.4    1       35
     Potion of Cure Serious Wounds                            0.4    3       40
     Potion of Detect Invisible                               0.4    3       50
     Potion of Speed                                          0.4    1       75
     Potion of Neutralize Poison                              0.4    5       75
     Potion of Berserk Strength                               0.4    3      100
     Potion of Cure Critical Wounds                           0.4    5      100
     Potion of Healing                                        0.4   15      300
     Potion of Restore Charisma                               0.4   20      300
     Potion of Restore Strength                               0.4   25      300
     Potion of Restore Intelligence                           0.4   25      300
     Potion of Restore Wisdom                                 0.4   25      300
     Potion of Restore Dexterity                              0.4   25      300
     Potion of Restore Constitution                           0.4   25      300
     Potion of Restore Mana                                   0.4   25      350
     Potion of Restore Life Levels                            0.4   40      400
     Potion of Enlightenment                                  0.4   25      800
     Potion of Charisma                                       0.4   20     1000
     Potion of *Healing*                                      0.4   40     1500
     Potion of Self Knowledge                                 0.4   40     2000
     Potion of Life                                           0.4   60     5000
     Potion of Strength                                       0.4   30     8000
     Potion of Intelligence                                   0.4   30     8000
     Potion of Wisdom                                         0.4   30     8000
     Potion of Constitution                                   0.4   30     8000
     Potion of Dexterity                                      0.4   30     8000
     Potion of the Blood of Life                              0.4    0    10000
     Potion of Detonations                                    0.4   60    10000
     Potion of Experience                                     0.4   65    25000
     Potion of Augmentation                                   0.4   40    60000
     Potion of *Enlightenment*                                0.4   70    80000


Food

     Mushroom of Blindness                                    0.1    5        0
     Mushroom of Paranoia                                     0.1    5        0
     Mushroom of Confusion                                    0.1    5        0
     Mushroom of Poison                                       0.1    5        0
     Mushroom of Hallucination                                0.1   10        0
     Mushroom of Weakness                                     0.1   10        0
     Mushroom of Sickness                                     0.1   10        0
     Mushroom of Stupidity                                    0.1   15        0
     Mushroom of Naivety                                      0.1   15        0
     Mushroom of Paralysis                                    0.1   20        0
     Hard Biscuit                                             0.2    0        1
     Pint of Fine Ale                                         0.5    0        1
     Strip of Beef Jerky                                      0.2    0        2
     Pint of Fine Wine                                        1.0    0        2
     Slime Mold                                               0.5    1        2
     Ration of Food                                           1.0    0        3
     Mushroom of & Fortune cookie~                            0.2    0       10
     Piece of Elvish Waybread                                 0.3    5       10
     Mushroom of Cure Paranoia                                0.1   10       25
     Mushroom of Cure Blindness                               0.1   10       50
     Mushroom of Cure Confusion                               0.1   10       50
     Mushroom of Unhealth                                     0.1   15       50
     Mushroom of Disease                                      0.1   20       50
     Mushroom of Cure Poison                                  0.1   10       60
     Mushroom of Cure Serious Wounds                          0.1   15       75
     Mushroom of Restore Constitution                         0.1   20      350
     Mushroom of Restore Strength                             0.1   20      350
     Mushroom of Restoring                                    0.1   20     1000


Rods

     Rod of Trap Location                                     1.5    5      100
     Rod of Light                                             1.5   10      500
     Rod of Door/Stair Location                               1.5   15     1000
     Rod of Illumination                                      1.5   20     1000
     Rod of Polymorph                                         1.5   35     1200
     Rod of Teleport Other                                    1.5   45     1400
     Rod of Slow Monster                                      1.5   30     1500
     Rod of Sleep Monster                                     1.5   30     1500
     Rod of Lightning Bolts                                   1.5   20     2000
     Rod of Disarming                                         1.5   35     2100
     Rod of Frost Bolts                                       1.5   25     2500
     Rod of Fire Bolts                                        1.5   30     3000
     Rod of Acid Bolts                                        1.5   40     3500
     Rod of Drain Life                                        1.5   75     3600
     Rod of Recall                                            1.5   30     4000
     Rod of Probing                                           1.5   40     4000
     Rod of Lightning Balls                                   1.5   55     4000
     Rod of Cold Balls                                        1.5   60     4500
     Rod of Detection                                         1.5   30     5000
     Rod of Fire Balls                                        1.5   75     5000
     Rod of Acid Balls                                        1.5   70     5500
     Rod of Enlightenment                                     1.5   65    10000
     Rod of Perception                                        1.5   50    13000
     Rod of Curing                                            1.5   65    15000
     Rod of Healing                                           1.5   80    20000
     Rod of Restoration                                       1.5   80    25000
     Rod of Speed                                             1.5   95    50000


Wands

     Wand of Heal Monster                                     1.0    3        0
     Wand of Haste Monster                                    1.0    3        0
     Wand of Clone Monster                                    1.0   15        0
     Wand of Trap/Door Destruction                            1.0   10      100
     Wand of Light                                            1.0    3      200
     Wand of Magic Missile                                    1.0    3      200
     Wand of Wonder                                           1.0    3      250
     Wand of Stone to Mud                                     1.0   10      300
     Wand of Teleport Other                                   1.0   20      350
     Wand of Stinking Cloud                                   1.0    5      400
     Wand of Polymorph                                        1.0   20      400
     Wand of Slow Monster                                     1.0    5      500
     Wand of Confuse Monster                                  1.0    5      500
     Wand of Sleep Monster                                    1.0    5      500
     Wand of Blind Monster                                    1.0    5      500
     Wand of Calm Monster                                     1.0    5      500
     Wand of Scare Monster                                    1.0   10      500
     Wand of Lightning Bolts                                  1.0   15      600
     Wand of Disarming                                        1.0   20      700
     Wand of Frost Bolts                                      1.0   20      800
     Wand of Acid Bolts                                       1.0   30      950
     Wand of Fire Bolts                                       1.0   30     1000
     Wand of Lightning Balls                                  1.0   35     1200
     Wand of Drain Life                                       1.0   50     1200
     Wand of Cold Balls                                       1.0   40     1500
     Wand of Acid Balls                                       1.0   50     1650
     Wand of Fire Balls                                       1.0   50     1800
     Wand of Dragon's Flame                                   1.0   50     2400
     Wand of Dragon's Frost                                   1.0   50     2400
     Wand of Dragon's Breath                                  1.0   60     2400
     Wand of Annihilation                                     1.0   60     3000


Staffs

     Staff of Darkness                                        5.0    5        0
     Staff of Summoning                                       5.0   10        0
     Staff of Haste Monsters                                  5.0   10        0
     Staff of Slowness                                        5.0   40        0
     Staff of Treasure Location                               5.0    5      200
     Staff of Object Location                                 5.0    5      200
     Staff of Detect Invisible                                5.0    5      200
     Staff of Light                                           5.0    5      250
     Staff of Cure Light Wounds                               5.0    5      350
     Staff of Trap Location                                   5.0   10      350
     Staff of Door/Stair Location                             5.0   10      350
     Staff of Detect Evil                                     5.0   20      350
     Staff of Earthquakes                                     5.0   40      350
     Staff of Perception                                      5.0   10      400
     Staff of Remove Curse                                    5.0   40      500
     Staff of Sleep Monsters                                  5.0   10      700
     Staff of Enlightenment                                   5.0   20      750
     Staff of Slow Monsters                                   5.0   10      800
     Staff of Starlight                                       5.0   20      800
     Staff of Curing                                          5.0   25     1000
     Staff of Speed                                           5.0   40     1000
     Staff of Dispel Evil                                     5.0   50     1200
     Staff of Teleportation                                   5.0   20     2000
     Staff of Probing                                         5.0   30     2000
     Staff of *Destruction*                                   5.0   50     2500
     Staff of Genocide                                        5.0   70     3500
     Staff of Power                                           5.0   70     4000
     Staff of the Magi                                        5.0   70     4500
     Staff of Holiness                                        5.0   70     4500
     Staff of Healing                                         5.0   70     5000


Books (Mage)

     Book of Magic Spells [Magic for Beginners]               3.0    5       25
     Book of Magic Spells [Conjurings and Tricks]             3.0   10      100
     Book of Magic Spells [Incantations and Illusions]            3.0   20      400
     Book of Magic Spells [Sorcery and Evocations]            3.0   30      800
     Book of Magic Spells [Resistance of Scarabtarices]            3.0   40     5000
     Book of Magic Spells [Mordenkainen's Escapes]            3.0   50    10000
     Book of Magic Spells [Kelek's Grimoire of Power]            3.0   60    30000
     Book of Magic Spells [Tenser's Transformations]            3.0   80    50000
     Book of Magic Spells [Raal's Tome of Destruction]            3.0  100   100000


Books (Priest)

     Holy Book of Prayers [Beginners Handbook]                3.0    5       25
     Holy Book of Prayers [Words of Wisdom]                   3.0   10      100
     Holy Book of Prayers [Chants and Blessings]              3.0   20      300
     Holy Book of Prayers [Exorcism and Dispelling]            3.0   30      900
     Holy Book of Prayers [Ethereal Openings]                 3.0   40     5000
     Holy Book of Prayers [Godly Insights]                    3.0   50    10000
     Holy Book of Prayers [Purifications and Healing]            3.0   60    30000
     Holy Book of Prayers [Holy Infusions]                    3.0   80    50000
     Holy Book of Prayers [Wrath of God]                      3.0  100   100000


Chests

     Ruined chest                                            25.0    0        0
     Small wooden chest                                      25.0    5       20
     Large wooden chest                                      50.0   15       60
     Small iron chest                                        30.0   25      100
     Large iron chest                                       100.0   35      150
     Small steel chest                                       50.0   45      200
     Large steel chest                                      100.0   55      250


Various

     Shard of Pottery                                         0.5    0        0
     Broken Stick                                             0.3    0        0
     Empty Bottle                                             0.2    0        0
     Broken Skull                                             0.1    0        0
     Broken Bone                                              0.2    0        0
     Canine Skeleton                                          1.0    1        0
     Rodent Skeleton                                          1.0    1        0
     Human Skeleton                                           6.0    5        0
     Dwarf Skeleton                                           5.0    5        0
     Elf Skeleton                                             4.0    5        0
     Gnome Skeleton                                           3.0    5        0
     Iron Spike                                               1.0    1        1
     Wooden Torch                                             3.0    1        2
     Flask of oil                                             1.0    1        3
     Brass Lantern                                            5.0    3       35
     Feanorian lamp                                           6.0   15      450

mon-desc.spo

Monster Spoilers for Angband Version 2.9.2
------------------------------------------

Name                                     Lev Rar   Spd      Hp  Ac  Visual Info
----                                     --- ---   ---      --  --  -----------
The Filthy street urchin                   0   2    +0     1d4   1   L.Dark 't'
The Scrawny cat                            0   3    +0     1d2   1  L.Umber 'f'
The Scruffy little dog                     0   3    +0     1d3   1  L.Umber 'C'
The Blubbering idiot                       0   1    +0     1d2   1  L.Slate 't'
The Boil-covered wretch                    0   1    +0     1d2   1    Green 't'
The Village idiot                          0   1   +10     4d4   1  L.Green 't'
The Pitiful looking beggar                 0   1    +0     1d4   1  L.Umber 't'
The Innocent bystander                     0   1    +0     1d4   1    White 't'
The Mangy looking leper                    0   1    +0       1   1    Umber 't'
The Squint eyed rogue                      0   1    +0     2d8   8     Blue 't'
The Singing, happy drunk                   0   1    +0     2d3   1   Yellow 't'
The Aimless looking merchant               0   1    +0     3d3   1   Orange 't'
The Town bully                             0   1    +0     4d8  15    L.Red 't'
The Mean looking mercenary                 0   1    +0     5d8  20      Red 't'
The Stray cow                              0   4   -10     2d4   1  L.Umber 'q'
The Idle workman                           0   2    +0     3d4  10  L.Slate 't'
The Nihilist                               0   3    +0     3d6   5   L.Dark 't'
The Battle scarred veteran                 0   1    +0     7d8  30   L.Blue 't'
[U] Farmer Maggot                          0   4    +0     350  10    White 'h'
The Grey mushroom patch                    1   1    +0     1d2   1    Slate ','
The White icky thing                       1   1    +0     2d5   7    White 'i'
The Giant white mouse                      1   1    +0     1d3   4    White 'r'
The Floating eye                           1   1    +0     3d6   6   Orange 'e'
The Insect swarm                           1   1   +10     2d2  12  L.Umber 'I'
The Jackal                                 1   1    +0     1d4   3  L.Umber 'C'
The Fruit bat                              1   1   +10     1d6   3   Orange 'b'
The Giant yellow centipede                 1   1    +0     2d6  12   Yellow 'c'
The Giant white centipede                  1   1    +0     3d5  10    White 'c'
The Clear icky thing                       1   1    +0     2d5   6    White 'i'
The Large white snake                      1   1   -10     3d6  30    White 'J'
The White worm mass                        1   1   -10     4d4   1    White 'w'
The Rock lizard                            1   1    +0     3d4   4  L.Umber 'R'
The Grid bug                               1   1    +0     2d4   6   Violet 'I'
The Large cockroach                        1   2   +10       1   1   Orange 'I'
The Grey mold                              1   1    +0     1d2   1    Slate 'm'
The Large brown snake                      1   1   -10     4d6  35    Umber 'J'
The Soldier ant                            1   1    +0     2d5   3  L.Slate 'a'
The Small kobold                           1   1    +0     2d7  16   Yellow 'k'
The Shrieker mushroom patch                2   1    +0       1   1    L.Red ','
The Yellow mushroom patch                  2   1    +0       1   1   Yellow ','
The Bat                                    2   1   +20     2d9   5  L.Umber 'b'
The Metallic green centipede               2   1   +10     4d4   4    Green 'c'
The Green worm mass                        2   1   -10     6d4   3    Green 'w'
The Blue yeek                              2   1    +0     2d6  14     Blue 'y'
The Kobold                                 2   1    +0     3d7  16  L.Green 'k'
The White harpy                            2   1    +0     2d5  17    White 'H'
The Novice warrior                         2   1    +0     9d4  16    Umber 'p'
The Novice rogue                           2   1    +0     8d4  12     Blue 'p'
The Giant green frog                       2   1    +0     2d8   8    Green 'R'
The Novice priest                          2   1    +0     7d4  10    Green 'p'
The Novice mage                            2   1    +0     6d4   6      Red 'p'
The Cave spider                            2   1   +10     2d6  16   L.Dark 'S'
The Blubbering icky thing                  2   1    +0     5d6   4  L.Slate 'i'
The Giant black ant                        2   1    +0     3d6  20   L.Dark 'a'
The Wild cat                               2   2   +10     3d5  12  L.Umber 'f'
The Crow                                   2   2   +10     3d5  12    Slate 'B'
The Large yellow snake                     2   1   -10     4d8  38   Yellow 'J'
The White jelly                            2   1   +10     8d8   1    White 'j'
The Salamander                             2   1    +0     4d6  20   Orange 'R'
[U] Grip, Farmer Maggot's dog              2   1   +10      25  30  L.Slate 'C'
[U] Fang, Farmer Maggot's dog              2   1   +10      25  30  L.Slate 'C'
[U] Wolf, Farmer Maggot's dog              2   2   +10      25  15    White 'C'
The Giant white louse                      3   1   +10       1   5    White 'l'
The Spotted mushroom patch                 3   1    +0       1   1   Orange ','
The Green ooze                             3   2   +10     3d4  16    Green 'j'
The Scruffy looking hobbit                 3   1    +0     3d5   8     Blue 'h'
The Yellow worm mass                       3   2   -10     4d8   4   Yellow 'w'
The Clear worm mass                        3   2   -10     4d4   1    White 'w'
The Radiation eye                          3   1    +0     3d6   6    L.Red 'e'
The Metallic blue centipede                3   1   +10     4d5   6     Blue 'c'
The Giant white ant                        3   1    +0     3d6  16    White 'a'
The Poltergeist                            3   1   +20     2d5  15  L.Slate 'G'
The Yellow mold                            3   1    +0     8d8  10   Yellow 'm'
The Silver jelly                           3   2   +10    10d8   1  L.Slate 'j'
The Yellow jelly                           3   1   +10    10d8   1   Yellow 'j'
The Metallic red centipede                 3   1   +10     4d8   9      Red 'c'
The Black naga                             3   1    +0     6d8  40   L.Dark 'n'
The Nymph                                  3   2   +10     7d4   5  L.Green 'h'
[U] Smeagol                                3   2   +20     200  12   L.Blue 'h'
The Silver mouse                           4   1    +0     1d3   4  L.Slate 'r'
The Giant white rat                        4   1    +0     2d2   7  L.Slate 'r'
The Huge cockroach                         4   1   +10       2   5  L.Umber 'I'
The Blue worm mass                         4   1   -10     5d8  12     Blue 'w'
The Novice beastmaster                     4   1    +0     6d4   8    Green 'p'
The Cave lizard                            4   1    +0     3d6  16    Umber 'R'
The Creeping copper coins                  4   2   -10     7d8  24    Umber '$'
The Raven                                  4   2   +10     4d5  12   L.Dark 'B'
The Kobold elder                           4   2    +3    2d10   6    Slate 'k'
The Blue jelly                             4   1    +0    12d8   1     Blue 'j'
The Large grey snake                       4   1   -10     6d8  41    Slate 'J'
The Novice ranger                          4   1    +0     6d8  16  L.Slate 'p'
The Novice paladin                         4   1    +0     6d8  16    White 'p'
The Kobold archer                          4   1    +0     3d9  16  L.Slate 'k'
The Red worm mass                          5   1   -10     5d8  12      Red 'w'
The Apprentice mage                        5   2    +0     6d4   6      Red 'p'
The Blue ooze                              5   1    +0     3d4  16     Blue 'j'
The Grey icky thing                        5   1    +0     4d8  12    Slate 'i'
The Skeleton kobold                        5   1    +0     5d8  26    White 's'
The Rot jelly                              5   1   +10    20d8  30    Umber 'j'
The Green glutton ghost                    5   1   +20     3d4  20    Green 'G'
The Copperhead snake                       5   1    +0     4d6  20   Orange 'J'
The Green jelly                            5   1   +10    22d8   1    Green 'j'
The Disenchanter eye                       5   2   -10     7d8  10   Violet 'e'
The Large kobold                           5   1    +0    13d9  32     Blue 'k'
The Green naga                             5   1    +0     9d8  40    Green 'n'
[U] Bullroarer the Hobbit                  5   3   +10      60   8  L.Umber 'h'
The Warrior                                6   2    +0     6d4  11  L.Umber 'p'
The Petty dwarf                            6   1    +0     6d4   6   L.Dark 'h'
The Novice necromancer                     6   2    +0     5d4   5      Red 'p'
The Giant pack rat                         6   3    +0     1d2   7   Orange 'r'
The Giant brown bat                        6   1   +20     3d8  15    Umber 'b'
The Purple mushroom patch                  6   2    +0       1   1   Violet ','
The Snaga                                  6   1    +0     8d8  32  L.Umber 'o'
The Creeping silver coins                  6   2   -10    12d8  30    Slate '$'
The Brown mold                             6   1    +0    15d8  12    Umber 'm'
The Rattlesnake                            6   1    +0     6d7  24      Red 'J'
The Orangutan                              7   2    +5     7d6   7   Orange 'Y'
The Zombified kobold                       7   1    +0     6d8  14    Slate 'z'
The Wood spider                            7   3   +10     3d6  16  L.Umber 'S'
The Bloodshot eye                          7   3    +0     5d8   6      Red 'e'
The Manes                                  7   2    +0     8d8  32    Umber 'u'
The Giant red frog                         7   1    +0     5d8  16      Red 'R'
The Green icky thing                       7   2    +0     5d8  12    Green 'i'
The Lost soul                              7   2    +0     2d8  10   L.Blue 'G'
The Cave orc                               7   1    +0    11d9  32  L.Green 'o'
The Dark elf                               7   2    +0    5d10   8   L.Dark 'h'
The Dark elf                               7   2    +0    7d10  16    Slate 'h'
The Red jelly                              7   1    +0    26d8   1      Red 'j'
The Night lizard                           7   2    +0     4d8  16   L.Dark 'R'
The Red naga                               7   2    +0    11d8  40      Red 'n'
[U] Mughash the Kobold Lord                7   3    +0     150  20   Violet 'k'
The Giant cockroach                        8   2   +10       3  10    Green 'I'
The Gremlin                                8   3    +0     5d5  30    Umber 'u'
The Kobold shaman                          8   1    +2     3d8   8   Yellow 'k'
The Brown yeek                             8   1    +0     4d8  18    Umber 'y'
The Lemure                                 8   3    +0    13d9  32  L.Umber 'u'
The Lemure                                 8   3    +0    13d9  32  L.Umber 'u'
The Gorilla                                8   2    +0    10d6   7    Slate 'Y'
The Novice ranger                          8   1    +0     6d8   6  L.Slate 'p'
The Kobold assassin                        8   1   +10     4d8  40   L.Dark 'k'
The Hill orc                               8   1    +0    13d9  32    Umber 'o'
The Skeleton orc                           8   1    +0    10d8  36    White 's'
The Bandit                                 8   2    +0     8d8  24     Blue 'p'
The Green mold                             8   2    +0    21d8  14    Green 'm'
The Giant salamander                       8   1    +0     6d7  40   Yellow 'R'
[U] Lagduf, the Snaga                      8   2    +0     190  32   Yellow 'o'
[U] Wormtongue, Agent of Saruman           8   1    +0     250  30   L.Blue 'p'
The Giant grey rat                         9   1    +0     2d3  12    Slate 'r'
The Black harpy                            9   1   +10     3d8  22   L.Dark 'H'
The Killer bee                             9   2   +10     2d4  34   Yellow 'I'
The Giant red ant                          9   2    +0     4d8  34      Red 'a'
The Killer bee                             9   2   +10     2d4  17   Yellow 'I'
The Bloodshot icky thing                   9   3    +0     7d8  18      Red 'i'
The Kobold marksman                        9   1   +10     6d9  45    Green 'k'
The Cave bear                              9   1    +0     8d8  35    Umber 'q'
The King cobra                             9   2    +0    8d10  30    Green 'J'
The Yeti                                   9   3    +0     6d9  12    White 'Y'
The Yeti                                   9   3    +0    11d9  24     Blue 'Y'
The Orc shaman                             9   1    +0     9d8  15      Red 'o'
The Baby blue dragon                       9   2    +0     100  30     Blue 'd'
The Baby white dragon                      9   2    +0     100  30    White 'd'
The Baby green dragon                      9   2    +0     100  30    Green 'd'
The Baby bronze dragon                     9   2    +0     100  30  L.Umber 'd'
The Baby black dragon                      9   2    +0     100  30    Slate 'd'
The Baby red dragon                        9   2    +0     100  30      Red 'd'
The Baby gold dragon                       9   2    +0     100  30   Yellow 'd'
[U] Brodda, the Easterling                 9   2    +0     210  25  L.Umber 'p'
The Clear mushroom patch                  10   2   +10       1   1    White ','
The Giant fruit fly                       10   3   +10     2d2  14  L.Green 'I'
The Kamikaze yeek                         10   1    +3     3d8   9    Umber 'y'
The Panther                               10   2   +10    10d8  30    Umber 'f'
The Giant white tick                      10   2   -10    12d8  40    White 'S'
The Wolf                                  10   1   +10     6d6  30    Umber 'C'
The Hairy mold                            10   2    +0    15d8  15   Orange 'm'
The Creeping gold coins                   10   3   -10    18d8  36   Yellow '$'
The Giant spider                          10   2    +0   10d10  16   Violet 'S'
The Owlbear                               10   1    +0    15d5  10   Orange 'H'
The Brigand                               10   2    +0     9d8  32     Blue 'p'
The Disenchanter mold                     10   2    +0    16d8  20   Violet 'm'
The Tengu                                 10   1   +10    16d9  32    L.Red 'u'
The Dark elven mage                       10   1   +10    7d10  16      Red 'h'
The Dark elven warrior                    10   1    +0   10d11  16    Umber 'h'
The Death sword                           10   5   +20      36  40  L.Slate '|'
[U] Orfax, Son of Boldor                  10   3   +10     120  20   L.Blue 'y'
The Pseudo-dragon                         10   2    +0     200  30   Orange 'd'
The unicorn                               10   2   +20     140  22    White 'q'
[U] Grishnakh, the Hill Orc               10   3    +0     230  20   Yellow 'o'
[U] Topobanshee                           10   1    +0    13d9  32    White 'm'
The Rock mole                             11   2    +0   10d10  30    Slate 'r'
The Hippogriff                            11   1    +0    20d9  14  L.Umber 'H'
The Zombified orc                         11   1    +0    11d8  24    Slate 'z'
The Gnome mage                            11   2    +0     7d8  20      Red 'h'
The Baby multi-hued dragon                11   2    +0     130  30   Violet 'd'
The Nether worm mass                      12   3   -10     5d8  15   L.Dark 'w'
The Master yeek                           12   2    +0    12d9  24  L.Umber 'y'
The White wolf                            12   1   +10     7d7  30    White 'C'
The Spotted jelly                         12   3   +10    13d8  18   Orange 'j'
The Zombified human                       12   1    +0    12d8  24    Slate 'z'
The Priest                                12   1    +0    12d8  22    Green 'p'
The Skeleton human                        12   1    +0    10d8  30    White 's'
The Black mamba                           12   3   +10    10d8  32   L.Dark 'J'
The Frumious bandersnatch                 12   2   +10    10d8  20     Blue 'c'
The Air spirit                            12   2   +20     8d8  40   L.Blue 'E'
The Tiger                                 12   2   +10   12d10  40   Orange 'f'
The Swordsman                             12   1    +0    12d8  34    Umber 'p'
The Mine-dog                              12   4   +10     4d6  10    Umber 'C'
The Stegocentipede                        12   2   +10    13d8  30    Umber 'c'
The Moaning spirit                        12   2   +10     5d8  20    Umber 'G'
The Dark elven priest                     12   1   +10    7d10  30    Green 'h'
The werebat                               12   4    +5    10d9  12  L.Umber 'b'
The Grape jelly                           12   3    +0    52d8   1   Violet 'j'
The Sand golem                            12   2    +0    12d4  18   Yellow 'g'
[U] Golfimbul, the Hill Orc Chief         12   3    +0     240  60   Yellow 'o'
The Cloaker                               13   5   +20      49  20    Green '('
The Killer brown beetle                   13   2    +0    13d8  40    Umber 'K'
The Ochre jelly                           13   3   +10    13d8  18  L.Umber 'j'
The Creeping mithril coins                13   4    +0    20d8  50   L.Blue '$'
The Black orc                             13   2    +0   12d10  36   L.Dark 'o'
The Ogre                                  13   2    +0    13d9  33  L.Umber 'O'
The Illusionist                           13   2   +10    12d8  10      Red 'p'
The Druid                                 13   2    +0   12d12  10  L.Green 'p'
The Drider                                13   2    +0   10d13  30     Blue 'S'
[U] Boldor, King of the Yeeks             13   3   +10     180  24   Violet 'y'
The Giant black louse                     14   1   +10     1d2   7   L.Dark 'l'
The Giant flea                            14   3   +10     2d2  25    Slate 'I'
The Blue icky thing                       14   4   -10    10d6  20     Blue 'i'
The Gibbering mouther                     14   4    +0     5d6  10   Orange 'j'
The Warg                                  14   2   +10     8d8  20    Slate 'C'
The Flesh golem                           14   1    +0    12d8  30    L.Red 'g'
The Giant white dragon fly                14   3    +0     5d8  20    White 'F'
The Lurker                                14   3    +0     200  25    White '.'
[U] Ufthak of Cirith Ungol                14   3    +0     320  50    Green 'o'
The Unstable worm mass                    15   4   -10     3d8   5   Orange 'w'
The Magic mushroom patch                  15   2   +20       1  10   L.Blue ','
The Giant tan bat                         15   2   +20     3d8  20  L.Umber 'b'
The Mirkwood spider                       15   2   +10     9d8  25    Green 'S'
The Giant clear centipede                 15   2    +0     5d8  30    White 'c'
The Homonculous                           15   3    +0     8d8  32   Yellow 'u'
The Wererat                               15   2    +0    20d8  10   L.Dark 'r'
The Troglodyte                            15   3    +0     6d8  27   Yellow 'Y'
The Light hound                           15   1    +0     6d6  30   Orange 'Z'
The Dark hound                            15   1    +0     6d6  30   L.Dark 'Z'
The Clear hound                           15   1    +0    10d6  30    White 'Z'
The Half-orc                              15   3    +0   16d10  40    Slate 'o'
The Clay golem                            15   2    +0    14d8  30  L.Umber 'g'
The Giant tarantula                       15   3   +10   10d15  32   Orange 'S'
The Griffon                               15   1    +0    30d8  15    Umber 'H'
The Black ogre                            15   2    +0    20d9  33   L.Dark 'O'
The Guardian naga                         15   2    +0   24d11  65   L.Blue 'n'
The Dark naga                             15   2    +0   15d11  35   L.Dark 'n'
The Hummerhorn                            16   4   +10     2d2  14   Yellow 'I'
The Crebain                               16   2   +10     5d5  12   L.Dark 'B'
The Rust monster                          16   2    +0     144  15   Orange 'q'
The Quasit                                16   2    +0     6d8  30   Orange 'u'
The Grizzly bear                          16   2    +0   12d12  35  L.Umber 'q'
The Uruk                                  16   1    +0      80  50   L.Blue 'o'
The Giant green dragon fly                16   2    +0     3d8  20    Green 'F'
The Umber hulk                            16   1    +0   20d10  50  L.Umber 'X'
The Gelatinous cube                       16   4    +0     360  18  L.Green 'j'
[U] Ulfast, Son of Ulfang                 16   3    +0     340  40  L.Umber 'p'
The Imp                                   17   2    +0     6d8  30    Green 'u'
The Water spirit                          17   1   +10     9d8  28    Slate 'E'
The Giant fire scorpion                   17   1    +0    11d4  22    L.Red 'S'
The Giant red scorpion                    17   1    +0    11d8  44      Red 'S'
The Earth spirit                          17   2   +10    13d8  40    Umber 'E'
The Forest troll                          17   1    +0   20d10  50    Green 'T'
The 2-headed hydra                        17   2    +0   100d3  60    Umber 'M'
[U] Nar, the Dwarf                        17   2    +0     450  70   Yellow 'h'
The Blink dog                             18   2   +10     8d8  20   L.Blue 'C'
The Potion mimic                          18   3    +0   10d10  30    White '!'
The Giant black dragon fly                18   2   +10     3d8  20    Slate 'F'
The Fire hound                            18   1    +0    10d6  30      Red 'Z'
The Cold hound                            18   1    +0    10d6  30    White 'Z'
The Energy hound                          18   1    +0    10d6  30     Blue 'Z'
The Door mimic                            18   6    +0    10d7  15  L.Umber '+'
The Fire spirit                           18   2   +10    10d9  30      Red 'E'
The Shambling mound                       18   2    +0    20d6  16  L.Slate ','
The Orc captain                           18   3    +0   20d10  59   Orange 'o'
The Neekerbreeker                         19   4   +10     3d2  18   L.Dark 'I'
The Red mold                              19   1    +0    17d8  16      Red 'm'
The Giant gold dragon fly                 19   2   +10     3d8  20   Yellow 'F'
The Stone golem                           19   2   -10    28d8  75  L.Slate 'g'
[U] Shagrat, the Orc Captain              19   2    +0     400  60    Green 'o'
[U] Gorbag, the Orc Captain               19   3    +0     400  60    Green 'o'
The Landmine                              20   5    +0      36   5    White '.'
The Paladin                               20   1    +0   15d11  40    White 'p'
The Ranger                                20   1    +0   15d11  40  L.Slate 'p'
The Phase spider                          20   2   +10     6d8  25   L.Blue 'S'
The Sabre-tooth tiger                     20   2   +10   20d14  50   Yellow 'f'
The Cloud golem                           20   2    +0   15d15  15     Blue 'g'
The Werewolf                              20   1    +0   20d22  30   L.Dark 'C'
The Sasquatch                             20   3   +10   20d19  40    Green 'Y'
The Earth hound                           20   1    +0    15d8  30    Umber 'Z'
The Air hound                             20   1    +0    15d8  30    Green 'Z'
The Water hound                           20   1    +0    15d8  30    Slate 'Z'
The Chimaera                              20   4    +0   20d15  15      Red 'H'
The Quylthulg                             20   1    +0     6d8   1   Yellow 'Q'
The 3-headed hydra                        20   2   +10   100d5  65   Orange 'M'
[U] The Icky Queen                        20   5   +10     400  30   Violet 'i'
The Dark elven lord                       20   2   +10   18d15  40    Slate 'h'
[U] Bolg, Son of Azog                     20   4   +10     500  50   Violet 'o'
The Blue dragon bat                       21   1   +20     4d4  26     Blue 'b'
The Mummified orc                         21   1    +0    15d8  28    White 'z'
The Axe of animated attack                21   2   +10    7d14  20    White '/'
The Scroll mimic                          21   3    +0   10d14  40    White '?'
The Fire vortex                           21   1    +0     9d9  30      Red 'v'
The Water vortex                          21   1    +0     9d9  30    Slate 'v'
The Cold vortex                           21   1    +0     9d9  30    White 'v'
The Energy vortex                         21   1    +0     9d9  30     Blue 'v'
[U] Lugdush, the Uruk                     21   4    +0     640  90     Blue 'o'
The Vampiric mist                         22   1    +0    10d8  25   L.Dark '#'
The Giant yellow scorpion                 22   1    +0    12d8  38   Yellow 'S'
The Killer stag beetle                    22   1    +0    20d8  55    Green 'K'
The Iron golem                            22   2    +0   80d12  80    Slate 'g'
The Lava golem                            22   2   -20   25d10  20      Red 'g'
The Wyvern                                22   2   +10    5d80  65    Green 'd'
[U] Ugluk, the Uruk                       22   3    +0     720  95     Blue 'o'
The Shadow cockroach                      23   5   +10     5d3  15   L.Dark 'I'
The Black ooze                            23   1   -20     6d8   6   L.Dark 'j'
The Giant silver ant                      23   1    +0     9d8  38  L.Slate 'a'
The Hardened warrior                      23   1    +0   15d11  40    Umber 'p'
The Red dragon bat                        23   1   +20     3d8  28      Red 'b'
The Giant bronze dragon fly               23   1   +10     3d8  20  L.Umber 'F'
The Killer white beetle                   23   1    +0    20d8  55    White 'K'
The Master rogue                          23   2   +10    15d9  30     Blue 'p'
[U] Azog, King of the Uruk-Hai            23   5   +10     900  80   Violet 'o'
The Giant firefly                         24   4   +10     3d2  18      Red 'I'
The Banshee                               24   2   +10     6d8  24     Blue 'G'
The Mummified human                       24   1    +0    17d9  34    White 'z'
The Forest wight                          24   1    +0    12d8  30    Green 'W'
The Vampire bat                           24   2   +10    9d10  40   L.Dark 'b'
The Werebear                              24   2    +0   25d25  50   L.Dark 'q'
[U] Ibun, Son of Mim                      24   2    +0     820  80   Orange 'h'
[U] Khim, Son of Mim                      24   2    +0     820  80   Orange 'h'
The 4-headed hydra                        24   2   +10   100d6  70   Yellow 'M'
[U] Sangahyando of Umbar                  24   2    +0     800  80  L.Umber 'p'
[U] Angamaite of Umbar                    24   2    +0     800  80  L.Umber 'p'
The Giant brown tick                      25   2    +0    18d8  50    Umber 'S'
The Carrion crawler                       25   2    +0   20d12  40   Orange 'c'
The Stone troll                           25   1    +0   23d10  40  L.Slate 'T'
The Killer red beetle                     25   2    +0    20d8  50      Red 'K'
The Fire troll                            25   1    +0    23d7  25      Red 'T'
The Troll priest                          25   1    +0     300  50  L.Green 'T'
The Hill giant                            25   1    +0   30d15  45  L.Umber 'P'
The Magma intrusion                       25   2   -10   10d25  60   L.Dark '%'
The Disenchanter beast                    25   2    +0   30d15  40    White 'q'
The Natural quylthulg                     25   1    +0   10d10   1     Blue 'Q'
The Wereworm                              25   3    +0  100d11  70   L.Dark 'w'
The Samurai                               25   2    +0    40d6  30    Slate 'p'
The Dark elven druid                      25   3   +10   20d20  75  L.Green 'h'
The Silent Watcher                        25   5    +0   40d11  40    Slate 'g'
The Pukelman                              25   3    +0   80d12  80   L.Dark 'g'
The Disenchanter bat                      26   4   +20     6d8  28   Violet 'b'
The Cave ogre                             26   1    +0    30d9  33    Umber 'O'
The Giant grey ant                        26   1    +0    19d8  40    Slate 'a'
The Giant fire tick                       26   1    +0    16d8  54    L.Red 'S'
The Displacer beast                       26   2    +0   25d10 100   L.Dark 'f'
The White wraith                          26   1    +0    15d8  40    White 'W'
The Angel                                 26   6    +0     300  60   Orange 'A'
[U] Ulwarth, Son of Ulfang                26   4    +0     850  40  L.Umber 'p'
The Creeping adamantite coins             27   4   +10   20d25  50  L.Green '$'
The Killer fire beetle                    27   1    +0    13d8  45    L.Red 'K'
The Hellblade                             27   2   +10     169  20   Violet '|'
The Shimmering mold                       27   1    +0    32d8  24     Blue 'm'
The Algroth                               27   1    +0   21d12  60   Orange 'T'
The Vampire                               27   1    +0   25d12  45  L.Slate 'V'
The Gorgimaera                            27   2    +0   25d20  55   Orange 'H'
The Vibration hound                       27   3    +0   25d10  30   Yellow 'Z'
The Nexus hound                           27   3    +0   25d10  30   Violet 'Z'
The Ogre mage                             27   2    +0   25d12  40      Red 'O'
The Colbran                               27   2   +10   80d12  80   Yellow 'g'
[U] Mim, Betrayer of Turin                27   4   +10    1100  80   Orange 'h'
The Spirit naga                           28   2    +0   30d15  75    White 'n'
The Stairway to hell                      28   5   +10      75  10  L.Slate '>'
The Mage                                  28   1    +0    15d8  40      Red 'p'
The Beastmaster                           28   1    +0    25d5  20    Green 'p'
The Ice troll                             28   1    +0   24d10  56    White 'T'
The Frost giant                           28   1    +0   32d15  50    White 'P'
The Mind flayer                           28   1    +0     150  60   Violet 'h'
The Black knight                          28   1   +10   30d10  70    Slate 'p'
The Basilisk                              28   3   +10   20d30  90     Blue 'R'
The 5-headed hydra                        28   2   +10   100d8  80    Green 'M'
The Cyclops                               28   2   +10   33d12  40    Umber 'P'
The Lesser wall monster                   28   4    +0    13d8  75  L.Slate '#'
[U] Uldor the Accursed                    28   4    +0    1000  70  L.Umber 'p'
[U] Draebor, the Imp                      28   5   +10     520  50   Violet 'u'
[U] Beorn, the Shape-Changer              28   4   +10    1400  60   L.Dark 'q'
The Ring mimic                            29   3   +10   10d35  60    White '='
The Young white dragon                    29   1    +0     270  50    White 'd'
The Young green dragon                    29   1    +0     270  60    Green 'd'
The Young blue dragon                     29   1    +0     270  50     Blue 'd'
The Young bronze dragon                   29   1    +0     270  63  L.Umber 'd'
The Purple worm                           29   3    +0    65d8  65   Violet 'w'
The Archangel                             29   6    +0     400  68   L.Blue 'A'
The Catoblepas                            29   2    +0   30d10  55    Green 'q'
The Giant blue ant                        30   2    +0     8d8  50     Blue 'a'
The Giant army ant                        30   3   +10    19d6  40   Orange 'a'
The Killer slicer beetle                  30   2    +0   22d10  60   Yellow 'K'
The Fire giant                            30   1    +0   34d16  60      Red 'P'
The Skeleton troll                        30   1    +0   20d10  55    White 's'
The Manticore                             30   2   +10     250  15   Yellow 'H'
The Antimagic hound                       30   4    +0    20d7  30   Violet 'Z'
The Grave wight                           30   1    +0   12d10  50     Blue 'W'
The granite wall                          30   2   -10    15d7  60    White '%'
The Mithril golem                         30   4    +0   80d15 100   L.Blue 'g'
The Ogre chieftain                        30   2    +0   30d15  55   Orange 'O'
The Death watch beetle                    31   3    +0   25d12  60   L.Dark 'K'
The Ghost                                 31   1   +10    13d8  30    White 'G'
The Memory moss                           32   3    +0     1d2   1      Red ','
The Nexus quylthulg                       32   1    +0   10d12   1   Violet 'Q'
The Ninja                                 32   2   +10   13d12  60    Umber 'p'
[U] Shelob, Spider of Darkness            32   3    +0    1200  80   L.Dark 'S'
[U] Lokkak, the Ogre Chieftain            32   2   +10    1500 100   Violet 'O'
The Stone giant                           33   1    +0   35d18  75  L.Slate 'P'
The Half-troll                            33   2    +0   18d14  30   Orange 'T'
The Skeleton ettin                        33   1    +0     450  50    White 's'
The Water elemental                       33   2    +0    25d8  40    Slate 'E'
The Cave troll                            33   1    +0   24d12  50    Umber 'T'
The Shade                                 33   3   +10   14d20  30   L.Dark 'G'
The Spectre                               33   3   +10   14d20  30  L.Umber 'G'
The Fire elemental                        33   2    +0    30d8  50      Red 'E'
The Barrow wight                          33   3    +0   15d10  40   Violet 'W'
The Cherub                                33   6   +10     450  68  L.Green 'A'
The Mystic                                33   3   +10     350  50   Orange 'p'
The Multi-hued hound                      33   2   +10   12d10  30   Violet 'Z'
The Shadow drake                          33   3    +0     300  50  L.Green 'd'
The Ethereal drake                        33   3    +0     400 100   Orange 'd'
The Crystal drake                         33   3    +0     450 100    Umber 'd'
The Chaos drake                           33   3    +0     500 100   Violet 'd'
The Law drake                             33   3    +0     500 100   L.Blue 'd'
The Balance drake                         33   3    +0     600 100   Violet 'd'
The Carrion crawler                       34   2    +0   20d12  40   Orange 'c'
The Gargoyle                              34   2    +0   12d12  40    Slate 'u'
The Giant grey scorpion                   34   4   +10   18d20  50    Slate 'S'
The Half-troll                            34   2    +0   25d14  50  L.Umber 'T'
The Invisible stalker                     34   3   +20   19d12  46   Yellow 'E'
The Master thief                          34   2   +20   18d10  30     Blue 'p'
The Earth elemental                       34   2   -10   30d10  60    Umber 'E'
The Air elemental                         34   2   +10    30d5  50   L.Blue 'E'
The Master vampire                        34   3    +0     340  60    Green 'V'
The Lich                                  34   3    +0     300  60   Orange 'L'
[U] Ulfang the Black                      34   5   +10    1000  90  L.Umber 'p'
[U] Bert the Stone Troll                  34   7    +0    1100  70    Slate 'T'
[U] Bill the Stone Troll                  34   7    +0    1100  70    Slate 'T'
[U] Tom the Stone Troll                   34   7    +0    1100  70    Slate 'T'
[U] Happypotamo                           34   7    +0    1100  70    Green 'H'
The Chest mimic                           35   6    +0   15d40  40    Slate '~'
The Malicious leprechaun                  35   4   +10     3d5  13   Violet 'h'
The Creeping gems                         35   4   +10   25d30  60    L.Red '$'
The Darkblade                             35   3   +10     180  40   L.Dark '|'
The Acidic cytoplasm                      35   5   +10     400  18    Slate 'j'
The Ooze elemental                        35   3    +0   13d10  80    Green 'E'
The Hobbit slinger                        35   1    +0     270  20  L.Umber 'h'
The Giant fire ant                        35   1    +0     200  49    L.Red 'a'
The Smoke elemental                       35   3   +10   15d10  80    L.Red 'E'
The Water troll                           35   1    +0     360  50   L.Blue 'T'
The Dagashi                               35   4   +10   13d25  70    Umber 'p'
The Gravity hound                         35   2    +0   35d10  30  L.Slate 'Z'
The Inertia hound                         35   2    +0   35d10  30  L.Slate 'Z'
The Impact hound                          35   2    +0   35d10  30    Umber 'Z'
The Hellhound                             35   3   +10     400  80      Red 'C'
The Dread                                 35   2   +10   25d20  30   Orange 'G'
The Young black dragon                    35   1    +0     250  60    Slate 'd'
The Shard vortex                          35   4   +10   10d12  12  L.Umber 'v'
The Young red dragon                      35   1    +0     290  63      Red 'd'
The Young gold dragon                     35   1    +0     300  63   Yellow 'd'
The Eog golem                             35   4   -10  100d20 125    Umber 'g'
The Mumak                                 35   3    +0   90d10  55    Slate 'q'
The Time bomb                             36   5   +20     144  40    White '.'
The Olog                                  36   1    +0     420  50   Yellow 'T'
The Shadow                                36   3   +10   10d20  30   L.Dark 'G'
The Phantom                               36   3   +10   20d25  30   Violet 'G'
The Cloud giant                           36   1    +0   35d20  60     Blue 'P'
The Trapper                               36   3   +10     600  75    White '.'
The Necromancer                           36   2    +0     280  50      Red 'p'
The Xorn                                  36   2    +0     160  80    Umber 'X'
The Ice elemental                         36   2    +0   35d10  60    White 'E'
The Grey wraith                           36   1    +0     190  50    Slate 'W'
The Demonologist                          36   2   +10     280  50      Red 'p'
The Bodak                                 36   2    +0   35d10  68      Red 'u'
The Colossus                              36   4   -10    3000 150  L.Green 'g'
The Mature blue dragon                    36   1    +0     400  75     Blue 'd'
The Mature white dragon                   36   1    +0     400  65    White 'd'
The Mature green dragon                   36   1    +0     400  70    Green 'd'
[U] Lorgan, Chief of the Easterlings      36   2   +10    1800 100    L.Red 'p'
The Mature bronze dragon                  36   1    +0     440  70  L.Umber 'd'
The Young multi-hued dragon               36   1    +0     320  60   Violet 'd'
The Black pudding                         37   5    +0     400  18   L.Dark 'j'
The Mummified troll                       37   1    +0     190  50    White 'z'
The Will o' the wisp                      37   4   +20     200 150  L.Slate 'E'
The Ettin                                 37   3    +0     750  80      Red 'T'
The Nexus vortex                          37   1   +10   32d10  40   Violet 'v'
The Plasma vortex                         37   1   +10   32d10  40    L.Red 'v'
The Killer iridescent beetle              37   2    +0     250  60   Violet 'K'
The Magma elemental                       37   2    +0   35d10  70   Orange 'E'
The Time elemental                        37   2   +10   16d10  30  L.Green 'E'
The Mature black dragon                   37   1    +0     460  55    Slate 'd'
The Mature red dragon                     37   1    +0     480  80      Red 'd'
The Mature gold dragon                    37   1    +0     560  80   Yellow 'd'
[U] The Queen Ant                         37   2   +10    1500 100   Violet 'a'
The Shimmering vortex                     38   4   +30    6d12  30   Violet 'v'
The Time vortex                           38   4   +20   32d10  40   L.Blue 'v'
The Death knight                          38   1   +10     600 100   L.Dark 'p'
The Erinyes                               38   2    +0     240  50    Umber 'U'
[U] Castamir the Usurper                  38   5   +10     530  53    L.Red 'p'
The Emperor wight                         38   2   +10     380  40      Red 'W'
[U] Castamir the Usurper                  38   5   +10     880  90    L.Red 'p'
The Mature multi-hued dragon              38   2    +0     640  65   Violet 'd'
The Black wraith                          38   2   +10     500  55   L.Dark 'W'
The Seraph                                38   6   +10     500  68      Red 'A'
The Troll chieftain                       38   3    +0    1400 100     Blue 'T'
[U] Vargo, Tyrant of Fire                 38   3   +10    1500  50      Red 'E'
The Beholder                              38   4   +10    1600  80  L.Umber 'e'
The Nether wraith                         39   2   +10     480  55  L.Green 'W'
The Ancient blue dragon                   39   1   +10     700  80     Blue 'D'
The Ancient white dragon                  39   1   +10     700  90    White 'D'
The Vampire lord                          39   3   +10    1600  70     Blue 'V'
The 7-headed hydra                        39   2   +10  100d10  90  L.Green 'M'
The Ancient green dragon                  39   1   +10     720  85    Green 'D'
The Ancient bronze dragon                 39   1   +10     730 100  L.Umber 'D'
The Night mare                            39   3   +10    1500  85  L.Green 'q'
[U] Kavlax the Many-Headed                39   3   +10    1300  85   Violet 'd'
[U] Waldern, King of Water                39   3   +10    2000  40    Slate 'E'
The Disenchanter worm mass                40   3   -10    10d8   5   Violet 'w'
The Djinni                                40   3   +20   35d10  45     Blue 'P'
The Efreeti                               40   3   +10   35d10  35      Red 'P'
The Spirit troll                          40   3    +0    1000  90  L.Green 'G'
The Storm giant                           40   1   +10     800  60   L.Blue 'P'
The Giant roc                             40   3    +0   80d13  70    Umber 'B'
The Death quasit                          40   3   +20     440  80   L.Dark 'u'
The Xaren                                 40   1   +10     320  80    Slate 'X'
The Rotting quylthulg                     40   1   +10     160   1    Umber 'Q'
The Patriarch                             40   2   +10     520  60    Green 'p'
The Vrock                                 40   2    +0     400  50    Slate 'U'
The Enchantress                           40   4   +20     520  60      Red 'p'
The Minotaur                              40   2   +20  100d10  25    Slate 'H'
The Sorcerer                              40   2   +20     520  60      Red 'p'
The Ancient black dragon                  40   1   +10     720  90    Slate 'D'
The Ancient red dragon                    40   1   +10    1000 100      Red 'D'
The 9-headed hydra                        40   2   +10  100d12  95      Red 'M'
The Sky golem                             40   3    +0     800  58   L.Blue 'g'
The Ancient gold dragon                   40   1   +10    1500 100   Yellow 'D'
[U] Medusa, the Gorgon                    40   3   +10    2400 100   Violet 'n'
[U] Uvatha the Horseman                   40   3   +10    1800  60   L.Dark 'W'
The Ranger Chieftain                      41   2   +10    1000  60  L.Slate 'p'
The Hezrou                                41   3    +0     520  40    Green 'U'
The Dark elven sorcerer                   41   2   +20     800  70      Red 'h'
[U] Rogrog the Black Troll                41   5   +10    2000  70   L.Dark 'T'
[U] Gorlim, Betrayer of Barahir           41   3   +10    1600 120    Slate 'p'
The Master lich                           41   2   +10    1800  80      Red 'L'
The Archon                                41   6   +20  100d35 140   Yellow 'A'
The Fallen angel                          41   6   +20   100d9  40   L.Dark 'A'
The Dread                                 42   1   +10   25d20  30   Orange 'G'
The Undead beholder                       42   4   +10    2700 100    Umber 'e'
The Glabrezu                              43   2    +0     700  40  L.Umber 'U'
[U] Quaker, Master of Earth               43   4    +0    1800  97    Umber 'E'
The Ancient multi-hued dragon             43   1   +10    2100 100   Violet 'D'
[U] Adunaphel the Quiet                   43   3   +10    2100  60   L.Dark 'W'
The Knight Templar                        44   2   +10    1200  60    White 'p'
The Beastmaster                           44   2   +10     960  60      Red 'p'
The 11-headed hydra                       44   2   +10  100d18 100    L.Red 'M'
The Dreadmaster                           44   2   +10    1200 100   Yellow 'G'
[U] Ariel, Queen of Air                   44   4   +20    2700  50   L.Blue 'E'
The Drolem                                44   3   +10    2500 130    Green 'g'
The Elite paladin                         45   2   +10     570  60    White 'p'
The Berserker                             45   2   +10    1500  80    Umber 'p'
The Nalfeshnee                            45   2    +0     900  50      Red 'U'
The Shadow dragon                         45   2   +10    2100 100  L.Green 'D'
The Ethereal dragon                       45   2   +10    2100 100   Orange 'D'
The Crystal dragon                        45   2   +10    2100 100    Umber 'D'
[U] Akhorahil the Blind                   45   3   +10    2400  70   L.Dark 'W'
The Leprechaun fanatic                    46   6   +13     6d6  13   L.Dark 'h'
The Death mold                            46   1   +30  100d20  60   L.Dark 'm'
[U] Scatha the Worm                       46   2   +10    2000 130  L.Slate 'D'
The Mana vortex                           47   1   +10   35d15  40   Violet 'v'
The Marilith                              47   2   +10    1400  75   Yellow 'U'
[U] Ar-Pharazon the Golden                47   6   +10    1800 255   Yellow 'p'
The Winged Horror                         48   8   +10   25d80  80   L.Dark 'B'
The Master mystic                         48   3   +20    1100  60   Orange 'p'
[U] Ren the Unclean                       48   3   +10    2700  70   L.Dark 'W'
[U] Smaug the Golden                      48   2   +10    2400 100    L.Red 'D'
The Lesser Balrog                         49   3   +10    2000  50   Violet 'U'
[U] Eol, the Dark Elf                     49   3   +20    2400 100   L.Dark 'h'
The Seeker mine                           50  10    +0     160   3    L.Red '.'
The Greater wall monster                  50   4   +10   15d40  80  L.Slate '#'
[U] The Balrog of Moria                   50   3   +20    3000 100   Violet 'U'
The Mana hound                            51   4   +20   35d10 100   L.Blue 'Z'
The Nether hound                          51   2   +10   60d10 100  L.Green 'Z'
The Time hound                            51   2   +20   60d10 100   L.Blue 'Z'
The Plasma hound                          51   2   +10   60d10 100    L.Red 'Z'
The Dark elven shade                      51   2   +20     576  25    White 'h'
[U] Harowen the Black Hand                51   3   +30    2500  90   L.Blue 'p'
The Demonic quylthulg                     52   1   +10     480   1      Red 'Q'
[U] Ji Indur Dawndeath                    52   4   +10    3200  70   L.Dark 'W'
The Chaos vortex                          53   1   +30   32d20  80   Violet 'v'
[U] The Phoenix                           53   3   +10    3600 130      Red 'B'
The Aether vortex                         54   2   +20   32d20  40   Violet 'v'
The Demilich                              54   2   +10    2500 100  L.Umber 'L'
The Barbazu                               55   2   +10     800  60  L.Green 'U'
The Dracolisk                             55   2   +10    3500 120    L.Red 'D'
The Dracolich                             55   2   +10    3500 120  L.Green 'D'
[U] The Lernean Hydra                     55   2   +10    4500 140   Violet 'M'
[U] Thuringwethil, the Vampire Messenger  55   4   +20    4000 145   Violet 'V'
The Lesser titan                          56   3   +10    2400  80   Yellow 'P'
[U] Dwar, Dog Lord of Waw                 56   3   +10    4000  90   L.Dark 'W'
The Grand master mystic                   57   3   +20    2200  80   Orange 'p'
The Draconic quylthulg                    58   3   +10     720   1    Green 'Q'
The Nightwing                             58   4   +10   60d60 120   L.Dark 'W'
[U] Baphomet the Minotaur Lord            58   4   +20    4700 120   Violet 'H'
The Ethereal hound                        59   3   +10   60d15 100  L.Green 'Z'
The Hand druj                             59   4   +20     600 110   Yellow 's'
[U] Fundin Bluecloak                      59   2   +20    5000 195   L.Blue 'h'
The Eye druj                              59   4   +20    1000  90      Red 's'
The Skull druj                            59   4   +20    1400 120   Orange 's'
[U] Saruman of Many Colours               60   1   +10    5000 100   Violet 'p'
The Bile Demon                            61   2   +10    2800  90    L.Red 'U'
[U] Uriel, Angel of Fire                  61   3   +20    5500 160      Red 'A'
The Dreadlord                             62   2   +10    3000 150      Red 'G'
[U] Azriel, Angel of Death                62   3   +20    6000 170   L.Dark 'A'
The Great Storm Wyrm                      63   2   +10    3000 150     Blue 'D'
The Great Ice Wyrm                        63   2   +10    3000 150    White 'D'
The Great Swamp Wyrm                      63   2   +10    3000 150    Green 'D'
The Great Bronze Wyrm                     63   2   +10    3000 150  L.Umber 'D'
[U] Gabriel, the Messenger                63   3   +20    7500 180    White 'A'
The Chaos hound                           64   1   +10   60d30 100   Violet 'Z'
The Osyluth                               64   2   +20    2600  75  L.Slate 'U'
The Archlich                              64   2   +10    3000 120   L.Blue 'L'
[U] Hoarmurath of Dir                     64   3   +10    4500 100   L.Dark 'W'
[U] The Mouth of Sauron                   65   3   +20    7000 100   Violet 'p'
The Ultimate beholder                     66   4   +10    2000  80   Orange 'e'
The Greater titan                         66   3   +10    3800 125   Orange 'P'
[U] Tevildo, Prince of Cats               66   3   +20    4800 200   Violet 'f'
The Great Bile Wyrm                       67   2   +10    3500 150    Slate 'D'
The Great Hell Wyrm                       67   2   +10    3500 150      Red 'D'
The Great Gold Wyrm                       67   2   +10    3500 150   Yellow 'D'
The Jabberwock                            68   4   +20    3200 125   Violet 'H'
[U] Tselakus, the Dreadlord               68   2   +20    6500 150    L.Red 'G'
The Gelugon                               69   3   +20    3500 100    White 'U'
The Nightcrawler                          69   4   +10   80d60 160   L.Dark 'W'
[U] Glaurung, Father of the Dragons       70   3   +20    7500 125    L.Red 'D'
The Greater draconic quylthulg            71   3   +10    1500   1  L.Green 'Q'
The Greater rotting quylthulg             71   3   +10    1500   1  L.Umber 'Q'
The Greater demonic quylthulg             71   3   +10    1500   1    L.Red 'Q'
The Spectral wyrm                         72   4   +20    3200  30    White 'D'
The Horned Reaper                         72   4   +20    3800 120   L.Blue 'U'
[U] Khamul, the Black Easterling          72   3   +10    5000 100   L.Dark 'W'
[U] Omarax the Eye Tyrant                 73   4   +20    6500  80   Violet 'e'
The Nightwalker                           73   4   +20   50d65 175   L.Dark 'W'
The Aether hound                          74   2   +10   60d30 100   Violet 'Z'
The Black reaver                          74   3   +10    3500 170   L.Dark 'L'
The Great Wyrm of Chaos                   75   2   +10    4500 170   Violet 'D'
The Great Wyrm of Law                     75   2   +10    4500 170   L.Blue 'D'
[U] Ungoliant, the Unlight                75   1   +10   13000 160   L.Dark 'S'
The Master quylthulg                      76   3   +10    3000   1   L.Blue 'Q'
The Pit Fiend                             77   2   +20    4000 120   Orange 'U'
[U] Feagwath, the Undead Sorcerer         77   2   +20    5000  85   Yellow 'L'
[U] Atlas, the Titan                      77   3   +10    6000 160    Slate 'P'
The Hellhound                             78   4   +10     400  80      Red 'C'
[U] Qlzqqlzuup, the Emperor Quylthulg     79   3   +20    5000   1   Violet 'Q'
The Greater Balrog                        79   3   +20    5000 140   Violet 'U'
The Great Wyrm of Many Colours            79   2   +10    5000 170   Violet 'D'
The Great Wyrm of Balance                 79   2   +10    5000 170   Violet 'D'
[U] The Witch-King of Angmar              80   3   +20    6000 120   L.Dark 'W'
[U] Maeglin, the Traitor of Gondolin      81   4   +20    5500 120   L.Dark 'h'
[U] Pazuzu, Lord of Air                   82   2   +30    5500 125     Blue 'U'
[U] Draugluin, Sire of All Werewolves     83   2   +20    7000  90    Umber 'C'
[U] Cantoras, the Skeletal Lord           84   2   +30    7500 120   Violet 's'
[U] Ancalagon the Black                   85   4   +20   10000 125   L.Dark 'D'
[U] The Tarrasque                         86   2   +20    8500 185   Violet 'R'
[U] Kronos, Lord of the Titans            87   3   +10    7000 150   Violet 'P'
[U] Lungorthin, the Balrog of White Fire  88   2   +20    7000 125   Violet 'U'
[U] Carcharoth, the Jaws of Thirst        90   1   +20    8000 160      Red 'C'
[U] Vecna, the Emperor Lich               92   3   +20    6000 100   Violet 'L'
[U] Gothmog, the High Captain of Balrogs  95   1   +20    8000 140   Violet 'U'
[Q] Sauron, the Sorcerer                  99   1   +20   10500 160   Violet 'p'
[Q] Morgoth, Lord of Darkness            100   1   +30   20000 150   L.Dark 'P'

mon-info.spo

Monster Spoilers for Angband Version 2.9.2
------------------------------------------

The Filthy street urchin  (L.Dark 't')
=== Num:1  Lev:0  Rar:2  Spd:+0  Hp:1d4  Ac:1  Exp:0
He looks squalid and thoroughly revolting. The hardships of a border town
like the one over the dungeons of Angband leave little room for delicacy.
Consequently this youth has no scruples appropriating whatever money he can
find unguarded. He is even bolder when he has his comrades beside.  This
creature moves a bit erratically.  He usually appears in groups.  He can
open doors and pick up objects.  He takes quite a while to see intruders,
which he may notice from 40 feet.  He can beg, and touch to steal gold.

The Scrawny cat  (L.Umber 'f')
=== Num:2  Lev:0  Rar:3  Spd:+0  Hp:1d2  Ac:1  Exp:0
A skinny little furball with sharp claws and a menacing look. Is it some
mistreated pet or just a feline from the wilderness driven to the town in
search of food? Whatever the case may be, it sure doesn't like it's going
to be tamed...  This natural creature moves a bit erratically.  It is
fairly observant of intruders, which it may notice from 300 feet.  It can
claw to attack with damage 1.

The Scruffy little dog  (L.Umber 'C')
=== Num:3  Lev:0  Rar:3  Spd:+0  Hp:1d3  Ac:1  Exp:0
A thin flea-ridden mutt, growling as you get close.  This natural creature
moves a bit erratically.  It is observant of intruders, which it may notice
from 200 feet.  It can bite to attack with damage 1.

The Blubbering idiot  (L.Slate 't')
=== Num:4  Lev:0  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:0
He tends to blubber a lot.  This creature moves a bit erratically.  He can
pick up objects.  He is ever vigilant for intruders, which he may notice
from 60 feet.  He can drool on you.

The Boil-covered wretch  (Green 't')
=== Num:5  Lev:0  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:0
Ugly doesn't begin to describe him.  This creature moves a bit erratically.
He can open doors, bash down doors and pick up objects.  He is ever
vigilant for intruders, which he may notice from 60 feet.  He can drool on
you.

The Village idiot  (L.Green 't')
=== Num:6  Lev:0  Rar:1  Spd:+10  Hp:4d4  Ac:1  Exp:0
Drooling and comical, but then, what do you expect?  This creature moves a
bit erratically.  He can pick up objects.  He is ever vigilant for
intruders, which he may notice from 60 feet.  He can drool on you.

The Pitiful looking beggar  (L.Umber 't')
=== Num:7  Lev:0  Rar:1  Spd:+0  Hp:1d4  Ac:1  Exp:0
You just can't help feeling sorry for him.  This creature moves a bit
erratically.  He can open doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 100 feet.  He can beg.

The Innocent bystander  (White 't')
=== Num:8  Lev:0  Rar:1  Spd:+0  Hp:1d4  Ac:1  Exp:0
He doesn't seem to be doing anything at all.  This creature moves somewhat
erratically.  He can open doors, bash down doors and pick up objects.  He
tends to overlook intruders, which he may notice from 40 feet.  He will
carry a treasure.  He can hit to attack with damage 1.

The Mangy looking leper  (Umber 't')
=== Num:9  Lev:0  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:0
You feel it isn't safe to touch him.  This creature moves a bit
erratically.  He can open doors and pick up objects.  He tends to overlook
intruders, which he may notice from 100 feet.  He can beg.

The Squint eyed rogue  (Blue 't')
=== Num:10  Lev:0  Rar:1  Spd:+0  Hp:2d8  Ac:8  Exp:0
A hardy, street-wise crook that knows an easy catch when it sees one.  This
evil creature moves normally.  He can open doors, bash down doors and pick
up objects.  He pays very little attention to intruders, which he may
notice from 100 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d6, touch to steal items, and insult.

The Singing, happy drunk  (Yellow 't')
=== Num:11  Lev:0  Rar:1  Spd:+0  Hp:2d3  Ac:1  Exp:0
He makes you glad to be sober.  This creature moves somewhat erratically.
He can open doors, bash down doors and pick up objects.  He is ever
vigilant for intruders, which he may notice from 100 feet.  He will carry
a treasure.  He can beg.

The Aimless looking merchant  (Orange 't')
=== Num:12  Lev:0  Rar:1  Spd:+0  Hp:3d3  Ac:1  Exp:0
The typical ponce around town, with purse jingling, and looking for more
amulets of adornment to buy.  This creature moves somewhat erratically.  He
can open doors, bash down doors and pick up objects.  He prefers to ignore
intruders, which he may notice from 100 feet.  He will carry a treasure. 
He can hit to attack with damage 1d3.

The Town bully  (L.Red 't')
=== Num:13  Lev:0  Rar:1  Spd:+0  Hp:4d8  Ac:15  Exp:0
His blustering manner is repellant.  This creature moves somewhat
erratically.  It can open doors, bash down doors and pick up objects.  It
prefers to ignore intruders, which it may notice from 100 feet.  It will
carry one or two objects or treasures.  It can hit to attack with damage
2d6.

The Mean looking mercenary  (Red 't')
=== Num:14  Lev:0  Rar:1  Spd:+0  Hp:5d8  Ac:20  Exp:0
No job is too low for him.  This evil creature moves somewhat erratically.
He can open doors, bash down doors and pick up objects.  He prefers to
ignore intruders, which he may notice from 100 feet.  He will carry one or
two objects or treasures.  He can hit to attack with damage 1d10.

The Stray cow  (L.Umber 'q')
=== Num:15  Lev:0  Rar:4  Spd:-10  Hp:2d4  Ac:1  Exp:0
It wandered in from the fields outside, and now it won't leave.  This
natural creature moves a bit erratically.  It tends to overlook intruders,
which it may notice from 50 feet.  It can butt to attack with damage 1.

The Idle workman  (L.Slate 't')
=== Num:16  Lev:0  Rar:2  Spd:+0  Hp:3d4  Ac:10  Exp:0
A laborer taking a few hours off.  This creature moves a bit erratically.
He can pick up objects.  He prefers to ignore intruders, which he may
notice from 100 feet.  He can hit to attack with damage 1d2, and insult. 

The Nihilist  (L.Dark 't')
=== Num:17  Lev:0  Rar:3  Spd:+0  Hp:3d6  Ac:5  Exp:0
Clad in black leather, he wanders around.  This evil creature moves a bit
erratically.  He can pick up objects.  He is hurt by bright light.  He
takes a while to see intruders, which he may notice from 200 feet.  He can
hit to attack with damage 1d4.

The Battle scarred veteran  (L.Blue 't')
=== Num:18  Lev:0  Rar:1  Spd:+0  Hp:7d8  Ac:30  Exp:0
He doesn't take to strangers kindly.  This creature moves somewhat
erratically.  He can open doors, bash down doors and pick up objects.  He
prefers to ignore intruders, which he may notice from 100 feet.  He will
carry one or two objects or treasures.  He can hit to attack with damage
2d6.

[U] Farmer Maggot  (White 'h')
=== Num:19  Lev:0  Rar:4  Spd:+0  Hp:350  Ac:10  Exp:0
He's lost his dogs.  He's had his mushrooms stolen.  He's not a happy
hobbit!  This creature moves normally.  He can open doors and bash down
doors.  He cannot be confused or slept.  He is very observant of intruders,
which he may notice from 400 feet.  He will carry one or two exceptional
objects.  He can moan, and moan.

[U] Nobody, the Undefined Ghost  (White 'G')
=== Num:699  Lev:0  Rar:0  Spd:-110  Hp:1  Ac:0  Exp:1
It seems strangely familiar...  This creature moves normally, but does not
deign to chase intruders.  It is ever vigilant for intruders, which it may
notice from 0 feet.  It has no physical attacks.

The Grey mushroom patch  (Slate ',')
=== Num:21  Lev:1  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:1
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It is hurt by
acid.  It resists poison and polearms.  It resists polearms.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 20 feet.  It can release spores to confuse with damage 1d4.

The White icky thing  (White 'i')
=== Num:24  Lev:1  Rar:1  Spd:+0  Hp:2d5  Ac:7  Exp:1
It is a smallish, slimy, icky creature.  This creature moves extremely
erratically.  It is not detected by telepathy.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can touch to attack with
damage 1d2.

The Giant white mouse  (White 'r')
=== Num:26  Lev:1  Rar:1  Spd:+0  Hp:1d3  Ac:4  Exp:1
It is about three feet long with large teeth.  This natural creature moves
somewhat erratically.  It breeds explosively.  It takes a while to see
intruders, which it may notice from 80 feet.  It can bite to attack with
damage 1d2.

The Floating eye  (Orange 'e')
=== Num:31  Lev:1  Rar:1  Spd:+0  Hp:3d6  Ac:6  Exp:1
A disembodied eye, floating a few feet above the ground.  This creature
moves normally, but does not deign to chase intruders.  It is hurt by
bright light.  It cannot be frightened.  It is fairly observant of
intruders, which it may notice from 20 feet.  It can gaze to paralyze.

The Insect swarm  (L.Umber 'I')
=== Num:34  Lev:1  Rar:1  Spd:+10  Hp:2d2  Ac:12  Exp:1
A lone insect may be harmless, but there's a whole swarm ofthem here!  This
natural creature moves a bit erratically.  It is rarely detected by
telepathy.  It is fairly observant of intruders, which it may notice from
200 feet.  It can bite to attack with damage 1d2, and sting to attack with
damage 1d2.

The Jackal  (L.Umber 'C')
=== Num:35  Lev:1  Rar:1  Spd:+0  Hp:1d4  Ac:3  Exp:1
It is a yapping snarling dog, dangerous when in a pack.  This natural
creature moves normally.  It usually appears in groups.  It is fairly
observant of intruders, which it may notice from 100 feet.  It can bite to
attack with damage 1.

The Fruit bat  (Orange 'b')
=== Num:37  Lev:1  Rar:1  Spd:+10  Hp:1d6  Ac:3  Exp:1
A fast-moving pest.  This natural creature moves normally.  It is fairly
observant of intruders, which it may notice from 200 feet.  It can bite to
attack with damage 1.

The Giant yellow centipede  (Yellow 'c')
=== Num:22  Lev:1  Rar:1  Spd:+0  Hp:2d6  Ac:12  Exp:2
It is about four feet long and carnivorous.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
resists edged weapons.  It resists edged weapons.  It takes quite a while
to see intruders, which it may notice from 80 feet.  It can bite to attack
with damage 1d3, and sting to attack with damage 1d3.

The Giant white centipede  (White 'c')
=== Num:23  Lev:1  Rar:1  Spd:+0  Hp:3d5  Ac:10  Exp:2
It is about four feet long and carnivorous.  This natural creature moves
somewhat erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It resists edged weapons.  It resists edged weapons.  It takes
quite a while to see intruders, which it may notice from 70 feet.  It can
bite to attack with damage 1d2, and sting to attack with damage 1d2.

The Clear icky thing  (White 'i')
=== Num:25  Lev:1  Rar:1  Spd:+0  Hp:2d5  Ac:6  Exp:2
It is a smallish, slimy, icky, blobby creature.  This creature moves
extremely erratically.  It is invisible.  It is not detected by telepathy.
It is fairly observant of intruders, which it may notice from 120 feet.  It
can touch to attack with damage 1d2.

The Large white snake  (White 'J')
=== Num:28  Lev:1  Rar:1  Spd:-10  Hp:3d6  Ac:30  Exp:2
It is about eight feet long.  This natural creature moves somewhat
erratically.  It can bash down doors.  It pays very little attention to
intruders, which it may notice from 40 feet.  It can bite to attack with
damage 1, and crush to attack with damage 1.

The White worm mass  (White 'w')
=== Num:30  Lev:1  Rar:1  Spd:-10  Hp:4d4  Ac:1  Exp:2
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It resists poison.  It cannot be frightened.
It is fairly observant of intruders, which it may notice from 70 feet.  It
can crawl on you to poison with damage 1d2.

The Rock lizard  (L.Umber 'R')
=== Num:32  Lev:1  Rar:1  Spd:+0  Hp:3d4  Ac:4  Exp:2
It is a small lizard with a hardened hide.  This natural creature moves
normally.  It takes a while to see intruders, which it may notice from 200
feet.  It can bite to attack with damage 1.

The Grid bug  (Violet 'I')
=== Num:33  Lev:1  Rar:1  Spd:+0  Hp:2d4  Ac:6  Exp:2
A strange electric bug.  This natural creature moves a bit erratically.  It
usually appears in groups.  It is rarely detected by telepathy.  It resists
lightning.  It cannot be frightened.  It is fairly observant of intruders,
which it may notice from 100 feet.  It can bite to electrify with damage
1d4.

The Large cockroach  (Orange 'I')
=== Num:38  Lev:1  Rar:2  Spd:+10  Hp:1  Ac:1  Exp:2
A cockroach the size of your hand.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by acid.  It tends to overlook intruders, which it may notice
from 50 feet.  It can crawl on you to attack with damage 1.

The Grey mold  (Slate 'm')
=== Num:20  Lev:1  Rar:1  Spd:+0  Hp:1d2  Ac:1  Exp:3
A small strange growth.  This creature moves normally, but does not deign
to chase intruders.  It is not detected by telepathy.  It is hurt by acid.
It resists poison, blunt weapons and polearms.  It resists blunt weapons
and polearms.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 20 feet.  It can hit to
attack with damage 1d4, and hit to attack with damage 1d4.

The Large brown snake  (Umber 'J')
=== Num:27  Lev:1  Rar:1  Spd:-10  Hp:4d6  Ac:35  Exp:3
It is about eight feet long.  This natural creature moves a bit
erratically.  It can bash down doors.  It pays very little attention to
intruders, which it may notice from 40 feet.  It can bite to attack with
damage 1d3, and crush to attack with damage 1d4.

The Soldier ant  (L.Slate 'a')
=== Num:36  Lev:1  Rar:1  Spd:+0  Hp:2d5  Ac:3  Exp:3
A large ant with powerful mandibles.  This natural creature moves normally.
It can bash down doors.  It is rarely detected by telepathy.  It resists
edged weapons.  It resists edged weapons.  It is fairly observant of
intruders, which it may notice from 100 feet.  It can bite to attack with
damage 1d2.

The Small kobold  (Yellow 'k')
=== Num:29  Lev:1  Rar:1  Spd:+0  Hp:2d7  Ac:16  Exp:5
It is a squat and ugly humanoid figure.  This evil creature moves normally.
It can open doors and bash down doors.  It resists poison.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
an object or treasure.  It can hit to attack with damage 1d5.

The Shrieker mushroom patch  (L.Red ',')
=== Num:41  Lev:2  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:1
Yum!  These look quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It may shriek for help.  It is not detected by
telepathy.  It is hurt by acid.  It resists poison and polearms.  It
resists polearms.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 40 feet.  It has no
physical attacks.

The Yellow mushroom patch  (Yellow ',')
=== Num:48  Lev:2  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:2
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It is hurt by
lightning.  It resists poison and polearms.  It resists polearms.  It
cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 20 feet.  It can release spores to
terrify with damage 1d6.

The Bat  (L.Umber 'b')
=== Num:39  Lev:2  Rar:1  Spd:+20  Hp:2d9  Ac:5  Exp:3
Swarming denizens of the caverns, an annoyance to beginner adventurers. 
This natural creature moves somewhat erratically.  It takes quite a while
to see intruders, which it may notice from 50 feet.  It can bite to attack
with damage 1d2.

The Metallic green centipede  (Green 'c')
=== Num:43  Lev:2  Rar:1  Spd:+10  Hp:4d4  Ac:4  Exp:3
It is about four feet long and carnivorous.  This natural creature moves
somewhat erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It resists edged weapons.  It resists edged weapons.  It is
fairly observant of intruders, which it may notice from 50 feet.  It can
crawl on you to attack with damage 1.

The Green worm mass  (Green 'w')
=== Num:55  Lev:2  Rar:1  Spd:-10  Hp:6d4  Ac:3  Exp:3
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It resists acid.  It cannot be frightened.  It
is fairly observant of intruders, which it may notice from 70 feet.  It can
crawl on you to shoot acid with damage 1d3.

The Blue yeek  (Blue 'y')
=== Num:54  Lev:2  Rar:1  Spd:+0  Hp:2d6  Ac:14  Exp:4
A small humanoid figure.  This natural creature moves normally.  It can
open doors and bash down doors.  It is fairly observant of intruders, which
it may notice from 180 feet.  It will carry an object or treasure.  It can
hit to attack with damage 1d5.

The Kobold  (L.Green 'k')
=== Num:40  Lev:2  Rar:1  Spd:+0  Hp:3d7  Ac:16  Exp:5
It is a small, dog-headed humanoid.  This evil creature moves normally.  It
can open doors and bash down doors.  It resists poison.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
an object or treasure.  It can hit to attack with damage 1d8.

The White harpy  (White 'H')
=== Num:53  Lev:2  Rar:1  Spd:+0  Hp:2d5  Ac:17  Exp:5
A flying, screeching bird with a woman's face.  This natural evil creature
moves somewhat erratically.  She is fairly observant of intruders, which
she may notice from 160 feet.  She can claw to attack with damage 1, claw
to attack with damage 1, and bite to attack with damage 1d2.

The Novice warrior  (Umber 'p')
=== Num:44  Lev:2  Rar:1  Spd:+0  Hp:9d4  Ac:16  Exp:6
He looks inexperienced but tough.  This creature moves normally.  He can
open doors and bash down doors.  He is observant of intruders, which he may
notice from 200 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d7, and hit to attack with damage 1d7.

The Novice rogue  (Blue 'p')
=== Num:45  Lev:2  Rar:1  Spd:+0  Hp:8d4  Ac:12  Exp:6
A rather shifty individual.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He is observant of
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d6, and touch to steal gold.

The Giant green frog  (Green 'R')
=== Num:50  Lev:2  Rar:1  Spd:+0  Hp:2d8  Ac:8  Exp:6
It is as big as a wolf.  This natural creature moves a bit erratically.  It
can bash down doors.  It takes quite a while to see intruders, which it may
notice from 120 feet.  It can bite to attack with damage 1d3.

The Novice priest  (Green 'p')
=== Num:46  Lev:2  Rar:1  Spd:+0  Hp:7d4  Ac:10  Exp:7
He is tripping over his priestly robes.  This creature moves normally.  He
is magical, casting spells which cause light wounds, terrify or heal-self;
1 time in 12.  He can open doors and bash down doors.  He is fairly
observant of intruders, which he may notice from 200 feet.  He will carry
an object or treasure.  He can hit to attack with damage 1d5.

The Novice mage  (Red 'p')
=== Num:47  Lev:2  Rar:1  Spd:+0  Hp:6d4  Ac:6  Exp:7
He is leaving behind a trail of dropped spell components.  This creature
moves normally.  He is magical, casting spells which produce magic
missiles, blind, confuse or blink-self; 1 time in 12.  He can open doors
and bash down doors.  He is observant of intruders, which he may notice
from 200 feet.  He will carry an object or treasure.  He can hit to attack
with damage 1d4.

The Cave spider  (L.Dark 'S')
=== Num:57  Lev:2  Rar:1  Spd:+10  Hp:2d6  Ac:16  Exp:7
It is a black spider that moves in fits and starts.  This natural creature
moves normally.  It usually appears in groups.  It can bash down doors.  It
is rarely detected by telepathy.  It pays little attention to intruders,
which it may notice from 80 feet.  It can bite to attack with damage 1d4.

The Blubbering icky thing  (L.Slate 'i')
=== Num:42  Lev:2  Rar:1  Spd:+0  Hp:5d6  Ac:4  Exp:8
It is a smallish, slimy, icky, hungry creature.  This creature moves
somewhat erratically.  It can destroy weaker monsters and pick up objects.
It is not detected by telepathy.  It resists poison.  It is fairly
observant of intruders, which it may notice from 140 feet.  It will carry
one or two objects or treasures.  It can crawl on you to poison with damage
1d4, and crawl on you to eat your food.

The Giant black ant  (L.Dark 'a')
=== Num:51  Lev:2  Rar:1  Spd:+0  Hp:3d6  Ac:20  Exp:8
It is about three feet long.  This natural creature moves a bit
erratically.  It can bash down doors.  It is rarely detected by telepathy.
It pays little attention to intruders, which it may notice from 80 feet. 
It can bite to attack with damage 1d4.

The Wild cat  (L.Umber 'f')
=== Num:58  Lev:2  Rar:2  Spd:+10  Hp:3d5  Ac:12  Exp:8
A larger than normal feline, hissing loudly.  Its velvet claws conceal a
fistful of needles.  This natural creature moves normally.  It can bash
down doors.  It is ever vigilant for intruders, which it may notice from
400 feet.  It can claw to attack with damage 1d3, and claw to attack with
damage 1d3.

The Crow  (Slate 'B')
=== Num:59  Lev:2  Rar:2  Spd:+10  Hp:3d5  Ac:12  Exp:8
It is a hooded crow, gray except for the black wings and head.  This
natural creature moves normally.  It is ever vigilant for intruders, which
it may notice from 400 feet.  It can bite to attack with damage 1d3, and
bite to attack with damage 1d3.

The Large yellow snake  (Yellow 'J')
=== Num:56  Lev:2  Rar:1  Spd:-10  Hp:4d8  Ac:38  Exp:9
It is about ten feet long.  This natural creature moves a bit erratically.
It can bash down doors.  It tends to overlook intruders, which it may
notice from 50 feet.  It can bite to attack with damage 1d4, and crush to
attack with damage 1d6.

The White jelly  (White 'j')
=== Num:49  Lev:2  Rar:1  Spd:+10  Hp:8d8  Ac:1  Exp:10
Its a large pile of white flesh.  This creature moves normally, but does
not deign to chase intruders.  It is not detected by telepathy.  It is hurt
by bright light.  It resists poison, blunt weapons and polearms.  It
resists blunt weapons and polearms.  It cannot be frightened, confused or
slept.  It pays very little attention to intruders, which it may notice
from 20 feet.  It can touch to poison with damage 1d2.

The Salamander  (Orange 'R')
=== Num:52  Lev:2  Rar:1  Spd:+0  Hp:4d6  Ac:20  Exp:10
A small black and orange lizard.  This natural creature moves a bit
erratically.  It is hurt by cold.  It resists fire.  It pays little
attention to intruders, which it may notice from 80 feet.  It can bite to
burn with damage 1d3.

[U] Grip, Farmer Maggot's dog  (L.Slate 'C')
=== Num:60  Lev:2  Rar:1  Spd:+10  Hp:25  Ac:30  Exp:30
A rather vicious dog belonging to Farmer Maggot.  It thinks you are
stealing mushrooms.  This natural creature moves a bit erratically.  It can
bash down doors.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 1d4.

[U] Fang, Farmer Maggot's dog  (L.Slate 'C')
=== Num:61  Lev:2  Rar:1  Spd:+10  Hp:25  Ac:30  Exp:30
A rather vicious dog belonging to Farmer Maggot.  It thinks you are
stealing mushrooms.  This natural creature moves a bit erratically.  It can
bash down doors.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 1d4.

[U] Wolf, Farmer Maggot's dog  (White 'C')
=== Num:62  Lev:2  Rar:2  Spd:+10  Hp:25  Ac:15  Exp:30
A rather vicious dog belonging to Farmer Maggot.  It thinks you arestealing
mushrooms.  This natural creature moves a bit erratically.  It can bash
down doors.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 1d4.

The Giant white louse  (White 'l')
=== Num:66  Lev:3  Rar:1  Spd:+10  Hp:1  Ac:5  Exp:1
It is six inches long.  This natural creature moves extremely erratically.
It is rarely detected by telepathy.  It breeds explosively.  It is hurt by
acid.  It is fairly observant of intruders, which it may notice from 60
feet.  It can bite to attack with damage 1.

The Spotted mushroom patch  (Orange ',')
=== Num:68  Lev:3  Rar:1  Spd:+0  Hp:1  Ac:1  Exp:3
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It is hurt by
lightning.  It resists poison and polearms.  It resists polearms.  It
cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 20 feet.  It can release spores to
poison with damage 2d4.

The Green ooze  (Green 'j')
=== Num:63  Lev:3  Rar:2  Spd:+10  Hp:3d4  Ac:16  Exp:4
It's green and it's oozing.  This creature moves extremely erratically.  It
is not detected by telepathy.  It resists acid, poison and blunt weapons.
It resists blunt weapons.  It cannot be frightened, confused or slept.  It
pays little attention to intruders, which it may notice from 80 feet.  It
will carry one or two objects or treasures.  It can crawl on you to shoot
acid with damage 1d3.

The Scruffy looking hobbit  (Blue 'h')
=== Num:71  Lev:3  Rar:1  Spd:+0  Hp:3d5  Ac:8  Exp:4
A short little guy, in bedraggled clothes.  He appears to be looking for a
good tavern.  This evil creature moves normally.  He can open doors, bash
down doors and pick up objects.  He is fairly observant of intruders, which
he may notice from 160 feet.  He will carry an object or treasure.  He can
hit to attack with damage 1d4, and touch to steal gold.

The Yellow worm mass  (Yellow 'w')
=== Num:75  Lev:3  Rar:2  Spd:-10  Hp:4d8  Ac:4  Exp:4
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It cannot be frightened.  It is fairly
observant of intruders, which it may notice from 70 feet.  It can crawl on
you to reduce dexterity with damage 1d3.

The Clear worm mass  (White 'w')
=== Num:76  Lev:3  Rar:2  Spd:-10  Hp:4d4  Ac:1  Exp:4
It is a disgusting mass of poisonous worms.  This natural creature moves
extremely erratically.  It is invisible.  It is rarely detected by
telepathy.  It breeds explosively.  It is hurt by bright light.  It resists
poison.  It cannot be frightened.  It is fairly observant of intruders,
which it may notice from 70 feet.  It can crawl on you to poison with
damage 1d2.

The Radiation eye  (L.Red 'e')
=== Num:77  Lev:3  Rar:1  Spd:+0  Hp:3d6  Ac:6  Exp:6
A disembodied eye, crackling with energy.  This creature moves normally,
but does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 11.  It is hurt by bright light.  It cannot be
frightened.  It is fairly observant of intruders, which it may notice from
20 feet.  It can gaze to reduce strength with damage 1d6.

The Metallic blue centipede  (Blue 'c')
=== Num:65  Lev:3  Rar:1  Spd:+10  Hp:4d5  Ac:6  Exp:7
It is about four feet long and carnivorous.  This natural creature moves
somewhat erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It takes a while to see intruders, which it may notice from 60
feet.  It can crawl on you to attack with damage 1d2.

The Giant white ant  (White 'a')
=== Num:72  Lev:3  Rar:1  Spd:+0  Hp:3d6  Ac:16  Exp:7
It is about two feet long and has sharp pincers.  This natural creature
moves normally.  It can bash down doors.  It is rarely detected by
telepathy.  It resists edged weapons.  It resists edged weapons.  It pays
little attention to intruders, which it may notice from 80 feet.  It can
bite to attack with damage 1d4.

The Poltergeist  (L.Slate 'G')
=== Num:64  Lev:3  Rar:1  Spd:+20  Hp:2d5  Ac:15  Exp:8
It is a ghastly, ghostly form.  This evil undead creature moves extremely
erratically.  It is magical, casting spells which blink-self; 1 time in 16.
It can pass through walls and pick up objects.  It is invisible.  It is
cold blooded.  It is hurt by bright light.  It resists cold, poison and
polearms.  It resists polearms.  It cannot be confused or slept.  It is
fairly observant of intruders, which it may notice from 80 feet.  It will
carry up to 3 objects or treasures.  It can touch to terrify.

The Yellow mold  (Yellow 'm')
=== Num:73  Lev:3  Rar:1  Spd:+0  Hp:8d8  Ac:10  Exp:9
It is a strange growth on the dungeon floor.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It is hurt by acid.  It resists poison.  It cannot be frightened, confused
or slept.  It pays very little attention to intruders, which it may notice
from 20 feet.  It can hit to attack with damage 1d4.

The Silver jelly  (L.Slate 'j')
=== Num:69  Lev:3  Rar:2  Spd:+10  Hp:10d8  Ac:1  Exp:12
It is a large pile of silver flesh that sucks all light from its
surroundings.  This creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which drain mana; 1 time in 16.
It is not detected by telepathy.  It is hurt by bright light.  It resists
poison, blunt weapons and polearms.  It resists blunt weapons and polearms.
It cannot be frightened, confused or slept.  It pays very little attention
to intruders, which it may notice from 20 feet.  It can touch to absorb
light with damage 1d3, and touch to absorb light with damage 1d3.

The Yellow jelly  (Yellow 'j')
=== Num:70  Lev:3  Rar:1  Spd:+10  Hp:10d8  Ac:1  Exp:12
It's a large pile of yellow flesh.  This creature moves normally, but does
not deign to chase intruders.  It is magical, casting spells which drain
mana; 1 time in 16.  It is not detected by telepathy.  It is hurt by bright
light.  It resists poison, blunt weapons and polearms.  It resists blunt
weapons and polearms.  It cannot be frightened, confused or slept.  It pays
very little attention to intruders, which it may notice from 20 feet.  It
can touch to poison with damage 1d3.

The Metallic red centipede  (Red 'c')
=== Num:74  Lev:3  Rar:1  Spd:+10  Hp:4d8  Ac:9  Exp:12
It is about four feet long and carnivorous.  This natural creature moves a
bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It resists edged weapons.  It resists edged weapons.  It takes
a while to see intruders, which it may notice from 80 feet.  It can crawl
on you to attack with damage 1d2.

The Black naga  (L.Dark 'n')
=== Num:67  Lev:3  Rar:1  Spd:+0  Hp:6d8  Ac:40  Exp:20
A large black serpent's body with a female torso.  This evil creature moves
a bit erratically.  She can bash down doors.  She pays very little
attention to intruders, which she may notice from 160 feet.  She will carry
an object or treasure.  She can crush to attack with damage 1d8.

The Nymph  (L.Green 'h')
=== Num:78  Lev:3  Rar:2  Spd:+10  Hp:7d4  Ac:5  Exp:22
She looks lovely, smiling right in your face.  This creature moves
normally.  She is magical, casting spells intelligently which blink-self or
teleport-self; 1 time in 9.  She can open doors.  She regenerates quickly.
She pays very little attention to intruders, which she may notice from 60
feet.  She will carry one or two objects or treasures.  She can touch to
steal gold, and touch to steal items.

[U] Smeagol  (L.Blue 'h')
=== Num:79  Lev:3  Rar:2  Spd:+20  Hp:200  Ac:12  Exp:50
Usually known as Gollum. He's been sneaking, and he wants his 'precious.'
This evil creature moves extremely erratically.  He can open doors, bash
down doors and pick up objects.  He is invisible.  He is hurt by bright
light.  He is observant of intruders, which he may notice from 200 feet. 
He will carry an exceptional object.  He can touch to steal gold with
damage 1d4.

The Silver mouse  (L.Slate 'r')
=== Num:87  Lev:4  Rar:1  Spd:+0  Hp:1d3  Ac:4  Exp:1
It is about three feet long with large teeth. As the light of your lamp
falls on it, it seems to grow stronger.  This natural creature moves
somewhat erratically.  It breeds explosively.  It takes a while to see
intruders, which it may notice from 80 feet.  It can bite to absorb light
with damage 1d2.

The Giant white rat  (L.Slate 'r')
=== Num:90  Lev:4  Rar:1  Spd:+0  Hp:2d2  Ac:7  Exp:1
It is a very vicious rodent.  This natural creature moves a bit
erratically.  It breeds explosively.  It takes quite a while to see
intruders, which it may notice from 80 feet.  It can bite to poison with
damage 1d3.

The Huge cockroach  (L.Umber 'I')
=== Num:84  Lev:4  Rar:1  Spd:+10  Hp:2  Ac:5  Exp:2
A cockroach the size of your head.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by acid.  It tends to overlook intruders, which it may notice
from 60 feet.  It can crawl on you to attack with damage 2.

The Blue worm mass  (Blue 'w')
=== Num:91  Lev:4  Rar:1  Spd:-10  Hp:5d8  Ac:12  Exp:5
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It is cold blooded.  It is rarely detected by telepathy.  It
breeds explosively.  It is hurt by bright light and fire.  It resists cold.
It cannot be frightened.  It is fairly observant of intruders, which it may
notice from 70 feet.  It can crawl on you to freeze with damage 1d4.

The Novice beastmaster  (Green 'p')
=== Num:81  Lev:4  Rar:1  Spd:+0  Hp:6d4  Ac:8  Exp:6
A barbarian trained in the ways of animal instincts.  This creature moves
normally.  He is magical, casting spells intelligently which summon a
monster; 1 time in 10.  He can open doors and bash down doors.  He is
observant of intruders, which he may notice from 200 feet.  He will carry
an object or treasure.  He can hit to attack with damage 1d6.

The Cave lizard  (Umber 'R')
=== Num:80  Lev:4  Rar:1  Spd:+0  Hp:3d6  Ac:16  Exp:8
It is an armoured lizard with a powerful bite.  This natural creature moves
normally.  It pays little attention to intruders, which it may notice from
80 feet.  It can bite to attack with damage 1d5.

The Creeping copper coins  (Umber '$')
=== Num:89  Lev:4  Rar:2  Spd:-10  Hp:7d8  Ac:24  Exp:9
It is a pile of coins.  This creature moves normally.  It can bash down
doors.  It is cold blooded.  It is hurt by acid.  It resists lightning,
poison, blunt weapons and polearms.  It resists blunt weapons and polearms.
It cannot be confused, slept or harmed by edged weapons.  It is fairly
observant of intruders, which it may notice from 30 feet.  It will carry
one or two treasures.  It can hit to attack with damage 1d4, and touch to
poison with damage 2d4.

The Raven  (L.Dark 'B')
=== Num:86  Lev:4  Rar:2  Spd:+10  Hp:4d5  Ac:12  Exp:10
Larger than a crow, and pitch black.  This natural creature moves normally.
It is ever vigilant for intruders, which it may notice from 400 feet.  It
can bite to attack with damage 1d4, and bite to attack with damage 1d4.

The Kobold elder  (Slate 'k')
=== Num:114  Lev:4  Rar:2  Spd:+3  Hp:2d10  Ac:6  Exp:12
It is a squat and old dog-headed figure with a small totem in its left anda
poisoned blade in its right hand.  This evil creature moves normally.  It
is magical, casting spells which produce magic missiles, terrify, blind or
confuse; 1 time in 4.  It can open doors, bash down doors and push past
weaker monsters.  It resists poison.  It is observant of intruders, which
it may notice from 160 feet.  It will carry one or two objects or
treasures.  It can hit to poison with damage 1d6.

The Blue jelly  (Blue 'j')
=== Num:88  Lev:4  Rar:1  Spd:+0  Hp:12d8  Ac:1  Exp:14
It's a large pile of pulsing blue flesh.  This creature moves normally, but
does not deign to chase intruders.  It is cold blooded.  It is not detected
by telepathy.  It is hurt by bright light and fire.  It resists cold, blunt
weapons and polearms.  It resists blunt weapons and polearms.  It cannot be
frightened, confused or slept.  It pays very little attention to intruders,
which it may notice from 20 feet.  It can touch to freeze with damage 1d6.

The Large grey snake  (Slate 'J')
=== Num:92  Lev:4  Rar:1  Spd:-10  Hp:6d8  Ac:41  Exp:14
It is about ten feet long.  This natural creature moves a bit erratically.
It can bash down doors.  It tends to overlook intruders, which it may
notice from 60 feet.  It can bite to attack with damage 1d5, and crush to
attack with damage 1d8.

The Novice ranger  (L.Slate 'p')
=== Num:82  Lev:4  Rar:1  Spd:+0  Hp:6d8  Ac:16  Exp:18
An agile hunter, ready and relaxed.  This creature moves normally.  He may
fire arrows.  He is magical, casting spells which produce magic missiles;
1 time in 9.  He can open doors and bash down doors.  He is observant of
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d5, and hit to attack with
damage 1d5.

The Novice paladin  (White 'p')
=== Num:83  Lev:4  Rar:1  Spd:+0  Hp:6d8  Ac:16  Exp:20
An adventurer both devoutly religious and skillful in combat.He seems to
consider you an agent of the devil.  This creature moves normally.  He is
magical, casting spells which cause light wounds or terrify; 1 time in 9.
He can open doors and bash down doors.  He is observant of intruders, which
he may notice from 200 feet.  He will carry an object or treasure.  He can
hit to attack with damage 1d7, and hit to attack with damage 1d7.

The Kobold archer  (L.Slate 'k')
=== Num:85  Lev:4  Rar:1  Spd:+0  Hp:3d9  Ac:16  Exp:25
It is a small, dog-headed humanoid, wielding a crude bow.  This evil
creature moves normally.  It may fire arrows.  It can open doors and bash
down doors.  It resists poison.  It is fairly observant of intruders, which
it may notice from 200 feet.  It will carry one or two objects or
treasures.  It can hit to attack with damage 1d6.

The Red worm mass  (Red 'w')
=== Num:105  Lev:5  Rar:1  Spd:-10  Hp:5d8  Ac:12  Exp:6
It is a large slimy mass of worms.  This natural creature moves extremely
erratically.  It can bash down doors.  It is not detected by telepathy.  It
breeds explosively.  It is hurt by bright light and cold.  It resists fire.
It cannot be frightened.  It is fairly observant of intruders, which it may
notice from 70 feet.  It can crawl on you to burn with damage 1d6.

The Apprentice mage  (Red 'p')
=== Num:94  Lev:5  Rar:2  Spd:+0  Hp:6d4  Ac:6  Exp:7
He is leaving behind a trail of dropped spell components.  This creature
moves normally.  He is magical, casting spells which produce magic
missiles, blind, confuse or blink-self; 1 time in 12.  He can open doors
and bash down doors.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d4.

The Blue ooze  (Blue 'j')
=== Num:96  Lev:5  Rar:1  Spd:+0  Hp:3d4  Ac:16  Exp:7
It's blue and it's oozing.  This creature moves extremely erratically.  It
is not detected by telepathy.  It is hurt by fire.  It resists cold, blunt
weapons and polearms.  It resists blunt weapons and polearms.  It cannot be
frightened, confused or slept.  It pays little attention to intruders,
which it may notice from 80 feet.  It will carry an object or treasure.  It
can crawl on you to freeze with damage 1d4.

The Grey icky thing  (Slate 'i')
=== Num:103  Lev:5  Rar:1  Spd:+0  Hp:4d8  Ac:12  Exp:10
It is a smallish, slimy, icky, nasty creature.  This creature moves
somewhat erratically.  It is not detected by telepathy.  It takes a while
to see intruders, which it may notice from 140 feet.  It can touch to
attack with damage 1d5.

The Skeleton kobold  (White 's')
=== Num:102  Lev:5  Rar:1  Spd:+0  Hp:5d8  Ac:26  Exp:12
It is a small animated kobold skeleton.  This evil undead creature moves
normally.  It can open doors and bash down doors.  It is cold blooded.  It
is not detected by telepathy.  It is hurt by acid.  It resists cold, poison
and polearms.  It resists polearms.  It cannot be frightened, confused or
slept.  It takes quite a while to see intruders, which it may notice from
200 feet.  It can hit to attack with damage 1d6.

The Rot jelly  (Umber 'j')
=== Num:93  Lev:5  Rar:1  Spd:+10  Hp:20d8  Ac:30  Exp:15
It is a large pile of rotting flesh, whose touch spoils your food. The
terrible smell it exudes is also very hard to get rid of...   This creature
moves normally, but does not deign to chase intruders.  It is not detected
by telepathy.  It is hurt by bright light.  It resists poison.  It cannot
be frightened, confused or slept.  It pays very little attention to
intruders, which it may notice from 20 feet.  It can touch to eat your food
with damage 2d3, and touch to reduce charisma with damage 2d3.

The Green glutton ghost  (Green 'G')
=== Num:97  Lev:5  Rar:1  Spd:+20  Hp:3d4  Ac:20  Exp:15
It is a very ugly green ghost with a voracious appetite.  This evil undead
creature moves extremely erratically.  It can pass through walls.  It is
invisible.  It is cold blooded.  It resists edged weapons.  It resists
edged weapons.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 100 feet.  It will carry up to 3
objects or treasures.  It can touch to eat your food with damage 1.

The Copperhead snake  (Orange 'J')
=== Num:106  Lev:5  Rar:1  Spd:+0  Hp:4d6  Ac:20  Exp:15
It has a copper head and sharp venomous fangs.  This natural creature moves
somewhat erratically.  It can bash down doors.  It resists poison.  It is
vigilant for intruders, which it may notice from 60 feet.  It can bite to
poison with damage 2d4.

The Green jelly  (Green 'j')
=== Num:98  Lev:5  Rar:1  Spd:+10  Hp:22d8  Ac:1  Exp:18
It is a large pile of pulsing green flesh.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It is hurt by bright light.  It resists acid, edged weapons and polearms.
It resists edged weapons and polearms.  It cannot be frightened, confused
or slept.  It pays very little attention to intruders, which it may notice
from 20 feet.  It can touch to shoot acid with damage 1d2.

The Disenchanter eye  (Violet 'e')
=== Num:104  Lev:5  Rar:2  Spd:-10  Hp:7d8  Ac:10  Exp:20
A disembodied eye, crackling with magic.  This creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 9.  It is hurt by bright light.  It cannot be
frightened.  It is fairly observant of intruders, which it may notice from
20 feet.  It can gaze to disenchant.

The Large kobold  (Blue 'k')
=== Num:101  Lev:5  Rar:1  Spd:+0  Hp:13d9  Ac:32  Exp:25
It a man-sized figure with the all too recognizable face of a kobold.  This
evil creature moves normally.  It can open doors and bash down doors.  It
resists poison.  It takes quite a while to see intruders, which it may
notice from 200 feet.  It will carry one or two objects or treasures.  It
can hit to attack with damage 1d10.

The Green naga  (Green 'n')
=== Num:95  Lev:5  Rar:1  Spd:+0  Hp:9d8  Ac:40  Exp:30
A large green serpent with a female's torso.  Her green skin glistens with
acid.  This evil creature moves a bit erratically.  She can bash down doors
and pick up objects.  She resists acid.  She pays very little attention to
intruders, which she may notice from 180 feet.  She will carry an object or
treasure.  She can crush to attack with damage 1d8, and spit to shoot acid
with damage 2d6.

[U] Bullroarer the Hobbit  (L.Umber 'h')
=== Num:107  Lev:5  Rar:3  Spd:+10  Hp:60  Ac:8  Exp:90
He is a sturdy hobbit who is renowned for his unusual strength and vigour.
He can prove a troublesome opponent.  This creature moves normally.  He can
open doors and bash down doors.  He is fairly observant of intruders, which
he may notice from 160 feet.  He will carry up to 4 good objects.  He can
hit to attack with damage 1d8, and hit to attack with damage 1d8.

The Warrior  (L.Umber 'p')
=== Num:109  Lev:6  Rar:2  Spd:+0  Hp:6d4  Ac:11  Exp:6
He looks inexperienced but tough.  This creature moves normally.  He can
open doors and bash down doors.  He is observant of intruders, which he may
notice from 200 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d7, and hit to attack with damage 1d6.

The Petty dwarf  (L.Dark 'h')
=== Num:112  Lev:6  Rar:1  Spd:+0  Hp:6d4  Ac:6  Exp:6
Strange creatures from the East, despised and hunted by most other races.
This creature moves normally.  He usually appears in groups.  He can open
doors, bash down doors and pick up objects.  He resists disenchantment.  He
is observant of intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 1d6, and
touch to steal gold.

The Novice necromancer  (Red 'p')
=== Num:108  Lev:6  Rar:2  Spd:+0  Hp:5d4  Ac:5  Exp:7
He stinks of rotten flesh.  This creature moves normally.  He is magical,
casting spells intelligently which summon an undead; 1 time in 10.  He can
open doors and bash down doors.  He is observant of intruders, which he may
notice from 200 feet.  He will carry an object or treasure.  He can hit to
attack with damage 1d5.

The Giant pack rat  (Orange 'r')
=== Num:113  Lev:6  Rar:3  Spd:+0  Hp:1d2  Ac:7  Exp:7
Forever scurrying around, collecting anything that they can lay their paws
on.  This natural creature moves a bit erratically.  It usually appears in
groups.  It can pick up objects.  It is rarely detected by telepathy.  It
tends to overlook intruders, which it may notice from 70 feet.  It will
carry an object or treasure.  It can bite to attack with damage 1d3, crawl
on you to steal items, and bite to eat your food.

The Giant brown bat  (Umber 'b')
=== Num:115  Lev:6  Rar:1  Spd:+20  Hp:3d8  Ac:15  Exp:10
It screeches as it attacks.  This natural creature moves somewhat
erratically.  It takes quite a while to see intruders, which it may notice
from 100 feet.  It can bite to attack with damage 1d3.

The Purple mushroom patch  (Violet ',')
=== Num:110  Lev:6  Rar:2  Spd:+0  Hp:1  Ac:1  Exp:15
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is not detected by telepathy.  It is hurt by
acid.  It resists polearms.  It resists polearms.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 20 feet.  It can release spores to reduce constitution with damage
1d2, release spores to reduce constitution with damage 1d2, and release
spores to reduce constitution with damage 1d2.

The Snaga  (L.Umber 'o')
=== Num:117  Lev:6  Rar:1  Spd:+0  Hp:8d8  Ac:32  Exp:15
He is one of the many weaker 'slave' orcs, often mistakenly known as a
goblin.  This evil orc moves normally.  He usually appears in groups.  He
can open doors and bash down doors.  He is hurt by bright light.  He takes
quite a while to see intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 1d8.

The Creeping silver coins  (Slate '$')
=== Num:116  Lev:6  Rar:2  Spd:-10  Hp:12d8  Ac:30  Exp:18
It is a pile of coins, crawling forward on thousands of tiny legs.  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
resists lightning, poison, blunt weapons and polearms.  It resists blunt
weapons and polearms.  It cannot be confused, slept or harmed by edged
weapons.  It is fairly observant of intruders, which it may notice from 40
feet.  It will carry up to 3 treasures.  It can hit to attack with damage
1d6, and touch to poison with damage 2d6.

The Brown mold  (Umber 'm')
=== Num:111  Lev:6  Rar:1  Spd:+0  Hp:15d8  Ac:12  Exp:20
A strange brown growth on the dungeon floor.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It is hurt by acid.  It resists poison and polearms.  It resists polearms.
It cannot be frightened, confused or slept.  It pays very little attention
to intruders, which it may notice from 20 feet.  It can hit to confuse with
damage 1d4.

The Rattlesnake  (Red 'J')
=== Num:118  Lev:6  Rar:1  Spd:+0  Hp:6d7  Ac:24  Exp:20
It is recognized by the hard-scaled end of its body that is often rattled
to frighten its prey.  This natural creature moves somewhat erratically. 
It can bash down doors.  It resists poison.  It is vigilant for intruders,
which it may notice from 60 feet.  It can bite to poison with damage 2d5.

The Orangutan  (Orange 'Y')
=== Num:130  Lev:7  Rar:2  Spd:+5  Hp:7d6  Ac:7  Exp:12
A humanoid covered with orange fur. His arms are twice as long as his legs.
This creature moves normally.  He can open doors, bash down doors and push
past weaker monsters.  He is fairly observant of intruders, which he may
notice from 200 feet.  He can hit to attack with damage 1d8, and hit to
attack with damage 1d8.

The Zombified kobold  (Slate 'z')
=== Num:128  Lev:7  Rar:1  Spd:+0  Hp:6d8  Ac:14  Exp:14
It is an animated kobold corpse.  Flesh falls off in large chunks as it
shambles forward.  This evil undead creature moves normally.  It can open
doors and bash down doors.  It is cold blooded.  It is not detected by
telepathy.  It resists cold and poison.  It cannot be frightened, confused
or slept.  It takes quite a while to see intruders, which it may notice
from 200 feet.  It can hit to attack with damage 1d2, and hit to attack
with damage 1d2.

The Wood spider  (L.Umber 'S')
=== Num:120  Lev:7  Rar:3  Spd:+10  Hp:3d6  Ac:16  Exp:15
It scuttles towards you.  This natural creature moves normally.  It usually
appears in groups.  It can bash down doors.  It is rarely detected by
telepathy.  It resists poison.  It pays little attention to intruders,
which it may notice from 80 feet.  It can bite to attack with damage 1d3,
and sting to poison with damage 1d4.

The Bloodshot eye  (Red 'e')
=== Num:123  Lev:7  Rar:3  Spd:+0  Hp:5d8  Ac:6  Exp:15
A disembodied eye, bloodshot and nasty.  This creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
drain mana; 1 time in 7.  It is hurt by bright light.  It cannot be
frightened.  It is fairly observant of intruders, which it may notice from
20 feet.  It can gaze to blind with damage 2d6.

The Manes  (Umber 'u')
=== Num:121  Lev:7  Rar:2  Spd:+0  Hp:8d8  Ac:32  Exp:16
It is a minor but aggressive demon.  This evil demon moves normally.  It
usually appears in groups.  It can open doors and bash down doors.  It
resists fire.  It cannot be frightened.  It takes quite a while to see
intruders, which it may notice from 200 feet.  It can hit to attack with
damage 1d8.

The Giant red frog  (Red 'R')
=== Num:126  Lev:7  Rar:1  Spd:+0  Hp:5d8  Ac:16  Exp:16
It looks poisonous.  This natural creature moves somewhat erratically.  It
can bash down doors.  It tends to overlook intruders, which it may notice
from 120 feet.  It can bite to reduce strength with damage 2d4.

The Green icky thing  (Green 'i')
=== Num:127  Lev:7  Rar:2  Spd:+0  Hp:5d8  Ac:12  Exp:18
It is a smallish, slimy, icky, acidic creature.  This creature moves
somewhat erratically.  It is not detected by telepathy.  It resists acid.
It takes a while to see intruders, which it may notice from 140 feet.  It
can touch to shoot acid with damage 2d5.

The Lost soul  (L.Blue 'G')
=== Num:129  Lev:7  Rar:2  Spd:+0  Hp:2d8  Ac:10  Exp:18
It is almost insubstantial.  This evil undead creature moves somewhat
erratically.  It is magical, casting spells which drain mana or
teleport-self; 1 time in 16.  It can pass through walls and pick up
objects.  It is invisible.  It is cold blooded.  It resists cold.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 120 feet.  It will carry up to 3 objects or treasures.  It
can hit to attack with damage 2d2, and touch to reduce wisdom.

The Cave orc  (L.Green 'o')
=== Num:119  Lev:7  Rar:1  Spd:+0  Hp:11d9  Ac:32  Exp:20
He is often found in huge numbers in deep caves.  This evil orc moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He is hurt by bright light.  He takes quite a while to see
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d8.

The Dark elf  (L.Dark 'h')
=== Num:122  Lev:7  Rar:2  Spd:+0  Hp:5d10  Ac:8  Exp:25
An elven figure with jet black skin and white hair, his eyes are large
andtwisted with evil.  This evil creature moves normally.  He is magical,
casting spells which confuse or create darkness; 1 time in 10.  He can open
doors and bash down doors.  He is hurt by bright light.  He takes a while
to see intruders, which he may notice from 200 feet.  He will carry one or
two objects or treasures.  He can hit to attack with damage 1d6, and hit to
attack with damage 1d6.

The Dark elf  (Slate 'h')
=== Num:131  Lev:7  Rar:2  Spd:+0  Hp:7d10  Ac:16  Exp:25
An elven figure with jet black skin and white hair, his eyes are large and
twisted with evil.  This evil creature moves normally.  He is magical,
casting spells which confuse or create darkness; 1 time in 10.  He can open
doors and bash down doors.  He is hurt by bright light.  He takes a while
to see intruders, which he may notice from 200 feet.  He will carry one or
two objects or treasures.  He can hit to attack with damage 1d6, and hit to
attack with damage 1d6.

The Red jelly  (Red 'j')
=== Num:125  Lev:7  Rar:1  Spd:+0  Hp:26d8  Ac:1  Exp:26
It is a large pulsating mound of red flesh.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It is hurt by bright light.  It resists edged weapons and polearms.  It
resists edged weapons and polearms.  It cannot be frightened, confused or
slept.  It pays very little attention to intruders, which it may notice
from 20 feet.  It can touch to reduce strength with damage 1d5.

The Night lizard  (L.Dark 'R')
=== Num:132  Lev:7  Rar:2  Spd:+0  Hp:4d8  Ac:16  Exp:35
It is a black lizard with overlapping scales and a powerful jaw.  This
natural creature moves normally.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It can bite to attack with damage 1d6,
and bite to attack with damage 1d6.

The Red naga  (Red 'n')
=== Num:124  Lev:7  Rar:2  Spd:+0  Hp:11d8  Ac:40  Exp:40
A large red snake with a woman's torso.  This evil creature moves a bit
erratically.  She can bash down doors and pick up objects.  She pays very
little attention to intruders, which she may notice from 200 feet.  She
will carry an object or treasure.  She can crush to attack with damage
1d10, and bite to reduce strength with damage 1d4.

[U] Mughash the Kobold Lord  (Violet 'k')
=== Num:133  Lev:7  Rar:3  Spd:+0  Hp:150  Ac:20  Exp:100
Strong and powerful, for a kobold.  This evil creature moves normally.  He
usually appears with escorts.  He can open doors and bash down doors.  He
resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry one or two good objects.  He can hit to
attack with damage 1d10, hit to attack with damage 1d10, and hit to attack
with damage 1d10.

The Giant cockroach  (Green 'I')
=== Num:137  Lev:8  Rar:2  Spd:+10  Hp:3  Ac:10  Exp:4
A cockroach the size of a small dog.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by bright light.  It tends to overlook intruders, which it may
notice from 70 feet.  It can crawl on you to attack with damage 2d2.

The Gremlin  (Umber 'u')
=== Num:145  Lev:8  Rar:3  Spd:+0  Hp:5d5  Ac:30  Exp:6
Don't feed them after midnight!  This evil demon moves normally.  It can
open doors and pick up objects.  It breeds explosively.  It is hurt by
bright light.  It resists poison.  It takes a while to see intruders, which
it may notice from 300 feet.  It can claw to eat your food with damage 1d2,
claw to eat your food with damage 1d2, and bite to eat your food with
damage 1d3.

The Kobold shaman  (Yellow 'k')
=== Num:134  Lev:8  Rar:1  Spd:+2  Hp:3d8  Ac:8  Exp:8
It is an ugly dog-headed figure with a small totem in its hand.  This evil
creature moves normally.  It is magical, casting spells which terrify,
blind or confuse; 1 time in 9.  It can open doors, bash down doors and push
past weaker monsters.  It resists poison.  It is observant of intruders,
which it may notice from 160 feet.  It will carry one or two objects or
treasures.  It can hit to attack with damage 1d4.

The Brown yeek  (Umber 'y')
=== Num:136  Lev:8  Rar:1  Spd:+0  Hp:4d8  Ac:18  Exp:11
It is a strange small humanoid.  This natural creature moves normally.  It
can open doors and bash down doors.  It is fairly observant of intruders,
which it may notice from 180 feet.  It will carry an object or treasure. 
It can hit to attack with damage 1d6.

The Lemure  (L.Umber 'u')
=== Num:140  Lev:8  Rar:3  Spd:+0  Hp:13d9  Ac:32  Exp:16
It is the larval form of a major demon.  This evil demon moves normally. 
It usually appears in groups.  It can open doors and bash down doors.  It
resists fire.  It cannot be frightened.  It takes quite a while to see
intruders, which it may notice from 200 feet.  It can hit to attack with
damage 1d8.

The Lemure  (L.Umber 'u')
=== Num:144  Lev:8  Rar:3  Spd:+0  Hp:13d9  Ac:32  Exp:16
It is the larval form of a major demon.  This evil demon moves normally. 
It usually appears in groups.  It can open doors and bash down doors.  It
resists fire.  It cannot be frightened.  It takes quite a while to see
intruders, which it may notice from 200 feet.  It can hit to attack with
damage 1d8.

The Gorilla  (Slate 'Y')
=== Num:138  Lev:8  Rar:2  Spd:+0  Hp:10d6  Ac:7  Exp:18
A huge, lumbering humanoid covered with thick black fur.   This creature
moves normally.  He can open doors and bash down doors.  He is fairly
observant of intruders, which he may notice from 200 feet.  He can hit to
attack with damage 4d8.

The Novice ranger  (L.Slate 'p')
=== Num:143  Lev:8  Rar:1  Spd:+0  Hp:6d8  Ac:6  Exp:18
An agile hunter, ready and relaxed.  This creature moves normally.  He
usually appears in groups.  He may fire arrows.  He is magical, casting
spells which produce magic missiles; 1 time in 9.  He can open doors and
bash down doors.  He is observant of intruders, which he may notice from
200 feet.  He will carry an object or treasure.  He can hit to attack with
damage 1d5, and hit to attack with damage 1d5.

The Kobold assassin  (L.Dark 'k')
=== Num:135  Lev:8  Rar:1  Spd:+10  Hp:4d8  Ac:40  Exp:25
It looks like a kobold, and vaguely smells of almonds.  This evil creature
moves normally.  It can open doors and bash down doors.  It resists poison.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry one or two objects or treasures.  It can hit to attack with
damage 1d10, and hit to poison with damage 1d10.

The Hill orc  (Umber 'o')
=== Num:147  Lev:8  Rar:1  Spd:+0  Hp:13d9  Ac:32  Exp:25
He is a hardy well-weathered survivor.  This evil orc moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry an object or treasure.  He can hit to attack with damage
1d10.

The Skeleton orc  (White 's')
=== Num:142  Lev:8  Rar:1  Spd:+0  Hp:10d8  Ac:36  Exp:26
It is an animated orc skeleton.  This evil undead orc moves normally.  It
can open doors and bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by acid.  It resists cold, poison and
polearms.  It resists polearms.  It cannot be frightened, confused or
slept.  It takes quite a while to see intruders, which it may notice from
200 feet.  It can hit to attack with damage 2d5.

The Bandit  (Blue 'p')
=== Num:148  Lev:8  Rar:2  Spd:+0  Hp:8d8  Ac:24  Exp:26
He is after your cash!  This evil creature moves normally.  He can open
doors, bash down doors and pick up objects.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or two
objects or treasures.  He can hit to attack with damage 2d4, and touch to
steal gold.

The Green mold  (Green 'm')
=== Num:141  Lev:8  Rar:2  Spd:+0  Hp:21d8  Ac:14  Exp:28
It is a strange growth on the dungeon floor.  This creature moves normally,
but does not deign to chase intruders.  It is not detected by telepathy. 
It resists acid, poison and polearms.  It resists polearms.  It cannot be
frightened, confused or slept.  It tends to overlook intruders, which it
may notice from 20 feet.  It can hit to terrify with damage 1d4.

The Giant salamander  (Yellow 'R')
=== Num:139  Lev:8  Rar:1  Spd:+0  Hp:6d7  Ac:40  Exp:50
A large black and yellow lizard.  You'd better run away!  This natural
creature moves a bit erratically.  It may breathe fire; 1 time in 9.  It is
hurt by cold.  It resists fire.  It is vigilant for intruders, which it may
notice from 60 feet.  It can bite to burn with damage 3d6.

[U] Lagduf, the Snaga  (Yellow 'o')
=== Num:150  Lev:8  Rar:2  Spd:+0  Hp:190  Ac:32  Exp:80
A captain of a regiment of weaker orcs, Lagduf keeps his troop in order
with displays of excessive violence.  This evil orc moves normally.  He
usually appears with an escort.  He can open doors and bash down doors.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry one or two good objects.  He can hit to attack with damage
1d10, hit to attack with damage 1d10, hit to attack with damage 1d9, and
hit to attack with damage 1d9.

[U] Wormtongue, Agent of Saruman  (L.Blue 'p')
=== Num:149  Lev:8  Rar:1  Spd:+0  Hp:250  Ac:30  Exp:150
He's been spying for Saruman.  He is a snivelling wretch with no morals and
disgusting habits.  This evil creature moves normally.  He is magical,
casting spells which produce poison balls, produce frost bolts, slow,
heal-self or create traps; 1 time in 5.  He can open doors, bash down doors
and pick up objects.  He takes a while to see intruders, which he may
notice from 200 feet.  He will carry one or two exceptional objects.  He
can hit to attack with damage 1d5, hit to attack with damage 1d5, and touch
to steal gold.

The Giant grey rat  (Slate 'r')
=== Num:155  Lev:9  Rar:1  Spd:+0  Hp:2d3  Ac:12  Exp:2
It is a rodent of unusual size.  This natural creature moves a bit
erratically.  It breeds explosively.  It resists poison.  It takes a while
to see intruders, which it may notice from 80 feet.  It can bite to poison
with damage 1d4.

The Black harpy  (L.Dark 'H')
=== Num:156  Lev:9  Rar:1  Spd:+10  Hp:3d8  Ac:22  Exp:19
A woman's face on the body of a vicious black bird.  This natural evil
creature moves a bit erratically.  She is fairly observant of intruders,
which she may notice from 160 feet.  She can claw to attack with damage
1d2, claw to attack with damage 1d2, and bite to attack with damage 1d3. 

The Killer bee  (Yellow 'I')
=== Num:152  Lev:9  Rar:2  Spd:+10  Hp:2d4  Ac:34  Exp:22
It is poisonous and aggressive.  This natural creature moves normally.  It
usually appears in groups.  It is rarely detected by telepathy.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
sting to poison with damage 1d4, and sting to reduce strength with damage
1d4.

The Giant red ant  (Red 'a')
=== Num:166  Lev:9  Rar:2  Spd:+0  Hp:4d8  Ac:34  Exp:22
It is large and has venomous mandibles.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
tends to overlook intruders, which it may notice from 120 feet.  It can
bite to attack with damage 1d4, and sting to reduce strength with damage
1d4.

The Killer bee  (Yellow 'I')
=== Num:169  Lev:9  Rar:2  Spd:+10  Hp:2d4  Ac:17  Exp:22
It is poisonous and aggressive.  This natural creature moves normally.  It
usually appears in groups.  It is rarely detected by telepathy.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
sting to poison with damage 1d4, and sting to reduce strength with damage
1d4.

The Bloodshot icky thing  (Red 'i')
=== Num:154  Lev:9  Rar:3  Spd:+0  Hp:7d8  Ac:18  Exp:24
It is a strange, slimy, icky creature.  This creature moves somewhat
erratically.  It is magical, casting spells which drain mana; 1 time in 11.
It is not detected by telepathy.  It resists poison.  It takes a while to
see intruders, which it may notice from 140 feet.  It can touch to attack
with damage 1d4, and crawl on you to shoot acid with damage 2d4.

The Kobold marksman  (Green 'k')
=== Num:151  Lev:9  Rar:1  Spd:+10  Hp:6d9  Ac:45  Exp:25
He looks like a kobold, and he is aiming at you.  This evil creature moves
normally.  He may fire arrows or fire arrows.  He is magical, casting
spells which blink-self; 1 time in 4.  He can open doors, bash down doors
and pick up objects.  He resists poison.  He takes quite a while to see
intruders, which he may notice from 200 feet.  He will carry one or two
objects or treasures.  He can hit to attack with damage 1d5.

The Cave bear  (Umber 'q')
=== Num:165  Lev:9  Rar:1  Spd:+0  Hp:8d8  Ac:35  Exp:25
A large bear appears to have made its home in this cave. It is hungry, and
you are trespassing in its territory.  This natural creature moves a bit
erratically.  It can bash down doors.  It is fairly observant of intruders,
which it may notice from 100 feet.  It can claw to attack with damage 1d6,
claw to attack with damage 1d6, and bite to attack with damage 1d8.

The King cobra  (Green 'J')
=== Num:167  Lev:9  Rar:2  Spd:+0  Hp:8d10  Ac:30  Exp:28
It is a large snake with a hooded face.  This natural creature moves
somewhat erratically.  It can bash down doors.  It resists poison.  It is
vigilant for intruders, which it may notice from 80 feet.  It can spit to
blind with damage 1d2, and bite to poison with damage 3d4.

The Yeti  (White 'Y')
=== Num:146  Lev:9  Rar:3  Spd:+0  Hp:6d9  Ac:12  Exp:30
A large white figure covered in shaggy fur.  This natural creature moves
normally.  It can open doors and bash down doors.  It is hurt by fire.  It
resists cold.  It is fairly observant of intruders, which it may notice
from 200 feet.  It can claw to freeze with damage 1d3, claw to freeze with
damage 1d3, and bite to freeze with damage 1d4.

The Yeti  (Blue 'Y')
=== Num:153  Lev:9  Rar:3  Spd:+0  Hp:11d9  Ac:24  Exp:30
A large white figure covered in shaggy fur.  This natural creature moves
normally.  It can open doors and bash down doors.  It is hurt by fire.  It
resists cold.  It is fairly observant of intruders, which it may notice
from 200 feet.  It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d4.

The Orc shaman  (Red 'o')
=== Num:157  Lev:9  Rar:1  Spd:+0  Hp:9d8  Ac:15  Exp:30
An orc dressed in skins who gestures wildly.  This evil orc moves normally.
He is magical, casting spells which cause light wounds, produce magic
missiles or blink-self; 1 time in 8.  He can open doors and bash down
doors.  He is hurt by bright light.  He takes a while to see intruders,
which he may notice from 200 feet.  He will carry one or two objects or
treasures.  He can hit to attack with damage 1d6, and hit to attack with
damage 1d6.

The Baby blue dragon  (Blue 'd')
=== Num:158  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale blue.  This evil dragon moves normally.  It may breathe
lightning; 1 time in 12.  It can open doors and bash down doors.  It is
hurt by acid.  It resists lightning and edged weapons.  It resists edged
weapons.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry up to 3 treasures.  It can claw to attack with damage
1d3, claw to attack with damage 1d3, and bite to attack with damage 1d5. 

The Baby white dragon  (White 'd')
=== Num:159  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale white.  This evil dragon moves normally.  It may breathe
frost; 1 time in 12.  It can open doors and bash down doors.  It is hurt by
fire.  It resists cold and edged weapons.  It resists edged weapons.  It
tends to overlook intruders, which it may notice from 200 feet.  It will
carry up to 3 treasures.  It can claw to attack with damage 1d3, claw to
attack with damage 1d3, and bite to attack with damage 1d5.

The Baby green dragon  (Green 'd')
=== Num:160  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a sickly green.  This evil dragon moves normally.  It may breathe
poison; 1 time in 12.  It can open doors and bash down doors.  It resists
poison and edged weapons.  It resists edged weapons.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 3
treasures.  It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d5.

The Baby bronze dragon  (L.Umber 'd')
=== Num:161  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a dull bronze.  This evil dragon moves normally.  It may breathe
confusion; 1 time in 12.  It can open doors and bash down doors.  It
resists edged weapons.  It resists edged weapons.  It cannot be confused.
It tends to overlook intruders, which it may notice from 200 feet.  It will
carry up to 3 treasures.  It can claw to attack with damage 1d3, claw to
attack with damage 1d3, and bite to attack with damage 1d5.

The Baby black dragon  (Slate 'd')
=== Num:162  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale black.  This evil dragon moves normally.  It may breathe
acid; 1 time in 12.  It can open doors and bash down doors.  It is hurt by
lightning.  It resists acid and edged weapons.  It resists edged weapons.
It tends to overlook intruders, which it may notice from 200 feet.  It will
carry up to 3 treasures.  It can claw to attack with damage 1d3, claw to
attack with damage 1d3, and bite to attack with damage 1d5.

The Baby red dragon  (Red 'd')
=== Num:163  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale red.  This evil dragon moves normally.  It may breathe fire;
1 time in 12.  It can open doors and bash down doors.  It is hurt by cold.
It resists fire and edged weapons.  It resists edged weapons.  It tends to
overlook intruders, which it may notice from 200 feet.  It will carry up to
3 treasures.  It can claw to attack with damage 1d3, claw to attack with
damage 1d3, and bite to attack with damage 1d5.

The Baby gold dragon  (Yellow 'd')
=== Num:164  Lev:9  Rar:2  Spd:+0  Hp:100  Ac:30  Exp:35
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales a pale gold.  This evil dragon moves normally.  It may breathe
sound; 1 time in 12.  It can open doors and bash down doors.  It resists
edged weapons.  It resists edged weapons.  It tends to overlook intruders,
which it may notice from 200 feet.  It will carry up to 3 treasures.  It
can claw to attack with damage 1d3, claw to attack with damage 1d3, and
bite to attack with damage 1d5.

[U] Brodda, the Easterling  (L.Umber 'p')
=== Num:168  Lev:9  Rar:2  Spd:+0  Hp:210  Ac:25  Exp:100
A nasty piece of work, Brodda picks on defenseless women and children. 
This creature moves normally.  He can open doors and bash down doors.  He
takes a while to see intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 1d12, hit
to attack with damage 1d12, hit to attack with damage 1d12, and hit to
attack with damage 1d12.

The Clear mushroom patch  (White ',')
=== Num:174  Lev:10  Rar:2  Spd:+10  Hp:1  Ac:1  Exp:3
Yum!  It looks quite tasty.  This creature moves normally, but does not
deign to chase intruders.  It is invisible.  It is cold blooded.  It is not
detected by telepathy.  It breeds explosively.  It is hurt by acid.  It
resists polearms.  It resists polearms.  It cannot be frightened, confused
or slept.  It is ever vigilant for intruders, which it may notice from 40
feet.  It can release spores to attack with damage 1.

The Giant fruit fly  (L.Green 'I')
=== Num:185  Lev:10  Rar:3  Spd:+10  Hp:2d2  Ac:14  Exp:4
A fast-breeding, annoying pest.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is fairly observant of intruders, which it may notice from 80 feet.  It
can bite to attack with damage 1d2.

The Kamikaze yeek  (Umber 'y')
=== Num:175  Lev:10  Rar:1  Spd:+3  Hp:3d8  Ac:9  Exp:10
The evil wizard Bruce has trained them to be living weapons.  This creature
moves normally.  It can open doors and bash down doors.  It resists acid.
It cannot be frightened or slept.  It is fairly observant of intruders,
which it may notice from 180 feet.  It can explode to attack with damage
7d2.

The Panther  (Umber 'f')
=== Num:186  Lev:10  Rar:2  Spd:+10  Hp:10d8  Ac:30  Exp:25
A large black cat, stalking you with intent.  It thinks you're its next
meal.  This natural creature moves normally.  It can bash down doors.  It
is ever vigilant for intruders, which it may notice from 400 feet.  It can
claw to attack with damage 1d8, and claw to attack with damage 1d8.

The Giant white tick  (White 'S')
=== Num:177  Lev:10  Rar:2  Spd:-10  Hp:12d8  Ac:40  Exp:27
It is moving slowly towards you.  This natural creature moves normally.  It
can bash down doors.  It is rarely detected by telepathy.  It resists
poison.  It takes a while to see intruders, which it may notice from 120
feet.  It can bite to poison with damage 2d6.

The Wolf  (Umber 'C')
=== Num:184  Lev:10  Rar:1  Spd:+10  Hp:6d6  Ac:30  Exp:30
It howls and snaps at you.  This natural creature moves a bit erratically.
It usually appears in groups.  It can bash down doors.  It takes a while to
see intruders, which it may notice from 300 feet.  It can bite to attack
with damage 1d6.

The Hairy mold  (Orange 'm')
=== Num:179  Lev:10  Rar:2  Spd:+0  Hp:15d8  Ac:15  Exp:32
It is a strange hairy growth on the dungeon floor.  This creature moves
normally, but does not deign to chase intruders.  It is not detected by
telepathy.  It is hurt by acid.  It resists poison.  It cannot be
frightened, confused or slept.  It tends to overlook intruders, which it
may notice from 20 feet.  It can hit to poison with damage 1d3.

The Creeping gold coins  (Yellow '$')
=== Num:183  Lev:10  Rar:3  Spd:-10  Hp:18d8  Ac:36  Exp:32
It is a pile of coins, crawling forward on thousands of tiny legs.  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
resists acid, lightning, poison, blunt weapons and polearms.  It resists
blunt weapons and polearms.  It cannot be confused, slept or harmed by
edged weapons.  It is fairly observant of intruders, which it may notice
from 50 feet.  It will carry up to 4 treasures.  It can hit to attack with
damage 2d5, and touch to poison with damage 3d5.

The Giant spider  (Violet 'S')
=== Num:170  Lev:10  Rar:2  Spd:+0  Hp:10d10  Ac:16  Exp:35
It is a vast black spider whose bulbous body is bloated with poison.  This
natural creature moves normally.  It can bash down doors.  It is rarely
detected by telepathy.  It resists poison.  It pays little attention to
intruders, which it may notice from 80 feet.  It can bite to attack with
damage 1d10, bite to poison with damage 1d6, bite to poison with damage
1d6, and bite to attack with damage 1d10.

The Owlbear  (Orange 'H')
=== Num:178  Lev:10  Rar:1  Spd:+0  Hp:15d5  Ac:10  Exp:35
A bizarre bear-creature with the claws and the face of an owl.  This
natural evil creature moves normally.  It can open doors and bash down
doors.  It takes a while to see intruders, which it may notice from 200
feet.  It can claw to attack with damage 1d3, claw to attack with damage
1d3, and crush to attack with damage 1d10.

The Brigand  (Blue 'p')
=== Num:187  Lev:10  Rar:2  Spd:+0  Hp:9d8  Ac:32  Exp:35
He is eyeing your backpack.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or two
objects or treasures.  He can hit to attack with damage 2d4, and touch to
steal items.

The Disenchanter mold  (Violet 'm')
=== Num:180  Lev:10  Rar:2  Spd:+0  Hp:16d8  Ac:20  Exp:40
It is a strange glowing growth on the dungeon floor.  This creature moves
normally, but does not deign to chase intruders.  It is magical, casting
spells which drain mana; 1 time in 11.  It is not detected by telepathy. 
It is hurt by acid.  It resists poison.  It cannot be frightened, confused
or slept.  It tends to overlook intruders, which it may notice from 20
feet.  It can touch to disenchant with damage 1d6.

The Tengu  (L.Red 'u')
=== Num:182  Lev:10  Rar:1  Spd:+10  Hp:16d9  Ac:32  Exp:40
It is a fast-moving demon that blinks quickly in and out of existence; no
other demon matches its teleporting mastery.  This evil demon moves
normally.  It is magical, casting spells which blink-self, teleport to or
phase door; 1 time in 3.  It can open doors and bash down doors.  It
resists fire.  It resists teleportation.  It cannot be frightened.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It can hit to attack with damage 1d8.

The Dark elven mage  (Red 'h')
=== Num:171  Lev:10  Rar:1  Spd:+10  Hp:7d10  Ac:16  Exp:50
A dark elven figure, dressed all in black, hurling spells at you.  This
evil creature moves normally.  He is magical, casting spells which produce
poison balls, produce magic missiles, blind, confuse or create darkness; 1
time in 5.  He can open doors and bash down doors.  He is hurt by bright
light.  He resists poison.  He takes a while to see intruders, which he may
notice from 200 feet.  He will carry one or two objects.  He can hit to
attack with damage 1d6, and hit to attack with damage 1d6.

The Dark elven warrior  (Umber 'h')
=== Num:173  Lev:10  Rar:1  Spd:+0  Hp:10d11  Ac:16  Exp:50
A dark elven figure in armour and ready with his sword.  This evil creature
moves normally.  He can open doors and bash down doors.  He is hurt by
bright light.  He takes a while to see intruders, which he may notice from
200 feet.  He will carry one or two objects or treasures.  He can hit to
attack with damage 1d8, and hit to attack with damage 1d8.

The Death sword  (L.Slate '|')
=== Num:172  Lev:10  Rar:5  Spd:+20  Hp:36  Ac:40  Exp:65
A bloodthirsty blade lurking for prey. Beware!  This evil creature moves
normally, but does not deign to chase intruders.  It is cold blooded.  It
is not detected by telepathy.  It resists lightning, fire, cold and poison.
It cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 200 feet.  It will carry one or two
objects or treasures.  It can hit to attack with damage 5d5, hit to attack
with damage 5d5, hit to attack with damage 5d5, and hit to attack with
damage 5d5.

[U] Orfax, Son of Boldor  (L.Blue 'y')
=== Num:189  Lev:10  Rar:3  Spd:+10  Hp:120  Ac:20  Exp:80
He's just like his daddy!  He knows mighty spells, but fortunately he is a
yeek.  This natural evil creature moves normally.  He usually appears with
escorts.  He is magical, casting spells intelligently which confuse, slow,
heal-self, blink-self, teleport to or summon a monster; 1 time in 4.  He
can open doors and bash down doors.  He is fairly observant of intruders,
which he may notice from 180 feet.  He will carry one or two good objects.
He can hit to attack with damage 1d9, hit to attack with damage 1d8,
insult, and insult.

The Pseudo-dragon  (Orange 'd')
=== Num:181  Lev:10  Rar:2  Spd:+0  Hp:200  Ac:30  Exp:150
A small relative of the dragon that inhabits dark caves.  This dragon moves
normally.  It may breathe light or darkness, and is also magical, casting
spells which terrify or confuse; 1 time in 11.  It can bash down doors.  It
resists edged weapons.  It resists edged weapons.  It takes quite a while
to see intruders, which it may notice from 200 feet.  It will carry an
object or treasure.  It can claw to attack with damage 1d3, claw to attack
with damage 1d3, and bite to attack with damage 1d5.

The unicorn  (White 'q')
=== Num:176  Lev:10  Rar:2  Spd:+20  Hp:140  Ac:22  Exp:160
A fleeting vision of unearthly beauty.  This natural creature moves
normally.  It is magical, casting spells intelligently which blink-self or
teleport-self; 1 time in 11.  It can bash down doors.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
an object or treasure.  It can kick to attack with damage 3d4, kick to
attack with damage 3d4, bite to attack with damage 1d5, and butt to attack
with damage 1d8.

[U] Grishnakh, the Hill Orc  (Yellow 'o')
=== Num:188  Lev:10  Rar:3  Spd:+0  Hp:230  Ac:20  Exp:160
He is a cunning and devious orc with a chaotic nature.  This evil orc moves
normally.  He usually appears with an escort.  He can open doors and bash
down doors.  He resists poison.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry one or two good objects.  He
can hit to attack with damage 1d12, hit to attack with damage 1d10, hit to
attack with damage 1d12, and hit to attack with damage 1d10.

[U] Topobanshee  (White 'm')
=== Num:99  Lev:10  Rar:1  Spd:+0  Hp:13d9  Ac:32  Exp:2500
In life she was a little white singer mouse, but she wails not sing. And
now she happily wail destruction deep in Angband.  This natural creature
moves normally.  She can open doors, bash down doors and pass through
walls.  She is cold blooded.  She resists acid, lightning, fire, cold and
poison.  She cannot be frightened, confused or slept.  She takes quite a
while to see intruders, which she may notice from 200 feet.  She will carry
up to 11 exceptional objects.  She can wail to confuse with damage 1d4,
wail to confuse with damage 1d4, and gaze to blind with damage 2d6.

The Rock mole  (Slate 'r')
=== Num:192  Lev:11  Rar:2  Spd:+0  Hp:10d10  Ac:30  Exp:25
Despite its minuscule size, this mole creature has fangs powerful enough to
bore through solid rock.  This natural creature moves normally.  It can
bash down doors, bore through walls and destroy objects.  It is rarely
detected by telepathy.  It tends to overlook intruders, which it may notice
from 200 feet.  It can bite to attack with damage 1d10, and bite to attack
with damage 1d10.

The Hippogriff  (L.Umber 'H')
=== Num:191  Lev:11  Rar:1  Spd:+0  Hp:20d9  Ac:14  Exp:30
A strange hybrid of eagle and horse.  It looks weird.  This natural
creature moves normally.  It can bash down doors.  It is fairly observant
of intruders, which it may notice from 120 feet.  It can hit to attack with
damage 2d5, and bite to attack with damage 2d5.

The Zombified orc  (Slate 'z')
=== Num:193  Lev:11  Rar:1  Spd:+0  Hp:11d8  Ac:24  Exp:30
It is a shambling orcish corpse leaving behind a trail of flesh.  This evil
undead orc moves normally.  It can open doors and bash down doors.  It is
cold blooded.  It is not detected by telepathy.  It resists cold and
poison.  It cannot be frightened, confused or slept.  It takes a while to
see intruders, which it may notice from 200 feet.  It can hit to attack
with damage 1d4, hit to attack with damage 1d4, and hit to attack with
damage 1d4.

The Gnome mage  (Red 'h')
=== Num:194  Lev:11  Rar:2  Spd:+0  Hp:7d8  Ac:20  Exp:38
A mage of short stature.  This evil creature moves normally.  He is
magical, casting spells which produce frost bolts, blink-self, create
darkness or summon a monster; 1 time in 4.  He can open doors and bash down
doors.  He is fairly observant of intruders, which he may notice from 180
feet.  He will carry one or two objects or treasures.  He can hit to attack
with damage 1d5.

The Baby multi-hued dragon  (Violet 'd')
=== Num:190  Lev:11  Rar:2  Spd:+0  Hp:130  Ac:30  Exp:45
This hatchling dragon is still soft, its eyes unaccustomed to light and its
scales shimmering with a hint of colour.  This evil dragon moves normally.
It may breathe acid, lightning, fire, frost or poison; 1 time in 10.  It
can open doors and bash down doors.  It resists acid, lightning, fire,
cold, poison and edged weapons.  It resists edged weapons.  It tends to
overlook intruders, which it may notice from 200 feet.  It will carry up to
3 treasures.  It can claw to attack with damage 1d4, claw to attack with
damage 1d4, and bite to attack with damage 1d6.

The Nether worm mass  (L.Dark 'w')
=== Num:200  Lev:12  Rar:3  Spd:-10  Hp:5d8  Ac:15  Exp:6
It is a disgusting mass of dark worms, eating each other, the floor, the
air, you....  This natural creature moves extremely erratically.  It can
bash down doors.  It is rarely detected by telepathy.  It breeds
explosively.  It is hurt by bright light.  It cannot be frightened.  It is
very observant of intruders, which it may notice from 100 feet.  It can
touch to lower experience (by 10d6+).

The Master yeek  (L.Umber 'y')
=== Num:201  Lev:12  Rar:2  Spd:+0  Hp:12d9  Ac:24  Exp:28
A small humanoid that radiates some power, accompanied by its bodyguard. 
This natural evil creature moves normally.  It usually appears with an
escort.  It is magical, casting spells which produce poison balls, blind,
slow, blink-self, teleport-self or summon a monster; 1 time in 4.  It can
open doors and bash down doors.  It resists teleportation.  It is fairly
observant of intruders, which it may notice from 180 feet.  It will carry
an object or treasure.  It can hit to attack with damage 1d8.

The White wolf  (White 'C')
=== Num:196  Lev:12  Rar:1  Spd:+10  Hp:7d7  Ac:30  Exp:30
A large and muscled wolf from the northern wastes.  Its breath is cold and
icy and its fur coated in frost.  This natural creature moves a bit
erratically.  It usually appears in groups.  It can bash down doors.  It is
hurt by fire.  It resists cold.  It takes a while to see intruders, which
it may notice from 300 feet.  It can bite to attack with damage 1d3, and
bite to attack with damage 1d4.

The Spotted jelly  (Orange 'j')
=== Num:213  Lev:12  Rar:3  Spd:+10  Hp:13d8  Ac:18  Exp:33
A strange jelly thing, covered in discolored blotches.  This creature moves
normally, but does not deign to chase intruders.  It is cold blooded.  It
is not detected by telepathy.  It is hurt by bright light.  It resists
acid, poison, edged weapons and polearms.  It resists edged weapons and
polearms.  It cannot be frightened, confused or slept.  It is vigilant for
intruders, which it may notice from 120 feet.  It can touch to shoot acid
with damage 1d10, touch to shoot acid with damage 2d6, and touch to shoot
acid with damage 2d6.

The Zombified human  (Slate 'z')
=== Num:207  Lev:12  Rar:1  Spd:+0  Hp:12d8  Ac:24  Exp:34
It is a shambling human corpse dropping chunks of flesh behind it.  This
evil undead creature moves normally.  It can open doors and bash down
doors.  It is cold blooded.  It is not detected by telepathy.  It resists
cold and poison.  It cannot be frightened, confused or slept.  It takes a
while to see intruders, which it may notice from 200 feet.  It can hit to
attack with damage 1d4, and hit to attack with damage 1d4.

The Priest  (Green 'p')
=== Num:203  Lev:12  Rar:1  Spd:+0  Hp:12d8  Ac:22  Exp:36
A robed humanoid dedicated to his god.  This evil creature moves normally.
He is magical, casting spells intelligently which cause serious wounds,
terrify, heal-self or summon a monster; 1 time in 3.  He can open doors and
bash down doors.  He takes quite a while to see intruders, which he may
notice from 200 feet.  He will carry one or two objects or treasures.  He
can hit to attack with damage 2d3, and hit to attack with damage 2d3.

The Skeleton human  (White 's')
=== Num:206  Lev:12  Rar:1  Spd:+0  Hp:10d8  Ac:30  Exp:38
It is an animated human skeleton.  This evil undead creature moves
normally.  It can open doors and bash down doors.  It is cold blooded.  It
is not detected by telepathy.  It is hurt by acid.  It resists cold, poison
and polearms.  It resists polearms.  It cannot be frightened, confused or
slept.  It takes quite a while to see intruders, which it may notice from
200 feet.  It can hit to attack with damage 1d8.

The Black mamba  (L.Dark 'J')
=== Num:195  Lev:12  Rar:3  Spd:+10  Hp:10d8  Ac:32  Exp:40
It has glistening black skin, a sleek body and highly venomous fangs.  This
natural creature moves somewhat erratically.  It can bash down doors.  It
resists poison.  It is vigilant for intruders, which it may notice from 100
feet.  It can bite to poison with damage 4d4.

The Frumious bandersnatch  (Blue 'c')
=== Num:197  Lev:12  Rar:2  Spd:+10  Hp:10d8  Ac:20  Exp:40
It is a vast armoured centipede with massive mandibles and a spiked tail.
This natural creature moves normally.  It can bash down doors.  It is
rarely detected by telepathy.  It resists blunt weapons and edged weapons.
It resists blunt weapons and edged weapons.  It takes quite a while to see
intruders, which it may notice from 120 feet.  It can bite to attack with
damage 2d4, bite to attack with damage 2d4, and sting to attack with damage
2d4.

The Air spirit  (L.Blue 'E')
=== Num:205  Lev:12  Rar:2  Spd:+20  Hp:8d8  Ac:40  Exp:40
A whirlwind of sentient air.  This evil creature moves extremely
erratically.  It can bash down doors.  It is invisible.  It is cold
blooded.  It is not detected by telepathy.  It resists poison, blunt
weapons and polearms.  It resists blunt weapons and polearms.  It cannot be
frightened, confused or slept.  It takes a while to see intruders, which it
may notice from 120 feet.  It can hit to attack with damage 1d3.

The Tiger  (Orange 'f')
=== Num:208  Lev:12  Rar:2  Spd:+10  Hp:12d10  Ac:40  Exp:40
One of the largest of its species, a sleek orange and black shape creeps
towards you, ready to pounce.  This natural creature moves normally.  It
can bash down doors.  It is ever vigilant for intruders, which it may
notice from 400 feet.  It can claw to attack with damage 1d8, claw to
attack with damage 1d8, and bite to attack with damage 1d6.

The Swordsman  (Umber 'p')
=== Num:210  Lev:12  Rar:1  Spd:+0  Hp:12d8  Ac:34  Exp:40
A warrior of considerable skill.  This creature moves normally.  He can
open doors and bash down doors.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry one or two objects or
treasures.  He can hit to attack with damage 3d5, and hit to attack with
damage 3d5.

The Mine-dog  (Umber 'C')
=== Num:211  Lev:12  Rar:4  Spd:+10  Hp:4d6  Ac:10  Exp:40
An explosive charge has been attached to this poor animal, who has been
trained to search for its target and detonate.  This natural creature moves
somewhat erratically.  It can bash down doors.  It takes a while to see
intruders, which it may notice from 300 feet.  It can explode to attack
with damage 6d6.

The Stegocentipede  (Umber 'c')
=== Num:212  Lev:12  Rar:2  Spd:+10  Hp:13d8  Ac:30  Exp:40
It is a vast armoured centipede with massive mandibles and a spiked tail.
This natural creature moves normally.  It can bash down doors.  It is
rarely detected by telepathy.  It takes quite a while to see intruders,
which it may notice from 120 feet.  It can bite to attack with damage 2d4,
bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Moaning spirit  (Umber 'G')
=== Num:209  Lev:12  Rar:2  Spd:+10  Hp:5d8  Ac:20  Exp:44
A ghostly apparition that shrieks horribly.  This evil undead creature
moves a bit erratically.  It is magical, casting spells which terrify or
teleport-self; 1 time in 16.  It can pass through walls.  It is invisible.
It is cold blooded.  It resists cold.  It cannot be confused or slept.  It
is fairly observant of intruders, which it may notice from 140 feet.  It
will carry up to 3 objects or treasures.  It can wail to terrify, and touch
to reduce dexterity with damage 1d8.

The Dark elven priest  (Green 'h')
=== Num:204  Lev:12  Rar:1  Spd:+10  Hp:7d10  Ac:30  Exp:50
A dark elven figure, dressed all in black, chanting curses and waiting to
deliver your soul to hell.  This evil creature moves normally.  He is
magical, casting spells intelligently which cause serious wounds, blind,
confuse, heal-self or create darkness; 1 time in 5.  He can open doors and
bash down doors.  He is hurt by bright light.  He takes quite a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
objects.  He can hit to attack with damage 1d9, and hit to attack with
damage 1d10.

The werebat  (L.Umber 'b')
=== Num:198  Lev:12  Rar:4  Spd:+5  Hp:10d9  Ac:12  Exp:60
An abominable hybrid of man and bat.  This natural creature moves normally.
It is magical, casting spells which summon similar monsters; 1 time in 8.
It can bash down doors.  It takes quite a while to see intruders, which it
may notice from 100 feet.  It can bite to attack with damage 1d3.

The Grape jelly  (Violet 'j')
=== Num:199  Lev:12  Rar:3  Spd:+0  Hp:52d8  Ac:1  Exp:60
Yum! It looks quite tasty. It is a pulsing mound of glowing flesh.  This
creature moves normally, but does not deign to chase intruders.  It is
magical, casting spells which drain mana; 1 time in 11.  It is not detected
by telepathy.  It is hurt by bright light.  It resists poison, edged
weapons and polearms.  It resists edged weapons and polearms.  It cannot be
frightened, confused or slept.  It pays very little attention to intruders,
which it may notice from 20 feet.  It can touch to lower experience (by
10d6+).

The Sand golem  (Yellow 'g')
=== Num:202  Lev:12  Rar:2  Spd:+0  Hp:12d4  Ac:18  Exp:80
A strange creature that burns and chokes you with the white-hot sandit is
made of.  This creature moves normally.  It can bash down doors.  It is not
detected by telepathy.  It resists fire and edged weapons.  It resists
edged weapons.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It can hit to
confuse with damage 3d4, hit to burn with damage 3d4, and hit to paralyze.

[U] Golfimbul, the Hill Orc Chief  (Yellow 'o')
=== Num:214  Lev:12  Rar:3  Spd:+0  Hp:240  Ac:60  Exp:230
A leader of a band of raiding orcs, he picks on hobbits.  This evil orc
moves normally.  He usually appears with an escort.  He can open doors and
bash down doors.  He resists lightning, fire, cold and poison.  He takes a
while to see intruders, which he may notice from 200 feet.  He will carry
up to 4 good objects.  He can hit to attack with damage 1d12, hit to attack
with damage 1d12, hit to attack with damage 1d10, and hit to attack with
damage 1d10.

The Cloaker  (Green '(')
=== Num:221  Lev:13  Rar:5  Spd:+20  Hp:49  Ac:20  Exp:30
It resembles a normal cloak until some poor fool ventures too close!  This
evil creature moves normally, but does not deign to chase intruders.  It is
cold blooded.  It is not detected by telepathy.  It is hurt by fire.  It
resists lightning, cold and poison.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 200
feet.  It will carry one or two objects or treasures.  It can hit to
paralyze with damage 5d5, and hit to terrify with damage 5d5.

The Killer brown beetle  (Umber 'K')
=== Num:216  Lev:13  Rar:2  Spd:+0  Hp:13d8  Ac:40  Exp:38
It is a vicious insect with a tough carapace.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
resists edged weapons.  It resists edged weapons.  It takes quite a while
to see intruders, which it may notice from 100 feet.  It can bite to attack
with damage 3d4.

The Ochre jelly  (L.Umber 'j')
=== Num:223  Lev:13  Rar:3  Spd:+10  Hp:13d8  Ac:18  Exp:40
A fast moving highly acidic jelly thing, that is eating away the floor it
rests on.  This creature moves normally.  It can open doors, bash down
doors and pick up objects.  It is cold blooded.  It is not detected by
telepathy.  It resists acid, poison, edged weapons and polearms.  It
resists edged weapons and polearms.  It cannot be frightened, confused or
slept.  It is vigilant for intruders, which it may notice from 120 feet. 
It can touch to shoot acid with damage 1d10, touch to shoot acid with
damage 2d6, and touch to shoot acid with damage 2d6.

The Creeping mithril coins  (L.Blue '$')
=== Num:218  Lev:13  Rar:4  Spd:+0  Hp:20d8  Ac:50  Exp:45
It is a pile of coins, shambling forward on thousands of tiny legs.  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
resists acid, lightning, poison, blunt weapons and polearms.  It resists
blunt weapons and polearms.  It cannot be confused, slept or harmed by
edged weapons.  It is fairly observant of intruders, which it may notice
from 50 feet.  It will carry up to 6 treasures.  It can hit to attack with
damage 2d5, and touch to poison with damage 3d5.

The Black orc  (L.Dark 'o')
=== Num:222  Lev:13  Rar:2  Spd:+0  Hp:12d10  Ac:36  Exp:45
He is a large orc with powerful arms and deep black skin.  This evil orc
moves normally.  He usually appears in groups.  He can open doors and bash
down doors.  He is hurt by bright light.  He takes a while to see
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 3d4, and hit to attack with
damage 3d4.

The Ogre  (L.Umber 'O')
=== Num:217  Lev:13  Rar:2  Spd:+0  Hp:13d9  Ac:33  Exp:50
A hideous, smallish giant that is often found near or with orcs.  This evil
giant moves normally.  It usually appears in groups.  It can open doors and
bash down doors.  It takes quite a while to see intruders, which it may
notice from 200 feet.  It will carry an object or treasure.  It can hit to
attack with damage 2d8.

The Illusionist  (Red 'p')
=== Num:219  Lev:13  Rar:2  Spd:+10  Hp:12d8  Ac:10  Exp:50
A deceptive spell caster.  This evil creature moves normally.  He is
magical, casting spells intelligently which blind, confuse, slow, paralyze,
haste-self, blink-self, teleport-self or create darkness; 1 time in 3.  He
can open doors and bash down doors.  He is fairly observant of intruders,
which he may notice from 200 feet.  He will carry one or two objects or
treasures.  He can hit to attack with damage 2d2.

The Druid  (L.Green 'p')
=== Num:220  Lev:13  Rar:2  Spd:+0  Hp:12d12  Ac:10  Exp:50
A mystic at one with nature.  This evil creature moves normally.  He is
magical, casting spells intelligently which produce wind balls, produce
lightning bolts, produce fire bolts, blind, slow, paralyze, haste-self or
blink-self; 1 time in 3.  He can open doors and bash down doors.  He is
fairly observant of intruders, which he may notice from 200 feet.  He will
carry one or two objects or treasures.  He can hit to attack with damage
2d4, and hit to attack with damage 2d4.

The Drider  (Blue 'S')
=== Num:215  Lev:13  Rar:2  Spd:+0  Hp:10d13  Ac:30  Exp:55
A dark elven torso merged with the bloated form of a giant spider.  This
evil creature moves normally.  It is magical, casting spells which cause
light wounds, confuse or create darkness; 1 time in 8.  It can bash down
doors.  It resists poison.  It pays little attention to intruders, which it
may notice from 80 feet.  It can hit to attack with damage 1d12, hit to
attack with damage 1d12, and bite to poison with damage 1d6.

[U] Boldor, King of the Yeeks  (Violet 'y')
=== Num:224  Lev:13  Rar:3  Spd:+10  Hp:180  Ac:24  Exp:200
A great yeek, powerful in magic and sorcery, but a yeek all the same.  This
natural evil creature moves normally.  He usually appears with escorts.  He
is magical, casting spells intelligently which blind, slow, heal-self,
blink-self, teleport-self or summon a monster; 1 time in 3.  He can open
doors and bash down doors.  He is fairly observant of intruders, which he
may notice from 180 feet.  He will carry up to 4 good objects.  He can hit
to attack with damage 1d9, hit to attack with damage 1d9, and hit to attack
with damage 1d8.

The Giant black louse  (L.Dark 'l')
=== Num:231  Lev:14  Rar:1  Spd:+10  Hp:1d2  Ac:7  Exp:3
It makes you itch just to look at it.  This natural creature moves somewhat
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is hurt by acid.  It is fairly observant of intruders, which it may
notice from 60 feet.  It can bite to attack with damage 1d2.

The Giant flea  (Slate 'I')
=== Num:225  Lev:14  Rar:3  Spd:+10  Hp:2d2  Ac:25  Exp:4
It makes you itch just to look at it.  This natural creature moves
extremely erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It breeds explosively.  It is fairly observant of intruders,
which it may notice from 80 feet.  It can bite to attack with damage 1d2.

The Blue icky thing  (Blue 'i')
=== Num:227  Lev:14  Rar:4  Spd:-10  Hp:10d6  Ac:20  Exp:20
It is a strange, slimy, icky creature, with rudimentary intelligence, but
evil cunning.  It hungers for food, and you look tasty.  This evil creature
moves somewhat erratically.  It is magical, casting spells which terrify,
blind or confuse; 1 time in 8.  It can open doors and bash down doors.  It
breeds explosively.  It resists poison.  It takes a while to see intruders,
which it may notice from 150 feet.  It can crawl on you to poison with
damage 1d4, crawl on you to eat your food, hit to attack with damage 1d4,
and hit to attack with damage 1d4.

The Gibbering mouther  (Orange 'j')
=== Num:228  Lev:14  Rar:4  Spd:+0  Hp:5d6  Ac:10  Exp:20
A chaotic mass of pulsating flesh, mouths and eyes.  This evil creature
moves normally.  It may breathe light, and is also magical, casting spells
which terrify or confuse; 1 time in 7.  It is not detected by telepathy. 
It resists poison.  It cannot be frightened.  It takes a while to see
intruders, which it may notice from 150 feet.  It can crawl on you to
confuse with damage 1d4.

The Warg  (Slate 'C')
=== Num:230  Lev:14  Rar:2  Spd:+10  Hp:8d8  Ac:20  Exp:40
It is a large wolf with eyes full of cunning.  This natural evil creature
moves a bit erratically.  It usually appears in groups.  It can bash down
doors.  It takes quite a while to see intruders, which it may notice from
200 feet.  It can bite to attack with damage 1d8.

The Flesh golem  (L.Red 'g')
=== Num:229  Lev:14  Rar:1  Spd:+0  Hp:12d8  Ac:30  Exp:50
A shambling humanoid monster with long scars.  This creature moves
normally.  It can bash down doors.  It is not detected by telepathy.  It
resists lightning.  It cannot be frightened, confused or slept.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
hit to attack with damage 1d6, and hit to attack with damage 1d6.

The Giant white dragon fly  (White 'F')
=== Num:226  Lev:14  Rar:3  Spd:+0  Hp:5d8  Ac:20  Exp:60
It is a large fly that drips frost.  This natural creature moves somewhat
erratically.  It may breathe frost; 1 time in 10.  It can bash down doors.
It is rarely detected by telepathy.  It is hurt by fire.  It resists cold.
It tends to overlook intruders, which it may notice from 200 feet.  It can
bite to freeze with damage 1d6.

The Lurker  (White '.')
=== Num:232  Lev:14  Rar:3  Spd:+0  Hp:200  Ac:25  Exp:80
A strange creature that merges with the dungeon floor, trapping its victims
by enveloping them within its perfectly disguised form.  This creature
moves normally, but does not deign to chase intruders.  It is invisible. 
It is cold blooded.  It is not detected by telepathy.  It cannot be
frightened, confused or slept.  It is fairly observant of intruders, which
it may notice from 300 feet.  It can hit to attack with damage 1d8, and hit
to attack with damage 1d8.

[U] Ufthak of Cirith Ungol  (Green 'o')
=== Num:233  Lev:14  Rar:3  Spd:+0  Hp:320  Ac:50  Exp:200
A strong orc guarding the pass of Cirith Ungol.  He is mortally afraid of
spiders.  This evil orc moves normally.  He usually appears with an escort.
He can open doors and bash down doors.  He resists cold and poison.  He
takes a while to see intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 3d4, hit
to attack with damage 3d4, hit to attack with damage 3d4, and hit to attack
with damage 3d4.

The Unstable worm mass  (Orange 'w')
=== Num:236  Lev:15  Rar:4  Spd:-10  Hp:3d8  Ac:5  Exp:7
A seething mass of thick, glowing worms.  This natural creature moves
extremely erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It breeds explosively.  It is hurt by bright light.  It cannot
be frightened.  It is observant of intruders, which it may notice from 100
feet.  It can explode to burn with damage 5d5.

The Magic mushroom patch  (L.Blue ',')
=== Num:238  Lev:15  Rar:2  Spd:+20  Hp:1  Ac:10  Exp:10
Yum!  It looks quite tasty.  It seems to glow with an unusual light.  This
creature moves normally, but does not deign to chase intruders.  It usually
appears in groups.  It is magical, casting spells which terrify, slow,
blink-self or create darkness; 1 time in 1.  It resists polearms.  It
resists polearms and teleportation.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 400
feet.  It has no physical attacks.

The Giant tan bat  (L.Umber 'b')
=== Num:234  Lev:15  Rar:2  Spd:+20  Hp:3d8  Ac:20  Exp:18
A giant bat, the beating of whose wings produces a strangely unnerving
noise.  This natural creature moves somewhat erratically.  It tends to
overlook intruders, which it may notice from 120 feet.  It can bite to
terrify with damage 1d3, claw to attack with damage 1d2, and claw to attack
with damage 1d2.

The Mirkwood spider  (Green 'S')
=== Num:247  Lev:15  Rar:2  Spd:+10  Hp:9d8  Ac:25  Exp:25
A strong and powerful spider from Mirkwood forest.  Cunning and evil, it
seeks to taste your juicy insides.  This natural evil creature moves
normally.  It usually appears in groups.  It can bash down doors.  It is
rarely detected by telepathy.  It resists poison.  It pays little attention
to intruders, which it may notice from 150 feet.  It can bite to attack
with damage 1d8, bite to poison with damage 1d6, and bite to poison with
damage 1d6.

The Giant clear centipede  (White 'c')
=== Num:246  Lev:15  Rar:2  Spd:+0  Hp:5d8  Ac:30  Exp:30
It is about four feet long and carnivorous.  This natural creature moves
normally.  It can bash down doors.  It is invisible.  It is rarely detected
by telepathy.  It resists edged weapons.  It resists edged weapons.  It
takes quite a while to see intruders, which it may notice from 120 feet. 
It can bite to attack with damage 2d4, and sting to attack with damage 2d4.

The Homonculous  (Yellow 'u')
=== Num:250  Lev:15  Rar:3  Spd:+0  Hp:8d8  Ac:32  Exp:40
It is a small demonic spirit full of malevolence.  This evil demon moves
normally.  It can open doors and bash down doors.  It resists fire.  It
cannot be frightened.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It can hit to paralyze with damage 1d2, and hit
to attack with damage 1d10.

The Wererat  (L.Dark 'r')
=== Num:235  Lev:15  Rar:2  Spd:+0  Hp:20d8  Ac:10  Exp:45
A large rat with glowing red eyes.  The wererat is a disgusting creature,
relishing in filth and disease.  This natural evil creature moves normally.
It is magical, casting spells which produce poison balls, cause serious
wounds, produce frost bolts or blink-self; 1 time in 9.  It can open doors
and bash down doors.  It is fairly observant of intruders, which it may
notice from 100 feet.  It will carry a treasure.  It can claw to attack
with damage 1d8, claw to attack with damage 1d8, and bite to attack with
damage 2d6.

The Troglodyte  (Yellow 'Y')
=== Num:248  Lev:15  Rar:3  Spd:+0  Hp:6d8  Ac:27  Exp:45
A slender, bipedal creature about five feet in height; his head is large
compared to his body and his arms reach almost to the ground.  This natural
creature moves a bit erratically.  It usually appears in groups.  It can
open doors and bash down doors.  It is hurt by bright light.  It resists
cold.  It is fairly observant of intruders, which it may notice from 300
feet.  It can claw to attack with damage 2d3, bite to attack with damage
1d4, and claw to attack with damage 2d3.

The Light hound  (Orange 'Z')
=== Num:241  Lev:15  Rar:1  Spd:+0  Hp:6d6  Ac:30  Exp:50
A brilliant canine form whose light hurts your eyes, even at this distance.
This natural creature moves normally.  It usually appears in groups.  It
may breathe light; 1 time in 5.  It can bash down doors.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.

The Dark hound  (L.Dark 'Z')
=== Num:242  Lev:15  Rar:1  Spd:+0  Hp:6d6  Ac:30  Exp:50
A hole in the air in the shape of a huge hound.  No light falls upon its
form.  This natural creature moves normally.  It usually appears in groups.
It may breathe darkness; 1 time in 5.  It can bash down doors.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can claw to
attack with damage 1d4, claw to attack with damage 1d4, and bite to attack
with damage 1d6.

The Clear hound  (White 'Z')
=== Num:243  Lev:15  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:50
A completely translucent hound.  This natural creature moves normally.  It
usually appears in groups.  It can bash down doors.  It is invisible.  It
is ever vigilant for intruders, which it may notice from 300 feet.  It can
claw to attack with damage 1d6, claw to attack with damage 1d6, and bite to
attack with damage 1d8.

The Half-orc  (Slate 'o')
=== Num:244  Lev:15  Rar:3  Spd:+0  Hp:16d10  Ac:40  Exp:50
He is a hideous deformed cross-breed with man and orc, combining man's
strength and cunning with orcish evil.  This evil orc moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He
takes a while to see intruders, which he may notice from 200 feet.  He will
carry an object or treasure.  He can hit to attack with damage 3d4, and hit
to attack with damage 3d4.

The Clay golem  (L.Umber 'g')
=== Num:251  Lev:15  Rar:2  Spd:+0  Hp:14d8  Ac:30  Exp:50
It is a massive animated statue made out of hardened clay.  This creature
moves normally.  It can bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover and acid.  It resists
lightning, fire, cold and poison.  It cannot be frightened, confused or
slept.  It is fairly observant of intruders, which it may notice from 120
feet.  It can hit to attack with damage 1d8, and hit to attack with damage
1d8.

The Giant tarantula  (Orange 'S')
=== Num:245  Lev:15  Rar:3  Spd:+10  Hp:10d15  Ac:32  Exp:70
A giant spider with hairy black and red legs.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
resists poison.  It pays little attention to intruders, which it may notice
from 80 feet.  It can bite to poison with damage 1d6, bite to poison with
damage 1d6, and bite to poison with damage 1d6.

The Griffon  (Umber 'H')
=== Num:249  Lev:15  Rar:1  Spd:+0  Hp:30d8  Ac:15  Exp:70
It is half lion, half eagle.  It flies menacingly towards you.  This
natural creature moves normally.  It can bash down doors.  It is fairly
observant of intruders, which it may notice from 120 feet.  It can hit to
attack with damage 3d4, and bite to attack with damage 2d6.

The Black ogre  (L.Dark 'O')
=== Num:237  Lev:15  Rar:2  Spd:+0  Hp:20d9  Ac:33  Exp:75
A massive orc-like figure with black skin and powerful arms.  This evil
giant moves a bit erratically.  It usually appears in groups.  It can open
doors and bash down doors.  It takes quite a while to see intruders, which
it may notice from 200 feet.  It will carry an object or treasure.  It can
hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Guardian naga  (L.Blue 'n')
=== Num:239  Lev:15  Rar:2  Spd:+0  Hp:24d11  Ac:65  Exp:80
A giant snake-like figure with a woman's torso.  This evil creature moves
a bit erratically.  She can open doors and bash down doors.  She pays very
little attention to intruders, which she may notice from 200 feet.  She
will carry up to 3 objects or treasures.  She can crush to attack with
damage 2d8, bite to attack with damage 1d8, and bite to attack with damage
1d8.

The Dark naga  (L.Dark 'n')
=== Num:240  Lev:15  Rar:2  Spd:+0  Hp:15d11  Ac:35  Exp:90
A giant snake-like figure with a woman's torso. Not as strongas other
nagas, but more talented in magic.  This evil creature moves a bit
erratically.  She is magical, casting spells which produce frost bolts,
confuse, paralyze, heal-self or create darkness; 1 time in 4.  She can open
doors and bash down doors.  She is not detected by telepathy.  She resists
cold and poison.  She resists water.  She tends to overlook intruders,
which she may notice from 600 feet.  She will carry up to 3 objects or
treasures.  She can sting to attack with damage 1d10, and bite to attack
with damage 1d10.

The Hummerhorn  (Yellow 'I')
=== Num:259  Lev:16  Rar:4  Spd:+10  Hp:2d2  Ac:14  Exp:4
A giant buzzing wasp, its stinger drips venom.  This natural creature moves
extremely erratically.  It is rarely detected by telepathy.  It breeds
explosively.  It is fairly observant of intruders, which it may notice from
80 feet.  It can bite to confuse with damage 2d2.

The Crebain  (L.Dark 'B')
=== Num:253  Lev:16  Rar:2  Spd:+10  Hp:5d5  Ac:12  Exp:20
A type of crow, specially bred by the forces of evil as spies: their
rudimentary intelligence guided by an evil mind has tracked you down.  This
natural creature moves normally.  It usually appears in groups.  It may
shriek for help.  It is ever vigilant for intruders, which it may notice
from 400 feet.  It can claw to attack with damage 1d4, and claw to attack
with damage 1d4.

The Rust monster  (Orange 'q')
=== Num:254  Lev:16  Rar:2  Spd:+0  Hp:144  Ac:15  Exp:50
It is a weird, small animal with two antennae popping forth fromits
forehead. It looks hungry.  This creature moves normally.  It can destroy
objects.  It is rarely detected by telepathy.  It resists acid and poison.
It cannot be confused.  It is fairly observant of intruders, which it may
notice from 120 feet.  It can touch to shoot acid with damage 1d10, touch
to shoot acid with damage 1d10, touch to shoot acid with damage 1d10, and
touch to shoot acid with damage 1d10.

The Quasit  (Orange 'u')
=== Num:260  Lev:16  Rar:2  Spd:+0  Hp:6d8  Ac:30  Exp:50
The chaotic evil master's favourite pet.  This evil demon moves a bit
erratically.  It is magical, casting spells intelligently which terrify,
blind, confuse, blink-self, teleport-self, teleport to, teleport level or
phase door; 1 time in 10.  It can bash down doors.  It is invisible.  It
resists fire.  It takes a while to see intruders, which it may notice from
200 feet.  It will carry one or two objects.  It can bite to reduce
dexterity with damage 1d6, claw to attack with damage 1d3, and claw to
attack with damage 1d3.

The Grizzly bear  (L.Umber 'q')
=== Num:252  Lev:16  Rar:2  Spd:+0  Hp:12d12  Ac:35  Exp:55
A huge, beastly bear, more savage than most of its kind.  This natural
creature moves normally.  It can bash down doors.  It is fairly observant
of intruders, which it may notice from 100 feet.  It can claw to attack
with damage 1d8, claw to attack with damage 1d8, bite to attack with damage
1d12, and crush to attack with damage 1d10.

The Uruk  (L.Blue 'o')
=== Num:256  Lev:16  Rar:1  Spd:+0  Hp:80  Ac:50  Exp:60
A cunning orc of power, as tall as a man, and stronger.  It fears little.
This evil orc moves normally.  He usually appears in groups.  He can open
doors and bash down doors.  He resists poison.  He takes a while to see
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 3d5, and hit to attack with
damage 3d5.

The Giant green dragon fly  (Green 'F')
=== Num:258  Lev:16  Rar:2  Spd:+0  Hp:3d8  Ac:20  Exp:70
A vast, foul-smelling dragonfly.  This natural creature moves extremely
erratically.  It may breathe poison; 1 time in 10.  It can bash down doors.
It is rarely detected by telepathy.  It resists poison.  It tends to
overlook intruders, which it may notice from 120 feet.  It can bite to
poison with damage 1d6.

The Umber hulk  (L.Umber 'X')
=== Num:255  Lev:16  Rar:1  Spd:+0  Hp:20d10  Ac:50  Exp:75
This bizarre creature has glaring eyes and large mandibles capable of
slicing through rock.  This natural evil creature moves normally.  It can
bash down doors and bore through walls.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It can gaze to confuse, hit to attack with
damage 1d6, hit to attack with damage 1d6, and bite to attack with damage
2d6.

The Gelatinous cube  (L.Green 'j')
=== Num:257  Lev:16  Rar:4  Spd:+0  Hp:360  Ac:18  Exp:80
It is a strange, vast gelatinous structure that assumes cubic proportions
as it lines all four walls of the corridors it patrols.  Through its
transparent jelly structure you can see treasures it has engulfed, and a
few corpses as well.  This creature moves normally.  It can open doors,
bash down doors and pick up objects.  It is cold blooded.  It is not
detected by telepathy.  It resists acid, lightning, fire, cold, poison,
blunt weapons, edged weapons and polearms.  It resists blunt weapons, edged
weapons and polearms.  It cannot be frightened, confused or slept.  It is
vigilant for intruders, which it may notice from 120 feet.  It will carry
up to 10 objects or treasures.  It can touch to shoot acid with damage
1d10, touch to shoot acid with damage 1d10, and touch to shoot acid with
damage 1d10.

[U] Ulfast, Son of Ulfang  (L.Umber 'p')
=== Num:261  Lev:16  Rar:3  Spd:+0  Hp:340  Ac:40  Exp:200
A short and swarthy Easterling.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He takes quite a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
good objects.  He can hit to attack with damage 3d5, hit to attack with
damage 3d5, hit to attack with damage 3d5, and hit to attack with damage
3d5.

The Imp  (Green 'u')
=== Num:263  Lev:17  Rar:2  Spd:+0  Hp:6d8  Ac:30  Exp:55
The lawful evil master's favourite pet.  This evil demon moves a bit
erratically.  It is magical, casting spells intelligently which terrify,
blind, confuse, blink-self, teleport-self, teleport to or teleport level;
1 time in 10.  It can bash down doors.  It is invisible.  It is cold
blooded.  It resists fire.  It takes a while to see intruders, which it may
notice from 200 feet.  It will carry one or two objects.  It can hit to
poison with damage 3d4, and hit to poison with damage 3d4.

The Water spirit  (Slate 'E')
=== Num:266  Lev:17  Rar:1  Spd:+10  Hp:9d8  Ac:28  Exp:58
A whirlpool of sentient liquid.  This evil creature moves a bit
erratically.  It can bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by fire.  It resists poison and blunt
weapons.  It resists blunt weapons.  It cannot be frightened, confused or
slept.  It takes quite a while to see intruders, which it may notice from
120 feet.  It can hit to attack with damage 2d4, and hit to attack with
damage 2d4.

The Giant fire scorpion  (L.Red 'S')
=== Num:262  Lev:17  Rar:1  Spd:+0  Hp:11d4  Ac:22  Exp:62
It is fast and poisonous.  This natural creature moves normally.  It can
bash down doors.  It is rarely detected by telepathy.  It resists edged
weapons.  It resists edged weapons.  It takes a while to see intruders,
which it may notice from 120 feet.  It can bite to attack with damage 2d4,
and sting to reduce strength with damage 1d7.

The Giant red scorpion  (Red 'S')
=== Num:267  Lev:17  Rar:1  Spd:+0  Hp:11d8  Ac:44  Exp:62
It is fast and poisonous.  This natural creature moves normally.  It can
bash down doors.  It is rarely detected by telepathy.  It takes a while to
see intruders, which it may notice from 120 feet.  It can bite to attack
with damage 2d4, and sting to reduce strength with damage 1d7.

The Earth spirit  (Umber 'E')
=== Num:268  Lev:17  Rar:2  Spd:+10  Hp:13d8  Ac:40  Exp:64
A whirling form of sentient rock.  This evil creature moves a bit
erratically.  It can pass through walls.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists lightning,
fire, cold, poison and blunt weapons.  It resists blunt weapons.  It cannot
be frightened, confused or slept.  It tends to overlook intruders, which it
may notice from 100 feet.  It can hit to attack with damage 1d8, and hit to
attack with damage 1d8.

The Forest troll  (Green 'T')
=== Num:264  Lev:17  Rar:1  Spd:+0  Hp:20d10  Ac:50  Exp:70
He is green skinned and ugly.  This evil troll moves normally.  He usually
appears in groups.  He can open doors and bash down doors.  He regenerates
quickly.  He is hurt by bright light.  He resists blunt weapons.  He
resists blunt weapons.  He takes quite a while to see intruders, which he
may notice from 200 feet.  He will carry an object or treasure.  He can hit
to attack with damage 1d4, hit to attack with damage 1d4, and bite to
attack with damage 1d6.

The 2-headed hydra  (Umber 'M')
=== Num:265  Lev:17  Rar:2  Spd:+0  Hp:100d3  Ac:60  Exp:80
A strange reptilian hybrid with two heads, guarding its hoard.  This
natural creature moves normally.  It is magical, casting spells which
terrify; 1 time in 11.  It can open doors, bash down doors and push past
weaker monsters.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry one or two treasures.  It can bite to attack
with damage 2d6, and bite to attack with damage 2d6.

[U] Nar, the Dwarf  (Yellow 'h')
=== Num:269  Lev:17  Rar:2  Spd:+0  Hp:450  Ac:70  Exp:250
The friend and companion of the dwarven king Thror, he went mad with grief
after Thror's death at the hands of Azog the Orc. With torn beard and
ragged clothes, he seems to have fixed on you as a convenient target to
vent his anger.  This creature moves normally.  He is magical, casting
spells which cause mind blasting, cause serious wounds, blind, confuse or
heal-self; 1 time in 6.  He can open doors and bash down doors.  He resists
fire, cold and poison.  He cannot be confused or slept.  He takes a while
to see intruders, which he may notice from 250 feet.  He will carry one or
two good objects.  He can hit to attack with damage 3d5, hit to attack with
damage 3d5, hit to attack with damage 3d5, and hit to attack with damage
3d5.

The Blink dog  (L.Blue 'C')
=== Num:276  Lev:18  Rar:2  Spd:+10  Hp:8d8  Ac:20  Exp:50
A strange magical member of the canine race, its form seems to shimmer and
fade in front of your very eyes.  This natural creature moves a bit
erratically.  It usually appears in groups.  It is magical, casting spells
which blink-self or teleport to; 1 time in 4.  It can bash down doors.  It
resists teleportation.  It is fairly observant of intruders, which it may
notice from 200 feet.  It can bite to attack with damage 1d8.

The Potion mimic  (White '!')
=== Num:274  Lev:18  Rar:3  Spd:+0  Hp:10d10  Ac:30  Exp:60
A strange creature that disguises itself as discarded objects to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, produce frost bolts, terrify,
blind or confuse; 1 time in 6.  It is cold blooded.  It is not detected by
telepathy.  It is hurt by cold.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 250
feet.  It can hit to poison with damage 3d4, hit to attack with damage 2d3,
and hit to attack with damage 2d3.

The Giant black dragon fly  (Slate 'F')
=== Num:279  Lev:18  Rar:2  Spd:+10  Hp:3d8  Ac:20  Exp:68
The size of a large bird, this fly drips caustic acid.  This natural
creature moves extremely erratically.  It may breathe acid; 1 time in 9. 
It can bash down doors.  It is rarely detected by telepathy.  It is hurt by
lightning.  It resists acid.  It tends to overlook intruders, which it may
notice from 120 feet.  It has no physical attacks.

The Fire hound  (Red 'Z')
=== Num:271  Lev:18  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:70
Flames lick at its feet and its tongue is a blade of fire.  You can feel a
furnace heat radiating from the creature.  This natural creature moves
normally.  It usually appears in groups.  It may breathe fire; 1 time in
10.  It can bash down doors.  It is hurt by cold.  It resists fire.  It is
ever vigilant for intruders, which it may notice from 300 feet.  It can
claw to attack with damage 3d3, claw to attack with damage 3d3, and bite to
burn with damage 2d6.

The Cold hound  (White 'Z')
=== Num:272  Lev:18  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:70
A hound as tall as a man, this creature appears to be composed of angular
planes of ice.  Cold radiates from it and freezes your breath in the air.
This natural creature moves normally.  It usually appears in groups.  It
may breathe frost; 1 time in 10.  It can bash down doors.  It is hurt by
fire.  It resists cold.  It is ever vigilant for intruders, which it may
notice from 300 feet.  It can claw to attack with damage 3d3, claw to
attack with damage 3d3, and bite to freeze with damage 2d6.

The Energy hound  (Blue 'Z')
=== Num:273  Lev:18  Rar:1  Spd:+0  Hp:10d6  Ac:30  Exp:70
Saint Elmo's Fire forms a ghostly halo around this hound, and sparks sting
your fingers as energy builds up in the air around you.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
lightning; 1 time in 10.  It can bash down doors.  It resists lightning. 
It is ever vigilant for intruders, which it may notice from 300 feet.  It
can claw to attack with damage 3d3, claw to attack with damage 3d3, and
bite to electrify with damage 2d6.

The Door mimic  (L.Umber '+')
=== Num:275  Lev:18  Rar:6  Spd:+0  Hp:10d7  Ac:15  Exp:70
A strange creature that disguises itself as a dungeon feature to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, produce frost bolts, terrify,
blind or confuse; 1 time in 6.  It is cold blooded.  It is not detected by
telepathy.  It is hurt by acid.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 250
feet.  It can hit to poison with damage 3d4, hit to confuse with damage
2d3, and hit to paralyze with damage 2d3.

The Fire spirit  (Red 'E')
=== Num:270  Lev:18  Rar:2  Spd:+10  Hp:10d9  Ac:30  Exp:75
A whirlwind of sentient flame.  This evil creature moves a bit erratically.
It can bash down doors.  It is not detected by telepathy.  It is hurt by
cold.  It resists fire, poison and blunt weapons.  It resists blunt
weapons.  It cannot be frightened, confused or slept.  It takes a while to
see intruders, which it may notice from 160 feet.  It can hit to burn with
damage 2d6, and hit to burn with damage 2d6.

The Shambling mound  (L.Slate ',')
=== Num:278  Lev:18  Rar:2  Spd:+0  Hp:20d6  Ac:16  Exp:75
A pile of rotting vegetation that slides towards you with a disgusting
stench, waking all it nears.  This evil creature moves normally.  It may
shriek for help.  It can open doors and bash down doors.  It is not
detected by telepathy.  It cannot be frightened, confused or slept.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It will carry one or two treasures.  It can hit to attack with damage 1d8,
and hit to attack with damage 1d8.

The Orc captain  (Orange 'o')
=== Num:277  Lev:18  Rar:3  Spd:+0  Hp:20d10  Ac:59  Exp:80
An armoured orc with an air of authority.  This evil orc moves normally. 
He usually appears with an escort.  He can open doors and bash down doors.
He resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry one or two objects or treasures.  He can hit
to attack with damage 3d5, hit to attack with damage 3d5, and hit to attack
with damage 3d5.

The Neekerbreeker  (L.Dark 'I')
=== Num:283  Lev:19  Rar:4  Spd:+10  Hp:3d2  Ac:18  Exp:4
Believed to be an evil relative of the cricket, this creature gets its name
from its incessant squeaking, which can best be described as "neek-breek,
breek-neek". The noise can drive people frantic, and worse still, can be
heard for quite some distance, alerting other monsters to your presence. 
This natural creature moves extremely erratically.  It may shriek for help.
It is rarely detected by telepathy.  It breeds explosively.  It is fairly
observant of intruders, which it may notice from 80 feet.  It can bite to
poison with damage 2d2.

The Red mold  (Red 'm')
=== Num:281  Lev:19  Rar:1  Spd:+0  Hp:17d8  Ac:16  Exp:64
It is a strange red growth on the dungeon floor; it seems to burn with
flame.  This creature moves normally, but does not deign to chase
intruders.  It is not detected by telepathy.  It is hurt by cold and acid.
It resists fire, poison and blunt weapons.  It resists blunt weapons.  It
cannot be frightened, confused or slept.  It tends to overlook intruders,
which it may notice from 20 feet.  It can touch to burn with damage 4d4. 

The Giant gold dragon fly  (Yellow 'F')
=== Num:282  Lev:19  Rar:2  Spd:+10  Hp:3d8  Ac:20  Exp:78
Large beating wings support this dazzling insect.  A loud buzzing noise
pervades the air.  This natural creature moves extremely erratically.  It
may breathe sound; 1 time in 9.  It can bash down doors.  It is rarely
detected by telepathy.  It resists fire.  It tends to overlook intruders,
which it may notice from 120 feet.  It can bite to attack with damage 1d3.

The Stone golem  (L.Slate 'g')
=== Num:280  Lev:19  Rar:2  Spd:-10  Hp:28d8  Ac:75  Exp:100
It is a massive animated statue.  This creature moves normally.  It can
bash down doors.  It is cold blooded.  It is not detected by telepathy.  It
is hurt by rock remover.  It resists lightning, fire, cold, poison, blunt
weapons and polearms.  It resists blunt weapons and polearms.  It cannot be
frightened, confused, slept or harmed by edged weapons.  It is fairly
observant of intruders, which it may notice from 120 feet.  It can hit to
attack with damage 1d10, and hit to attack with damage 1d10.

[U] Shagrat, the Orc Captain  (Green 'o')
=== Num:284  Lev:19  Rar:2  Spd:+0  Hp:400  Ac:60  Exp:400
He is an orc of power and great cunning, leader of the garrison at Cirith
Ungol.  This evil orc moves normally.  He usually appears with an escort.
He can open doors and bash down doors.  He resists poison.  He takes a
while to see intruders, which he may notice from 200 feet.  He will carry
one or two good objects.  He can hit to attack with damage 3d8, hit to
attack with damage 3d8, hit to attack with damage 3d5, and hit to attack
with damage 3d5.

[U] Gorbag, the Orc Captain  (Green 'o')
=== Num:285  Lev:19  Rar:3  Spd:+0  Hp:400  Ac:60  Exp:400
He is an orc of power and great cunning, leader of the garrison at Minas
Morgul.  This evil orc moves normally.  He usually appears with an escort.
He can open doors and bash down doors.  He resists poison.  He takes a
while to see intruders, which he may notice from 200 feet.  He will carry
one or two good objects.  He can hit to attack with damage 3d8, hit to
attack with damage 3d8, hit to attack with damage 3d5, and hit to attack
with damage 3d5.

The Landmine  (White '.')
=== Num:295  Lev:20  Rar:5  Spd:+0  Hp:36  Ac:5  Exp:50
It was left here to be used against intruders.  This creature moves
normally, but does not deign to chase intruders.  It is invisible.  It is
cold blooded.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is fairly observant of intruders, which it may
notice from 300 feet.  It can explode to attack with damage 15d2.

The Paladin  (White 'p')
=== Num:296  Lev:20  Rar:1  Spd:+0  Hp:15d11  Ac:40  Exp:55
A warrior for a holy cause. Unfortunately, his god is not yours, and there
is rivalry even between the various gods of Good, so he is your enemy. 
This creature moves normally.  He is magical, casting spells which cause
light wounds, cause serious wounds, terrify, blind, slow or heal-self; 1
time in 4.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry one or two objects or treasures.  He can hit to attack with
damage 4d5, and hit to attack with damage 4d5.

The Ranger  (L.Slate 'p')
=== Num:297  Lev:20  Rar:1  Spd:+0  Hp:15d11  Ac:40  Exp:55
A warrior who is at one with nature. A master of both bow and sword, with
minor spellcasting skills, and animals come to do his bidding.  This
creature moves normally.  He may fire arrows or fire arrows.  He is
magical, casting spells which produce lightning bolts, produce magic
missiles, blink-self or summon a monster; 1 time in 4.  He can open doors,
bash down doors and pick up objects.  He takes quite a while to see
intruders, which he may notice from 200 feet.  He will carry one or two
objects or treasures.  He can hit to attack with damage 5d4, and hit to
attack with damage 5d4.

The Phase spider  (L.Blue 'S')
=== Num:286  Lev:20  Rar:2  Spd:+10  Hp:6d8  Ac:25  Exp:60
A spider that never seems quite there.  Everywhere you look it is just
half-seen in the corner of one eye.  This natural creature moves normally.
It usually appears in groups.  It is magical, casting spells which
blink-self, teleport to or phase door; 1 time in 5.  It can bash down
doors.  It is rarely detected by telepathy.  It resists poison.  It resists
teleportation.  It pays little attention to intruders, which it may notice
from 150 feet.  It can bite to attack with damage 1d8, bite to poison with
damage 1d6, and bite to poison with damage 1d6.

The Sabre-tooth tiger  (Yellow 'f')
=== Num:291  Lev:20  Rar:2  Spd:+10  Hp:20d14  Ac:50  Exp:120
A fierce and dangerous cat, its huge tusks and sharp claws would lacerate
even the strongest armour.  This natural creature moves normally.  It can
bash down doors.  It is ever vigilant for intruders, which it may notice
from 400 feet.  It can claw to attack with damage 1d10, claw to attack with
damage 1d10, bite to attack with damage 1d10, and bite to attack with
damage 1d10.

The Cloud golem  (Blue 'g')
=== Num:292  Lev:20  Rar:2  Spd:+0  Hp:15d15  Ac:15  Exp:120
Lighting crackes around this huge animated cloud entity, sending
shiversdown your spine.  This creature moves normally.  It can bash down
doors.  It is not detected by telepathy.  It resists lightning and cold. 
It cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 200 feet.  It can hit to electrify with
damage 4d4, and hit to electrify with damage 4d4.

The Werewolf  (L.Dark 'C')
=== Num:300  Lev:20  Rar:1  Spd:+0  Hp:20d22  Ac:30  Exp:150
It is a huge wolf with eyes that glow with manly intelligence.  This
natural evil creature moves a bit erratically.  It can open doors, bash
down doors and pick up objects.  It tends to overlook intruders, which it
may notice from 150 feet.  It can bite to attack with damage 1d6, bite to
attack with damage 1d6, and bite to attack with damage 1d10.

The Sasquatch  (Green 'Y')
=== Num:299  Lev:20  Rar:3  Spd:+10  Hp:20d19  Ac:40  Exp:180
A tall shaggy, furry humanoid, it could call the yeti brother.  This
natural creature moves normally.  It can open doors and bash down doors. 
It resists cold.  It is fairly observant of intruders, which it may notice
from 150 feet.  It can claw to attack with damage 1d10, claw to attack with
damage 1d10, and bite to attack with damage 2d8.

The Earth hound  (Umber 'Z')
=== Num:288  Lev:20  Rar:1  Spd:+0  Hp:15d8  Ac:30  Exp:200
A beautiful crystalline shape does not disguise the danger this hound
clearly presents.  Your flesh tingles as it approaches.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
shards; 1 time in 10.  It can bash down doors.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to attack with
damage 1d8, bite to attack with damage 1d8, claw to attack with damage 3d3,
and claw to attack with damage 3d3.

The Air hound  (Green 'Z')
=== Num:289  Lev:20  Rar:1  Spd:+0  Hp:15d8  Ac:30  Exp:200
Swirling vapours surround this beast as it floats towards you, seemingly
walking on air.  Noxious gases sting your throat.  This natural creature
moves normally.  It usually appears in groups.  It may breathe poison; 1
time in 10.  It can bash down doors.  It resists poison.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
poison with damage 1d8, bite to poison with damage 1d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.

The Water hound  (Slate 'Z')
=== Num:290  Lev:20  Rar:1  Spd:+0  Hp:15d8  Ac:30  Exp:200
Liquid footprints follow this hound as it pads around the dungeon.  An
acrid smell of acid rises from the dog's pelt.  This natural creature moves
normally.  It usually appears in groups.  It may breathe water; 1 time in
10.  It can bash down doors.  It resists acid.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to shoot acid
with damage 1d8, bite to shoot acid with damage 1d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.

The Chimaera  (Red 'H')
=== Num:293  Lev:20  Rar:4  Spd:+0  Hp:20d15  Ac:15  Exp:200
It is a strange concoction of goat, lion and dragon.  This creature moves
normally.  It may breathe fire; 1 time in 10.  It can bash down doors.  It
is hurt by cold.  It resists fire.  It is fairly observant of intruders,
which it may notice from 120 feet.  It can butt to attack with damage 2d8,
bite to attack with damage 2d10, and bite to burn with damage 2d6.

The Quylthulg  (Yellow 'Q')
=== Num:298  Lev:20  Rar:1  Spd:+0  Hp:6d8  Ac:1  Exp:250
It is a strange pulsing mound of flesh.  This natural creature moves
normally, but does not deign to chase intruders.  It is magical, casting
spells which blink-self or summon a monster; 1 time in 4.  It is invisible.
It is not detected by telepathy.  It is hurt by poison.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 100 feet.  It has no physical attacks.

The 3-headed hydra  (Orange 'M')
=== Num:287  Lev:20  Rar:2  Spd:+10  Hp:100d5  Ac:65  Exp:350
A strange reptilian hybrid with three heads, guarding its hoard.  This
natural creature moves normally.  It is magical, casting spells which
terrify; 1 time in 9.  It can open doors, bash down doors and push past
weaker monsters.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry up to 6 treasures.  It can bite to attack
with damage 2d6, bite to attack with damage 2d6, and bite to attack with
damage 2d6.

[U] The Icky Queen  (Violet 'i')
=== Num:294  Lev:20  Rar:5  Spd:+10  Hp:400  Ac:30  Exp:400
And you thought her offspring were icky!  This evil creature moves
normally.  She usually appears with escorts.  She is magical, casting
spells intelligently which drain mana, terrify, blind, confuse or summon
similar monsters; 1 time in 5.  She can open doors, bash down doors and
pick up objects.  She is rarely detected by telepathy.  She resists acid,
lightning, fire, cold and poison.  She is fairly observant of intruders,
which she may notice from 200 feet.  She will carry one or two good
objects.  She can crawl on you to poison with damage 3d4, crawl on you to
eat your food with damage 3d4, touch to shoot acid with damage 3d5, and hit
to attack with damage 3d5.

The Dark elven lord  (Slate 'h')
=== Num:301  Lev:20  Rar:2  Spd:+10  Hp:18d15  Ac:40  Exp:500
A dark elven figure in armour and radiating evil power.  This evil creature
moves normally.  He is magical, casting spells which produce fire bolts,
produce frost bolts, blind, confuse, haste-self or create darkness; 1 time
in 5.  He can open doors and bash down doors.  He is hurt by bright light.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 objects.  He can hit to attack with damage 3d8, and
hit to attack with damage 3d5.

[U] Bolg, Son of Azog  (Violet 'o')
=== Num:302  Lev:20  Rar:4  Spd:+10  Hp:500  Ac:50  Exp:800
A large and powerful orc.  He looks just like his daddy.  He is tall and
fast, but fortunately blessed with orcish brains.  This evil orc moves
normally.  He usually appears with an escort.  He can open doors and bash
down doors.  He resists poison.  He takes a while to see intruders, which
he may notice from 200 feet.  He will carry up to 4 good objects.  He can
hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack
with damage 3d6, and hit to attack with damage 3d6.

The Blue dragon bat  (Blue 'b')
=== Num:303  Lev:21  Rar:1  Spd:+20  Hp:4d4  Ac:26  Exp:54
It is a glowing blue bat with a sharp tail.  This natural creature moves
somewhat erratically.  It may breathe lightning; 1 time in 4.  It can bash
down doors.  It resists lightning.  It tends to overlook intruders, which
it may notice from 120 feet.  It can bite to electrify with damage 1d3.

The Mummified orc  (White 'z')
=== Num:310  Lev:21  Rar:1  Spd:+0  Hp:15d8  Ac:28  Exp:56
It is an orcish figure covered in wrappings.  This evil undead orc moves
normally.  It can open doors and bash down doors.  It is cold blooded.  It
is not detected by telepathy.  It is hurt by fire.  It resists cold and
poison.  It cannot be frightened, confused or slept.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry one or two
objects or treasures.  It can hit to attack with damage 2d4, and hit to
attack with damage 2d4.

The Axe of animated attack  (White '/')
=== Num:304  Lev:21  Rar:2  Spd:+10  Hp:7d14  Ac:20  Exp:60
A powerful weapon from a time long past when heroes walked the earth,
andmagical weapons of power unmatched were created. Blood drips from
itswicked blade.  This creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which terrify, blind, confuse or
summon a monster; 1 time in 6.  It is cold blooded.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 300 feet.  It will carry one or two objects or treasures.
It can hit to attack with damage 2d5, hit to attack with damage 2d5, hit to
attack with damage 2d6, and hit to attack with damage 2d6.

The Scroll mimic  (White '?')
=== Num:305  Lev:21  Rar:3  Spd:+0  Hp:10d14  Ac:40  Exp:60
A strange creature that disguises itself as discarded objects to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, produce fire bolts, terrify,
blind, confuse or summon a monster; 1 time in 5.  It is cold blooded.  It
is not detected by telepathy.  It cannot be frightened, confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.  It
can hit to poison with damage 3d4, hit to poison with damage 3d4, hit to
attack with damage 2d3, and hit to attack with damage 2d3.

The Fire vortex  (Red 'v')
=== Num:306  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A whirling maelstrom of fire.  This creature moves somewhat erratically. 
It may breathe fire powerfully; 1 time in 6.  It can bash down doors.  It
is not detected by telepathy.  It is hurt by cold.  It resists fire, blunt
weapons and edged weapons.  It resists blunt weapons and edged weapons.  It
cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 1000 feet.  It can engulf to burn with
damage 3d3.

The Water vortex  (Slate 'v')
=== Num:307  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A caustic spinning whirlpool of water.  This creature moves somewhat
erratically.  It may breathe acid powerfully; 1 time in 6.  It can bash
down doors.  It is not detected by telepathy.  It is hurt by fire.  It
resists acid, blunt weapons and edged weapons.  It resists blunt weapons
and edged weapons.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 1000 feet.  It can engulf
to shoot acid with damage 3d3.

The Cold vortex  (White 'v')
=== Num:308  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A twisting whirlpool of frost.  This creature moves somewhat erratically.
It may breathe frost powerfully; 1 time in 6.  It can bash down doors.  It
is not detected by telepathy.  It is hurt by fire.  It resists cold, blunt
weapons and edged weapons.  It resists blunt weapons and edged weapons.  It
cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 1000 feet.  It can engulf to freeze
with damage 3d3.

The Energy vortex  (Blue 'v')
=== Num:309  Lev:21  Rar:1  Spd:+0  Hp:9d9  Ac:30  Exp:100
A shimmering tornado of air, sparks crackle along its length.  This
creature moves somewhat erratically.  It may breathe lightning powerfully;
1 time in 6.  It can bash down doors.  It is not detected by telepathy.  It
is hurt by acid.  It resists lightning, blunt weapons, edged weapons and
polearms.  It resists blunt weapons, edged weapons and polearms.  It cannot
be frightened, confused or slept.  It is ever vigilant for intruders, which
it may notice from 1000 feet.  It can engulf to electrify with damage 3d3.

[U] Lugdush, the Uruk  (Blue 'o')
=== Num:311  Lev:21  Rar:4  Spd:+0  Hp:640  Ac:90  Exp:550
A large and powerful orc, captain of one of Saruman's orcish regiments. 
This evil orc moves normally.  He usually appears with an escort.  He can
open doors and bash down doors.  He resists poison.  He takes a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
good objects.  He can hit to attack with damage 3d5, hit to attack with
damage 3d5, hit to attack with damage 3d5, and hit to attack with damage
3d5.

The Vampiric mist  (L.Dark '#')
=== Num:315  Lev:22  Rar:1  Spd:+0  Hp:10d8  Ac:25  Exp:40
A cloud of evil, sentient mist.  This evil creature moves a bit
erratically.  It usually appears in groups.  It is cold blooded.  It is not
detected by telepathy.  It resists acid, cold and poison.  It resists
nether.  It cannot be frightened or confused.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can engulf to lower
experience (by 20d6+) with damage 1d6, and engulf to lower experience (by
20d6+) with damage 1d6.

The Giant yellow scorpion  (Yellow 'S')
=== Num:317  Lev:22  Rar:1  Spd:+0  Hp:12d8  Ac:38  Exp:60
It is a giant scorpion with a sharp stinger.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
takes a while to see intruders, which it may notice from 120 feet.  It can
bite to attack with damage 1d8, and sting to poison with damage 2d5.

The Killer stag beetle  (Green 'K')
=== Num:312  Lev:22  Rar:1  Spd:+0  Hp:20d8  Ac:55  Exp:80
It is a giant beetle with vicious claws.  This natural creature moves a bit
erratically.  It can bash down doors.  It is rarely detected by telepathy.
It takes quite a while to see intruders, which it may notice from 120 feet.
It can claw to attack with damage 1d12, and claw to attack with damage
1d12.

The Iron golem  (Slate 'g')
=== Num:313  Lev:22  Rar:2  Spd:+0  Hp:80d12  Ac:80  Exp:160
It is a massive metal statue that moves steadily towards you.  This
creature moves normally.  It is magical, casting spells which slow; 1 time
in 7.  It can bash down doors.  It is cold blooded.  It is not detected by
telepathy.  It is hurt by acid.  It resists lightning, fire, cold, poison
and blunt weapons.  It resists blunt weapons.  It cannot be frightened,
confused, slept, harmed by edged weapons or harmed by polearms.  It is
fairly observant of intruders, which it may notice from 120 feet.  It can
hit to attack with damage 1d12.

The Lava golem  (Red 'g')
=== Num:316  Lev:22  Rar:2  Spd:-20  Hp:25d10  Ac:20  Exp:180
It burns everything in its path with the heat its magma-like bodyproduces.
This creature moves normally.  It can bash down doors, destroy weaker
monsters and destroy objects.  It is not detected by telepathy.  It resists
fire and edged weapons.  It resists edged weapons.  It cannot be
frightened, confused or slept.  It is fairly observant of intruders, which
it may notice from 200 feet.  It can hit to burn with damage 6d4, hit to
burn with damage 6d4, and hit to burn with damage 6d4.

The Wyvern  (Green 'd')
=== Num:314  Lev:22  Rar:2  Spd:+10  Hp:5d80  Ac:65  Exp:250
A fast-moving and deadly draconian animal. Beware its poisonous sting! 
This natural evil dragon moves normally.  It can open doors, bash down
doors and push past weaker monsters.  It resists poison and edged weapons.
It resists edged weapons.  It takes a while to see intruders, which it may
notice from 200 feet.  It will carry up to 4 treasures.  It can bite to
attack with damage 2d6, bite to attack with damage 2d6, and sting to poison
with damage 2d6.

[U] Ugluk, the Uruk  (Blue 'o')
=== Num:318  Lev:22  Rar:3  Spd:+0  Hp:720  Ac:95  Exp:550
A strong and cunning orc warrior, the commander of Saruman's orcish horde.
This evil orc moves normally.  He usually appears with an escort.  He can
open doors and bash down doors.  He resists fire, cold and poison.  He
cannot be confused or slept.  He takes a while to see intruders, which he
may notice from 200 feet.  He will carry one or two good objects.  He can
hit to attack with damage 3d8, hit to attack with damage 3d8, hit to attack
with damage 3d5, and hit to attack with damage 3d5.

The Shadow cockroach  (L.Dark 'I')
=== Num:327  Lev:23  Rar:5  Spd:+10  Hp:5d3  Ac:15  Exp:6
Part insect, part shadow - you're not sure which part you like less.  This
natural creature moves extremely erratically.  It may breathe darkness; 1
time in 6.  It is rarely detected by telepathy.  It breeds explosively.  It
is hurt by acid.  It resists poison.  It cannot be frightened.  It takes
quite a while to see intruders, which it may notice from 70 feet.  It can
crawl on you to attack with damage 1d5.

The Black ooze  (L.Dark 'j')
=== Num:319  Lev:23  Rar:1  Spd:-20  Hp:6d8  Ac:6  Exp:7
It is a strangely moving puddle.  This creature moves somewhat erratically.
It is magical, casting spells which drain mana; 1 time in 11.  It can open
doors, bash down doors, destroy weaker monsters and pick up objects.  It is
not detected by telepathy.  It breeds explosively.  It resists poison,
blunt weapons and polearms.  It resists blunt weapons and polearms.  It
cannot be frightened.  It is vigilant for intruders, which it may notice
from 100 feet.  It will carry an object or treasure.  It can touch to shoot
acid with damage 2d6.

The Giant silver ant  (L.Slate 'a')
=== Num:325  Lev:23  Rar:1  Spd:+0  Hp:9d8  Ac:38  Exp:45
A giant silver ant with a caustic bite.  This natural creature moves a bit
erratically.  It can bash down doors.  It is rarely detected by telepathy.
It takes quite a while to see intruders, which it may notice from 100 feet.
It can bite to shoot acid with damage 4d4.

The Hardened warrior  (Umber 'p')
=== Num:320  Lev:23  Rar:1  Spd:+0  Hp:15d11  Ac:40  Exp:60
A scarred warrior who moves with confidence.  This evil creature moves
normally.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry one or two objects or treasures.  He can hit to attack with
damage 6d5, and hit to attack with damage 6d5.

The Red dragon bat  (Red 'b')
=== Num:322  Lev:23  Rar:1  Spd:+20  Hp:3d8  Ac:28  Exp:60
It is a sharp-tailed bat, wreathed in fire.  This natural creature moves
somewhat erratically.  It may breathe fire; 1 time in 4.  It can bash down
doors.  It is hurt by cold.  It resists fire.  It tends to overlook
intruders, which it may notice from 120 feet.  It can bite to burn with
damage 1d3.

The Giant bronze dragon fly  (L.Umber 'F')
=== Num:324  Lev:23  Rar:1  Spd:+10  Hp:3d8  Ac:20  Exp:70
This vast gleaming bronze fly has wings which beat mesmerically fast.  This
natural creature moves extremely erratically.  It may breathe confusion; 1
time in 9.  It can bash down doors.  It is rarely detected by telepathy. 
It cannot be confused or slept.  It tends to overlook intruders, which it
may notice from 120 feet.  It has no physical attacks.

The Killer white beetle  (White 'K')
=== Num:323  Lev:23  Rar:1  Spd:+0  Hp:20d8  Ac:55  Exp:85
It is looking for prey.  This natural creature moves a bit erratically.  It
can bash down doors.  It is rarely detected by telepathy.  It takes quite
a while to see intruders, which it may notice from 140 feet.  It can bite
to attack with damage 4d5.

The Master rogue  (Blue 'p')
=== Num:321  Lev:23  Rar:2  Spd:+10  Hp:15d9  Ac:30  Exp:110
A thief of great power and shifty speed.  This evil creature moves
normally.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry up to 4 objects or treasures.  He can hit to attack with
damage 2d8, hit to attack with damage 2d8, and hit to steal gold with
damage 4d4.

[U] Azog, King of the Uruk-Hai  (Violet 'o')
=== Num:326  Lev:23  Rar:5  Spd:+10  Hp:900  Ac:80  Exp:1111
He is also known as the King of Khazad-dum.  His ego is renowned to be
bigger than his head.  This evil orc moves normally.  He usually appears
with escorts.  He can open doors and bash down doors.  He resists poison.
He takes a while to see intruders, which he may notice from 200 feet.  He
will carry up to 4 good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, and hit to attack with damage 5d5.

The Giant firefly  (Red 'I')
=== Num:328  Lev:24  Rar:4  Spd:+10  Hp:3d2  Ac:18  Exp:4
Clouds of these monsters light up the dungeon - so brightly that you can
barely see through them.  This natural creature moves extremely
erratically.  It is rarely detected by telepathy.  It breeds explosively.
It is fairly observant of intruders, which it may notice from 80 feet.  It
can bite to blind with damage 1d2.

The Banshee  (Blue 'G')
=== Num:334  Lev:24  Rar:2  Spd:+10  Hp:6d8  Ac:24  Exp:60
It is a ghostly woman's form that wails mournfully.  This evil undead
creature moves somewhat erratically.  She may shriek for help.  She is
magical, casting spells which drain mana or teleport-self; 1 time in 16. 
She can pass through walls and pick up objects.  She is invisible.  She is
cold blooded.  She resists cold and poison.  She cannot be confused or
slept.  She is fairly observant of intruders, which she may notice from 200
feet.  She will carry one or two objects or treasures.  She can wail to
terrify, and touch to lower experience (by 20d6+).

The Mummified human  (White 'z')
=== Num:332  Lev:24  Rar:1  Spd:+0  Hp:17d9  Ac:34  Exp:70
It is a human form encased in mouldy wrappings.  This evil undead creature
moves normally.  It can open doors and bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It is hurt by fire.  It resists
cold and poison.  It cannot be frightened, confused or slept.  It tends to
overlook intruders, which it may notice from 200 feet.  It will carry one
or two objects.  It can hit to attack with damage 2d4, and hit to attack
with damage 2d4.

The Forest wight  (Green 'W')
=== Num:329  Lev:24  Rar:1  Spd:+0  Hp:12d8  Ac:30  Exp:140
It is a ghostly apparition with a humanoid form.  This evil undead creature
moves a bit erratically.  It is magical, casting spells which drain mana or
terrify; 1 time in 10.  It can open doors and bash down doors.  It is cold
blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It will carry up to 3 objects or
treasures.  It can hit to attack with damage 1d6, hit to attack with damage
1d6, and touch to lower experience (by 20d6+).

The Vampire bat  (L.Dark 'b')
=== Num:333  Lev:24  Rar:2  Spd:+10  Hp:9d10  Ac:40  Exp:150
An undead bat that flies at your neck hungrily.  This natural evil undead
creature moves somewhat erratically.  It is cold blooded.  It regenerates
quickly.  It resists cold and poison.  It cannot be frightened, confused or
slept.  It tends to overlook intruders, which it may notice from 120 feet.
It can bite to lower experience (by 40d6+) with damage 1d4, and bite to
lower experience (by 40d6+) with damage 1d4.

The Werebear  (L.Dark 'q')
=== Num:330  Lev:24  Rar:2  Spd:+0  Hp:25d25  Ac:50  Exp:200
In the eyes of this bear, there glimmers the faintest light of
intelligence. And then its form begins to change... The combination of
animal cunning, human intelligence and the great physical strength of the
bear makes for a dangerous enemy.  This natural evil creature moves
normally.  It can open doors and bash down doors.  It takes a while to see
intruders, which it may notice from 200 feet.  It will carry one or two
objects or treasures.  It can claw to attack with damage 1d10, claw to
attack with damage 1d10, bite to attack with damage 2d8, and crush to
attack with damage 2d6.

[U] Ibun, Son of Mim  (Orange 'h')
=== Num:335  Lev:24  Rar:2  Spd:+0  Hp:820  Ac:80  Exp:300
One of the last of the Petty-Dwarves.  Ibun is a tricky sorcerous little
being, full of mischief.  This creature moves normally.  He is magical,
casting spells which produce fire bolts, slow or heal-self; 1 time in 8. 
He can open doors and bash down doors.  He resists fire and cold.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 200 feet.  He will carry one or two good objects.  He can
hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack
with damage 3d6, and hit to disenchant.

[U] Khim, Son of Mim  (Orange 'h')
=== Num:336  Lev:24  Rar:2  Spd:+0  Hp:820  Ac:80  Exp:300
One of the last of the Petty-Dwarves.  Khim is a tricky sorcerous little
being, full of mischief.  This creature moves normally.  He is magical,
casting spells which produce fire bolts, slow or heal-self; 1 time in 8. 
He can open doors and bash down doors.  He resists fire and cold.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 200 feet.  He will carry one or two good objects.  He can
hit to attack with damage 3d6, hit to attack with damage 3d6, hit to attack
with damage 3d6, and hit to disenchant.

The 4-headed hydra  (Yellow 'M')
=== Num:331  Lev:24  Rar:2  Spd:+10  Hp:100d6  Ac:70  Exp:350
A strange reptilian hybrid with four heads, guarding its hoard.  This
natural creature moves normally.  It is magical, casting spells which
terrify; 1 time in 7.  It can open doors, bash down doors and push past
weaker monsters.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry up to 8 treasures.  It can bite to attack
with damage 2d6, bite to attack with damage 2d6, bite to attack with damage
2d6, and bite to attack with damage 2d6.

[U] Sangahyando of Umbar  (L.Umber 'p')
=== Num:337  Lev:24  Rar:2  Spd:+0  Hp:800  Ac:80  Exp:400
A Black Numenorean with a blacker heart.  This evil creature moves
normally.  He is magical, casting spells which slow or cause amnesia; 1
time in 4.  He can open doors and bash down doors.  He resists lightning
and fire.  He cannot be confused or slept.  He takes a while to see
intruders, which he may notice from 250 feet.  He will carry up to 4 good
objects.  He can hit to attack with damage 4d6, hit to attack with damage
4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

[U] Angamaite of Umbar  (L.Umber 'p')
=== Num:338  Lev:24  Rar:2  Spd:+0  Hp:800  Ac:80  Exp:400
A Black Numenorean who hates the men of the west.  This evil creature moves
normally.  He is magical, casting spells which slow or cause amnesia; 1
time in 4.  He can open doors and bash down doors.  He resists lightning
and fire.  He cannot be confused or slept.  He takes a while to see
intruders, which he may notice from 250 feet.  He will carry up to 4 good
objects.  He can hit to attack with damage 4d6, hit to attack with damage
4d6, hit to attack with damage 4d6, and hit to attack with damage 4d6.

The Giant brown tick  (Umber 'S')
=== Num:342  Lev:25  Rar:2  Spd:+0  Hp:18d8  Ac:50  Exp:27
It is moving slowly towards you.  This natural creature moves normally.  It
can bash down doors.  It is rarely detected by telepathy.  It resists
poison.  It takes a while to see intruders, which it may notice from 120
feet.  It can bite to poison with damage 2d6, and sting to blind with
damage 1.

The Carrion crawler  (Orange 'c')
=== Num:351  Lev:25  Rar:2  Spd:+0  Hp:20d12  Ac:40  Exp:60
A hideous centipede covered in slime and with glowing tentacles around its
head.  This natural creature moves a bit erratically.  It can bash down
doors.  It is rarely detected by telepathy.  It resists poison and edged
weapons.  It resists edged weapons.  It is fairly observant of intruders,
which it may notice from 150 feet.  It can sting to paralyze with damage
2d6, and sting to paralyze with damage 2d6.

The Stone troll  (L.Slate 'T')
=== Num:347  Lev:25  Rar:1  Spd:+0  Hp:23d10  Ac:40  Exp:85
He is a giant troll with scabrous black skin.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He regenerates quickly.  He is hurt by rock remover and bright
light.  He resists blunt weapons.  He resists blunt weapons.  He tends to
overlook intruders, which he may notice from 200 feet.  He will carry an
object or treasure.  He can hit to attack with damage 1d6, hit to attack
with damage 1d6, and bite to attack with damage 3d4.

The Killer red beetle  (Red 'K')
=== Num:352  Lev:25  Rar:2  Spd:+0  Hp:20d8  Ac:50  Exp:85
It is a giant beetle with poisonous mandibles.  This natural creature moves
a bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 140 feet.  It can bite to reduce strength with damage 4d4.

The Fire troll  (Red 'T')
=== Num:348  Lev:25  Rar:1  Spd:+0  Hp:23d7  Ac:25  Exp:90
Fire trolls are believed to have been created by anevil wizard trying to
make forest trolls immune tofire.  This evil troll moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He is
hurt by bright light and cold.  He resists fire.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to burn with damage 1d6, hit to burn with damage 1d6,
and bite to burn with damage 3d4.

The Troll priest  (L.Green 'T')
=== Num:349  Lev:25  Rar:1  Spd:+0  Hp:300  Ac:50  Exp:100
A troll who is so bright he knows how to read.  This evil troll moves
normally.  He is magical, casting spells which cause light wounds, produce
magic missiles, terrify, blink-self or create darkness; 1 time in 5.  He
can open doors and bash down doors.  He regenerates quickly.  He is hurt by
bright light.  He resists blunt weapons.  He resists blunt weapons.  He
cannot be confused or slept.  He takes quite a while to see intruders,
which he may notice from 200 feet.  He will carry one or two objects or
treasures.  He can hit to attack with damage 1d8, hit to attack with damage
1d8, and bite to attack with damage 3d4.

The Hill giant  (L.Umber 'P')
=== Num:343  Lev:25  Rar:1  Spd:+0  Hp:30d15  Ac:45  Exp:150
A ten foot tall humanoid with powerful muscles.  This evil giant moves
normally.  It can open doors and bash down doors.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry an object or
treasure.  It can hit to attack with damage 4d8, and hit to attack with
damage 4d8.

The Magma intrusion  (L.Dark '%')
=== Num:339  Lev:25  Rar:2  Spd:-10  Hp:10d25  Ac:60  Exp:200
It's just a block of dark rock. But wait! It seems to be growing...  This
natural creature moves normally, but does not deign to chase intruders.  It
is cold blooded.  It is not detected by telepathy.  It breeds explosively.
It is hurt by rock remover.  It resists acid, lightning, fire and poison.
It cannot be stunned, frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 150 feet.  It will carry
up to 3 treasures.  It can touch to burn with damage 5d5, and touch to
paralyze with damage 3d3.

The Disenchanter beast  (White 'q')
=== Num:353  Lev:25  Rar:2  Spd:+0  Hp:30d15  Ac:40  Exp:250
It looks like an anteater, and there is a static feelingcrackling around
its long trunk.  This creature moves normally.  It is rarely detected by
telepathy.  It resists acid and poison.  It resists disenchantment.  It
cannot be confused.  It takes a while to see intruders, which it may notice
from 120 feet.  It can touch to disenchant with damage 1d10, touch to
disenchant with damage 1d10, touch to disenchant with damage 1d10, and
touch to disenchant with damage 1d10.

The Natural quylthulg  (Blue 'Q')
=== Num:345  Lev:25  Rar:1  Spd:+0  Hp:10d10  Ac:1  Exp:275
It's a strange pile of pulsating flesh, covered in patches of fur.  This
natural creature moves normally, but does not deign to chase intruders.  It
is magical, casting spells which blink-self or summon animals; 1 time in 4.
It is invisible.  It is not detected by telepathy.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 100 feet.  It has no physical attacks.

The Wereworm  (L.Dark 'w')
=== Num:350  Lev:25  Rar:3  Spd:+0  Hp:100d11  Ac:70  Exp:300
A huge wormlike shape dripping acid, twisted by evil sorcery into a foul
monster that breeds on death.  This natural creature moves normally.  It
can bash down doors.  It resists acid.  It takes a while to see intruders,
which it may notice from 150 feet.  It can gaze to lower experience (by
20d6+), crawl on you to shoot acid with damage 2d4, bite to attack with
damage 1d10, and bite to poison with damage 1d6.

The Samurai  (Slate 'p')
=== Num:346  Lev:25  Rar:2  Spd:+0  Hp:40d6  Ac:30  Exp:350
A warrior clad in ornate but effective armour, holding a katana so sharp it
can cut your throat and you won't notice till you nod.  This creature moves
normally.  He can open doors and bash down doors.  He cannot be frightened.
He is fairly observant of intruders, which he may notice from 120 feet.  He
will carry one or two objects.  He can hit to attack with damage 4d6, and
hit to attack with damage 4d6.

The Dark elven druid  (L.Green 'h')
=== Num:344  Lev:25  Rar:3  Spd:+10  Hp:20d20  Ac:75  Exp:500
A powerful dark elf, with mighty nature-controlling enchantments.  This
evil creature moves normally.  He is magical, casting spells which confuse,
heal-self, create darkness, summon a monster or summon spiders; 1 time in
6.  He can open doors and bash down doors.  He is hurt by bright light.  He
resists poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 150 feet.  He will carry one or two
objects.  He can hit to attack with damage 1d7, hit to attack with damage
1d7, and hit to attack with damage 3d8.

The Silent Watcher  (Slate 'g')
=== Num:340  Lev:25  Rar:5  Spd:+0  Hp:40d11  Ac:40  Exp:590
A figure carved from stone, with three vulture faces. Their eyes glowa
malevolent light...  This evil creature moves normally, but does not deign
to chase intruders.  It may shriek for help.  It is magical, casting spells
which drain mana, cause mind blasting, confuse, paralyze, summon a monster
or summon monsters; 1 time in 6.  It can bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It is hurt by rock remover and
bright light.  It resists lightning, fire, cold and poison.  It cannot be
frightened, confused or slept.  It is fairly observant of intruders, which
it may notice from 420 feet.  It can gaze to terrify, gaze to paralyze, and
gaze to reduce strength.

The Pukelman  (L.Dark 'g')
=== Num:341  Lev:25  Rar:3  Spd:+0  Hp:80d12  Ac:80  Exp:600
A stumpy figure carved from stone, with glittering eyes, this sentinel
strides towards you with deadly intent.  This creature moves normally.  It
is magical, casting spells which produce acid bolts, confuse or slow; 1
time in 4.  It can bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It is hurt by rock remover.  It resists lightning,
fire, cold, poison, edged weapons and polearms.  It resists edged weapons
and polearms.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 120 feet.  It can hit to
attack with damage 1d12, and hit to attack with damage 3d6.

The Disenchanter bat  (Violet 'b')
=== Num:354  Lev:26  Rar:4  Spd:+20  Hp:6d8  Ac:28  Exp:75
A giant bat which feeds on raw magical energy.  This natural creature moves
somewhat erratically.  It tends to overlook intruders, which it may notice
from 120 feet.  It can hit to disenchant.

The Cave ogre  (Umber 'O')
=== Num:358  Lev:26  Rar:1  Spd:+0  Hp:30d9  Ac:33  Exp:80
A giant orc-like figure with an awesomely muscled frame.  This evil giant
moves normally.  It usually appears in groups.  It can open doors and bash
down doors.  It resists blunt weapons.  It resists blunt weapons.  It takes
quite a while to see intruders, which it may notice from 200 feet.  It will
carry an object or treasure.  It can hit to attack with damage 3d8, and hit
to attack with damage 3d8.

The Giant grey ant  (Slate 'a')
=== Num:355  Lev:26  Rar:1  Spd:+0  Hp:19d8  Ac:40  Exp:90
It is an ant encased in shaggy grey fur.  This natural creature moves a bit
erratically.  It can bash down doors and destroy weaker monsters.  It is
rarely detected by telepathy.  It resists edged weapons.  It resists edged
weapons.  It takes quite a while to see intruders, which it may notice from
100 feet.  It can bite to attack with damage 2d12.

The Giant fire tick  (L.Red 'S')
=== Num:357  Lev:26  Rar:1  Spd:+0  Hp:16d8  Ac:54  Exp:90
It is smoking and burning with great heat.  This natural creature moves a
bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It is hurt by cold.  It resists fire.  It takes a while to see
intruders, which it may notice from 140 feet.  It can bite to burn with
damage 3d6.

The Displacer beast  (L.Dark 'f')
=== Num:356  Lev:26  Rar:2  Spd:+0  Hp:25d10  Ac:100  Exp:100
It is a huge black panther, clubbed tentacles sprouting from its shoulders.
This natural creature moves normally.  It can bash down doors.  It is
invisible.  It takes a while to see intruders, which it may notice from 350
feet.  It can bite to attack with damage 2d8, hit to attack with damage
1d10, hit to attack with damage 1d10, and hit to attack with damage 1d10.

The White wraith  (White 'W')
=== Num:359  Lev:26  Rar:1  Spd:+0  Hp:15d8  Ac:40  Exp:175
It is a tangible but ghostly form made of white fog.  This evil undead
creature moves normally.  It is magical, casting spells which cause serious
wounds, terrify or create darkness; 1 time in 8.  It can open doors and
bash down doors.  It is cold blooded.  It is hurt by bright light.  It
resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
one or two objects or treasures.  It can hit to attack with damage 1d6, hit
to attack with damage 1d6, and touch to lower experience (by 20d6+).

The Angel  (Orange 'A')
=== Num:360  Lev:26  Rar:6  Spd:+0  Hp:300  Ac:60  Exp:220
Who knows why you are now facing an angel as an enemy? Is it a punishment
from your own god for your sins, or a test of your mettle, or has this
angel been sent by another god on behalf of someone who wishes to claim the
glory for his own god? Perhaps you will never know: but it is here, and you
must fight it.  This creature moves normally.  It is magical, casting
spells which terrify, blind, confuse or cause amnesia; 1 time in 3.  It can
open doors, bash down doors and pick up objects.  It resists acid and
poison.  It cannot be confused or slept.  It prefers to ignore intruders,
which it may notice from 300 feet.  It will carry up to 4 objects.  It can
hit to attack with damage 3d4, hit to attack with damage 3d4, hit to attack
with damage 3d4, and hit to attack with damage 3d4.

[U] Ulwarth, Son of Ulfang  (L.Umber 'p')
=== Num:361  Lev:26  Rar:4  Spd:+0  Hp:850  Ac:40  Exp:500
A short and swarthy Easterling.  This evil creature moves normally.  He can
open doors, bash down doors and pick up objects.  He takes quite a while to
see intruders, which he may notice from 200 feet.  He will carry one or two
good objects.  He can hit to attack with damage 4d6, hit to attack with
damage 4d6, and hit to attack with damage 4d6.

The Creeping adamantite coins  (L.Green '$')
=== Num:365  Lev:27  Rar:4  Spd:+10  Hp:20d25  Ac:50  Exp:45
It is a pile of coins, slithering forward on thousands of tiny legs.  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
resists acid, lightning, poison, blunt weapons and polearms.  It resists
blunt weapons and polearms.  It cannot be confused, slept or harmed by
edged weapons.  It is fairly observant of intruders, which it may notice
from 50 feet.  It will carry up to 6 treasures.  It can bite to poison with
damage 3d4, touch to poison with damage 3d5, hit to attack with damage
1d12, and hit to attack with damage 1d12.

The Killer fire beetle  (L.Red 'K')
=== Num:364  Lev:27  Rar:1  Spd:+0  Hp:13d8  Ac:45  Exp:95
It is a giant beetle wreathed in flames.  This natural creature moves
normally.  It can bash down doors.  It is rarely detected by telepathy.  It
is hurt by cold.  It resists fire.  It takes quite a while to see
intruders, which it may notice from 140 feet.  It can bite to attack with
damage 3d4, and spit to burn with damage 4d5.

The Hellblade  (Violet '|')
=== Num:363  Lev:27  Rar:2  Spd:+10  Hp:169  Ac:20  Exp:130
A deadly blade of chaos, moving of its own volition.  This evil creature
moves normally.  It can bash down doors.  It is cold blooded.  It resists
cold and poison.  It cannot be frightened, confused or slept.  It takes a
while to see intruders, which it may notice from 200 feet.  It can hit to
lower experience (by 20d6+) with damage 2d13, and hit to lower experience
(by 20d6+) with damage 2d13.

The Shimmering mold  (Blue 'm')
=== Num:362  Lev:27  Rar:1  Spd:+0  Hp:32d8  Ac:24  Exp:140
It is a strange growth on the dungeon floor, glowing and crackling with
sparks.  This creature moves normally, but does not deign to chase
intruders.  It is not detected by telepathy.  It resists lightning and
poison.  It cannot be frightened, confused or slept.  It tends to overlook
intruders, which it may notice from 20 feet.  It can touch to electrify
with damage 5d4, and touch to electrify with damage 5d4.

The Algroth  (Orange 'T')
=== Num:366  Lev:27  Rar:1  Spd:+0  Hp:21d12  Ac:60  Exp:150
A powerful troll form.  Venom drips from its needlelike claws.  This evil
troll moves normally.  It usually appears in groups.  It can open doors and
bash down doors.  It regenerates quickly.  It resists blunt weapons.  It
resists blunt weapons.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It will carry an object or treasure.  It can
claw to poison with damage 3d3, claw to poison with damage 3d3, and bite to
attack with damage 1d6.

The Vampire  (L.Slate 'V')
=== Num:370  Lev:27  Rar:1  Spd:+0  Hp:25d12  Ac:45  Exp:175
It is a humanoid with an aura of power.  You notice a sharp set of front
teeth.  This evil undead creature moves normally.  It is magical, casting
spells which cause mind blasting, cause serious wounds, terrify, paralyze,
teleport to, phase door, create darkness or cause amnesia; 1 time in 9.  It
can open doors and bash down doors.  It is cold blooded.  It regenerates
quickly.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 3 objects or treasures.  It
can hit to attack with damage 1d6, hit to attack with damage 1d6, bite to
lower experience (by 20d6+) with damage 1d4, and bite to lower experience
(by 20d6+) with damage 1d4.

The Gorgimaera  (Orange 'H')
=== Num:371  Lev:27  Rar:2  Spd:+0  Hp:25d20  Ac:55  Exp:200
The result of evil experiments, this travesty of nature should never be
alive.  It has three heads - goat, dragon and gorgon - all attached to a
lion's body.  This creature moves normally.  It may breathe fire; 1 time in
8.  It can bash down doors.  It resists fire.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can butt to attack with
damage 2d10, bite to burn with damage 2d10, and gaze to paralyze with
damage 2d6.

The Vibration hound  (Yellow 'Z')
=== Num:367  Lev:27  Rar:3  Spd:+0  Hp:25d10  Ac:30  Exp:250
A blurry canine form which seems to be moving as fast as the eye can
follow.  You can feel the earth resonating beneath your feet.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
sound; 1 time in 5.  It can bash down doors.  It cannot be confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can bite to attack with damage 2d8, bite to attack with damage
2d8, claw to attack with damage 3d3, and claw to attack with damage 3d3. 

The Nexus hound  (Violet 'Z')
=== Num:368  Lev:27  Rar:3  Spd:+0  Hp:25d10  Ac:30  Exp:250
A locus of conflicting points coalesce to form the vague shape of a huge
hound.  Or is it just your imagination?  This natural creature moves
normally.  It usually appears in groups.  It may breathe nexus; 1 time in
5.  It can bash down doors.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can bite to
attack with damage 2d8, bite to attack with damage 2d8, claw to attack with
damage 3d3, and claw to attack with damage 3d3.

The Ogre mage  (Red 'O')
=== Num:369  Lev:27  Rar:2  Spd:+0  Hp:25d12  Ac:40  Exp:300
A hideous ogre wrapped in black sorcerous robes.  This evil giant moves
normally.  It is magical, casting spells which produce frost balls, produce
fire bolts, terrify, paralyze, heal-self, create traps or summon a monster;
1 time in 4.  It can open doors and bash down doors.  It takes quite a
while to see intruders, which it may notice from 200 feet.  It will carry
one or two objects or treasures.  It can hit to attack with damage 3d8, hit
to attack with damage 3d8, hit to attack with damage 3d8, and hit to attack
with damage 3d8.

The Colbran  (Yellow 'g')
=== Num:372  Lev:27  Rar:2  Spd:+10  Hp:80d12  Ac:80  Exp:900
A man-shaped form of living lightning, sparks and shocks crackle all over
this madly capering figure, as it leaps and whirls around and about you. 
This creature moves normally.  It is magical, casting spells which produce
lightning bolts; 1 time in 3.  It can bash down doors.  It is cold blooded.
It is not detected by telepathy.  It resists lightning and poison.  It
cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 120 feet.  It can hit to electrify with
damage 3d8, and hit to electrify with damage 3d8.

[U] Mim, Betrayer of Turin  (Orange 'h')
=== Num:373  Lev:27  Rar:4  Spd:+10  Hp:1100  Ac:80  Exp:1000
The last of his race, Mim is a Petty-Dwarf.  Petty-dwarves are strange
creatures, powerful in sorcery and originating in the East.  They have been
hunted to extinction by high elves.  This evil creature moves normally.  He
is magical, casting spells which produce acid balls, produce acid bolts,
terrify or heal-self; 1 time in 6.  He can open doors and bash down doors.
He resists acid, lightning, fire, cold and poison.  He cannot be confused
or slept.  He takes a while to see intruders, which he may notice from 200
feet.  He will carry up to 4 exceptional objects.  He can hit to attack
with damage 3d8, hit to attack with damage 3d8, hit to attack with damage
3d8, and hit to disenchant.

The Spirit naga  (White 'n')
=== Num:375  Lev:28  Rar:2  Spd:+0  Hp:30d15  Ac:75  Exp:60
A wraithly snake-like form with the torso of a beautiful woman, it is the
most powerful of its kind.  This evil creature moves normally.  She is
magical, casting spells which cause mind blasting, blind, heal-self or
create darkness; 1 time in 4.  She can open doors and bash down doors.  She
is invisible.  She cannot be confused or slept.  She pays very little
attention to intruders, which she may notice from 200 feet.  She will carry
up to 6 objects.  She can crush to attack with damage 2d8, crush to attack
with damage 2d8, bite to attack with damage 1d8, and bite to attack with
damage 1d8.

The Stairway to hell  (L.Slate '>')
=== Num:377  Lev:28  Rar:5  Spd:+10  Hp:75  Ac:10  Exp:125
Often found in graveyards.  This evil creature moves normally, but does not
deign to chase intruders.  It may shriek for help.  It is magical, casting
spells which summon a demon; 1 time in 16.  It is cold blooded.  It is not
detected by telepathy.  It resists acid, lightning, fire and poison.  It
cannot be frightened, confused or slept.  It takes a while to see
intruders, which it may notice from 900 feet.  It can wail to disenchant,
wail to lower experience (by 20d6+), wail to steal gold, and wail to steal
items.

The Mage  (Red 'p')
=== Num:381  Lev:28  Rar:1  Spd:+0  Hp:15d8  Ac:40  Exp:150
A mage of some power - you can tell by the size of his hat.  This evil
creature moves normally.  He is magical, casting spells intelligently which
produce lightning bolts, produce fire bolts, produce frost bolts, blind,
confuse, haste-self, teleport-self, teleport to or summon a monster; 1 time
in 3.  He can open doors and bash down doors.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry one or two
objects.  He can hit to attack with damage 2d5, and hit to attack with
damage 2d5.

The Beastmaster  (Green 'p')
=== Num:374  Lev:28  Rar:1  Spd:+0  Hp:25d5  Ac:20  Exp:160
Is it a beast or a man?  This creature moves normally.  He is magical,
casting spells intelligently which summon monsters; 1 time in 5.  He can
open doors and bash down doors.  He is fairly observant of intruders, which
he may notice from 200 feet.  He will carry one or two objects or
treasures.  He can hit to attack with damage 4d5.

The Ice troll  (White 'T')
=== Num:384  Lev:28  Rar:1  Spd:+0  Hp:24d10  Ac:56  Exp:160
He is a white troll with powerfully clawed hands.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He regenerates quickly.  He is hurt by bright light and fire.  He
resists cold and blunt weapons.  He resists blunt weapons.  He tends to
overlook intruders, which he may notice from 200 feet.  He will carry an
object or treasure.  He can hit to attack with damage 1d5, hit to attack
with damage 1d5, bite to freeze with damage 2d6, and bite to freeze with
damage 2d6.

The Frost giant  (White 'P')
=== Num:385  Lev:28  Rar:1  Spd:+0  Hp:32d15  Ac:50  Exp:180
A twelve foot tall giant covered in furs.  This evil giant moves normally.
It can open doors and bash down doors.  It is hurt by fire.  It resists
cold and blunt weapons.  It resists blunt weapons.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry an object or
treasure.  It can hit to freeze with damage 5d8, and hit to freeze with
damage 5d8.

The Mind flayer  (Violet 'h')
=== Num:382  Lev:28  Rar:1  Spd:+0  Hp:150  Ac:60  Exp:200
It is a humanoid form with a gruesome head, tentacular mouth, and piercing
eyes.  Claws reach out for you and you feel a presence invade your mind. 
This evil creature moves normally.  It is magical, casting spells which
cause mind blasting, cause brain smashing, terrify, blind, paralyze or
cause amnesia; 1 time in 8.  It can open doors and bash down doors.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 3 objects.  It can gaze to
reduce intelligence with damage 2d6, and gaze to reduce wisdom with damage
2d6.

The Black knight  (Slate 'p')
=== Num:378  Lev:28  Rar:1  Spd:+10  Hp:30d10  Ac:70  Exp:240
He is a figure encased in deep black plate armour; he looks at you
menacingly.  This evil creature moves normally.  He is magical, casting
spells which cause critical wounds, terrify, blind or create darkness; 1
time in 8.  He can open doors and bash down doors.  He resists edged
weapons.  He resists edged weapons.  He is fairly observant of intruders,
which he may notice from 200 feet.  He will carry one or two objects or
treasures.  He can hit to attack with damage 5d5, hit to attack with damage
5d5, and hit to attack with damage 5d5.

The Basilisk  (Blue 'R')
=== Num:383  Lev:28  Rar:3  Spd:+10  Hp:20d30  Ac:90  Exp:300
An evil reptile that preys on unsuspecting travellers.  Its eyes stare
deeply at you and your soul starts to wilt!  This natural creature moves
normally.  It can open doors and bash down doors.  It cannot be confused or
slept.  It takes quite a while to see intruders, which it may notice from
150 feet.  It will carry one or two objects.  It can gaze to paralyze, bite
to attack with damage 2d12, bite to attack with damage 2d12, and bite to
attack with damage 2d12.

The 5-headed hydra  (Green 'M')
=== Num:376  Lev:28  Rar:2  Spd:+10  Hp:100d8  Ac:80  Exp:350
A strange reptilian hybrid with five heads dripping venom.  This natural
creature moves normally.  It is magical, casting spells which produce
poison balls or terrify; 1 time in 5.  It can bash down doors and push past
weaker monsters.  It resists poison.  It takes a while to see intruders,
which it may notice from 200 feet.  It will carry up to 10 treasures.  It
can bite to poison with damage 4d4, bite to poison with damage 4d4, bite to
poison with damage 4d4, and bite to poison with damage 4d4.

The Cyclops  (Umber 'P')
=== Num:379  Lev:28  Rar:2  Spd:+10  Hp:33d12  Ac:40  Exp:350
A gigantic humanoid with but one eye.  This evil giant moves normally.  It
may fire missiles.  It can open doors, bash down doors, push past weaker
monsters and pick up objects.  It resists acid and poison.  It takes a
while to see intruders, which it may notice from 200 feet.  It will carry
one or two objects or treasures.  It can hit to attack with damage 9d8, and
hit to attack with damage 9d8.

The Lesser wall monster  (L.Slate '#')
=== Num:380  Lev:28  Rar:4  Spd:+0  Hp:13d8  Ac:75  Exp:600
A sentient, moving section of wall.  This creature moves somewhat
erratically.  It can bash down doors and bore through walls.  It is cold
blooded.  It is not detected by telepathy.  It breeds explosively.  It is
hurt by rock remover.  It resists acid, lightning, fire, cold and poison.
It cannot be confused or slept.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It can hit to attack with damage 2d6,
hit to attack with damage 2d6, and hit to attack with damage 2d6.

[U] Uldor the Accursed  (L.Umber 'p')
=== Num:386  Lev:28  Rar:4  Spd:+0  Hp:1000  Ac:70  Exp:600
An evil and cunning man from the East.  This evil creature moves normally.
He can open doors, bash down doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 200 feet.  He will carry
one or two good objects.  He can hit to attack with damage 4d6, hit to
attack with damage 4d6, hit to attack with damage 4d6, and hit to attack
with damage 3d5.

[U] Draebor, the Imp  (Violet 'u')
=== Num:387  Lev:28  Rar:5  Spd:+10  Hp:520  Ac:50  Exp:750
An intensely irritating git of a monster.  This evil demon moves a bit
erratically.  It usually appears with an escort.  It is magical, casting
spells intelligently which terrify, blind, confuse, blink-self,
teleport-self, teleport to, teleport away, teleport level, phase door or
summon similar monsters; 1 time in 5.  It can bash down doors.  It is
invisible.  It resists fire.  It takes a while to see intruders, which it
may notice from 200 feet.  It will carry up to 8 good objects.  It can hit
to poison with damage 3d4, hit to poison with damage 3d4, hit to attack
with damage 3d4, and insult.

[U] Beorn, the Shape-Changer  (L.Dark 'q')
=== Num:388  Lev:28  Rar:4  Spd:+10  Hp:1400  Ac:60  Exp:1000
Beorn is only occasionally seen in human form these days, preferring to
appear in the shape of a giant black bear: he also prefers the company of
beasts to that of humans these days. Even when in human form he does not
take kindly to strangers - and when in bear's shape, as on this occasion,
the nature of the animal within asserts itself when his territory is
intruded upon.  This natural creature moves normally.  He usually appears
with an escort.  He can bash down doors.  He takes a while to see
intruders, which he may notice from 250 feet.  He will carry up to 4 good
objects.  He can claw to attack with damage 2d10, claw to attack with
damage 2d10, bite to attack with damage 4d8, and crush to attack with
damage 3d6.

The Ring mimic  (White '=')
=== Num:392  Lev:29  Rar:3  Spd:+10  Hp:10d35  Ac:60  Exp:200
A strange creature that disguises itself as discarded objects to lure
unsuspecting adventurers within reach of its venomous claws.  This creature
moves normally, but does not deign to chase intruders.  It is magical,
casting spells which cause serious wounds, produce acid bolts, produce
lightning bolts, produce fire bolts, produce frost bolts, terrify, blind,
confuse, cause amnesia or summon a monster; 1 time in 4.  It is cold
blooded.  It is not detected by telepathy.  It is hurt by lightning.  It
cannot be frightened, confused or slept.  It pays very little attention to
intruders, which it may notice from 300 feet.  It can hit to poison with
damage 3d4, hit to poison with damage 3d4, hit to poison with damage 3d4,
and hit to poison with damage 3d4.

The Young white dragon  (White 'd')
=== Num:394  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:50  Exp:275
It has a form that legends are made of.  Its still-tender scales are a
frosty white in hue.  Icy blasts of cold air come from it as it breathes.
This evil dragon moves normally.  It may breathe frost, and is also
magical, casting spells which terrify; 1 time in 10.  It can open doors and
bash down doors.  It is hurt by fire.  It resists cold and edged weapons.
It resists edged weapons.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 5 objects or treasures.  It can
claw to attack with damage 2d4, claw to attack with damage 2d4, and bite to
attack with damage 2d6.

The Young green dragon  (Green 'd')
=== Num:395  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:60  Exp:290
It has a form that legends are made of.  Its still-tender scales are a deep
green in hue.  Foul gas seeps through its scales.  This evil dragon moves
normally.  It may breathe poison, and is also magical, casting spells which
terrify; 1 time in 10.  It can open doors and bash down doors.  It resists
poison and edged weapons.  It resists edged weapons.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 5
objects or treasures.  It can claw to attack with damage 2d4, claw to
attack with damage 2d4, and bite to attack with damage 2d6.

The Young blue dragon  (Blue 'd')
=== Num:393  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:50  Exp:300
It has a form that legends are made of.  Its still-tender scales are a deep
blue in hue.  Sparks crackle along its length.  This evil dragon moves
normally.  It may breathe lightning, and is also magical, casting spells
which terrify; 1 time in 10.  It can open doors and bash down doors.  It is
hurt by acid.  It resists lightning and edged weapons.  It resists edged
weapons.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry up to 5 objects or treasures.  It can claw to attack
with damage 2d4, claw to attack with damage 2d4, and bite to attack with
damage 2d6.

The Young bronze dragon  (L.Umber 'd')
=== Num:396  Lev:29  Rar:1  Spd:+0  Hp:270  Ac:63  Exp:310
It has a form that legends are made of.  Its still-tender scales are a
richbronze hue, and its shape glitters with strange colours that confuse
you.  This dragon moves normally.  It may breathe confusion, and is also
magical, casting spells which terrify; 1 time in 10.  It can open doors and
bash down doors.  It resists edged weapons.  It resists edged weapons.  It
cannot be confused or slept.  It pays very little attention to intruders,
which it may notice from 200 feet.  It will carry up to 7 objects or
treasures.  It can claw to attack with damage 2d4, claw to attack with
damage 2d4, and bite to attack with damage 2d6.

The Purple worm  (Violet 'w')
=== Num:389  Lev:29  Rar:3  Spd:+0  Hp:65d8  Ac:65  Exp:400
It is a massive worm form, many feet in length.  Its vast maw drips acid
and poison.  This natural creature moves normally.  It can bash down doors.
It resists acid and poison.  It takes quite a while to see intruders, which
it may notice from 140 feet.  It can hit to attack with damage 1d8, bite to
shoot acid with damage 2d8, and sting to poison with damage 1d8.

The Archangel  (L.Blue 'A')
=== Num:390  Lev:29  Rar:6  Spd:+0  Hp:400  Ac:68  Exp:400
An angel protected by an aura of holiness.  Its muscular form looks
extremely powerful next to your own frail body.  This creature moves
normally.  It is magical, casting spells intelligently which terrify,
blind, confuse, haste-self or heal-self; 1 time in 3.  It can open doors,
bash down doors and pick up objects.  It resists fire, cold and poison.  It
cannot be confused or slept.  It prefers to ignore intruders, which it may
notice from 300 feet.  It will carry up to 4 objects.  It can hit to attack
with damage 3d5, hit to attack with damage 3d5, hit to attack with damage
3d5, and hit to attack with damage 3d5.

The Catoblepas  (Green 'q')
=== Num:391  Lev:29  Rar:2  Spd:+0  Hp:30d10  Ac:55  Exp:400
A strange ox-like form with a huge head but a thin, weak neck, it looks
likes the creation of some deranged alchemist.  This natural creature moves
normally.  It can bash down doors.  It resists poison.  It takes quite a
while to see intruders, which it may notice from 150 feet.  It will carry
up to 4 treasures.  It can gaze to terrify with damage 2d4, gaze to blind
with damage 2d4, butt to attack with damage 2d6, and bite to attack with
damage 2d12.

The Giant blue ant  (Blue 'a')
=== Num:404  Lev:30  Rar:2  Spd:+0  Hp:8d8  Ac:50  Exp:80
It is a giant ant that crackles with energy.  This natural creature moves
a bit erratically.  It can bash down doors.  It is rarely detected by
telepathy.  It resists lightning and edged weapons.  It resists edged
weapons.  It tends to overlook intruders, which it may notice from 100
feet.  It can bite to electrify with damage 5d5.

The Giant army ant  (Orange 'a')
=== Num:405  Lev:30  Rar:3  Spd:+10  Hp:19d6  Ac:40  Exp:90
An armoured form moving with purpose.  Powerful on its own, flee when
hordes of them march.  This natural creature moves a bit erratically.  It
usually appears in groups.  It can bash down doors and destroy weaker
monsters.  It is rarely detected by telepathy.  It resists edged weapons.
It resists edged weapons.  It takes quite a while to see intruders, which
it may notice from 100 feet.  It can bite to attack with damage 2d12.

The Killer slicer beetle  (Yellow 'K')
=== Num:407  Lev:30  Rar:2  Spd:+0  Hp:22d10  Ac:60  Exp:200
It is a beetle with deadly sharp cutting mandibles and a rock-hard
carapace.  This natural creature moves normally.  It can bash down doors.
It is rarely detected by telepathy.  It takes quite a while to see
intruders, which it may notice from 140 feet.  It can bite to attack with
damage 5d8, and bite to attack with damage 5d8.

The Fire giant  (Red 'P')
=== Num:397  Lev:30  Rar:1  Spd:+0  Hp:34d16  Ac:60  Exp:220
A glowing fourteen foot tall giant.  Flames drip from its red skin.  This
evil giant moves normally.  It can open doors and bash down doors.  It is
hurt by cold.  It resists fire and blunt weapons.  It resists blunt
weapons.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry an object or treasure.  It can hit to burn with damage
6d8, and hit to burn with damage 6d8.

The Skeleton troll  (White 's')
=== Num:400  Lev:30  Rar:1  Spd:+0  Hp:20d10  Ac:55  Exp:225
It is a troll skeleton animated by dark dweomers.  This evil undead troll
moves normally.  It can open doors and bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It resists cold, poison, blunt
weapons and polearms.  It resists blunt weapons and polearms.  It cannot be
frightened, confused or slept.  It takes a while to see intruders, which it
may notice from 200 feet.  It can hit to attack with damage 1d6, hit to
attack with damage 1d6, and bite to attack with damage 3d4.

The Manticore  (Yellow 'H')
=== Num:401  Lev:30  Rar:2  Spd:+10  Hp:250  Ac:15  Exp:300
It is a winged lion's body with a human torso and a tail covered in vicious
spikes.  This evil creature moves normally.  It may fire missiles.  It can
bash down doors.  It is fairly observant of intruders, which it may notice
from 120 feet.  It can hit to attack with damage 3d4, hit to attack with
damage 3d4, hit to attack with damage 3d4, and hit to attack with damage
3d4.

The Antimagic hound  (Violet 'Z')
=== Num:402  Lev:30  Rar:4  Spd:+0  Hp:20d7  Ac:30  Exp:300
A field of static energy surrounds this hound. Its presence seems to dampen
all other energies...  This natural creature moves normally.  It usually
appears in groups.  It may breathe disenchantment; 1 time in 5.  It resists
disenchantment.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can bite to disenchant
with damage 3d3, claw to disenchant with damage 2d10, and claw to
disenchant with damage 2d10.

The Grave wight  (Blue 'W')
=== Num:406  Lev:30  Rar:1  Spd:+0  Hp:12d10  Ac:50  Exp:325
It is a ghostly form with eyes that haunt you.  This evil undead creature
moves a bit erratically.  It is magical, casting spells which cause
critical wounds, terrify or create darkness; 1 time in 8.  It can open
doors and bash down doors.  It is cold blooded.  It is hurt by bright
light.  It resists cold and poison.  It cannot be confused or slept.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It will carry one or two objects.  It can hit to attack with damage 1d7,
hit to attack with damage 1d7, and touch to lower experience (by 20d6+). 

The granite wall  (White '%')
=== Num:403  Lev:30  Rar:2  Spd:-10  Hp:15d7  Ac:60  Exp:350
Just a normal wall, boring gray rock. But wait! It seems to be growing...
This natural creature moves normally, but does not deign to chase
intruders.  It is not detected by telepathy.  It breeds explosively.  It is
hurt by rock remover.  It resists lightning, fire, cold and poison.  It
cannot be stunned, frightened, confused or slept.  It is fairly observant
of intruders, which it may notice from 150 feet.  It will carry one or two
treasures.  It can touch to shoot acid with damage 8d8, and touch to
paralyze with damage 3d3.

The Mithril golem  (L.Blue 'g')
=== Num:399  Lev:30  Rar:4  Spd:+0  Hp:80d15  Ac:100  Exp:500
It is a massive statue of purest mithril.  It looks expensive!  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
is not detected by telepathy.  It resists lightning, fire, cold, poison and
blunt weapons.  It resists blunt weapons.  It cannot be frightened,
confused, slept, harmed by edged weapons or harmed by polearms.  It is
fairly observant of intruders, which it may notice from 120 feet.  It will
carry up to 4 treasures.  It can hit to attack with damage 3d8, hit to
attack with damage 3d8, hit to attack with damage 5d5, and hit to attack
with damage 5d5.

The Ogre chieftain  (Orange 'O')
=== Num:398  Lev:30  Rar:2  Spd:+0  Hp:30d15  Ac:55  Exp:600
This ogre has risen to become leader and shaman of his tribe.  This evil
giant moves normally.  It usually appears with an escort.  It is magical,
casting spells which cause serious wounds, produce fire bolts, terrify,
paralyze, teleport-self, phase door, create traps or summon a monster; 1
time in 5.  It can open doors and bash down doors.  It takes quite a while
to see intruders, which it may notice from 200 feet.  It will carry up to
4 objects.  It can hit to attack with damage 3d8, hit to attack with damage
3d8, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Death watch beetle  (L.Dark 'K')
=== Num:409  Lev:31  Rar:3  Spd:+0  Hp:25d12  Ac:60  Exp:190
It is a giant beetle that produces a chilling sound.  This natural creature
moves normally.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 160 feet.  It can bite to attack with damage 5d4, and wail to terrify
with damage 5d6.

The Ghost  (White 'G')
=== Num:408  Lev:31  Rar:1  Spd:+10  Hp:13d8  Ac:30  Exp:350
You don't believe in them.  This evil undead creature moves a bit
erratically.  It is magical, casting spells which drain mana, blind or
paralyze; 1 time in 16.  It can pass through walls and pick up objects.  It
is invisible.  It is cold blooded.  It resists cold and poison.  It cannot
be confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 3 objects or treasures.  It can
wail to terrify, touch to lower experience (by 20d6+), claw to reduce
intelligence with damage 1d6, and claw to reduce wisdom with damage 1d6. 

The Memory moss  (Red ',')
=== Num:412  Lev:32  Rar:3  Spd:+0  Hp:1d2  Ac:1  Exp:150
A mass of green vegetation.  You don't remember seeing anything like it
before.  This creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which cause amnesia; 1 time in 6.
It is not detected by telepathy.  It resists polearms.  It resists
polearms.  It cannot be frightened, confused or slept.  It is observant of
intruders, which it may notice from 300 feet.  It can hit to confuse with
damage 1d4, and hit to confuse with damage 1d4.

The Nexus quylthulg  (Violet 'Q')
=== Num:410  Lev:32  Rar:1  Spd:+0  Hp:10d12  Ac:1  Exp:300
It is a very unstable, strange pulsing mound of flesh.  This natural
creature moves normally, but does not deign to chase intruders.  It is
magical, casting spells which blink-self or teleport away; 1 time in 1.  It
is invisible.  It is not detected by telepathy.  It is hurt by poison.  It
resists teleportation.  It cannot be frightened, confused or slept.  It is
ever vigilant for intruders, which it may notice from 100 feet.  It has no
physical attacks.

The Ninja  (Umber 'p')
=== Num:411  Lev:32  Rar:2  Spd:+10  Hp:13d12  Ac:60  Exp:300
A humanoid clothed in black who moves with blinding speed.  This evil
creature moves normally.  He can open doors and bash down doors.  He cannot
be confused or slept.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry one or two objects or treasures.  He
can hit to poison with damage 3d4, hit to reduce strength with damage 3d4,
and hit to reduce strength with damage 3d4.

[U] Shelob, Spider of Darkness  (L.Dark 'S')
=== Num:414  Lev:32  Rar:3  Spd:+0  Hp:1200  Ac:80  Exp:1200
Shelob is an enormous bloated spider, rumoured to have been one of the
brood of Ungoliant the Unlight.  Her poison is legendary, as is her ego,
which may be her downfall.  She normally guards the pass through Cirith
Ungol, but occasionally goes out foraging for food to feed her
voraciousappetite.  This natural evil creature moves normally.  She usually
appears with escorts.  She is magical, casting spells intelligently which
cause critical wounds, cause mortal wounds, terrify, blind, confuse, slow,
heal-self, create traps or summon similar monsters; 1 time in 2.  She can
bash down doors.  She is hurt by bright light.  She cannot be confused or
slept.  She pays little attention to intruders, which she may notice from
80 feet.  She will carry up to 6 good objects.  She can claw to poison with
damage 2d5, claw to poison with damage 2d5, bite to paralyze with damage
2d10, and sting to reduce strength with damage 1d4.

[U] Lokkak, the Ogre Chieftain  (Violet 'O')
=== Num:413  Lev:32  Rar:2  Spd:+10  Hp:1500  Ac:100  Exp:1500
An ogre renowned for acts of surpassing cruelty, Lokkak quickly became the
leader of a large band of violent ogres.  This evil giant moves normally.
He usually appears with an escort.  He can open doors and bash down doors.
He resists poison.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry up to 4 good objects.  He can hit to attack
with damage 6d6, hit to attack with damage 6d6, and hit to attack with
damage 6d6.

The Stone giant  (L.Slate 'P')
=== Num:416  Lev:33  Rar:1  Spd:+0  Hp:35d18  Ac:75  Exp:250
It is eighteen feet tall and looking at you.  This evil giant moves
normally.  It can open doors, bash down doors and pick up objects.  It
resists blunt weapons.  It resists blunt weapons.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry an object or
treasure.  It can hit to attack with damage 7d8, and hit to attack with
damage 7d8.

The Half-troll  (Orange 'T')
=== Num:420  Lev:33  Rar:2  Spd:+0  Hp:18d14  Ac:30  Exp:300
A huge, ugly, half-human in search of plunder.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He resists poison.  He tends to overlook intruders, which he may
notice from 200 feet.  He will carry one or two objects.  He can claw to
attack with damage 1d5, claw to attack with damage 1d5, claw to attack with
damage 1d5, and bite to attack with damage 2d6.

The Skeleton ettin  (White 's')
=== Num:419  Lev:33  Rar:1  Spd:+0  Hp:450  Ac:50  Exp:325
It is the animated form of a massive two-headed troll.  This evil undead
troll moves normally.  It can open doors and bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It resists cold, poison and
polearms.  It resists polearms.  It cannot be frightened, confused or
slept.  It takes a while to see intruders, which it may notice from 200
feet.  It can hit to attack with damage 1d9, hit to attack with damage 1d9,
bite to attack with damage 1d5, and bite to attack with damage 1d5.

The Water elemental  (Slate 'E')
=== Num:431  Lev:33  Rar:2  Spd:+0  Hp:25d8  Ac:40  Exp:325
It is a towering tempest of water.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce frost bolts; 1
time in 6.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It is hurt
by fire.  It resists poison, blunt weapons, edged weapons and polearms.  It
resists blunt weapons, edged weapons and polearms.  It cannot be
frightened, confused or slept.  It tends to overlook intruders, which it
may notice from 120 feet.  It can hit to attack with damage 1d10, hit to
attack with damage 1d10, and hit to attack with damage 1d10.

The Cave troll  (Umber 'T')
=== Num:415  Lev:33  Rar:1  Spd:+0  Hp:24d12  Ac:50  Exp:350
He is a vicious monster, feared for his ferocity.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He regenerates quickly.  He is hurt by bright light.  He resists
poison and blunt weapons.  He resists blunt weapons.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 3d5, hit to attack with damage
3d5, bite to attack with damage 1d8, and bite to attack with damage 1d8. 

The Shade  (L.Dark 'G')
=== Num:427  Lev:33  Rar:3  Spd:+10  Hp:14d20  Ac:30  Exp:350
A shadowy form clutches at you from the darkness.  A powerful undead with
a deadly touch.  This evil undead creature moves a bit erratically.  It is
magical, casting spells which drain mana, blind, paralyze or cause amnesia;
1 time in 16.  It can pass through walls and pick up objects.  It is
invisible.  It is cold blooded.  It resists cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 6 objects.  It can wail to
terrify, touch to lower experience (by 40d6+), and claw to reduce
intelligence with damage 1d10.

The Spectre  (L.Umber 'G')
=== Num:428  Lev:33  Rar:3  Spd:+10  Hp:14d20  Ac:30  Exp:350
A phantasmal shrieking spirit.  Its wail drives the intense cold of pure
evil deep within your body.  This evil undead creature moves a bit
erratically.  It is magical, casting spells which drain mana, blind,
paralyze or cause amnesia; 1 time in 16.  It can pass through walls and
pick up objects.  It is invisible.  It is cold blooded.  It resists cold
and poison.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 200 feet.  It will carry up to 6
objects.  It can wail to terrify, touch to lower experience (by 40d6+), and
claw to reduce wisdom with damage 5d5.

The Fire elemental  (Red 'E')
=== Num:429  Lev:33  Rar:2  Spd:+0  Hp:30d8  Ac:50  Exp:350
It is a towering inferno of flames.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce fire bolts; 1
time in 6.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is not detected by telepathy.  It is hurt by cold.  It resists
fire, poison, blunt weapons, edged weapons and polearms.  It resists blunt
weapons, edged weapons and polearms.  It cannot be frightened, confused or
slept.  It tends to overlook intruders, which it may notice from 120 feet.
It can hit to burn with damage 4d6, and hit to burn with damage 4d6.

The Barrow wight  (Violet 'W')
=== Num:418  Lev:33  Rar:3  Spd:+0  Hp:15d10  Ac:40  Exp:375
It is a ghostly nightmare of a entity.  This evil undead creature moves
normally.  It usually appears in groups.  It is magical, casting spells
which cause serious wounds, terrify, paralyze or create darkness; 1 time in
8.  It can open doors and bash down doors.  It is cold blooded.  It is hurt
by bright light.  It resists cold and poison.  It cannot be confused or
slept.  It is fairly observant of intruders, which it may notice from 200
feet.  It will carry an object or treasure.  It can hit to attack with
damage 1d8, hit to attack with damage 1d8, and touch to lower experience
(by 40d6+).

The Cherub  (L.Green 'A')
=== Num:430  Lev:33  Rar:6  Spd:+10  Hp:450  Ac:68  Exp:400
It is an angel moving very quickly, wielding a holy war hammer and casting
a volley of powerful spells in your direction.  This creature moves
normally.  It is magical, casting spells intelligently which cause mind
blasting, produce fire bolts, terrify, blind, haste-self, heal-self or
summon monsters; 1 time in 3.  It can open doors, bash down doors, push
past weaker monsters and pick up objects.  It resists acid, lightning,
fire, cold and poison.  It cannot be confused or slept.  It prefers to
ignore intruders, which it may notice from 300 feet.  It will carry up to
6 objects.  It can hit to attack with damage 4d3, hit to attack with damage
3d8, hit to attack with damage 4d3, and hit to attack with damage 3d8.

The Mystic  (Orange 'p')
=== Num:417  Lev:33  Rar:3  Spd:+10  Hp:350  Ac:50  Exp:500
An adept at unarmed combat, the mystic strikes with stunning power.  He can
summon help from nature and is able to focus his power to ease any pain. 
This creature moves normally.  He is magical, casting spells which
heal-self or summon spiders; 1 time in 6.  He can open doors and bash down
doors.  He is invisible.  He resists acid and poison.  He cannot be
confused or slept.  He is observant of intruders, which he may notice from
300 feet.  He will carry one or two objects.  He can kick to attack with
damage 10d2, kick to attack with damage 10d2, kick to attack with damage
10d2, and kick to attack with damage 10d2.

The Multi-hued hound  (Violet 'Z')
=== Num:432  Lev:33  Rar:2  Spd:+10  Hp:12d10  Ac:30  Exp:600
Shimmering in rainbow hues, this hound is beautiful and deadly.  This
natural creature moves normally.  It usually appears in groups.  It may
breathe acid, lightning, fire, frost or poison; 1 time in 5.  It can bash
down doors.  It resists acid, lightning, fire, cold and poison.  It cannot
be confused or slept.  It is ever vigilant for intruders, which it may
notice from 250 feet.  It can claw to attack with damage 3d6, claw to
attack with damage 3d6, bite to attack with damage 4d4, and bite to attack
with damage 4d4.

The Shadow drake  (L.Green 'd')
=== Num:421  Lev:33  Rar:3  Spd:+0  Hp:300  Ac:50  Exp:700
It is a dragon-like form wrapped in shadow.  Glowing red eyes shine out in
the dark, and it is surrounded by an aura of unearthly cold that chills the
soul rather than the body.  This evil dragon moves normally.  It may
breathe nether, and is also magical, casting spells which terrify, confuse,
slow or create darkness; 1 time in 6.  It can open doors, bash down doors
and pass through walls.  It is invisible.  It resists polearms.  It resists
polearms.  It cannot be confused, slept or harmed by edged weapons.  It
takes quite a while to see intruders, which it may notice from 250 feet. 
It will carry up to 4 objects.  It can claw to attack with damage 2d4, claw
to attack with damage 2d4, and bite to lower experience (by 10d6+) with
damage 3d6.

The Ethereal drake  (Orange 'd')
=== Num:422  Lev:33  Rar:3  Spd:+0  Hp:400  Ac:100  Exp:800
A dragon of elemental power, with control over light and dark, the ethereal
drake's eyes glare with white hatred from the shadows.  This evil dragon
moves normally.  It may breathe light or darkness, and is also magical,
casting spells which terrify, confuse or slow; 1 time in 6.  It can pass
through walls.  It is invisible.  It cannot be confused, slept or harmed by
edged weapons.  It takes a while to see intruders, which it may notice from
250 feet.  It will carry up to 4 objects.  It can claw to attack with
damage 2d4, claw to attack with damage 2d4, and bite to attack with damage
3d6.

The Crystal drake  (Umber 'd')
=== Num:423  Lev:33  Rar:3  Spd:+0  Hp:450  Ac:100  Exp:850
A dragon of strange crystalline form.  Light shines through it, dazzling
your eyes with spectrums of colour.  This evil dragon moves normally.  It
may breathe shards, and is also magical, casting spells which terrify,
confuse or slow; 1 time in 6.  It can open doors and bash down doors.  It
resists cold.  It cannot be confused, slept or harmed by edged weapons.  It
takes quite a while to see intruders, which it may notice from 250 feet. 
It will carry up to 4 objects.  It can claw to attack with damage 2d4, claw
to attack with damage 2d4, and bite to attack with damage 3d6.

The Chaos drake  (Violet 'd')
=== Num:424  Lev:33  Rar:3  Spd:+0  Hp:500  Ac:100  Exp:900
A dragon twisted by the forces of chaos.  It seems first ugly, then fair,
as its form shimmers and changes in front of your eyes.  This evil dragon
moves normally.  It may breathe chaos or disenchantment, and is also
magical, casting spells which terrify, confuse or slow; 1 time in 6.  It
can open doors and bash down doors.  It is hurt by cold.  It resists fire.
It cannot be confused, slept or harmed by edged weapons.  It takes quite a
while to see intruders, which it may notice from 250 feet.  It will carry
up to 4 objects.  It can claw to attack with damage 2d4, claw to attack
with damage 2d4, and bite to attack with damage 3d6.

The Law drake  (L.Blue 'd')
=== Num:425  Lev:33  Rar:3  Spd:+0  Hp:500  Ac:100  Exp:900
This dragon is clever and cunning.  It laughs at your puny efforts to
disturb it.  This evil dragon moves normally.  It may breathe sound or
shards, and is also magical, casting spells which terrify, confuse or slow;
1 time in 6.  It can open doors and bash down doors.  It is hurt by fire.
It resists cold.  It cannot be confused, slept or harmed by edged weapons.
It takes quite a while to see intruders, which it may notice from 250 feet.
It will carry up to 4 objects.  It can claw to attack with damage 2d4, claw
to attack with damage 2d4, and bite to attack with damage 3d6.

The Balance drake  (Violet 'd')
=== Num:426  Lev:33  Rar:3  Spd:+0  Hp:600  Ac:100  Exp:1000
A mighty dragon, the balance drake seeks to maintain the Cosmic Balance,
and despises your feeble efforts to destroy evil.  This evil dragon moves
normally.  It may breathe sound, chaos, disenchantment or shards, and is
also magical, casting spells which terrify, confuse or slow; 1 time in 6.
It can open doors and bash down doors.  It resists fire and cold.  It
cannot be confused, slept or harmed by edged weapons.  It takes quite a
while to see intruders, which it may notice from 250 feet.  It will carry
up to 4 objects.  It can claw to attack with damage 2d4, claw to attack
with damage 2d4, and bite to attack with damage 3d6.

The Carrion crawler  (Orange 'c')
=== Num:436  Lev:34  Rar:2  Spd:+0  Hp:20d12  Ac:40  Exp:100
A hideous centipede covered in slime and with glowing tentacles around its
head.  This natural creature moves a bit erratically.  It usually appears
in groups.  It can bash down doors.  It is rarely detected by telepathy. 
It resists poison.  It is fairly observant of intruders, which it may
notice from 150 feet.  It can sting to paralyze with damage 2d6, and sting
to paralyze with damage 2d6.

The Gargoyle  (Slate 'u')
=== Num:434  Lev:34  Rar:2  Spd:+0  Hp:12d12  Ac:40  Exp:110
A weird demon creature with a stone-like skin.  This evil demon moves
normally.  It usually appears in groups.  It may breathe lightning or fire;
1 time in 12.  It is hurt by rock remover and bright light.  It resists
lightning, fire, cold and poison.  It takes a while to see intruders, which
it may notice from 100 feet.  It will carry a treasure.  It can claw to
attack with damage 2d6, claw to attack with damage 2d6, and bite to attack
with damage 1d6.

The Giant grey scorpion  (Slate 'S')
=== Num:440  Lev:34  Rar:4  Spd:+10  Hp:18d20  Ac:50  Exp:275
It is a giant grey scorpion.  It looks poisonous.  This natural creature
moves normally.  It can bash down doors.  It is rarely detected by
telepathy.  It takes quite a while to see intruders, which it may notice
from 120 feet.  It can bite to attack with damage 1d6, and sting to poison
with damage 1d4.

The Half-troll  (L.Umber 'T')
=== Num:433  Lev:34  Rar:2  Spd:+0  Hp:25d14  Ac:50  Exp:300
A huge, ugly, half-human in search of plunder.  This evil troll moves
normally.  He usually appears in groups.  He can open doors and bash down
doors.  He regenerates quickly.  He resists poison.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry one or two
objects.  He can claw to attack with damage 1d5, claw to attack with damage
1d5, bite to attack with damage 2d6, and bite to attack with damage 2d6. 

The Invisible stalker  (Yellow 'E')
=== Num:435  Lev:34  Rar:3  Spd:+20  Hp:19d12  Ac:46  Exp:300
It is impossible to define its form but its violence is legendary.  This
evil creature moves somewhat erratically.  It can open doors and bash down
doors.  It is invisible.  It is cold blooded.  It is not detected by
telepathy.  It resists lightning and poison.  It cannot be frightened,
confused or slept.  It takes a while to see intruders, which it may notice
from 200 feet.  It can hit to attack with damage 1d6, hit to attack with
damage 1d6, and hit to attack with damage 1d6.

The Master thief  (Blue 'p')
=== Num:437  Lev:34  Rar:2  Spd:+20  Hp:18d10  Ac:30  Exp:350
Cool and confident, fast and lithe; protect your possessions quickly!  This
evil creature moves normally.  He may fire seeker arrows.  He is magical,
casting spells which blink-self or create traps; 1 time in 6.  He can open
doors, bash down doors and pick up objects.  He takes quite a while to see
intruders, which he may notice from 200 feet.  He will carry up to 6
objects or treasures.  He can hit to attack with damage 2d8, hit to attack
with damage 3d4, hit to steal gold with damage 4d4, and hit to steal items
with damage 4d5.

The Earth elemental  (Umber 'E')
=== Num:441  Lev:34  Rar:2  Spd:-10  Hp:30d10  Ac:60  Exp:375
It is a towering form composed of rock with fists of awesome power.  This
evil creature moves normally.  It is magical, casting spells which produce
acid bolts; 1 time in 8.  It can pass through walls, destroy weaker
monsters and destroy objects.  It is cold blooded.  It is not detected by
telepathy.  It is hurt by rock remover.  It resists lightning, fire, cold,
poison, blunt weapons, edged weapons and polearms.  It resists blunt
weapons, edged weapons and polearms.  It cannot be frightened, confused or
slept.  It pays little attention to intruders, which it may notice from 100
feet.  It can hit to attack with damage 4d6, hit to attack with damage 4d6,
and hit to attack with damage 4d6.

The Air elemental  (L.Blue 'E')
=== Num:442  Lev:34  Rar:2  Spd:+10  Hp:30d5  Ac:50  Exp:390
It is a towering tornado of winds.  This evil creature moves a bit
erratically.  It is magical, casting spells which produce lightning bolts;
1 time in 8.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It resists
acid, lightning, fire, cold, poison, blunt weapons, edged weapons and
polearms.  It resists blunt weapons, edged weapons and polearms.  It cannot
be frightened, confused or slept.  It tends to overlook intruders, which it
may notice from 120 feet.  It can hit to attack with damage 1d10, hit to
confuse with damage 1d4, and hit to attack with damage 1d10.

The Master vampire  (Green 'V')
=== Num:439  Lev:34  Rar:3  Spd:+0  Hp:340  Ac:60  Exp:750
It is a humanoid form dressed in robes.  Power emanates from its chilling
frame.  This evil undead creature moves normally.  It is magical, casting
spells which cause mind blasting, cause critical wounds, produce nether
bolts, terrify, confuse, paralyze, teleport to, phase door, create darkness
or cause amnesia; 1 time in 6.  It can open doors and bash down doors.  It
is cold blooded.  It regenerates quickly.  It is hurt by bright light.  It
resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
up to 8 objects or treasures.  It can hit to attack with damage 1d6, hit to
attack with damage 1d6, bite to lower experience (by 40d6+) with damage
1d4, and bite to lower experience (by 40d6+) with damage 1d4.

The Lich  (Orange 'L')
=== Num:438  Lev:34  Rar:3  Spd:+0  Hp:300  Ac:60  Exp:1000
It is a skeletal form dressed in robes.  It radiates vastly evil power. 
This evil undead creature moves normally.  It is magical, casting spells
intelligently which drain mana, cause brain smashing, cause critical
wounds, terrify, blind, slow, paralyze, blink-self, teleport to, teleport
away or phase door; 1 time in 4.  It can open doors and bash down doors. 
It is cold blooded.  It is hurt by bright light.  It resists cold and
poison.  It cannot be confused or slept.  It tends to overlook intruders,
which it may notice from 200 feet.  It will carry one or two objects or
treasures.  It can touch to lower experience (by 40d6+), touch to drain
charges, touch to reduce dexterity with damage 2d8, and touch to reduce
dexterity with damage 2d8.

[U] Ulfang the Black  (L.Umber 'p')
=== Num:447  Lev:34  Rar:5  Spd:+10  Hp:1000  Ac:90  Exp:1200
A short and swarthy Easterling dressed in black.  This evil creature moves
normally.  He can open doors, bash down doors and pick up objects.  He
takes quite a while to see intruders, which he may notice from 200 feet. 
He will carry up to 4 good objects.  He can hit to attack with damage 5d5,
hit to attack with damage 5d5, hit to attack with damage 5d5, and hit to
attack with damage 5d5.

[U] Bert the Stone Troll  (Slate 'T')
=== Num:443  Lev:34  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:2000
Big, brawny, powerful and with a taste for hobbit.  He has friends called
Bill and Tom.  This evil troll moves normally.  He usually appears with an
escort.  He can open doors, bash down doors and pick up objects.  He
regenerates quickly.  He is hurt by rock remover and bright light.  He
resists cold, poison and blunt weapons.  He resists blunt weapons.  He
tends to overlook intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, and bite to attack with damage 2d10.

[U] Bill the Stone Troll  (Slate 'T')
=== Num:444  Lev:34  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:2000
Big, brawny, powerful and with a taste for hobbit.  He has friends called
Bert and Tom.  This evil troll moves normally.  He usually appears with an
escort.  He can open doors, bash down doors and pick up objects.  He
regenerates quickly.  He is hurt by rock remover and bright light.  He
resists cold, poison and blunt weapons.  He resists blunt weapons.  He
tends to overlook intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, and bite to attack with damage 2d10.

[U] Tom the Stone Troll  (Slate 'T')
=== Num:445  Lev:34  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:2000
Big, brawny, powerful and with a taste for hobbit.  He has friends called
Bert and Bill.  This evil troll moves normally.  He usually appears with an
escort.  He can open doors, bash down doors and pick up objects.  He
regenerates quickly.  He is hurt by rock remover and bright light.  He
resists cold, poison and blunt weapons.  He resists blunt weapons.  He
tends to overlook intruders, which he may notice from 200 feet.  He will
carry one or two good objects.  He can hit to attack with damage 5d5, hit
to attack with damage 5d5, and bite to attack with damage 2d10.

[U] Happypotamo  (Green 'H')
=== Num:100  Lev:34  Rar:7  Spd:+0  Hp:1100  Ac:70  Exp:5000
A strange creature, half Unicorn half Ippo. With green hide and purple
wings, always happy. Seems friendly but don't fight him or prepare to be
your mind opened and blasted  This natural creature moves normally.  He is
magical, casting spells intelligently which cause mind blasting, terrify,
blind, haste-self, heal-self, teleport-self, teleport away or summon a
monster; 1 time in 2.  He can open doors and bash down doors.  He resists
acid, lightning, fire, cold and poison.  He resists teleportation.  He
cannot be confused or slept.  He tends to overlook intruders, which he may
notice from 200 feet.  He will carry up to 10 exceptional objects.

The Chest mimic  (Slate '~')
=== Num:468  Lev:35  Rar:6  Spd:+0  Hp:15d40  Ac:40  Exp:70
A strange creature that disguises itself as a chest to lure unsuspecting
adventurers within reach of its venomous claws. The first that most
adventurers realise of the deception is when the seemingly invitingly open
lid of the chest suddenly grows teeth and then slams shut on the
adventurer's hand...  This creature moves normally, but does not deign to
chase intruders.  It is magical, casting spells which produce poison balls,
cause serious wounds, produce poison bolts, terrify, blind, confuse or
summon a monster; 1 time in 5.  It is cold blooded.  It is not detected by
telepathy.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It will carry
up to 4 objects or treasures.  It can bite to poison with damage 4d4, bite
to poison with damage 4d4, butt to confuse with damage 4d4, and spit to
blind with damage 4d4.

The Malicious leprechaun  (Violet 'h')
=== Num:448  Lev:35  Rar:4  Spd:+10  Hp:3d5  Ac:13  Exp:85
This little creature has a fiendish gleam in its eyes.  This evil creature
moves a bit erratically.  He is magical, casting spells which cause light
wounds, blink-self, teleport-self or teleport to; 1 time in 6.  He can open
doors and pick up objects.  He is invisible.  He is cold blooded.  He is
hurt by bright light.  He is fairly observant of intruders, which he may
notice from 80 feet.  He can touch to steal gold, and touch to steal items.

The Creeping gems  (L.Red '$')
=== Num:451  Lev:35  Rar:4  Spd:+10  Hp:25d30  Ac:60  Exp:100
It is a pile of rubies, rolling forward on thousands of tiny legs.  This
creature moves normally.  It can bash down doors.  It is cold blooded.  It
resists acid, lightning and poison.  It cannot be confused, slept or harmed
by polearms.  It is fairly observant of intruders, which it may notice from
50 feet.  It will carry up to 6 treasures.  It can hit to attack with
damage 3d6, hit to attack with damage 3d6, bite to poison with damage 3d5,
and touch to poison with damage 3d6.

The Darkblade  (L.Dark '|')
=== Num:449  Lev:35  Rar:3  Spd:+10  Hp:180  Ac:40  Exp:130
A sorcerously animated blade of a wizard long dead.  This creature moves
normally.  It can bash down doors.  It is cold blooded.  It resists cold
and poison.  It cannot be frightened, confused or slept.  It takes a while
to see intruders, which it may notice from 200 feet.  It can hit to poison
with damage 8d14, and hit to poison with damage 8d14.

The Acidic cytoplasm  (Slate 'j')
=== Num:456  Lev:35  Rar:5  Spd:+10  Hp:400  Ac:18  Exp:180
A disgusting animated blob of destruction.  Flee its gruesome hunger!  This
creature moves normally.  It can open doors, bash down doors and pick up
objects.  It is cold blooded.  It is not detected by telepathy.  It resists
acid, lightning, fire, cold, poison, blunt weapons and polearms.  It
resists blunt weapons and polearms.  It cannot be frightened, confused or
slept.  It is vigilant for intruders, which it may notice from 120 feet. 
It will carry up to 10 objects or treasures.  It can touch to shoot acid
with damage 1d10, touch to shoot acid with damage 1d10, touch to shoot acid
with damage 1d10, and touch to shoot acid with damage 1d10.

The Ooze elemental  (Green 'E')
=== Num:461  Lev:35  Rar:3  Spd:+0  Hp:13d10  Ac:80  Exp:300
It is a towering mass of filth, an eyesore of ooze.  This evil creature
moves normally.  It is magical, casting spells which produce acid balls or
produce acid bolts; 1 time in 5.  It can bash down doors, destroy weaker
monsters and destroy objects.  It is cold blooded.  It is not detected by
telepathy.  It resists acid, lightning, fire, cold, poison and blunt
weapons.  It resists blunt weapons.  It cannot be frightened, confused or
slept.  It pays little attention to intruders, which it may notice from 100
feet.  It can touch to shoot acid with damage 1d10, touch to shoot acid
with damage 1d10, and touch to shoot acid with damage 1d10.

The Hobbit slinger  (L.Umber 'h')
=== Num:455  Lev:35  Rar:1  Spd:+0  Hp:270  Ac:20  Exp:330
A rebel hobbit who has rejected the traditions of archery.  This evil
creature moves normally.  He usually appears in groups.  He may fire
missiles.  He can open doors.  He resists cold and poison.  He takes quite
a while to see intruders, which he may notice from 200 feet.  He will carry
one or two objects or treasures.  He can hit to attack with damage 2d6, and
hit to attack with damage 2d6.

The Giant fire ant  (L.Red 'a')
=== Num:467  Lev:35  Rar:1  Spd:+0  Hp:200  Ac:49  Exp:350
A giant ant covered in shaggy fur.  Its powerful jaws glow with heat.  This
natural creature moves normally.  It usually appears in groups.  It can
bash down doors and destroy weaker monsters.  It is rarely detected by
telepathy.  It is hurt by cold.  It resists fire, blunt weapons and edged
weapons.  It resists blunt weapons and edged weapons.  It takes quite a
while to see intruders, which it may notice from 140 feet.  It can bite to
burn with damage 3d12, and bite to burn with damage 3d12.

The Smoke elemental  (L.Red 'E')
=== Num:462  Lev:35  Rar:3  Spd:+10  Hp:15d10  Ac:80  Exp:375
It is a towering blackened form, crackling with heat.  This evil creature
moves normally.  It is magical, casting spells which produce fire bolts or
create darkness; 1 time in 5.  It can bash down doors, destroy weaker
monsters and destroy objects.  It is not detected by telepathy.  It resists
lightning, fire, cold, poison and polearms.  It resists polearms.  It
cannot be frightened, confused or slept.  It pays little attention to
intruders, which it may notice from 100 feet.  It can bite to attack with
damage 2d6, and bite to attack with damage 2d6.

The Water troll  (L.Blue 'T')
=== Num:453  Lev:35  Rar:1  Spd:+0  Hp:360  Ac:50  Exp:420
He is a troll that reeks of brine.  This evil troll moves normally.  He
usually appears in groups.  He can open doors and bash down doors.  He
regenerates quickly.  He is hurt by bright light.  He resists cold, poison
and blunt weapons.  He resists blunt weapons.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry an object or
treasure.  He can hit to attack with damage 1d9, hit to attack with damage
1d9, bite to attack with damage 2d2, and bite to attack with damage 2d2. 

The Dagashi  (Umber 'p')
=== Num:454  Lev:35  Rar:4  Spd:+10  Hp:13d25  Ac:70  Exp:500
A human warrior, moving with lightning speed.  This evil creature moves
normally.  He can open doors and bash down doors.  He cannot be confused or
slept.  He is fairly observant of intruders, which he may notice from 200
feet.  He will carry one or two objects or treasures.  He can hit to poison
with damage 3d4, hit to reduce strength with damage 3d4, hit to reduce
strength with damage 3d4, and hit to poison with damage 3d4.

The Gravity hound  (L.Slate 'Z')
=== Num:457  Lev:35  Rar:2  Spd:+0  Hp:35d10  Ac:30  Exp:500
Unfettered by the usual constraints of gravity, these unnatural creatures
are walking on the walls and even the ceiling!  The earth suddenly feels
rather less solid as you see gravity warp all round the monsters.  This
natural creature moves normally.  It usually appears in groups.  It may
breathe gravity; 1 time in 5.  It can bash down doors.  It cannot be
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can claw to attack with damage 2d8, claw to attack with
damage 2d8, bite to attack with damage 2d8, and bite to attack with damage
2d8.

The Inertia hound  (L.Slate 'Z')
=== Num:458  Lev:35  Rar:2  Spd:+0  Hp:35d10  Ac:30  Exp:500
Bizarrely, this hound seems to be hardly moving at all, yet it approaches
you with deadly menace.  It makes you tired just to look at it.  This
natural creature moves normally.  It usually appears in groups.  It may
breathe inertia; 1 time in 5.  It can bash down doors.  It cannot be
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can claw to attack with damage 2d8, claw to attack with
damage 2d8, bite to attack with damage 2d8, and bite to attack with damage
2d8.

The Impact hound  (Umber 'Z')
=== Num:459  Lev:35  Rar:2  Spd:+0  Hp:35d10  Ac:30  Exp:500
A deep brown shape is visible before you, its canine form strikes you with
an almost physical force.  The dungeon floor buckles as if struck by a
powerful blow as it stalks towards you.  This natural creature moves
normally.  It usually appears in groups.  It may breathe force; 1 time in
8.  It can bash down doors.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It can claw to
attack with damage 2d8, claw to attack with damage 2d8, bite to attack with
damage 2d8, and bite to attack with damage 2d8.

The Hellhound  (Red 'C')
=== Num:450  Lev:35  Rar:3  Spd:+10  Hp:400  Ac:80  Exp:600
It is a giant dog that glows with heat.  Flames pour from its nostrils. 
This natural evil creature moves a bit erratically.  It may breathe fire;
1 time in 5.  It can bash down doors and push past weaker monsters.  It is
hurt by cold.  It resists fire.  It takes quite a while to see intruders,
which it may notice from 250 feet.  It can bite to burn with damage 3d12,
bite to burn with damage 3d12, and bite to burn with damage 3d12.

The Dread  (Orange 'G')
=== Num:460  Lev:35  Rar:2  Spd:+10  Hp:25d20  Ac:30  Exp:600
It is a form that screams its presence against the eye.  Death incarnate,
its hideous black body seems to struggle against reality as the universe
itself struggles to banish it.  This evil undead creature moves a bit
erratically.  It is magical, casting spells which drain mana, produce
nether bolts, blind, confuse or paralyze; 1 time in 16.  It can pass
through walls and pick up objects.  It is invisible.  It is cold blooded.
It resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
up to 5 objects.  It can hit to attack with damage 6d6, hit to attack with
damage 6d6, and hit to reduce strength with damage 3d4.

The Young black dragon  (Slate 'd')
=== Num:463  Lev:35  Rar:1  Spd:+0  Hp:250  Ac:60  Exp:620
It has a form that legends are made of.  Its still-tender scales are a
darkest black hue.  Acid drips from its body.  This evil dragon moves
normally.  It may breathe acid, and is also magical, casting spells which
terrify; 1 time in 10.  It can open doors and bash down doors.  It is hurt
by lightning.  It resists acid and edged weapons.  It resists edged
weapons.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry up to 5 objects or treasures.  It can claw to attack
with damage 2d6, claw to attack with damage 2d6, and bite to attack with
damage 2d8.

The Shard vortex  (L.Umber 'v')
=== Num:446  Lev:35  Rar:4  Spd:+10  Hp:10d12  Ac:12  Exp:630
A howling blast of razor-sharp mountain fragments, kept intact by perilous
magics.  This creature moves somewhat erratically.  It may breathe shards
powerfully; 1 time in 4.  It can bash down doors.  It is not detected by
telepathy.  It resists blunt weapons and edged weapons.  It resists blunt
weapons and edged weapons.  It cannot be frightened, confused or slept.  It
is ever vigilant for intruders, which it may notice from 1000 feet.  It can
engulf to attack with damage 6d6, engulf to attack with damage 6d6, and
engulf to attack with damage 6d6.

The Young red dragon  (Red 'd')
=== Num:464  Lev:35  Rar:1  Spd:+0  Hp:290  Ac:63  Exp:640
It has a form that legends are made of.  Its still-tender scales are a
deepest red hue.  Heat radiates from its form.  This evil dragon moves
normally.  It may breathe fire, and is also magical, casting spells which
terrify; 1 time in 10.  It can open doors and bash down doors.  It is hurt
by cold.  It resists fire.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 5 objects or treasures.  It can
claw to attack with damage 2d6, claw to attack with damage 2d6, and bite to
attack with damage 3d8.

The Young gold dragon  (Yellow 'd')
=== Num:465  Lev:35  Rar:1  Spd:+0  Hp:300  Ac:63  Exp:950
It has a form that legends are made of.  Its still-tender scales are a
tarnished gold hue, and light is reflected from its form.  This dragon
moves normally.  It may breathe sound, and is also magical, casting spells
which terrify; 1 time in 10.  It can open doors and bash down doors.  It
pays very little attention to intruders, which it may notice from 200 feet.
It will carry up to 7 objects or treasures.  It can claw to attack with
damage 2d6, claw to attack with damage 2d6, and bite to attack with damage
3d8.

The Eog golem  (Umber 'g')
=== Num:452  Lev:35  Rar:4  Spd:-10  Hp:100d20  Ac:125  Exp:1200
It is a massive deep brown statue, striding towards you with an
all-too-familiar purpose.  Your magic surprisingly feels much less powerful
now.  This creature moves normally.  It can bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It resists lightning, fire,
cold, poison and blunt weapons.  It resists blunt weapons.  It cannot be
frightened, confused, slept, harmed by edged weapons or harmed by polearms.
It is fairly observant of intruders, which it may notice from 120 feet.  It
will carry up to 4 treasures.  It can hit to attack with damage 8d6, hit to
attack with damage 8d6, hit to attack with damage 6d6, and hit to attack
with damage 6d6.

The Mumak  (Slate 'q')
=== Num:466  Lev:35  Rar:3  Spd:+0  Hp:90d10  Ac:55  Exp:2100
A massive elephantine form with eyes twisted by madness.  This natural
creature moves normally.  It can bash down doors.  It resists blunt
weapons.  It resists blunt weapons.  It pays very little attention to
intruders, which it may notice from 200 feet.  It can butt to attack with
damage 4d6, butt to attack with damage 4d6, and crush to attack with damage
4d4.

The Time bomb  (White '.')
=== Num:483  Lev:36  Rar:5  Spd:+20  Hp:144  Ac:40  Exp:50
It was left here to be used against intruders.  This creature moves
normally, but does not deign to chase intruders.  It is invisible.  It is
cold blooded.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can explode to cause time effects with damage 20d2.

The Olog  (Yellow 'T')
=== Num:469  Lev:36  Rar:1  Spd:+0  Hp:420  Ac:50  Exp:400
It is a massive intelligent troll with needle sharp fangs.  This evil troll
moves normally.  It usually appears in groups.  It can open doors and bash
down doors.  It regenerates quickly.  It resists poison and blunt weapons.
It resists blunt weapons.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry an object or treasure.  It can hit to
attack with damage 1d12, hit to attack with damage 1d12, bite to attack
with damage 2d3, and bite to attack with damage 2d3.

The Shadow  (L.Dark 'G')
=== Num:472  Lev:36  Rar:3  Spd:+10  Hp:10d20  Ac:30  Exp:400
A mighty spirit of darkness of vaguely humanoid form.  Razor-edged claws
reach out to end your life as it glides towards you, seeking to suck the
energy from your soul to feed its power.  This evil undead creature moves
normally.  It is magical, casting spells which slow or teleport to; 1 time
in 8.  It can pass through walls.  It is invisible.  It is cold blooded. 
It resists cold and poison.  It cannot be confused or slept.  It takes a
while to see intruders, which it may notice from 300 feet.  It will carry
one or two objects.  It can touch to lower experience (by 80d6+), touch to
lower experience (by 40d6+), claw to reduce intelligence with damage 1d10,
and claw to reduce wisdom with damage 1d10.

The Phantom  (Violet 'G')
=== Num:473  Lev:36  Rar:3  Spd:+10  Hp:20d25  Ac:30  Exp:400
An unholy creature of darkness, the aura emanating from this evil being
saps your very soul.  This evil undead creature moves normally.  It is
magical, casting spells which cause amnesia; 1 time in 5.  It can pass
through walls.  It is invisible.  It is cold blooded.  It resists cold and
poison.  It cannot be confused or slept.  It takes a while to see
intruders, which it may notice from 300 feet.  It will carry one or two
objects.  It can touch to lower experience (by 80d6+), touch to lower
experience (by 40d6+), claw to reduce intelligence with damage 1d10, and
claw to reduce wisdom with damage 1d10.

The Cloud giant  (Blue 'P')
=== Num:470  Lev:36  Rar:1  Spd:+0  Hp:35d20  Ac:60  Exp:500
It is a twenty foot tall giant wreathed in clouds.  This evil giant moves
normally.  It can open doors, bash down doors and pick up objects.  It
resists lightning.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry one or two objects or treasures.  It can hit
to electrify with damage 8d8, and hit to electrify with damage 8d8.

The Trapper  (White '.')
=== Num:481  Lev:36  Rar:3  Spd:+10  Hp:600  Ac:75  Exp:580
A larger cousin of the lurker, this creature traps unsuspecting victims and
paralyzes them, to be slowly digested later.  This creature moves normally,
but does not deign to chase intruders.  It is invisible.  It is cold
blooded.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is fairly observant of intruders, which it may
notice from 300 feet.  It can hit to attack with damage 3d8, hit to attack
with damage 3d8, hit to paralyze with damage 15, and hit to paralyze with
damage 15.

The Necromancer  (Red 'p')
=== Num:485  Lev:36  Rar:2  Spd:+0  Hp:280  Ac:50  Exp:630
A gaunt figure, clothed in black robes.  This evil creature moves normally.
He is magical, casting spells intelligently which cause critical wounds,
produce nether bolts, terrify, blind, paralyze, haste-self, teleport-self,
teleport to or summon an undead; 1 time in 3.  He can open doors and bash
down doors.  He is fairly observant of intruders, which he may notice from
200 feet.  He will carry one or two objects.  He can hit to attack with
damage 2d6, and hit to attack with damage 2d6.

The Xorn  (Umber 'X')
=== Num:471  Lev:36  Rar:2  Spd:+0  Hp:160  Ac:80  Exp:650
A huge creature of the element Earth.  Able to merge with its element, it
has four huge arms protruding from its enormous torso.  This creature moves
normally.  It can pass through walls and destroy objects.  It is cold
blooded.  It is not detected by telepathy.  It is hurt by rock remover.  It
resists lightning, fire, cold, poison and blunt weapons.  It resists blunt
weapons.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 200 feet.  It can hit to attack with
damage 1d6, hit to attack with damage 1d6, hit to attack with damage 1d6,
and hit to attack with damage 1d6.

The Ice elemental  (White 'E')
=== Num:484  Lev:36  Rar:2  Spd:+0  Hp:35d10  Ac:60  Exp:650
It is a towering glacier of ice.  This evil creature moves normally.  It is
magical, casting spells which produce frost balls or produce ice bolts; 1
time in 5.  It can bash down doors, destroy weaker monsters and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It is hurt
by fire.  It resists lightning, cold, poison and polearms.  It resists
polearms.  It cannot be frightened, confused or slept.  It pays little
attention to intruders, which it may notice from 100 feet.  It can touch to
freeze with damage 1d3, hit to attack with damage 4d6, and touch to freeze
with damage 1d3.

The Grey wraith  (Slate 'W')
=== Num:474  Lev:36  Rar:1  Spd:+0  Hp:190  Ac:50  Exp:700
A tangible but ghostly form, made of grey fog.  The air around it feels
deathly cold.  This evil undead creature moves normally.  It is magical,
casting spells which cause critical wounds, terrify, paralyze or create
darkness; 1 time in 7.  It can open doors and bash down doors.  It is cold
blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 3 objects or treasures.  It
can hit to attack with damage 1d10, hit to attack with damage 1d10, and
touch to lower experience (by 40d6+).

The Demonologist  (Red 'p')
=== Num:486  Lev:36  Rar:2  Spd:+10  Hp:280  Ac:50  Exp:700
A figure twisted by evil standing in robes of deepest crimson.  This evil
creature moves normally.  He is magical, casting spells intelligently which
paralyze, teleport-self or summon a demon; 1 time in 2.  He can open doors
and bash down doors.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry one or two objects.  He can hit to
attack with damage 2d6, hit to attack with damage 2d6, and hit to attack
with damage 2d5.

The Bodak  (Red 'u')
=== Num:482  Lev:36  Rar:2  Spd:+0  Hp:35d10  Ac:68  Exp:750
It is a humanoid form composed of flames and hatred.  This evil demon moves
normally.  It is magical, casting spells which produce fire balls, produce
fire bolts or summon a demon; 1 time in 4.  It can open doors, bash down
doors and pick up objects.  It is hurt by cold.  It resists fire, poison,
blunt weapons, edged weapons and polearms.  It resists blunt weapons, edged
weapons and polearms.  It cannot be confused or slept.  It pays little
attention to intruders, which it may notice from 100 feet.  It can hit to
burn with damage 4d6, hit to burn with damage 4d6, and gaze to lower
experience (by 20d6+).

The Colossus  (L.Green 'g')
=== Num:476  Lev:36  Rar:4  Spd:-10  Hp:3000  Ac:150  Exp:850
An enormous construct resembling a titan made from stone.  It strides
purposefully towards you, swinging its slow fists with earth-shattering
power.  This creature moves normally.  It can bash down doors.  It is cold
blooded.  It is not detected by telepathy.  It resists lightning, fire,
cold and poison.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 120 feet.  It can hit to
attack with damage 10d10, hit to attack with damage 10d10, hit to attack
with damage 6d6, and hit to attack with damage 6d6.

The Mature blue dragon  (Blue 'd')
=== Num:477  Lev:36  Rar:1  Spd:+0  Hp:400  Ac:75  Exp:1000
A large dragon, scales tinted deep blue.  This evil dragon moves normally.
It may breathe lightning, and is also magical, casting spells which
terrify; 1 time in 9.  It can bash down doors.  It resists lightning.  It
cannot be confused, slept or harmed by edged weapons.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 7
objects or treasures.  It can claw to attack with damage 2d8, claw to
attack with damage 2d8, and bite to attack with damage 4d8.

The Mature white dragon  (White 'd')
=== Num:478  Lev:36  Rar:1  Spd:+0  Hp:400  Ac:65  Exp:1100
A large dragon, scales gleaming bright white.  This evil dragon moves
normally.  It may breathe frost, and is also magical, casting spells which
terrify; 1 time in 9.  It can open doors and bash down doors.  It is hurt
by fire.  It resists cold.  It cannot be confused, slept or harmed by edged
weapons.  It tends to overlook intruders, which it may notice from 200
feet.  It will carry up to 4 objects or treasures.  It can claw to attack
with damage 2d8, claw to attack with damage 2d8, and bite to attack with
damage 4d8.

The Mature green dragon  (Green 'd')
=== Num:479  Lev:36  Rar:1  Spd:+0  Hp:400  Ac:70  Exp:1200
A large dragon, scales tinted deep green.  This evil dragon moves normally.
It may breathe poison, and is also magical, casting spells which terrify;
1 time in 9.  It can bash down doors.  It resists poison.  It cannot be
confused, slept or harmed by edged weapons.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 7
objects or treasures.  It can claw to attack with damage 2d8, claw to
attack with damage 2d8, and bite to attack with damage 4d8.

[U] Lorgan, Chief of the Easterlings  (L.Red 'p')
=== Num:487  Lev:36  Rar:2  Spd:+10  Hp:1800  Ac:100  Exp:1200
A mighty warrior from the east, Lorgan hates everything that he cannot
control.  This evil creature moves normally.  He is magical, casting spells
which teleport to, phase door or summon monsters; 1 time in 4.  He can open
doors and bash down doors.  He resists acid, lightning, fire, cold and
poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 250 feet.  He will carry up to 4 good
objects.  He can hit to attack with damage 6d6, hit to attack with damage
6d6, hit to attack with damage 3d8, and hit to attack with damage 3d8.

The Mature bronze dragon  (L.Umber 'd')
=== Num:480  Lev:36  Rar:1  Spd:+0  Hp:440  Ac:70  Exp:1300
A large dragon with scales of rich bronze.  This dragon moves normally.  It
may breathe confusion, and is also magical, casting spells which terrify or
confuse; 1 time in 9.  It can bash down doors.  It cannot be confused,
slept or harmed by edged weapons.  It pays very little attention to
intruders, which it may notice from 200 feet.  It will carry up to 10
objects or treasures.  It can claw to attack with damage 2d8, claw to
attack with damage 2d8, and bite to attack with damage 4d8.

The Young multi-hued dragon  (Violet 'd')
=== Num:475  Lev:36  Rar:1  Spd:+0  Hp:320  Ac:60  Exp:1320
It has a form that legends are made of.  Beautiful scales of shimmering and
magical colours cover it.  This evil dragon moves normally.  It may breathe
acid, lightning, fire, frost or poison, and is also magical, casting spells
which terrify; 1 time in 8.  It can open doors and bash down doors.  It
resists acid, lightning, fire, cold and poison.  It cannot be confused or
slept.  It tends to overlook intruders, which it may notice from 200 feet.
It will carry up to 10 objects or treasures.  It can claw to attack with
damage 2d8, claw to attack with damage 2d8, and bite to attack with damage
3d8.

The Black pudding  (L.Dark 'j')
=== Num:493  Lev:37  Rar:5  Spd:+0  Hp:400  Ac:18  Exp:36
A lump of rotting black flesh that slurrrrrrrps across the dungeon floor.
This creature moves normally.  It usually appears in groups.  It can open
doors, bash down doors and pick up objects.  It is cold blooded.  It is not
detected by telepathy.  It resists acid, lightning, fire, cold, poison,
blunt weapons and polearms.  It resists blunt weapons and polearms.  It
cannot be frightened, confused or slept.  It is vigilant for intruders,
which it may notice from 120 feet.  It will carry up to 5 objects or
treasures.  It can touch to shoot acid with damage 1d10, touch to shoot
acid with damage 1d10, touch to shoot acid with damage 1d10, and touch to
shoot acid with damage 1d10.

The Mummified troll  (White 'z')
=== Num:488  Lev:37  Rar:1  Spd:+0  Hp:190  Ac:50  Exp:420
It is a massive figure clothed in wrappings.  You are wary of its massive
fists.  This evil undead troll moves normally.  It can open doors and bash
down doors.  It is cold blooded.  It is not detected by telepathy.  It is
hurt by fire.  It resists cold and poison.  It cannot be frightened,
confused or slept.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry an object or treasure.  It can hit to attack
with damage 2d6, and hit to attack with damage 2d6.

The Will o' the wisp  (L.Slate 'E')
=== Num:491  Lev:37  Rar:4  Spd:+20  Hp:200  Ac:150  Exp:500
A strange ball of glowing light.  It disappears and reappears and seems to
draw you to it.  You seem somehow compelled to stand still and watch its
strange dancing motion.  This creature moves somewhat erratically.  It is
magical, casting spells intelligently which cause serious wounds, confuse,
blink-self or teleport-self; 1 time in 2.  It can pass through walls.  It
is invisible.  It is not detected by telepathy.  It resists acid,
lightning, fire, cold and poison.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can hit to attack with damage 1d9, hit to attack with damage 1d9,
hit to attack with damage 1d9, and hit to attack with damage 1d9.

The Ettin  (Red 'T')
=== Num:490  Lev:37  Rar:3  Spd:+0  Hp:750  Ac:80  Exp:800
A massive two-headed troll, larger and stronger than many men together.
Fortunately, ettins are solitary creatures.  This evil troll moves
normally.  It can open doors, bash down doors and pick up objects.  It
regenerates quickly.  It resists poison and blunt weapons.  It resists
blunt weapons.  It cannot be confused or slept.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry one or two
objects or treasures.  It can hit to attack with damage 3d6, hit to attack
with damage 3d6, bite to attack with damage 3d4, and bite to attack with
damage 3d4.

The Nexus vortex  (Violet 'v')
=== Num:495  Lev:37  Rar:1  Spd:+10  Hp:32d10  Ac:40  Exp:800
A maelstrom of potent magical energy.  This creature moves extremely
erratically.  It may breathe nexus powerfully; 1 time in 6.  It can bash
down doors.  It is not detected by telepathy.  It resists teleportation. 
It cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 1000 feet.  It can engulf to attack
with damage 5d5.

The Plasma vortex  (L.Red 'v')
=== Num:496  Lev:37  Rar:1  Spd:+10  Hp:32d10  Ac:40  Exp:800
A whirlpool of intense flame, charring the stones at your feet.  This
creature moves extremely erratically.  It may breathe plasma powerfully; 1
time in 6.  It can bash down doors.  It is not detected by telepathy.  It
is hurt by cold.  It resists fire.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 1000
feet.  It can engulf to burn with damage 8d8.

The Killer iridescent beetle  (Violet 'K')
=== Num:494  Lev:37  Rar:2  Spd:+0  Hp:250  Ac:60  Exp:850
It is a giant beetle, whose carapace shimmers with vibrant energies.  This
natural creature moves normally.  It can bash down doors.  It is rarely
detected by telepathy.  It resists lightning.  It takes quite a while to
see intruders, which it may notice from 160 feet.  It can claw to electrify
with damage 1d12, claw to electrify with damage 1d12, and gaze to paralyze.

The Magma elemental  (Orange 'E')
=== Num:492  Lev:37  Rar:2  Spd:+0  Hp:35d10  Ac:70  Exp:950
It is a towering glowing form of molten hate.  This evil creature moves
normally.  It is magical, casting spells which produce fire balls or
produce plasma bolts; 1 time in 7.  It can pass through walls, destroy
weaker monsters and destroy objects.  It is not detected by telepathy.  It
is hurt by cold.  It resists lightning, fire, poison, edged weapons and
polearms.  It resists edged weapons and polearms.  It cannot be frightened,
confused or slept.  It pays little attention to intruders, which it may
notice from 100 feet.  It can hit to burn with damage 3d7, hit to attack
with damage 4d6, and hit to burn with damage 3d7.

The Time elemental  (L.Green 'E')
=== Num:489  Lev:37  Rar:2  Spd:+10  Hp:16d10  Ac:30  Exp:1000
You have not seen it yet.  This evil creature moves somewhat erratically.
It may breathe time, and is also magical, casting spells which slow; 1 time
in 7.  It can pass through walls and destroy objects.  It is not detected
by telepathy.  It resists lightning, fire and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 900 feet.  It can touch to cause time effects with damage 3d4,
and touch to cause time effects with damage 3d4.

The Mature black dragon  (Slate 'd')
=== Num:497  Lev:37  Rar:1  Spd:+0  Hp:460  Ac:55  Exp:1350
A large dragon, with scales of deepest black.  This evil dragon moves
normally.  It may breathe acid, and is also magical, casting spells which
terrify; 1 time in 9.  It can bash down doors.  It is hurt by lightning. 
It resists acid.  It cannot be confused, slept or harmed by edged weapons.
It takes quite a while to see intruders, which it may notice from 200 feet.
It will carry up to 7 objects or treasures.  It can claw to attack with
damage 2d10, claw to attack with damage 2d10, and bite to attack with
damage 4d10.

The Mature red dragon  (Red 'd')
=== Num:498  Lev:37  Rar:1  Spd:+0  Hp:480  Ac:80  Exp:1400
A large dragon, scales tinted deep red.  This evil dragon moves normally.
It may breathe fire, and is also magical, casting spells which terrify or
confuse; 1 time in 9.  It can bash down doors.  It is hurt by cold.  It
resists fire.  It cannot be confused, slept or harmed by edged weapons.  It
takes quite a while to see intruders, which it may notice from 200 feet. 
It will carry up to 10 objects or treasures.  It can claw to attack with
damage 2d10, claw to attack with damage 2d10, and bite to attack with
damage 4d10.

The Mature gold dragon  (Yellow 'd')
=== Num:499  Lev:37  Rar:1  Spd:+0  Hp:560  Ac:80  Exp:1500
A large dragon with scales of gleaming gold.  This dragon moves normally.
It may breathe sound, and is also magical, casting spells which terrify or
confuse; 1 time in 9.  It can bash down doors.  It cannot be confused or
slept.  It pays very little attention to intruders, which it may notice
from 200 feet.  It will carry up to 10 objects or treasures.  It can claw
to attack with damage 2d10, claw to attack with damage 2d10, and bite to
attack with damage 4d10.

[U] The Queen Ant  (Violet 'a')
=== Num:500  Lev:37  Rar:2  Spd:+10  Hp:1500  Ac:100  Exp:2000
She's upset because you hurt her children.  This natural creature moves
normally.  She usually appears with escorts.  She is magical, casting
spells which summon similar monsters; 1 time in 2.  She can open doors and
bash down doors.  She is rarely detected by telepathy.  She cannot be
confused, slept or harmed by edged weapons.  She is fairly observant of
intruders, which she may notice from 300 feet.  She will carry up to 4 good
objects.  She can bite to attack with damage 2d12, bite to attack with
damage 2d12, bite to attack with damage 2d8, and bite to attack with damage
2d8.

The Shimmering vortex  (Violet 'v')
=== Num:505  Lev:38  Rar:4  Spd:+30  Hp:6d12  Ac:30  Exp:200
A strange pillar of shining light that hurts your eyes.  Its shape changes
constantly as it cuts through the air towards you.  It is like a beacon,
waking monsters from their slumber.  This creature moves extremely
erratically.  It may shriek for help.  It may breathe light powerfully; 1
time in 4.  It can bash down doors.  It is not detected by telepathy.  It
cannot be frightened, confused or slept.  It is ever vigilant for
intruders, which it may notice from 1000 feet.  It has no physical attacks.

The Time vortex  (L.Blue 'v')
=== Num:504  Lev:38  Rar:4  Spd:+20  Hp:32d10  Ac:40  Exp:900
You haven't seen it yet.  This creature moves extremely erratically.  It
may breathe time powerfully; 1 time in 6.  It can bash down doors.  It is
not detected by telepathy.  It cannot be frightened, confused or slept.  It
is ever vigilant for intruders, which it may notice from 1000 feet.  It can
engulf to attack with damage 5d5.

The Death knight  (L.Dark 'p')
=== Num:502  Lev:38  Rar:1  Spd:+10  Hp:600  Ac:100  Exp:1000
It is a humanoid form dressed in armour of an ancient form.  From beneath
its helmet, eyes glow a baleful red and seem to pierce you like lances of
fire.  This evil creature moves normally.  It is magical, casting spells
intelligently which cause critical wounds, produce nether bolts, terrify,
blind or summon monsters; 1 time in 5.  It can open doors and bash down
doors.  It is cold blooded.  It resists cold and edged weapons.  It resists
edged weapons.  It is fairly observant of intruders, which it may notice
from 200 feet.  It will carry up to 6 objects.  It can hit to attack with
damage 6d6, hit to attack with damage 5d5, and hit to attack with damage
5d5.

The Erinyes  (Umber 'U')
=== Num:510  Lev:38  Rar:2  Spd:+0  Hp:240  Ac:50  Exp:1000
It is a lesser demon of female form; however, she takes little time to show
her true colours.  This evil demon moves normally.  She is magical, casting
spells which produce fire bolts, blind or confuse; 1 time in 7.  She can
open doors and bash down doors.  She resists fire and poison.  She cannot
be confused or slept.  She pays little attention to intruders, which she
may notice from 200 feet.  She will carry an object.  She can hit to attack
with damage 3d4, and touch to reduce strength with damage 1d5.

[U] Castamir the Usurper  (L.Red 'p')
=== Num:503  Lev:38  Rar:5  Spd:+10  Hp:530  Ac:53  Exp:1600
A Black Numenorean who usurped the throne of Gondor, he is treacherous
andevil.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce lightning bolts, produce fire bolts, produce
frost bolts, produce ice bolts, heal-self or create traps; 1 time in 2.  He
can open doors, bash down doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 200 feet.  He will carry
up to 4 good objects.  He can hit to attack with damage 5d5, hit to attack
with damage 5d5, hit to attack with damage 5d5, and hit to attack with
damage 5d5.

The Emperor wight  (Red 'W')
=== Num:507  Lev:38  Rar:2  Spd:+10  Hp:380  Ac:40  Exp:1600
Your life force is torn from your body as this powerful unearthly being
approaches.  This evil undead creature moves normally.  It is magical,
casting spells which cause critical wounds, produce nether bolts, terrify
or paralyze; 1 time in 6.  It can open doors and bash down doors.  It is
cold blooded.  It is hurt by bright light.  It resists cold and poison.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 10 objects.  It can hit to
attack with damage 1d12, hit to attack with damage 1d12, touch to lower
experience (by 80d6+), and touch to lower experience (by 80d6+).

[U] Castamir the Usurper  (L.Red 'p')
=== Num:512  Lev:38  Rar:5  Spd:+10  Hp:880  Ac:90  Exp:1600
A Black Numenorean who usurped the throne of Gondor, he is treacherous and
evil.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce lightning bolts, produce fire bolts, produce
frost bolts, produce ice bolts, heal-self or create traps; 1 time in 2.  He
can open doors, bash down doors and pick up objects.  He takes quite a
while to see intruders, which he may notice from 200 feet.  He will carry
up to 4 good objects.  He can hit to attack with damage 5d5, hit to attack
with damage 5d5, hit to attack with damage 5d5, and hit to attack with
damage 5d5.

The Mature multi-hued dragon  (Violet 'd')
=== Num:501  Lev:38  Rar:2  Spd:+0  Hp:640  Ac:65  Exp:1700
A large dragon, scales shimmering many colours.  This evil dragon moves
normally.  It may breathe acid, lightning, fire, frost or poison, and is
also magical, casting spells which terrify, blind or confuse; 1 time in 7.
It can open doors and bash down doors.  It resists acid, lightning, fire,
cold and poison.  It cannot be confused, slept or harmed by edged weapons.
It tends to overlook intruders, which it may notice from 200 feet.  It will
carry up to 14 objects or treasures.  It can claw to attack with damage
2d12, claw to attack with damage 2d12, and bite to attack with damage 4d12.

The Black wraith  (L.Dark 'W')
=== Num:509  Lev:38  Rar:2  Spd:+10  Hp:500  Ac:55  Exp:1700
A figure that seems made of void, its strangely human shape is cloaked in
shadow.  It reaches out at you.  This evil undead creature moves normally.
It is magical, casting spells which cause critical wounds, produce nether
bolts, terrify, blind or paralyze; 1 time in 7.  It can open doors and bash
down doors.  It is cold blooded.  It is hurt by bright light.  It resists
cold and poison.  It cannot be confused or slept.  It is fairly observant
of intruders, which it may notice from 200 feet.  It will carry up to 6
objects.  It can hit to attack with damage 1d12, hit to attack with damage
1d12, touch to lower experience (by 40d6+), and touch to lower experience
(by 40d6+).

The Seraph  (Red 'A')
=== Num:508  Lev:38  Rar:6  Spd:+10  Hp:500  Ac:68  Exp:1800
It is an angel, fast and strong.  You are stunned by its extreme holiness
and try to resist all desires to obey it.  This creature moves normally. 
It is magical, casting spells intelligently which cause mind blasting,
produce mana bolts, produce plasma bolts, confuse, haste-self, heal-self,
teleport away, summon monsters or summon an angel; 1 time in 11.  It can
open doors, bash down doors, push past weaker monsters and pick up objects.
It resists acid, lightning, fire, cold and poison.  It cannot be confused
or slept.  It prefers to ignore intruders, which it may notice from 300
feet.  It will carry up to 6 objects.  It can hit to attack with damage
4d6, hit to attack with damage 5d5, hit to attack with damage 5d5, and hit
to attack with damage 4d6.

The Troll chieftain  (Blue 'T')
=== Num:514  Lev:38  Rar:3  Spd:+0  Hp:1400  Ac:100  Exp:2000
This troll's great strength and size have won it the place of chieftain of
its tribe.  This evil troll moves normally.  It usually appears with an
escort.  It can open doors and bash down doors.  It regenerates quickly. 
It resists poison and blunt weapons.  It resists blunt weapons.  It cannot
be confused or slept.  It takes quite a while to see intruders, which it
may notice from 200 feet.  It will carry up to 4 objects.  It can hit to
attack with damage 3d8, hit to attack with damage 3d8, bite to attack with
damage 3d8, and bite to attack with damage 3d8.

[U] Vargo, Tyrant of Fire  (Red 'E')
=== Num:511  Lev:38  Rar:3  Spd:+10  Hp:1500  Ac:50  Exp:3000
A towering fire elemental, Vargo burns everything beyond recognition.  This
evil creature moves a bit erratically.  It is magical, casting spells which
produce fire balls or produce plasma bolts; 1 time in 4.  It can bash down
doors, destroy weaker monsters and destroy objects.  It is not detected by
telepathy.  It is hurt by cold.  It resists fire and poison.  It cannot be
confused or slept.  It tends to overlook intruders, which it may notice
from 120 feet.  It can hit to burn with damage 4d6, hit to burn with damage
4d6, hit to burn with damage 4d6, and hit to burn with damage 4d6.

The Beholder  (L.Umber 'e')
=== Num:506  Lev:38  Rar:4  Spd:+10  Hp:1600  Ac:80  Exp:6000
A disembodied eye, surrounded by twelve smaller eyes on stalks.  This evil
creature moves normally.  It is magical, casting spells which drain mana,
cause mind blasting, produce acid bolts, produce lightning bolts, produce
fire bolts, produce frost bolts, terrify, blind, confuse, slow, create
darkness or cause amnesia; 1 time in 2.  It can bash down doors.  It
resists poison.  It cannot be confused or slept.  It is fairly observant of
intruders, which it may notice from 300 feet.  It can gaze to lower
experience (by 20d6+) with damage 2d4, gaze to paralyze with damage 2d4,
gaze to reduce intelligence with damage 2d6, and gaze to drain charges with
damage 2d6.

The Nether wraith  (L.Green 'W')
=== Num:513  Lev:39  Rar:2  Spd:+10  Hp:480  Ac:55  Exp:1700
A form that hurts the eye, death permeates the air around it.  As it nears
you, a coldness saps your soul.  This evil undead creature moves normally.
It is magical, casting spells which cause mind blasting, cause critical
wounds, produce nether bolts, terrify, blind or create darkness; 1 time in
6.  It can pass through walls.  It is invisible.  It is cold blooded.  It
is hurt by bright light.  It resists cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 10 objects.  It can hit to
attack with damage 1d12, hit to attack with damage 1d12, touch to lower
experience (by 80d6+), and touch to lower experience (by 80d6+).

The Ancient blue dragon  (Blue 'D')
=== Num:516  Lev:39  Rar:1  Spd:+10  Hp:700  Ac:80  Exp:1800
A huge draconic form.  Lightning crackles along its length.  This evil
dragon moves normally.  It may breathe lightning powerfully, and is also
magical, casting spells intelligently which terrify, blind or confuse; 1
time in 6.  It can bash down doors and push past weaker monsters.  It
resists lightning.  It cannot be confused, slept or harmed by edged
weapons.  It pays little attention to intruders, which it may notice from
200 feet.  It will carry up to 10 objects or treasures.  It can claw to
attack with damage 4d8, claw to attack with damage 4d8, and bite to
electrify with damage 7d8.

The Ancient white dragon  (White 'D')
=== Num:517  Lev:39  Rar:1  Spd:+10  Hp:700  Ac:90  Exp:1800
A huge draconic form.  Frost covers it from head to tail.  This evil dragon
moves normally.  It may breathe frost powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 6.
It can bash down doors and push past weaker monsters.  It resists cold.  It
cannot be confused, slept or harmed by edged weapons.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
up to 14 objects or treasures.  It can claw to attack with damage 4d8, claw
to attack with damage 4d8, and bite to freeze with damage 7d8.

The Vampire lord  (Blue 'V')
=== Num:522  Lev:39  Rar:3  Spd:+10  Hp:1600  Ac:70  Exp:1800
A foul wind chills your bones as this ghastly figure approaches.  This evil
undead creature moves normally.  It is magical, casting spells which drain
mana, cause brain smashing, cause critical wounds, cause mortal wounds,
produce nether bolts, terrify, blind, paralyze, phase door or create
darkness; 1 time in 7.  It can open doors and bash down doors.  It is cold
blooded.  It regenerates quickly.  It is hurt by bright light.  It resists
cold and poison.  It cannot be confused, slept or harmed by blunt weapons.
It is fairly observant of intruders, which it may notice from 200 feet.  It
will carry up to 9 objects or treasures.  It can hit to attack with damage
1d6, hit to attack with damage 1d6, bite to lower experience (by 80d6+)
with damage 1d6, and bite to lower experience (by 80d6+) with damage 1d6.

The 7-headed hydra  (L.Green 'M')
=== Num:520  Lev:39  Rar:2  Spd:+10  Hp:100d10  Ac:90  Exp:2000
A strange reptilian hybrid with seven heads dripping venom.  This natural
creature moves normally.  It may breathe poison, and is also magical,
casting spells which produce poison balls or terrify; 1 time in 5.  It can
bash down doors and push past weaker monsters.  It resists poison.  It
takes a while to see intruders, which it may notice from 200 feet.  It will
carry up to 12 treasures.  It can bite to poison with damage 3d9, bite to
poison with damage 3d9, bite to poison with damage 3d9, and spit to blind
with damage 1d2.

The Ancient green dragon  (Green 'D')
=== Num:518  Lev:39  Rar:1  Spd:+10  Hp:720  Ac:85  Exp:2200
A huge draconic form enveloped in clouds of poisonous vapour.  This evil
dragon moves normally.  It may breathe poison powerfully, and is also
magical, casting spells intelligently which terrify, blind or confuse; 1
time in 6.  It can bash down doors and push past weaker monsters.  It
resists poison.  It cannot be confused, slept or harmed by edged weapons.
It pays little attention to intruders, which it may notice from 200 feet.
It will carry up to 14 objects or treasures.  It can claw to attack with
damage 4d8, claw to attack with damage 4d8, and bite to poison with damage
7d8.

The Ancient bronze dragon  (L.Umber 'D')
=== Num:519  Lev:39  Rar:1  Spd:+10  Hp:730  Ac:100  Exp:2400
A huge draconic form enveloped in a cascade of colour.  This dragon moves
normally.  It may breathe confusion powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 6.
It can bash down doors and push past weaker monsters.  It cannot be
confused, slept or harmed by edged weapons.  It pays little attention to
intruders, which it may notice from 200 feet.  It will carry up to 14
objects or treasures.  It can claw to attack with damage 4d8, claw to
attack with damage 4d8, and bite to attack with damage 7d8.

The Night mare  (L.Green 'q')
=== Num:521  Lev:39  Rar:3  Spd:+10  Hp:1500  Ac:85  Exp:2900
A fearsome skeletal horse with glowing eyes, that watch you with little
more than a hatred of all that lives.  This evil undead creature moves
normally.  It can open doors and bash down doors.  It is cold blooded.  It
resists cold and poison.  It cannot be confused or slept.  It is ever
vigilant for intruders, which it may notice from 300 feet.  It will carry
up to 4 treasures.  It can bite to lower experience (by 80d6+) with damage
2d6, hit to attack with damage 3d8, hit to attack with damage 3d8, and hit
to confuse with damage 6d6.

[U] Kavlax the Many-Headed  (Violet 'd')
=== Num:523  Lev:39  Rar:3  Spd:+10  Hp:1300  Ac:85  Exp:3000
A large dragon with a selection of heads, all shouting and arguing as they
look for prey, but each with its own deadly breath weapon.  This evil
dragon moves normally.  He may breathe acid, lightning, fire, frost,
confusion, sound, nexus, gravity or shards powerfully; 1 time in 4.  He can
open doors and bash down doors.  He resists acid, lightning, fire and cold.
He cannot be confused or slept.  He takes quite a while to see intruders,
which he may notice from 200 feet.  He will carry up to 8 good objects.  He
can bite to attack with damage 2d12, bite to attack with damage 2d12, bite
to attack with damage 2d12, and bite to attack with damage 2d12.

[U] Waldern, King of Water  (Slate 'E')
=== Num:515  Lev:39  Rar:3  Spd:+10  Hp:2000  Ac:40  Exp:3250
A towering water elemental, Waldern is master of all things liquid. Wave
after wave drowns your frail body.  This evil creature moves a bit
erratically.  It may breathe water powerfully, and is also magical, casting
spells which produce frost balls, produce water balls, produce water bolts
or produce ice bolts; 1 time in 4.  It can bash down doors, destroy weaker
monsters and destroy objects.  It is cold blooded.  It is not detected by
telepathy.  It is hurt by fire.  It resists poison.  It cannot be
frightened, confused or slept.  It tends to overlook intruders, which it
may notice from 120 feet.  It can hit to attack with damage 5d5, hit to
attack with damage 5d5, hit to attack with damage 5d5, and hit to attack
with damage 5d5.

The Disenchanter worm mass  (Violet 'w')
=== Num:527  Lev:40  Rar:3  Spd:-10  Hp:10d8  Ac:5  Exp:30
It is a strange mass of squirming worms.  Magical energy crackles around
its disgusting form.  This natural creature moves somewhat erratically.  It
can bash down doors.  It is rarely detected by telepathy.  It breeds
explosively.  It is hurt by bright light.  It cannot be frightened.  It is
fairly observant of intruders, which it may notice from 70 feet.  It can
crawl on you to disenchant with damage 1d4.

The Djinni  (Blue 'P')
=== Num:525  Lev:40  Rar:3  Spd:+20  Hp:35d10  Ac:45  Exp:900
Supported by a whirlwind, the djinni turns to face you.  This creature
moves normally.  It is magical, casting spells which produce lightning
bolts, produce magic missiles, blink-self or summon a monster; 1 time in 6.
It can open doors, bash down doors, push past weaker monsters and pick up
objects.  It is rarely detected by telepathy.  It resists lightning.  It
cannot be frightened, confused or slept.  It is fairly observant of
intruders, which it may notice from 300 feet.  It will carry an object or
treasure.  It can hit to attack with damage 8d4, and hit to attack with
damage 8d4.

The Efreeti  (Red 'P')
=== Num:526  Lev:40  Rar:3  Spd:+10  Hp:35d10  Ac:35  Exp:900
Wrapped in fire, this giant red figure turns to face you.  This evil
creature moves normally.  It usually appears in groups.  It is magical,
casting spells which produce fire bolts or produce plasma bolts; 1 time in
6.  It can open doors, bash down doors and pick up objects.  It resists
fire.  It resists plasma.  It cannot be frightened, confused or slept.  It
is fairly observant of intruders, which it may notice from 300 feet.  It
will carry an object or treasure.  It can hit to burn with damage 8d4, and
hit to burn with damage 8d4.

The Spirit troll  (L.Green 'G')
=== Num:530  Lev:40  Rar:3  Spd:+0  Hp:1000  Ac:90  Exp:900
A weird ghostly troll-like being from the ethereal plane.  This evil troll
moves normally.  It can pass through walls.  It is invisible.  It
regenerates quickly.  It resists lightning, cold and poison.  It cannot be
confused or slept.  It is observant of intruders, which it may notice from
200 feet.  It will carry one or two objects or treasures.  It can hit to
attack with damage 3d6, hit to attack with damage 3d6, and hit to attack
with damage 3d6.

The Storm giant  (L.Blue 'P')
=== Num:524  Lev:40  Rar:1  Spd:+10  Hp:800  Ac:60  Exp:1000
It is a twenty-five foot tall giant wreathed in lightning.  This evil giant
moves normally.  It is magical, casting spells which produce lightning
balls, produce lightning bolts, terrify, confuse, blink-self or teleport
to; 1 time in 8.  It can open doors, bash down doors and pick up objects.
It resists lightning and cold.  It takes quite a while to see intruders,
which it may notice from 200 feet.  It will carry one or two objects or
treasures.  It can hit to electrify with damage 10d8, and hit to electrify
with damage 10d8.

The Giant roc  (Umber 'B')
=== Num:536  Lev:40  Rar:3  Spd:+0  Hp:80d13  Ac:70  Exp:1000
A vast legendary bird, its iron talons rake the most impenetrable of
surfaces and its screech echoes through the many winding dungeon corridors.
This natural creature moves normally.  It can bash down doors.  It resists
lightning.  It is fairly observant of intruders, which it may notice from
200 feet.  It can crush to attack with damage 8d12, crush to attack with
damage 8d12, and hit to electrify with damage 12d12.

The Death quasit  (L.Dark 'u')
=== Num:542  Lev:40  Rar:3  Spd:+20  Hp:440  Ac:80  Exp:1000
It is a demon of small stature, but its armoured frame moves with lightning
speed and its powers make it a tornado of death and destruction.  This evil
demon moves normally.  It is magical, casting spells intelligently which
cause critical wounds, terrify, blind, confuse, cause amnesia or summon a
demon; 1 time in 10.  It can pass through walls.  It is invisible.  It
resists fire and poison.  It resists teleportation.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 200 feet.  It will carry up to 14 objects.  It can bite to
reduce dexterity with damage 3d6, claw to attack with damage 3d3, and claw
to attack with damage 3d3.

The Xaren  (Slate 'X')
=== Num:535  Lev:40  Rar:1  Spd:+10  Hp:320  Ac:80  Exp:1200
It is a tougher relative of the Xorn.  Its hide glitters with metal ores.
This creature moves normally.  It can pass through walls and destroy
objects.  It is cold blooded.  It is not detected by telepathy.  It is hurt
by rock remover.  It resists lightning, fire, cold and poison.  It cannot
be confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 4 treasures.  It can hit to
attack with damage 3d4, hit to attack with damage 3d4, hit to attack with
damage 3d4, and hit to attack with damage 3d4.

The Rotting quylthulg  (Umber 'Q')
=== Num:528  Lev:40  Rar:1  Spd:+10  Hp:160  Ac:1  Exp:1500
It is a pulsing flesh mound that reeks of death and putrefaction.  This
natural creature moves normally, but does not deign to chase intruders.  It
is magical, casting spells which blink-self, teleport-self or summon an
undead; 1 time in 2.  It is invisible.  It is not detected by telepathy. 
It is hurt by poison.  It cannot be frightened, confused or slept.  It is
ever vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Patriarch  (Green 'p')
=== Num:533  Lev:40  Rar:2  Spd:+10  Hp:520  Ac:60  Exp:1800
An evil priest, dressed all in black.  Deadly spells hit you at an alarming
rate as his black spiked mace rains down blow after blow on your pitiful
frame.  This evil creature moves normally.  He is magical, casting spells
intelligently which cause critical wounds, cause mortal wounds, blind,
paralyze, heal-self, summon a monster or summon an undead; 1 time in 2.  He
can open doors and bash down doors.  He cannot be confused or slept.  He is
fairly observant of intruders, which he may notice from 200 feet.  He will
carry up to 6 objects.  He can hit to attack with damage 3d4, hit to attack
with damage 3d4, and hit to attack with damage 3d5.

The Vrock  (Slate 'U')
=== Num:541  Lev:40  Rar:2  Spd:+0  Hp:400  Ac:50  Exp:2000
It is a demon with a long neck and raking claws.  This evil demon moves
normally.  It usually appears in groups.  It is magical, casting spells
which blind or confuse; 1 time in 8.  It can open doors and bash down
doors.  It resists fire.  It cannot be confused or slept.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
an object.  It can hit to attack with damage 3d4, crush to attack with
damage 8d12, and crush to attack with damage 8d12.

The Enchantress  (Red 'p')
=== Num:532  Lev:40  Rar:4  Spd:+20  Hp:520  Ac:60  Exp:2100
This elusive female spellcaster has a special affinity for dragons, whom
she rarely fights without.  This evil creature moves normally.  She is
magical, casting spells which blind or summon a dragon; 1 time in 2.  She
can open doors and bash down doors.  She cannot be confused or slept.  She
is fairly observant of intruders, which she may notice from 200 feet.  She
will carry up to 4 good objects.  She can hit to attack with damage 2d6,
hit to attack with damage 2d6, and hit to attack with damage 2d8.

The Minotaur  (Slate 'H')
=== Num:537  Lev:40  Rar:2  Spd:+20  Hp:100d10  Ac:25  Exp:2100
It is a cross between a human and a bull.  This evil creature moves
normally.  It can bash down doors.  It is fairly observant of intruders,
which it may notice from 130 feet.  It can butt to attack with damage 4d6,
butt to attack with damage 4d6, butt to attack with damage 2d6, and butt to
attack with damage 2d6.

The Sorcerer  (Red 'p')
=== Num:534  Lev:40  Rar:2  Spd:+20  Hp:520  Ac:60  Exp:2150
A human figure in robes, he moves with magically improved speed, and his
hands are ablur with spell casting.  This evil creature moves normally.  He
is magical, casting spells which produce fire balls, produce frost balls,
cause critical wounds, produce acid bolts, blind, blink-self, teleport to,
create traps, summon a monster, summon an undead or summon a dragon; 1 time
in 2.  He can open doors and bash down doors.  He cannot be confused or
slept.  He is fairly observant of intruders, which he may notice from 200
feet.  He will carry up to 10 objects.  He can hit to attack with damage
2d8, hit to attack with damage 2d8, and hit to attack with damage 2d8.

The Ancient black dragon  (Slate 'D')
=== Num:538  Lev:40  Rar:1  Spd:+10  Hp:720  Ac:90  Exp:2500
A huge draconic form.  Pools of acid melt the floor around it.  This evil
dragon moves normally.  It may breathe acid powerfully, and is also
magical, casting spells intelligently which terrify, blind or confuse; 1
time in 6.  It can bash down doors and push past weaker monsters.  It
resists acid.  It cannot be confused or slept.  It tends to overlook
intruders, which it may notice from 200 feet.  It will carry up to 14
objects or treasures.  It can claw to attack with damage 4d9, claw to
attack with damage 4d9, and bite to shoot acid with damage 7d9.

The Ancient red dragon  (Red 'D')
=== Num:539  Lev:40  Rar:1  Spd:+10  Hp:1000  Ac:100  Exp:2750
A huge draconic form.  Wisps of smoke steam from its nostrils and the
extreme heat surrounding it makes you gasp for breath.  This evil dragon
moves normally.  It may breathe fire powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 6.
It can bash down doors and push past weaker monsters.  It resists fire.  It
cannot be confused or slept.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 14 objects or treasures.  It can
claw to attack with damage 4d9, claw to attack with damage 4d9, and bite to
burn with damage 7d9.

The 9-headed hydra  (Red 'M')
=== Num:531  Lev:40  Rar:2  Spd:+10  Hp:100d12  Ac:95  Exp:3000
A strange reptilian hybrid with nine smouldering heads.  This natural
creature moves normally.  It may breathe fire, and is also magical, casting
spells which produce fire bolts or terrify; 1 time in 4.  It can open
doors, bash down doors and push past weaker monsters.  It resists fire.  It
takes a while to see intruders, which it may notice from 200 feet.  It will
carry up to 12 treasures.  It can bite to burn with damage 3d6, bite to
burn with damage 3d6, bite to burn with damage 3d6, and bite to burn with
damage 3d6.

The Sky golem  (L.Blue 'g')
=== Num:529  Lev:40  Rar:3  Spd:+0  Hp:800  Ac:58  Exp:4000
Obsidian eyes stare at you as you bend before the shower of heavenlypowers
and spells...  This creature moves normally.  It may fire missiles.  It may
breathe frost, light or time powerfully, and is also magical, casting
spells which produce frost balls, produce frost bolts or produce ice bolts;
1 time in 5.  It can bash down doors.  It is not detected by telepathy.  It
resists cold.  It cannot be frightened, confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It can spit to
freeze with damage 10d10, spit to freeze with damage 10d10, spit to freeze
with damage 10d10, and gaze to blind.

The Ancient gold dragon  (Yellow 'D')
=== Num:540  Lev:40  Rar:1  Spd:+10  Hp:1500  Ac:100  Exp:4000
A huge draconic form wreathed in a nimbus of light.  This evil dragon moves
normally.  It may breathe sound powerfully, and is also magical, casting
spells intelligently which terrify, blind or confuse; 1 time in 6.  It can
bash down doors and push past weaker monsters.  It cannot be confused or
slept.  It pays very little attention to intruders, which it may notice
from 200 feet.  It will carry up to 14 objects or treasures.  It can claw
to attack with damage 4d9, claw to attack with damage 4d9, and bite to
attack with damage 7d9.

[U] Medusa, the Gorgon  (Violet 'n')
=== Num:544  Lev:40  Rar:3  Spd:+10  Hp:2400  Ac:100  Exp:9000
One of the original three ugly sisters.  Her face could sink a thousand
ships.  Her scales rattle as she slithers towards you, venom dripping from
her ghastly mouth.  This evil creature moves normally.  She is magical,
casting spells intelligently which produce acid balls, cause critical
wounds, produce fire bolts, produce plasma bolts, terrify, paralyze, summon
similar monsters or summon hydras; 1 time in 2.  She can open doors and
bash down doors.  She resists acid, fire and poison.  She cannot be
confused or slept.  She is observant of intruders, which she may notice
from 300 feet.  She will carry up to 6 good objects.  She can gaze to lower
experience (by 80d6+), gaze to paralyze, hit to attack with damage 8d6, and
hit to attack with damage 8d6.

[U] Uvatha the Horseman  (L.Dark 'W')
=== Num:543  Lev:40  Rar:3  Spd:+10  Hp:1800  Ac:60  Exp:10000
A tall black cloaked Ringwraith, he is a master of horsemanship.  He longs
to taste your blood.  This evil undead creature moves normally.  He can
open doors, bash down doors and push past weaker monsters.  He is cold
blooded.  He is hurt by bright light.  He resists cold and poison.  He
cannot be confused or slept.  He is fairly observant of intruders, which he
may notice from 900 feet.  He will carry up to 4 good objects.  He can hit
to attack with damage 6d6, hit to attack with damage 6d6, hit to lower
experience (by 80d6+) with damage 4d6, and hit to lower experience (by
80d6+) with damage 4d6.

The Ranger Chieftain  (L.Slate 'p')
=== Num:545  Lev:41  Rar:2  Spd:+10  Hp:1000  Ac:60  Exp:1600
A chieftain among the Rangers. His understanding of nature gives him
powerful elemental spells to use against you, in addition to his skills as
an archer and a warrior. Furthermore, he is a master of camouflage, so you
will need magically enhanced seeing to spot him.  This creature moves
normally.  He may fire arrows, fire missiles or fire missiles.  He is
magical, casting spells which produce frost balls, produce lightning bolts,
produce fire bolts, produce magic missiles, haste-self, blink-self or
summon a monster; 1 time in 4.  He can open doors, bash down doors and pick
up objects.  He is invisible.  He resists lightning, fire, cold and poison.
He cannot be confused or slept.  He is fairly observant of intruders, which
he may notice from 200 feet.  He will carry up to 4 objects.  He can hit to
attack with damage 5d5, hit to attack with damage 5d5, and hit to attack
with damage 5d5.

The Hezrou  (Green 'U')
=== Num:548  Lev:41  Rar:3  Spd:+0  Hp:520  Ac:40  Exp:2500
It is a demon of lizard form with cruel-looking jaws.  This evil demon
moves normally.  It usually appears in groups.  It is magical, casting
spells which produce fire bolts or summon a demon; 1 time in 9.  It can
open doors and bash down doors.  It resists fire.  It cannot be confused or
slept.  It pays little attention to intruders, which it may notice from 200
feet.  It will carry one or two objects.  It can hit to attack with damage
3d4, and hit to attack with damage 3d4.

The Dark elven sorcerer  (Red 'h')
=== Num:546  Lev:41  Rar:2  Spd:+20  Hp:800  Ac:70  Exp:3000
A dark elven figure, dressed in deepest black.  Power seems to crackle from
his slender frame.  This evil creature moves normally.  He is magical,
casting spells intelligently which produce fire balls, produce frost balls,
cause critical wounds, produce acid bolts, blind, heal-self, blink-self,
teleport to, create darkness, summon a monster, summon a demon or summon an
undead; 1 time in 2.  He can open doors and bash down doors.  He is hurt by
bright light.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry up to 10
objects.  He can hit to attack with damage 2d8, hit to attack with damage
2d8, and hit to attack with damage 2d8.

[U] Rogrog the Black Troll  (L.Dark 'T')
=== Num:550  Lev:41  Rar:5  Spd:+10  Hp:2000  Ac:70  Exp:5000
A massive and cruel troll of great power, drool slides caustically down his
muscular frame.  Despite his bulk, he strikes with stunning speed.  This
evil troll moves normally.  He usually appears with an escort.  He can open
doors, bash down doors and pick up objects.  He regenerates quickly.  He
resists cold and poison.  He tends to overlook intruders, which he may
notice from 200 feet.  He will carry up to 6 good objects.  He can hit to
attack with damage 6d6, hit to attack with damage 6d6, bite to attack with
damage 2d10, and spit to shoot acid with damage 3d8.

[U] Gorlim, Betrayer of Barahir  (Slate 'p')
=== Num:551  Lev:41  Rar:3  Spd:+10  Hp:1600  Ac:120  Exp:7000
This sad creature, once a mighty warrior, betrayed his former friends to
Morgoth's army in return for, he thought, safety for himself and his
wife.And so he fell under Morgoth's power and became little more than a
mindless servant of evil, even though the other side of his "bargain" was
not kept.  This creature moves normally.  He is magical, casting spells
intelligently which cause critical wounds, produce water bolts or produce
mana bolts; 1 time in 2.  He can open doors and bash down doors.  He
resists acid, lightning, cold and poison.  He cannot be confused or slept.
He takes quite a while to see intruders, which he may notice from 200 feet.
He will carry up to 4 good objects.  He can hit to attack with damage 8d6,
hit to attack with damage 8d6, hit to disenchant with damage 6d8, and hit
to disenchant with damage 6d8.

The Master lich  (Red 'L')
=== Num:547  Lev:41  Rar:2  Spd:+10  Hp:1800  Ac:80  Exp:8000
A skeletal form wrapped in robes.  Powerful magic crackles along its bony
fingers.  This evil undead creature moves normally.  It is magical, casting
spells intelligently which drain mana, cause brain smashing, cause critical
wounds, cause mortal wounds, terrify, blind, paralyze, blink-self, teleport
to, phase door or summon an undead; 1 time in 3.  It can open doors and
bash down doors.  It is cold blooded.  It resists cold and poison.  It
cannot be confused or slept.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 12 objects.  It can touch to
lower experience (by 80d6+), touch to drain charges, touch to reduce
dexterity with damage 2d12, and touch to reduce dexterity with damage 2d12.

The Archon  (Yellow 'A')
=== Num:549  Lev:41  Rar:6  Spd:+20  Hp:100d35  Ac:140  Exp:15000
Never a more heavenly being have you seen.  The very holiness of its
presence makes you deeply respect it.  Few creatures can match the powers
of an Archon; fewer still live to tell the tale after attacking one.  This
creature moves normally.  It is magical, casting spells intelligently which
cause serious wounds, cause mortal wounds, produce mana bolts, terrify,
blind, teleport to or summon an angel; 1 time in 3.  It can open doors,
bash down doors, push past weaker monsters and pick up objects.  It resists
acid, lightning, fire, cold and poison.  It prefers to ignore intruders,
which it may notice from 300 feet.  It will carry up to 14 good objects. 
It can gaze to terrify with damage 4d4, gaze to terrify with damage 4d4,
hit to attack with damage 8d6, and hit to attack with damage 8d6.

The Fallen angel  (L.Dark 'A')
=== Num:552  Lev:41  Rar:6  Spd:+20  Hp:100d9  Ac:40  Exp:15000
An angelic being, who was mighty once, but dared defy its Maker to arms. 
This evil creature moves normally.  It is magical, casting spells
intelligently which cause serious wounds, cause mortal wounds, produce
nether bolts, produce mana bolts, terrify, blind, teleport to or summon a
demon; 1 time in 3.  It can open doors, bash down doors, push past weaker
monsters and pick up objects.  It resists acid, lightning, fire, cold and
poison.  It resists nether.  It cannot be frightened.  It prefers to ignore
intruders, which it may notice from 300 feet.  It will carry up to 14 good
objects.  It can gaze to lower experience (by 40d6+) with damage 4d4, gaze
to lower experience (by 40d6+) with damage 4d4, hit to attack with damage
8d6, and hit to attack with damage 8d6.

The Dread  (Orange 'G')
=== Num:553  Lev:42  Rar:1  Spd:+10  Hp:25d20  Ac:30  Exp:600
It is a form that screams its presence against the eye.  Death incarnate,
its hideous black body seems to struggle against reality as the universe
itself struggles to banish it.  This evil undead creature moves a bit
erratically.  It usually appears in groups.  It is magical, casting spells
which drain mana, produce nether bolts, blind, confuse or paralyze; 1 time
in 16.  It can pass through walls and pick up objects.  It is invisible. 
It is cold blooded.  It resists cold and poison.  It cannot be confused or
slept.  It is fairly observant of intruders, which it may notice from 200
feet.  It will carry an object.  It can hit to attack with damage 6d6, hit
to attack with damage 6d6, and hit to reduce strength with damage 3d4.

The Undead beholder  (Umber 'e')
=== Num:554  Lev:42  Rar:4  Spd:+10  Hp:2700  Ac:100  Exp:8000
A disembodied eye, floating in the air.  Black nether storms rage around
its bloodshot pupil and light seems to bend as it sucks its power from the
very air around it.  Your soul chills as it drains your vitality for its
evil enchantments.  This evil undead creature moves normally.  It is
magical, casting spells which produce fire balls, produce frost balls,
drain mana, cause mind blasting, cause brain smashing, cause mortal wounds,
produce nether bolts, produce mana bolts, confuse, slow, cause amnesia or
summon an undead; 1 time in 2.  It can bash down doors.  It is cold
blooded.  It resists acid, lightning, fire, cold and poison.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 300 feet.  It can gaze to lower experience (by 40d6+) with
damage 2d4, gaze to paralyze with damage 2d4, gaze to reduce intelligence
with damage 2d6, and gaze to drain charges with damage 2d6.

The Glabrezu  (L.Umber 'U')
=== Num:556  Lev:43  Rar:2  Spd:+0  Hp:700  Ac:40  Exp:3000
It is demon with arms and pincers, its form a true mockery of life.  This
evil demon moves normally.  It is magical, casting spells which produce
fire bolts or summon a demon; 1 time in 9.  It can open doors and bash down
doors.  It resists fire.  It cannot be confused or slept.  It pays little
attention to intruders, which it may notice from 200 feet.  It will carry
one or two objects.  It can hit to attack with damage 3d4, and hit to
attack with damage 3d4.

[U] Quaker, Master of Earth  (Umber 'E')
=== Num:557  Lev:43  Rar:4  Spd:+0  Hp:1800  Ac:97  Exp:6000
A towering stone elemental stands before you.  The walls and ceiling are
reduced to rubble as Quaker advances.  This evil creature moves normally.
He is magical, casting spells which produce acid balls or produce acid
bolts; 1 time in 6.  He can pass through walls, destroy weaker monsters and
destroy objects.  He is cold blooded.  He is not detected by telepathy.  He
is hurt by rock remover.  He resists lightning, fire, cold and poison.  He
cannot be frightened, confused or slept.  He pays little attention to
intruders, which he may notice from 100 feet.  He can hit to attack with
damage 6d6, hit to attack with damage 6d6, hit to attack with damage 6d6,
and hit to shatter with damage 10d10.

The Ancient multi-hued dragon  (Violet 'D')
=== Num:555  Lev:43  Rar:1  Spd:+10  Hp:2100  Ac:100  Exp:13000
A huge draconic form.  Many colours ripple down its massive frame.  Few
live to see another.  This evil dragon moves normally.  It may breathe
acid, lightning, fire, frost or poison powerfully, and is also magical,
casting spells intelligently which terrify, blind or confuse; 1 time in 5.
It can open doors, bash down doors and push past weaker monsters.  It
resists acid, lightning, fire, cold and poison.  It cannot be confused,
slept or harmed by edged weapons.  It tends to overlook intruders, which it
may notice from 200 feet.  It will carry up to 18 objects.  It can claw to
attack with damage 4d10, claw to attack with damage 4d10, and bite to
attack with damage 7d10.

[U] Adunaphel the Quiet  (L.Dark 'W')
=== Num:558  Lev:43  Rar:3  Spd:+10  Hp:2100  Ac:60  Exp:13000
A sorceress in life, Adunaphel quickly fell under Sauron's sway and the
power of the rings.  This evil undead creature moves normally.  She is
magical, casting spells which cause critical wounds, produce acid bolts,
produce fire bolts, produce frost bolts, produce nether bolts, terrify,
blind, paralyze, cause amnesia or summon a monster; 1 time in 3.  She can
pass through walls and push past weaker monsters.  She is invisible.  She
is cold blooded.  She is hurt by bright light.  She resists cold and
poison.  She cannot be confused or slept.  She is fairly observant of
intruders, which she may notice from 900 feet.  She will carry up to 8 good
objects.  She can hit to attack with damage 6d6, hit to attack with damage
6d6, touch to lower experience (by 80d6+) with damage 5d6, and touch to
lower experience (by 80d6+) with damage 5d6.

The Knight Templar  (White 'p')
=== Num:563  Lev:44  Rar:2  Spd:+10  Hp:1200  Ac:60  Exp:2000
It seems that the more devout the person, the more likely they are to cross
the boundary between piety and sanctimoniousness. And such is the case with
the Order of the Knights Templar: they are among the most pious and
powerful of the religious knightly orders, but noted for their intolerance.
And thus it is Morgoth's will that is unwittingly done, as the forces of
good are set against each other.  This creature moves normally.  He is
magical, casting spells intelligently which cause critical wounds, cause
mortal wounds, terrify, blind, haste-self, heal-self or summon an angel; 1
time in 4.  He can open doors, bash down doors and pick up objects.  He
cannot be frightened, confused or slept.  He is fairly observant of
intruders, which he may notice from 200 feet.  He will carry up to 6
objects.  He can hit to attack with damage 5d5, hit to attack with damage
5d5, and hit to attack with damage 5d5.

The Beastmaster  (Red 'p')
=== Num:560  Lev:44  Rar:2  Spd:+10  Hp:960  Ac:60  Exp:5000
A mage of cowardly manner, he summons others to do his fighting for him,
and doesn't care who those others are as long as there are lots of them. 
This evil creature moves normally.  He is magical, casting spells
intelligently which blink-self, teleport to, summon a monster or summon
monsters; 1 time in 5.  He can open doors and bash down doors.  He cannot
be confused or slept.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry up to 10 objects.  He can hit to
attack with damage 2d8, hit to attack with damage 2d8, and hit to attack
with damage 2d8.

The 11-headed hydra  (L.Red 'M')
=== Num:559  Lev:44  Rar:2  Spd:+10  Hp:100d18  Ac:100  Exp:6000
A strange reptilian hybrid with eleven smouldering heads.  This natural
creature moves normally.  It may breathe fire, and is also magical, casting
spells which produce fire balls, produce fire bolts, produce plasma bolts
or terrify; 1 time in 4.  It can open doors, bash down doors and push past
weaker monsters.  It resists fire.  It takes a while to see intruders,
which it may notice from 200 feet.  It will carry up to 12 treasures.  It
can bite to burn with damage 3d12, bite to burn with damage 3d12, bite to
burn with damage 3d12, and bite to burn with damage 3d12.

The Dreadmaster  (Yellow 'G')
=== Num:561  Lev:44  Rar:2  Spd:+10  Hp:1200  Ac:100  Exp:8000
It is an unlife of power almost unequaled.  An affront to existence, its
very touch abuses and disrupts the flow of life, and its unearthly limbs,
of purest black, crush rock and flesh with ease.  This evil undead creature
moves a bit erratically.  It is magical, casting spells intelligently which
drain mana, cause mortal wounds, produce nether bolts, blind, confuse,
paralyze, teleport level or summon an undead; 1 time in 9.  It can pass
through walls and pick up objects.  It is invisible.  It is cold blooded.
It resists cold and poison.  It cannot be confused or slept.  It is fairly
observant of intruders, which it may notice from 200 feet.  It will carry
up to 10 objects.  It can hit to attack with damage 6d6, hit to attack with
damage 6d6, hit to reduce strength with damage 3d4, and hit to reduce
strength with damage 3d4.

[U] Ariel, Queen of Air  (L.Blue 'E')
=== Num:564  Lev:44  Rar:4  Spd:+20  Hp:2700  Ac:50  Exp:8000
A towering air elemental, Ariel, the sorceress, avoids your blows with her
extreme speed.  This evil creature moves a bit erratically.  She is
magical, casting spells which produce lightning balls, produce frost balls,
produce wind balls or produce lightning bolts; 1 time in 5.  She can bash
down doors, destroy weaker monsters and destroy objects.  She is cold
blooded.  She is not detected by telepathy.  She resists acid, lightning,
fire, cold, poison, blunt weapons, edged weapons and polearms.  She resists
blunt weapons, edged weapons and polearms.  She cannot be frightened,
confused or slept.  She tends to overlook intruders, which she may notice
from 120 feet.  She can hit to attack with damage 4d6, hit to confuse with
damage 1d4, hit to attack with damage 4d6, and hit to confuse with damage
1d4.

The Drolem  (Green 'g')
=== Num:562  Lev:44  Rar:3  Spd:+10  Hp:2500  Ac:130  Exp:12000
A constructed dragon, the drolem has massive strength.  Powerful spells
weaved during its creation make it a fearsome adversary.  Its eyes show
little intelligence, but it has been instructed to destroy all it meets. 
This dragon moves normally.  It may fire missiles.  It may breathe poison,
and is also magical, casting spells which blind, confuse or slow; 1 time in
5.  It can open doors and bash down doors.  It is cold blooded.  It is not
detected by telepathy.  It resists lightning, fire, cold and poison.  It
cannot be frightened, confused, slept or harmed by edged weapons.  It takes
quite a while to see intruders, which it may notice from 250 feet.  It can
claw to attack with damage 3d10, claw to attack with damage 3d10, bite to
poison with damage 5d10, and bite to poison with damage 5d10.

The Elite paladin  (White 'p')
=== Num:566  Lev:45  Rar:2  Spd:+10  Hp:570  Ac:60  Exp:1200
Fighting for a good cause, and they consider you an agent of the devil. 
This creature moves normally.  He is magical, casting spells which
heal-self; 1 time in 12.  He can open doors and bash down doors.  He
resists acid, lightning, fire, cold and poison.  He resists teleportation,
nether, nexus and disenchantment.  He cannot be stunned, frightened,
confused or slept.  He takes a while to see intruders, which he may notice
from 200 feet.  He will carry up to 5 objects or treasures.  He can hit to
attack with damage 3d12, and hit to attack with damage 3d12.

The Berserker  (Umber 'p')
=== Num:565  Lev:45  Rar:2  Spd:+10  Hp:1500  Ac:80  Exp:2500
Even the strongest of normal human warriors fears the Berserker - the one
who can drive himself into such a terrible battle-frenzy that he can take
blows which should kill him and still apparently feel no pain. He tramples
weaker creatures underfoot in his eagerness to get to his real enemy, and
his battle-cry strikes terror into his foes.  This creature moves normally.
He is magical, casting spells which terrify or haste-self; 1 time in 4.  He
can open doors, bash down doors and destroy weaker monsters.  He cannot be
frightened, confused or slept.  He is fairly observant of intruders, which
he may notice from 200 feet.  He will carry up to 6 objects.  He can hit to
attack with damage 6d6, hit to attack with damage 6d6, and hit to attack
with damage 6d6.

The Nalfeshnee  (Red 'U')
=== Num:570  Lev:45  Rar:2  Spd:+0  Hp:900  Ac:50  Exp:5000
It is a large demon with the head of a giant boar.  Flames run up and down
its length.  This evil demon moves normally.  It may breathe fire
powerfully, and is also magical, casting spells which blind, confuse or
summon a demon; 1 time in 9.  It can open doors and bash down doors.  It
resists fire.  It cannot be confused or slept.  It pays little attention to
intruders, which it may notice from 200 feet.  It will carry one or two
objects.  It can hit to attack with damage 3d4, hit to attack with damage
3d4, and hit to attack with damage 3d4.

The Shadow dragon  (L.Green 'D')
=== Num:567  Lev:45  Rar:2  Spd:+10  Hp:2100  Ac:100  Exp:10000
It is a dragon-like form wrapped in darkness.  You cannot make out its true
form but you sense its evil.  This evil dragon moves normally.  It may
breathe nether powerfully, and is also magical, casting spells which
terrify, confuse, slow or create darkness; 1 time in 5.  It can pass
through walls, push past weaker monsters and pick up objects.  It is
invisible.  It resists cold.  It cannot be confused or slept.  It takes a
while to see intruders, which it may notice from 250 feet.  It will carry
up to 12 objects.  It can claw to attack with damage 4d10, claw to attack
with damage 4d10, and bite to lower experience (by 80d6+) with damage 7d10.

The Ethereal dragon  (Orange 'D')
=== Num:568  Lev:45  Rar:2  Spd:+10  Hp:2100  Ac:100  Exp:10000
A huge dragon emanating from the ethereal planes, this terrible dragon is
a master of light and dark.  Its form disappears from sight as it cloaks
itself in unearthly shadows.  This evil dragon moves normally.  It may
breathe light, darkness or confusion powerfully, and is also magical,
casting spells which blind or confuse; 1 time in 5.  It can pass through
walls and push past weaker monsters.  It is invisible.  It cannot be
confused or slept.  It takes a while to see intruders, which it may notice
from 250 feet.  It will carry up to 18 objects.  It can claw to attack with
damage 4d10, claw to attack with damage 4d10, and bite to attack with
damage 7d10.

The Crystal dragon  (Umber 'D')
=== Num:569  Lev:45  Rar:2  Spd:+10  Hp:2100  Ac:100  Exp:10000
A huge crystalline dragon.  Its claws could cut you to shreds and its teeth
are razor sharp.  Strange colours ripple through it as it moves in the
light.  This evil dragon moves normally.  It may breathe shards powerfully,
and is also magical, casting spells which terrify, confuse or slow; 1 time
in 5.  It can open doors, bash down doors and push past weaker monsters. 
It resists cold.  It cannot be confused, slept or harmed by edged weapons.
It takes a while to see intruders, which it may notice from 250 feet.  It
will carry up to 12 objects.  It can claw to attack with damage 4d10, claw
to attack with damage 4d10, and bite to attack with damage 7d10.

[U] Akhorahil the Blind  (L.Dark 'W')
=== Num:571  Lev:45  Rar:3  Spd:+10  Hp:2400  Ac:70  Exp:15000
A mighty sorcerer King, Akhorahil was blind in life.  With powerful
enchantments, he created jewelled eyes that enabled him to see better than
any ordinary man ever could.  This evil undead creature moves normally.  He
is magical, casting spells which cause critical wounds, produce fire bolts,
produce frost bolts, produce nether bolts, terrify, blind, paralyze, create
darkness or summon monsters; 1 time in 3.  He can open doors, bash down
doors and push past weaker monsters.  He is cold blooded.  He is hurt by
bright light.  He resists cold and poison.  He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 900 feet.  He
will carry up to 8 good objects.  He can hit to attack with damage 7d6, hit
to attack with damage 7d6, gaze to lower experience (by 80d6+) with damage
6d6, and wail to terrify with damage 6d6.

The Leprechaun fanatic  (L.Dark 'h')
=== Num:574  Lev:46  Rar:6  Spd:+13  Hp:6d6  Ac:13  Exp:80
These leprechauns are not afraid to die for their cause. They arecarrying
explosives and making terrorist strikes...  This evil creature moves a bit
erratically.  He is magical, casting spells intelligently which blink-self,
teleport-self or teleport to; 1 time in 6.  He can open doors and pick up
objects.  He breeds explosively.  He cannot be frightened.  He is fairly
observant of intruders, which he may notice from 80 feet.  He can explode
to attack with damage 10d3.

The Death mold  (L.Dark 'm')
=== Num:572  Lev:46  Rar:1  Spd:+30  Hp:100d20  Ac:60  Exp:1000
It is the epitome of all that is evil, in a mold.  Its lifeless form draws
power from sucking the souls of those that approach it, a nimbus of pure
evil surrounds it.  Luckily for you, it can't move...   This evil creature
moves normally, but does not deign to chase intruders.  It resists acid,
lightning, fire, cold and poison.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 2000
feet.  It can hit to disenchant with damage 7d7, hit to disenchant with
damage 7d7, hit to disenchant with damage 7d7, and hit to lower experience
(by 80d6+) with damage 5d5.

[U] Scatha the Worm  (L.Slate 'D')
=== Num:573  Lev:46  Rar:2  Spd:+10  Hp:2000  Ac:130  Exp:17000
An ancient and wise Dragon.  Scatha has grown clever over the long years.
His scales are covered with frost, and his breath sends a shower of ice
into the air.  This evil dragon moves normally.  He may breathe frost
powerfully, and is also magical, casting spells which cause critical wounds
or confuse; 1 time in 4.  He can bash down doors and push past weaker
monsters.  He is hurt by fire.  He resists cold.  He cannot be confused,
slept or harmed by edged weapons.  He tends to overlook intruders, which he
may notice from 200 feet.  He will carry up to 14 good objects.  He can
claw to attack with damage 4d10, claw to attack with damage 4d10, claw to
freeze with damage 4d14, and bite to freeze with damage 4d14.

The Mana vortex  (Violet 'v')
=== Num:575  Lev:47  Rar:1  Spd:+10  Hp:35d15  Ac:40  Exp:800
A swirling ball of pure magical energy.  This creature moves extremely
erratically.  It is magical, casting spells which produce mana storms or
drain mana; 1 time in 3.  It can bash down doors.  It is not detected by
telepathy.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 1000 feet.  It can engulf
to drain charges with damage 10d10.

The Marilith  (Yellow 'U')
=== Num:576  Lev:47  Rar:2  Spd:+10  Hp:1400  Ac:75  Exp:7000
She is a demon of female form with many arms, each bearing deadly weapons.
This evil demon moves normally.  She is magical, casting spells which cause
serious wounds, blind or summon a demon; 1 time in 9.  She can open doors
and bash down doors.  She resists fire.  She cannot be confused or slept.
She pays little attention to intruders, which she may notice from 200 feet.
She will carry one or two objects.  She can hit to attack with damage 4d6,
hit to attack with damage 4d6, hit to attack with damage 4d6, and hit to
attack with damage 4d6.

[U] Ar-Pharazon the Golden  (Yellow 'p')
=== Num:577  Lev:47  Rar:6  Spd:+10  Hp:1800  Ac:255  Exp:20000
Last and proudest king of ancient Numenor.  Corrupted by power andavarice,
he fell victim to Sauron's wiles, tried to fight the immortalsthemselves,
and condemned Numenor to oblivion.  This creature moves normally.  It is
magical, casting spells intelligently which haste-self, heal-self, teleport
away or summon monsters; 1 time in 10.  It can open doors, bash down doors,
push past weaker monsters and pick up objects.  It is observant of
intruders, which it may notice from 450 feet.  It will carry up to 6 good
objects.  It can hit to attack with damage 8d12, hit to attack with damage
8d12, hit to attack with damage 8d12, and hit to attack with damage 8d12.

The Winged Horror  (L.Dark 'B')
=== Num:578  Lev:48  Rar:8  Spd:+10  Hp:25d80  Ac:80  Exp:4000
A terrifying sight: a winged creature greater than any bird you have ever
seen, and with no feathers on its horrid black leathery wings. Descended
from a creature of an older world perhaps, bred by Sauron to be a winged
steed for his Ringwraiths.  This natural creature moves normally.  It may
breathe poison, nether or darkness; 1 time in 6.  It resists cold and
poison.  It is observant of intruders, which it may notice from 300 feet.
It can claw to attack with damage 3d8, claw to attack with damage 3d8, bite
to lower experience (by 40d6+) with damage 4d6, and bite to lower
experience (by 40d6+) with damage 4d6.

The Master mystic  (Orange 'p')
=== Num:579  Lev:48  Rar:3  Spd:+20  Hp:1100  Ac:60  Exp:6000
A lord of all that is natural, skilled in the mystic ways.  He is a master
of martial arts and is at one with nature, able to summon help from the
wild if need be.  This creature moves normally.  He is magical, casting
spells which heal-self or summon spiders; 1 time in 3.  He can open doors
and bash down doors.  He is invisible.  He resists acid, lightning, fire,
cold and poison.  He cannot be confused or slept.  He is observant of
intruders, which he may notice from 300 feet.  He will carry up to 6
objects.  He can kick to attack with damage 10d2, kick to attack with
damage 10d2, hit to poison with damage 20, and hit to paralyze with damage
15.

[U] Ren the Unclean  (L.Dark 'W')
=== Num:581  Lev:48  Rar:3  Spd:+10  Hp:2700  Ac:70  Exp:18000
Ren was an insane eastern king who believed himself to be the son of a
volcano god.  At an early age his sanity was destroyed by a plague that
wiped out his family, and he never recovered.  This evil undead creature
moves normally.  He is magical, casting spells which produce fire balls,
cause critical wounds, produce fire bolts, produce nether bolts, terrify,
blind, paralyze or summon a monster; 1 time in 3.  He can open doors, bash
down doors and push past weaker monsters.  He is invisible.  He is cold
blooded.  He is hurt by bright light.  He resists fire, cold and poison. 
He cannot be confused or slept.  He is fairly observant of intruders, which
he may notice from 900 feet.  He will carry up to 8 good objects.  He can
hit to attack with damage 7d7, hit to attack with damage 7d7, touch to
lower experience (by 80d6+) with damage 6d7, and wail to terrify with
damage 6d7.

[U] Smaug the Golden  (L.Red 'D')
=== Num:580  Lev:48  Rar:2  Spd:+10  Hp:2400  Ac:100  Exp:23000
Smaug is one of the Uruloki that still survive, a fire-drake of immense
cunning and intelligence.  His speed through air is matched by few other
dragons and his dragonfire is what legends are made of: he was believed to
have been the greatest dragon still surviving into the Third Age.  This
evil dragon moves normally.  He may breathe fire powerfully, and is also
magical, casting spells which cause critical wounds or confuse; 1 time in
4.  He can bash down doors and push past weaker monsters.  He is hurt by
cold.  He resists fire.  He cannot be confused, slept or harmed by edged
weapons.  He tends to overlook intruders, which he may notice from 200
feet.  He will carry up to 14 good objects.  He can claw to attack with
damage 4d12, claw to attack with damage 4d12, bite to burn with damage
5d14, and bite to burn with damage 5d14.

The Lesser Balrog  (Violet 'U')
=== Num:582  Lev:49  Rar:3  Spd:+10  Hp:2000  Ac:50  Exp:10000
It is a massive humanoid demon wreathed in flames.  This evil demon moves
normally.  It may breathe fire powerfully, and is also magical, casting
spells which blind, confuse or summon a demon; 1 time in 4.  It can open
doors, bash down doors and push past weaker monsters.  It is hurt by cold.
It resists fire.  It cannot be confused or slept.  It pays little attention
to intruders, which it may notice from 200 feet.  It will carry up to 6
good objects.  It can hit to burn with damage 4d12, hit to burn with damage
4d12, crush to attack with damage 3d12, and touch to drain charges.

[U] Eol, the Dark Elf  (L.Dark 'h')
=== Num:583  Lev:49  Rar:3  Spd:+20  Hp:2400  Ac:100  Exp:25000
One of the darkest of the Dark Elves. He used his foul sorcery to seduce
the Noldorin princess, Aredhel, and then murdered her when she sought to
escape back to Gondolin.  This evil creature moves normally.  He is
magical, casting spells intelligently which produce acid balls, produce
lightning balls, produce fire balls, produce frost balls, cause mortal
wounds, produce nether bolts, blind, confuse, heal-self, blink-self,
teleport to, create darkness, summon a monster, summon monsters, summon a
demon, summon an undead or summon a dragon; 1 time in 2.  He can open doors
and bash down doors.  He resists fire, cold and poison.  He cannot be
confused or slept.  He tends to overlook intruders, which he may notice
from 200 feet.  He will carry up to 12 good objects.  He can hit to attack
with damage 3d8, hit to attack with damage 3d8, and hit to attack with
damage 3d8.

The Seeker mine  (L.Red '.')
=== Num:586  Lev:50  Rar:10  Spd:+0  Hp:160  Ac:3  Exp:100
It was left here to be used against intruders.  This creature moves
normally, but does not deign to chase intruders.  It may fire seeker
arrows.  It resists acid and poison.  It is fairly observant of intruders,
which it may notice from 200 feet.  It can explode to attack with damage
10d5.

The Greater wall monster  (L.Slate '#')
=== Num:585  Lev:50  Rar:4  Spd:+10  Hp:15d40  Ac:80  Exp:900
A sentient, moving section of wall.  This creature moves somewhat
erratically.  It can bash down doors and pass through walls.  It is cold
blooded.  It is not detected by telepathy.  It breeds explosively.  It is
hurt by rock remover.  It resists acid, lightning, fire, cold and poison.
It cannot be confused or slept.  It takes a while to see intruders, which
it may notice from 200 feet.  It can hit to attack with damage 3d6, hit to
attack with damage 3d6, and hit to attack with damage 3d6.

[U] The Balrog of Moria  (Violet 'U')
=== Num:584  Lev:50  Rar:3  Spd:+20  Hp:3000  Ac:100  Exp:30000
A huge balrog surrounded by raging pillars of fire, this is indeed a
terrible opponent.  Wielding a great whip of fire and a blazing sword, his
fury blisters your skin and melts your flesh!  This evil demon moves
normally.  He usually appears with escorts.  He may breathe fire
powerfully, and is also magical, casting spells which terrify, confuse,
summon a demon or summon an undead; 1 time in 4.  He can open doors, bash
down doors and push past weaker monsters.  He resists fire.  He cannot be
confused or slept.  He pays little attention to intruders, which he may
notice from 200 feet.  He will carry up to 18 exceptional objects.  He can
hit to burn with damage 6d12, hit to burn with damage 6d12, crush to attack
with damage 5d12, and touch to drain charges.

The Mana hound  (L.Blue 'Z')
=== Num:587  Lev:51  Rar:4  Spd:+20  Hp:35d10  Ac:100  Exp:4000
A powerful aura radiates from this canine creature. It feels like... magic?
This natural creature moves normally.  It usually appears in groups.  It
may breathe mana; 1 time in 8.  It can open doors and bash down doors.  It
cannot be confused or slept.  It is ever vigilant for intruders, which it
may notice from 300 feet.  It can bite to attack with damage 2d15, bite to
attack with damage 2d15, claw to attack with damage 3d3, and claw to attack
with damage 3d3.

The Nether hound  (L.Green 'Z')
=== Num:589  Lev:51  Rar:2  Spd:+10  Hp:60d10  Ac:100  Exp:5000
You feel a soul-tearing chill upon viewing this beast, a ghostly form of
darkness in the shape of a large dog.  This natural creature moves
normally.  It usually appears in groups.  It may breathe nether; 1 time in
5.  It can open doors and bash down doors.  It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 300 feet.  It
can claw to attack with damage 2d12, claw to attack with damage 2d12, bite
to attack with damage 2d12, and bite to attack with damage 2d12.

The Time hound  (L.Blue 'Z')
=== Num:590  Lev:51  Rar:2  Spd:+20  Hp:60d10  Ac:100  Exp:5000
You get a terrible sense of deja vu, or is it a premonition?  All at once
you see a little puppy and a toothless old dog.  Perhaps you should give up
and go to bed.  This natural creature moves normally.  It usually appears
in groups.  It may breathe time; 1 time in 8.  It can open doors and bash
down doors.  It cannot be confused or slept.  It is ever vigilant for
intruders, which it may notice from 300 feet.  It can claw to attack with
damage 2d12, claw to attack with damage 2d12, bite to attack with damage
2d12, and bite to attack with damage 2d12.

The Plasma hound  (L.Red 'Z')
=== Num:591  Lev:51  Rar:2  Spd:+10  Hp:60d10  Ac:100  Exp:5000
The very air warps as pure elemental energy stalks towards you in the shape
of a giant hound.  Your hair stands on end and your palms itch as you sense
trouble.  This natural creature moves normally.  It usually appears in
groups.  It may breathe plasma; 1 time in 5.  It can open doors and bash
down doors.  It is hurt by cold.  It resists fire.  It cannot be confused
or slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can claw to attack with damage 2d12, claw to attack with damage
2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

The Dark elven shade  (White 'h')
=== Num:588  Lev:51  Rar:2  Spd:+20  Hp:576  Ac:25  Exp:6000
A dark elven figure that glows with an inner light.  This evil undead
creature moves normally.  He may shriek for help.  He is magical, casting
spells intelligently which produce darkness storms, drain mana, cause
critical wounds, blind, confuse, heal-self, blink-self, teleport away,
create darkness, summon similar monsters, summon a monster, summon a demon
or summon an undead; 1 time in 2.  He is invisible.  He is cold blooded. 
He is hurt by bright light.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 200 feet.  He will carry
up to 10 objects.  He can touch to lower experience (by 20d6+) with damage
1d16, touch to drain charges, touch to reduce dexterity with damage 8d8,
and touch to reduce intelligence with damage 8d8.

[U] Harowen the Black Hand  (L.Blue 'p')
=== Num:592  Lev:51  Rar:3  Spd:+30  Hp:2500  Ac:90  Exp:20000
He is a master of disguise, an expert of stealth, a genius at traps, and
moves with blinding speed.  Check your pockets!  This creature moves
normally.  He is magical, casting spells which create traps; 1 time in 6.
He can open doors, bash down doors and pick up objects.  He resists poison.
He cannot be confused or slept.  He is ever vigilant for intruders, which
he may notice from 400 feet.  He will carry up to 10 good objects.  He can
touch to steal gold with damage 5d5, touch to steal items with damage 5d5,
hit to blind with damage 10d5, and hit to poison with damage 8d5.

The Demonic quylthulg  (Red 'Q')
=== Num:593  Lev:52  Rar:1  Spd:+10  Hp:480  Ac:1  Exp:3000
A pile of pulsing flesh that glows with an inner hellish fire.  The world
itself seems to cry out against it.  This natural creature moves normally,
but does not deign to chase intruders.  It is magical, casting spells which
blink-self, teleport-self or summon a demon; 1 time in 2.  It is invisible.
It is not detected by telepathy.  It is hurt by poison.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 200 feet.  It has no physical attacks.

[U] Ji Indur Dawndeath  (L.Dark 'W')
=== Num:594  Lev:52  Rar:4  Spd:+10  Hp:3200  Ac:70  Exp:22000
This Ringwraith was a weak-minded sorcerer-king who fell easily under
Sauron's power.  This evil undead creature moves normally.  He is magical,
casting spells which produce fire balls, produce nether balls, cause
critical wounds, terrify, blind, paralyze or summon an undead; 1 time in 3.
He can open doors, bash down doors and push past weaker monsters.  He is
invisible.  He is cold blooded.  He is hurt by bright light.  He resists
fire, cold and poison.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 900 feet.  He will carry
up to 8 good objects.  He can hit to attack with damage 8d7, hit to attack
with damage 8d7, touch to lower experience (by 40d6+) with damage 6d7, and
touch to lower experience (by 40d6+) with damage 6d7.

The Chaos vortex  (Violet 'v')
=== Num:595  Lev:53  Rar:1  Spd:+30  Hp:32d20  Ac:80  Exp:4000
Void, nothingness, spinning destructively.  This creature moves extremely
erratically.  It may breathe chaos powerfully; 1 time in 6.  It can bash
down doors.  It is not detected by telepathy.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It can engulf to confuse with damage 5d5, engulf to
confuse with damage 5d5, and engulf to confuse with damage 5d5.

[U] The Phoenix  (Red 'B')
=== Num:596  Lev:53  Rar:3  Spd:+10  Hp:3600  Ac:130  Exp:40000
A massive glowing eagle bathed in flames.  The searing heat chars your skin
and melts your armour.  This natural creature moves normally.  It may
breathe fire, light or plasma, and is also magical, casting spells which
produce fire balls, produce fire bolts, produce plasma bolts or summon
similar monsters; 1 time in 3.  It can open doors and bash down doors.  It
resists acid, lightning, fire and poison.  It cannot be confused or slept.
It is ever vigilant for intruders, which it may notice from 600 feet.  It
will carry up to 4 good objects.  It can bite to burn with damage 12d6,
bite to burn with damage 12d6, hit to burn with damage 9d12, and hit to
burn with damage 9d12.

The Aether vortex  (Violet 'v')
=== Num:597  Lev:54  Rar:2  Spd:+20  Hp:32d20  Ac:40  Exp:4500
An awesome vortex of pure magic, power radiates from its frame.  This
creature moves extremely erratically.  It may breathe acid, lightning,
fire, frost, poison, nether, light, darkness, confusion, sound, chaos,
nexus, time, inertia, gravity, shards, plasma or force powerfully; 1 time
in 6.  It can bash down doors.  It is not detected by telepathy.  It
resists acid, lightning, fire, cold and poison.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 1000 feet.  It can engulf to electrify with damage 5d5, engulf to burn
with damage 5d5, engulf to shoot acid with damage 5d5, and engulf to freeze
with damage 5d5.

The Demilich  (L.Umber 'L')
=== Num:598  Lev:54  Rar:2  Spd:+10  Hp:2500  Ac:100  Exp:12500
A lich who is partially immaterial, on its way to a new, ethereal form. 
This evil undead creature moves normally.  It is magical, casting spells
intelligently which drain mana, cause brain smashing, cause critical
wounds, cause mortal wounds, terrify, blind, confuse, paralyze, heal-self,
blink-self, teleport-self, teleport to, cause amnesia or summon an undead;
1 time in 3.  It can open doors and bash down doors.  It is cold blooded.
It resists cold and poison.  It resists teleportation.  It cannot be
confused or slept.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry up to 10 good objects.  It can touch to lower
experience (by 80d6+), touch to drain charges, touch to reduce dexterity
with damage 4d12, and touch to reduce dexterity with damage 4d12.

The Barbazu  (L.Green 'U')
=== Num:605  Lev:55  Rar:2  Spd:+10  Hp:800  Ac:60  Exp:2000
A foul, humanoid creature with a long tail, clawed hands and feet, and a
disgusting, wiry, snaky beard. They are the elite shock troops of the
hells, capable of a terrifying berserk fury.  This evil demon moves
normally.  It usually appears in groups.  It is magical, casting spells
which terrify or summon a demon; 1 time in 7.  It can open doors and bash
down doors.  It resists poison.  It cannot be confused or slept.  It pays
little attention to intruders, which it may notice from 250 feet.  It will
carry one or two objects.  It can hit to attack with damage 4d10, hit to
attack with damage 4d10, hit to reduce constitution with damage 10d2, and
sting to poison with damage 5d5.

The Dracolisk  (L.Red 'D')
=== Num:600  Lev:55  Rar:2  Spd:+10  Hp:3500  Ac:120  Exp:14000
A mixture of dragon and basilisk, the dracolisk stares at you with deep
piercing eyes, its evil breath burning the ground where it stands.  This
natural evil dragon moves normally.  It may breathe fire or nexus, and is
also magical, casting spells which terrify or paralyze; 1 time in 6.  It
can open doors and bash down doors.  It resists acid and fire.  It resists
teleportation.  It cannot be confused or slept.  It takes quite a while to
see intruders, which it may notice from 250 feet.  It will carry up to 8
good objects.  It can bite to attack with damage 4d12, bite to attack with
damage 4d12, bite to burn with damage 7d14, and gaze to paralyze.

The Dracolich  (L.Green 'D')
=== Num:599  Lev:55  Rar:2  Spd:+10  Hp:3500  Ac:120  Exp:18000
The skeletal form of a once-great dragon, enchanted by magic most perilous.
Its animated form strikes with speed and drains life from its prey to
satisfy its hunger.  This evil undead dragon moves normally.  It may
breathe frost or nether powerfully, and is also magical, casting spells
which terrify or confuse; 1 time in 6.  It can open doors, bash down doors,
push past weaker monsters and pick up objects.  It is cold blooded.  It
resists cold, poison and polearms.  It resists polearms and teleportation.
It cannot be confused, slept or harmed by edged weapons.  It takes quite a
while to see intruders, which it may notice from 250 feet.  It will carry
up to 8 good objects.  It can claw to attack with damage 4d12, claw to
attack with damage 4d12, and bite to lower experience (by 80d6+) with
damage 7d14.

[U] The Lernean Hydra  (Violet 'M')
=== Num:606  Lev:55  Rar:2  Spd:+10  Hp:4500  Ac:140  Exp:20000
A massive legendary hydra.  It has twelve powerful heads.  Its many eyes
stare at you as clouds of smoke and poisonous vapour rise from its seething
form.  This natural creature moves normally.  It may breathe fire or poison
powerfully, and is also magical, casting spells intelligently which produce
fire balls, produce poison balls, produce fire bolts, produce plasma bolts,
terrify or summon hydras; 1 time in 3.  It can open doors, bash down doors
and destroy weaker monsters.  It resists fire and poison.  It cannot be
confused or slept.  It takes a while to see intruders, which it may notice
from 200 feet.  It will carry up to 14 treasures.  It can bite to poison
with damage 8d6, bite to poison with damage 8d6, bite to burn with damage
12d6, and bite to burn with damage 12d6.

[U] Thuringwethil, the Vampire Messenger  (Violet 'V')
=== Num:601  Lev:55  Rar:4  Spd:+20  Hp:4000  Ac:145  Exp:23000
Chief messenger between Sauron and Morgoth, she is surely the most deadly
of her vampire race.  At first she is charming to meet, but her wings and
eyes give away her true form.  This evil undead creature moves normally. 
She is magical, casting spells intelligently which produce nether balls,
drain mana, cause brain smashing, cause critical wounds, cause mortal
wounds, terrify, blind, paralyze, summon similar monsters or summon greater
undead; 1 time in 3.  She can open doors and bash down doors.  She is cold
blooded.  She regenerates quickly.  She is hurt by bright light.  She
resists cold and poison.  She resists teleportation.  She cannot be
confused or slept.  She is fairly observant of intruders, which she may
notice from 200 feet.  She will carry up to 18 good objects.  She can bite
to attack with damage 5d8, bite to lower experience (by 80d6+) with damage
6d6, hit to confuse with damage 6d6, and hit to confuse with damage 6d6. 

The Lesser titan  (Yellow 'P')
=== Num:602  Lev:56  Rar:3  Spd:+10  Hp:2400  Ac:80  Exp:12000
It is a humanoid figure thirty feet tall that gives off an aura of power
and hate.  This evil giant moves normally.  It is magical, casting spells
intelligently which heal-self, teleport to or summon monsters; 1 time in 3.
It can open doors, bash down doors and pick up objects.  It resists blunt
weapons and edged weapons.  It resists blunt weapons and edged weapons.  It
takes a while to see intruders, which it may notice from 300 feet.  It will
carry up to 8 good objects.  It can hit to confuse with damage 9d9, hit to
confuse with damage 9d9, hit to confuse with damage 9d9, and hit to confuse
with damage 9d9.

[U] Dwar, Dog Lord of Waw  (L.Dark 'W')
=== Num:603  Lev:56  Rar:3  Spd:+10  Hp:4000  Ac:90  Exp:25000
Dwar had a special affinity for dogs in life, and can still command them at
will.  He howls manically as he reaches out to destroy you.  This evil
undead creature moves normally.  He is magical, casting spells
intelligently which produce fire balls, produce nether balls, cause
critical wounds, terrify, blind, paralyze, summon monsters, summon hounds
or summon an undead; 1 time in 3.  He can open doors, bash down doors and
push past weaker monsters.  He is cold blooded.  He is hurt by bright
light.  He resists fire, cold and poison.  He cannot be confused or slept.
He is fairly observant of intruders, which he may notice from 900 feet.  He
will carry up to 8 good objects.  He can hit to attack with damage 8d8, hit
to attack with damage 8d8, bite to lower experience (by 40d6+) with damage
6d7, and wail to terrify with damage 6d7.

The Grand master mystic  (Orange 'p')
=== Num:604  Lev:57  Rar:3  Spd:+20  Hp:2200  Ac:80  Exp:15000
He is one of the few true masters of the art, being extremely skillful in
all forms of unarmed combat and controlling the world's natural creatures
with disdainful ease.  This creature moves normally.  He is magical,
casting spells which cause mind blasting, heal-self, summon spiders or
summon hounds; 1 time in 3.  He can open doors and bash down doors.  He is
invisible.  He resists acid, lightning, fire, cold and poison.  He cannot
be confused or slept.  He is observant of intruders, which he may notice
from 300 feet.  He will carry up to 8 objects.  He can kick to attack with
damage 20d2, kick to attack with damage 10d2, hit to poison with damage 20,
and hit to paralyze with damage 15.

The Draconic quylthulg  (Green 'Q')
=== Num:607  Lev:58  Rar:3  Spd:+10  Hp:720  Ac:1  Exp:5500
It looks like it was once a dragon corpse, now deeply infected with magical
bacteria that make it pulse in a foul and degrading way.  This natural
creature moves normally, but does not deign to chase intruders.  It is
magical, casting spells which blink-self, teleport-self or summon a dragon;
1 time in 2.  It is invisible.  It is not detected by telepathy.  It is
hurt by poison.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Nightwing  (L.Dark 'W')
=== Num:615  Lev:58  Rar:4  Spd:+10  Hp:60d60  Ac:120  Exp:10000
Everywhere colours seem paler and the air chiller.  At the centre of the
cold stands a mighty figure.  Its wings envelop you in the chill of death
as the nightwing reaches out to draw you into oblivion.  Your muscles sag
and your mind loses all will to fight as you stand in awe of this mighty
being.  This evil undead creature moves normally.  It is magical, casting
spells intelligently which produce nether balls, cause brain smashing,
cause mortal wounds, produce nether bolts, produce mana bolts, terrify,
blind, invoke starbursts or summon an undead; 1 time in 4.  It can open
doors and bash down doors.  It is cold blooded.  It is hurt by bright
light.  It resists cold and poison.  It resists teleportation.  It cannot
be confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 4 good objects.  It can touch to
poison with damage 6d5, touch to poison with damage 6d5, hit to disenchant
with damage 6d8, and hit to disenchant with damage 6d8.

[U] Baphomet the Minotaur Lord  (Violet 'H')
=== Num:608  Lev:58  Rar:4  Spd:+20  Hp:4700  Ac:120  Exp:24000
A fearsome bull-headed monster, Baphomet swings a mighty axe as he curses
all that defy him.  This evil creature moves normally.  He may fire
missiles.  He may breathe force, and is also magical, casting spells which
produce lightning balls, produce mana bolts, produce plasma bolts or slow;
1 time in 6.  He can bash down doors.  He resists fire and poison.  He
cannot be confused or slept.  He takes quite a while to see intruders,
which he may notice from 300 feet.  He will carry up to 10 good objects. 
He can butt to attack with damage 12d13, butt to attack with damage 12d13,
hit to attack with damage 10d10, and hit to attack with damage 10d10.

The Ethereal hound  (L.Green 'Z')
=== Num:612  Lev:59  Rar:3  Spd:+10  Hp:60d15  Ac:100  Exp:7000
A pale green hound.  Pulsing red lines and strange fluorescent lighthints
at internal organs best left to the imagination.  This natural creature
moves normally.  It usually appears in groups.  It may breathe nether; 1
time in 5.  It can pass through walls.  It is invisible.  It cannot be
confused or slept.  It is ever vigilant for intruders, which it may notice
from 300 feet.  It can claw to attack with damage 2d12, claw to attack with
damage 2d12, bite to attack with damage 2d12, and bite to attack with
damage 2d12.

The Hand druj  (Yellow 's')
=== Num:609  Lev:59  Rar:4  Spd:+20  Hp:600  Ac:110  Exp:12000
A skeletal hand floating in the air, motionless except for its flexing
fingers.  This evil undead creature moves normally, but does not deign to
chase intruders.  It is magical, casting spells intelligently which cause
critical wounds, produce acid bolts, produce lightning bolts, produce fire
bolts, produce frost bolts, terrify, blind, confuse, teleport away, create
darkness or cause amnesia; 1 time in 1.  It is cold blooded.  It resists
cold and poison.  It resists teleportation.  It cannot be frightened,
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It has no physical attacks.

[U] Fundin Bluecloak  (L.Blue 'h')
=== Num:613  Lev:59  Rar:2  Spd:+20  Hp:5000  Ac:195  Exp:20000
He is one of the greatest dwarven priests to walk the earth.  Fundin has
earned a high position in the church, and his skill with both weapon and
spell only justify his position further.  His combination of both dwarven
strength and priestly wisdom are a true match for any adventurer.  This
creature moves normally.  He is magical, casting spells which cause brain
smashing, cause critical wounds, cause mortal wounds, terrify, blind,
confuse, heal-self, cause amnesia or summon monsters; 1 time in 4.  He can
open doors and bash down doors.  He resists acid, lightning, fire, cold and
poison.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 250 feet.  He will carry up to 10 good
objects.  He can hit to attack with damage 8d8, hit to attack with damage
8d8, hit to attack with damage 8d6, and hit to attack with damage 8d6.

The Eye druj  (Red 's')
=== Num:610  Lev:59  Rar:4  Spd:+20  Hp:1000  Ac:90  Exp:24000
A bloodshot eyeball floating in the air, you'd be forgiven for assuming it
harmless.  This evil undead creature moves normally, but does not deign to
chase intruders.  It is magical, casting spells intelligently which produce
nether balls, cause brain smashing, produce nether bolts, produce mana
bolts or summon an undead; 1 time in 1.  It is cold blooded.  It resists
fire, cold and poison.  It resists teleportation.  It cannot be frightened,
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It has no physical attacks.

The Skull druj  (Orange 's')
=== Num:611  Lev:59  Rar:4  Spd:+20  Hp:1400  Ac:120  Exp:25000
A glowing skull possessed by sorcerous power.  It need not move, but merely
blast you with mighty magic.  This evil undead creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells
intelligently which produce water balls, cause mind blasting, cause brain
smashing, cause mortal wounds, produce nether bolts, produce plasma bolts,
slow, create traps or summon an undead; 1 time in 1.  It is cold blooded.
It resists fire, cold and poison.  It resists teleportation.  It cannot be
frightened, confused or slept.  It is fairly observant of intruders, which
it may notice from 200 feet.  It has no physical attacks.

[U] Saruman of Many Colours  (Violet 'p')
=== Num:614  Lev:60  Rar:1  Spd:+10  Hp:5000  Ac:100  Exp:35000
Originally known as the White, Saruman fell prey to Sauron's wiles.  He
seeks to emulate him and breeds orcs and trolls to fight for him.  He
searches forever for the One Ring, to become a mighty Sorcerer-King of the
world.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce acid balls, produce fire balls, produce frost
balls, produce water balls, produce wind balls, cause mind blasting, cause
mortal wounds, produce ice bolts, terrify, blind, haste-self, heal-self,
teleport-self, teleport away, create traps, cause amnesia, summon monsters,
summon a demon, summon an undead or summon ancient dragons; 1 time in 2. 
He can open doors and bash down doors.  He resists lightning, fire, cold
and poison.  He resists teleportation.  He cannot be confused or slept.  He
is ever vigilant for intruders, which he may notice from 1000 feet.  He
will carry up to 18 exceptional objects.  He can hit to disenchant with
damage 6d8, hit to disenchant with damage 6d8, hit to attack with damage
5d5, and hit to attack with damage 5d5.

The Bile Demon  (L.Red 'U')
=== Num:616  Lev:61  Rar:2  Spd:+10  Hp:2800  Ac:90  Exp:12000
It's big. It's fat. It's red. It's ugly. It's got a severe attack of highly
poisonous flatulence. And its insides are corrosive. All of which go
together to make the single most repulsive sight - and smell - you have
ever experienced.  This evil demon moves normally.  It may fire missiles.
It may breathe acid or poison powerfully, and is also magical, casting
spells which blind, confuse or summon a demon; 1 time in 6.  It can open
doors and bash down doors.  It resists acid and poison.  It cannot be
confused or slept.  It pays little attention to intruders, which it may
notice from 400 feet.  It will carry up to 6 good objects.  It can hit to
attack with damage 8d8, hit to attack with damage 8d8, and crush to shoot
acid with damage 9d9.

[U] Uriel, Angel of Fire  (Red 'A')
=== Num:617  Lev:61  Rar:3  Spd:+20  Hp:5500  Ac:160  Exp:25000
A creature of godly appearance, you dare not challenge Uriel's supremacy.
Those who stood against him before are but a memory, cremated by his
mastery of elemental fire.  This creature moves normally.  He may breathe
fire or plasma powerfully, and is also magical, casting spells
intelligently which produce fire balls, produce fire bolts, produce mana
bolts, produce plasma bolts, blind, teleport to or summon an angel; 1 time
in 2.  He can open doors, bash down doors, push past weaker monsters and
pick up objects.  He resists acid, lightning, fire, cold and poison.  He
resists teleportation.  He is fairly observant of intruders, which he may
notice from 400 feet.  He will carry up to 14 good objects.  He can hit to
burn with damage 9d12, hit to burn with damage 4d6, hit to attack with
damage 10d10, and hit to attack with damage 10d10.

The Dreadlord  (Red 'G')
=== Num:618  Lev:62  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:20000
It is a massive form of animated death, its colour deeper than black.  It
drinks in light, and space around it is twisted and torn by the weight of
its evil.  It is unlife and it knows nothing but the stealing of souls and
the stench of death.  Flee its hunger!  This evil undead creature moves a
bit erratically.  It is magical, casting spells which produce nether balls,
drain mana, blind, confuse, paralyze or summon an undead; 1 time in 4.  It
can pass through walls and pick up objects.  It is invisible.  It is cold
blooded.  It resists cold and poison.  It cannot be confused or slept.  It
is fairly observant of intruders, which it may notice from 200 feet.  It
will carry up to 18 objects.  It can hit to attack with damage 6d6, hit to
attack with damage 6d6, hit to reduce strength with damage 4d6, and hit to
reduce strength with damage 4d6.

[U] Azriel, Angel of Death  (L.Dark 'A')
=== Num:619  Lev:62  Rar:3  Spd:+20  Hp:6000  Ac:170  Exp:30000
Azriel commands awesome power, his visage holy enough to shrivel your soul.
You shriek with disbelief as his mastery of death draws you to your grave.
It is truly beyond all but the mightiest of warriors to stand against him
and live.  This creature moves normally.  He may breathe nether powerfully,
and is also magical, casting spells intelligently which produce nether
balls, produce nether bolts, produce mana bolts, blind, teleport to or
summon an angel; 1 time in 2.  He can open doors, bash down doors, push
past weaker monsters and pick up objects.  He resists acid, lightning,
fire, cold and poison.  He resists teleportation.  He is fairly observant
of intruders, which he may notice from 400 feet.  He will carry up to 14
good objects.  He can touch to lower experience (by 80d6+), hit to blind
with damage 10d5, hit to attack with damage 10d10, and hit to attack with
damage 10d10.

The Great Storm Wyrm  (Blue 'D')
=== Num:620  Lev:63  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:20000
A vast dragon of power.  Storms and lightning crash around its titanic
form.  Deep blue scales reflect the flashes and highlight the creature's
great muscles.  It regards you with contempt.  This evil dragon moves
normally.  It may breathe lightning powerfully, and is also magical,
casting spells which terrify, blind or confuse; 1 time in 4.  It can bash
down doors and push past weaker monsters.  It resists lightning.  It cannot
be confused, slept or harmed by edged weapons.  It pays little attention to
intruders, which it may notice from 300 feet.  It will carry up to 18 good
objects.  It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to electrify with damage 6d14, and bite to electrify with
damage 6d14.

The Great Ice Wyrm  (White 'D')
=== Num:621  Lev:63  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:20000
An immense dragon capable of awesome destruction.  You have never felt such
extreme cold, or witnessed such an icy stare.  Begone quickly or feel its
wrath!  This evil dragon moves normally.  It may breathe frost powerfully,
and is also magical, casting spells which terrify, blind or confuse; 1 time
in 4.  It can bash down doors and push past weaker monsters.  It resists
cold.  It cannot be confused, slept or harmed by edged weapons.  It pays
little attention to intruders, which it may notice from 300 feet.  It will
carry up to 18 good objects.  It can claw to attack with damage 4d12, claw
to attack with damage 4d12, bite to freeze with damage 6d14, and bite to
freeze with damage 6d14.

The Great Swamp Wyrm  (Green 'D')
=== Num:622  Lev:63  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:20000
A truly enormous dragon with great powers. The foul gases issuing from the
beast nearly make you vomit: and while you may try to hold your breath as
you fight it, it sees no reason to do likewise.  This evil dragon moves
normally.  It may breathe poison powerfully, and is also magical, casting
spells which terrify, blind or confuse; 1 time in 4.  It can bash down
doors and push past weaker monsters.  It resists poison.  It cannot be
confused, slept or harmed by edged weapons.  It pays little attention to
intruders, which it may notice from 300 feet.  It will carry up to 18 good
objects.  It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to poison with damage 6d14, and bite to poison with
damage 6d14.

The Great Bronze Wyrm  (L.Umber 'D')
=== Num:623  Lev:63  Rar:2  Spd:+10  Hp:3000  Ac:150  Exp:20000
A dragon of great size and power. Its polished bronze scales reflect the
light in strange and confusing patterns, and you find it hard to keep your
mind on the job of fighting for your life.  This evil dragon moves
normally.  It may breathe confusion powerfully, and is also magical,
casting spells which terrify, blind or confuse; 1 time in 4.  It can bash
down doors and push past weaker monsters.  It cannot be confused, slept or
harmed by edged weapons.  It pays little attention to intruders, which it
may notice from 300 feet.  It will carry up to 18 good objects.  It can
claw to attack with damage 4d12, claw to attack with damage 4d12, bite to
confuse with damage 6d14, and bite to confuse with damage 6d14.

[U] Gabriel, the Messenger  (White 'A')
=== Num:624  Lev:63  Rar:3  Spd:+20  Hp:7500  Ac:180  Exp:35000
Commanding a legion of angels, Gabriel will destroy you for your sins.  He
will crush you like the pitiful insignificant being he sees you to be. 
Your very soul will be taken into judgement by his supreme authority as he
cleanses the world of evil.  This creature moves normally.  He usually
appears with an escort.  He is magical, casting spells intelligently which
produce mana bolts, blind, teleport to or summon similar monsters; 1 time
in 2.  He can open doors, bash down doors, push past weaker monsters and
pick up objects.  He resists acid, lightning, fire, cold and poison.  He
resists teleportation.  He is fairly observant of intruders, which he may
notice from 400 feet.  He will carry up to 14 good objects.  He can hit to
disenchant with damage 6d8, hit to burn with damage 4d6, hit to attack with
damage 10d10, and hit to attack with damage 10d10.

The Chaos hound  (Violet 'Z')
=== Num:625  Lev:64  Rar:1  Spd:+10  Hp:60d30  Ac:100  Exp:10000
A constantly changing canine form, this hound rushes towards you as if
expecting mayhem and chaos ahead.  It appears to have an almost kamikaze
relish for combat.  You suspect all may not be as it seems.  This natural
creature moves normally.  It usually appears in groups.  It may breathe
chaos; 1 time in 5.  It can bash down doors.  It cannot be confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It can claw to attack with damage 2d12, claw to attack with damage
2d12, bite to attack with damage 2d12, and bite to attack with damage 2d12.

The Osyluth  (L.Slate 'U')
=== Num:627  Lev:64  Rar:2  Spd:+20  Hp:2600  Ac:75  Exp:13000
It is a demon made almost entirely out of bones. It is humanoid, but with
a large tail similar to that of a giant scorpion, and emits a foul smell of
decay and rot. They are despised even in the hells.  This evil demon moves
normally.  It is magical, casting spells which produce lightning balls,
produce frost balls, produce ice bolts, terrify or summon a demon; 1 time
in 6.  It can open doors, bash down doors and push past weaker monsters. 
It is invisible.  It resists acid, lightning, fire, cold and poison.  It
cannot be confused or slept.  It pays little attention to intruders, which
it may notice from 200 feet.  It will carry up to 6 good objects.  It can
hit to reduce charisma with damage 6d6, hit to reduce charisma with damage
6d6, bite to poison with damage 8d8, and sting to reduce strength with
damage 5d5.

The Archlich  (L.Blue 'L')
=== Num:628  Lev:64  Rar:2  Spd:+10  Hp:3000  Ac:120  Exp:20000
A lich, who has reached its ultimate evolutionary stage: a completely
immaterial state.  This evil undead creature moves normally.  It is
magical, casting spells intelligently which produce nether balls, drain
mana, cause brain smashing, cause critical wounds, cause mortal wounds,
terrify, blind, confuse, paralyze, heal-self, blink-self, teleport-self,
teleport to, cause amnesia, summon a demon or summon greater undead; 1 time
in 3.  It can open doors, bash down doors and pass through walls.  It is
cold blooded.  It resists cold and poison.  It resists teleportation.  It
cannot be confused or slept.  It tends to overlook intruders, which it may
notice from 200 feet.  It will carry up to 12 good objects.  It can touch
to lower experience (by 80d6+), touch to drain charges, touch to reduce
dexterity with damage 8d12, and touch to reduce dexterity with damage 8d12.

[U] Hoarmurath of Dir  (L.Dark 'W')
=== Num:626  Lev:64  Rar:3  Spd:+10  Hp:4500  Ac:100  Exp:30000
A Ringwraith powerful in fell sorcery, he yearns for the life he has lost
for a life of everlasting torment.  This evil undead creature moves
normally.  He is magical, casting spells intelligently which produce frost
balls, produce nether balls, cause mind blasting, cause critical wounds,
cause mortal wounds, produce frost bolts, terrify, blind, paralyze or
summon an undead; 1 time in 3.  He can open doors, bash down doors and push
past weaker monsters.  He is cold blooded.  He is hurt by bright light.  He
resists cold and poison.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 900 feet.  He will carry
up to 12 good objects.  He can hit to attack with damage 9d9, hit to attack
with damage 9d9, touch to lower experience (by 80d6+) with damage 6d7, and
wail to terrify with damage 6d7.

[U] The Mouth of Sauron  (Violet 'p')
=== Num:629  Lev:65  Rar:3  Spd:+20  Hp:7000  Ac:100  Exp:38000
The Mouth of Sauron is a mighty spell caster.  So old that even he cannot
remember his own name, his power and evil are undeniable.  He believes
unshakeably that he is unbeatable and laughs as he weaves his awesome
spells.  This evil creature moves normally.  He is magical, casting spells
intelligently which produce fire balls, produce nether balls, produce water
balls, produce mana storms, produce wind balls, produce darkness storms,
cause critical wounds, produce plasma bolts, paralyze, teleport to, create
traps, summon greater demons or summon ancient dragons; 1 time in 2.  He
can open doors and bash down doors.  He is invisible.  He resists
lightning, fire and cold.  He cannot be confused or slept.  He is fairly
observant of intruders, which he may notice from 600 feet.  He will carry
up to 10 good objects.  He can hit to disenchant with damage 6d8, hit to
disenchant with damage 6d8, hit to drain charges with damage 5d5, and hit
to drain charges with damage 5d5.

The Ultimate beholder  (Orange 'e')
=== Num:632  Lev:66  Rar:4  Spd:+10  Hp:2000  Ac:80  Exp:10000
A disembodied eye, surrounded by twelve smaller eyes on stalks.This is a
beholder hive-mother, far more powerful than normalbeholders.  This evil
creature moves normally.  She is magical, casting spells intelligently
which drain mana, cause mind blasting, produce acid bolts, produce fire
bolts, produce frost bolts, produce mana bolts, terrify, blind, confuse,
create darkness, cause amnesia or summon similar monsters; 1 time in 2. 
She can bash down doors.  She resists poison.  She resists teleportation.
She cannot be confused or slept.  She is fairly observant of intruders,
which she may notice from 300 feet.  She can gaze to lower experience (by
40d6+) with damage 4d5, gaze to confuse with damage 4d5, gaze to reduce
intelligence with damage 4d6, and gaze to drain charges with damage 4d6. 

The Greater titan  (Orange 'P')
=== Num:630  Lev:66  Rar:3  Spd:+10  Hp:3800  Ac:125  Exp:23500
A forty foot tall humanoid that shakes the ground as it walks.  The power
radiating from its frame shakes your courage, its hatred inspired by your
defiance.  This evil giant moves normally.  It is magical, casting spells
intelligently which heal-self, teleport to or summon monsters; 1 time in 3.
It can bash down doors and pick up objects.  It resists blunt weapons.  It
resists blunt weapons.  It takes a while to see intruders, which it may
notice from 300 feet.  It will carry up to 10 good objects.  It can hit to
confuse with damage 12d12, hit to confuse with damage 12d12, hit to confuse
with damage 12d12, and hit to confuse with damage 12d12.

[U] Tevildo, Prince of Cats  (Violet 'f')
=== Num:631  Lev:66  Rar:3  Spd:+20  Hp:4800  Ac:200  Exp:30000
Master of all things feline, the demonic cat Tevildo serves his master
Morgoth well.  He delights in small torments and cunning stratagems, and
laughs merrily as he bats you about.  This creature moves normally.  He
usually appears with escorts.  He is magical, casting spells which teleport
to or summon similar monsters; 1 time in 3.  He can open doors and bash
down doors.  He is invisible.  He resists fire, cold and poison.  He cannot
be confused or slept.  He is ever vigilant for intruders, which he may
notice from 1000 feet.  He will carry up to 8 good objects.  He can hit to
confuse with damage 12d12, touch to reduce dexterity with damage 2d12, hit
to blind with damage 10d5, and hit to paralyze with damage 15.

The Great Bile Wyrm  (Slate 'D')
=== Num:633  Lev:67  Rar:2  Spd:+10  Hp:3500  Ac:150  Exp:23000
A huge and very powerful dragon. Great steaming pools of acid drip from its
form onto the ground. You shudder when you see the acid eating away the
very stones of the dungeon - what could it do to you?  This evil dragon
moves normally.  It may breathe acid powerfully, and is also magical,
casting spells which terrify, blind or confuse; 1 time in 4.  It can bash
down doors and push past weaker monsters.  It resists acid.  It cannot be
confused, slept or harmed by edged weapons.  It pays little attention to
intruders, which it may notice from 300 feet.  It will carry up to 18 good
objects.  It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to shoot acid with damage 6d14, and bite to shoot acid
with damage 6d14.

The Great Hell Wyrm  (Red 'D')
=== Num:634  Lev:67  Rar:2  Spd:+10  Hp:3500  Ac:150  Exp:23000
A vast dragon of immense power.  Fire leaps continuously from its huge
form.  The air around it scalds you.  Its slightest glance burns you, and
you truly realize how insignificant you are.  This evil dragon moves
normally.  It may breathe fire powerfully, and is also magical, casting
spells which terrify, blind or confuse; 1 time in 4.  It can bash down
doors and push past weaker monsters.  It resists fire.  It cannot be
confused, slept or harmed by edged weapons.  It pays little attention to
intruders, which it may notice from 300 feet.  It will carry up to 18 good
objects.  It can claw to attack with damage 4d12, claw to attack with
damage 4d12, bite to burn with damage 6d14, and bite to burn with damage
6d14.

The Great Gold Wyrm  (Yellow 'D')
=== Num:635  Lev:67  Rar:2  Spd:+10  Hp:3500  Ac:150  Exp:23000
A dragon of gigantic proportions, with destructive capabilities to match.
The sheer loudness of its roar leaves you stunned and unable to think
clearly enough to defend yourself adequately.  This evil dragon moves
normally.  It may breathe sound powerfully, and is also magical, casting
spells which terrify, blind or confuse; 1 time in 4.  It can bash down
doors and push past weaker monsters.  It cannot be confused, slept or
harmed by edged weapons.  It pays little attention to intruders, which it
may notice from 300 feet.  It will carry up to 18 good objects.  It can
claw to attack with damage 4d12, claw to attack with damage 4d12, bite to
attack with damage 6d14, and bite to attack with damage 6d14.

The Jabberwock  (Violet 'H')
=== Num:636  Lev:68  Rar:4  Spd:+20  Hp:3200  Ac:125  Exp:19000
"Beware the Jabberwock, my son! The jaws that bite, the claws that catch!"
Run and run quickly, for death incarnate chases behind you!  This natural
creature moves normally.  It may breathe chaos, and is also magical,
casting spells which cause mortal wounds; 1 time in 5.  It can bash down
doors.  It resists teleportation.  It prefers to ignore intruders, which it
may notice from 350 feet.  It will carry up to 3 objects.  It can claw to
attack with damage 10d10, claw to attack with damage 10d10, bite to attack
with damage 10d10, and bite to attack with damage 10d10.

[U] Tselakus, the Dreadlord  (L.Red 'G')
=== Num:637  Lev:68  Rar:2  Spd:+20  Hp:6500  Ac:150  Exp:35000
This huge affront to existence twists and tears at the fabric of space.  A
master of mighty magic, Tselakus hungers for your tender flesh.  Darkness
itself recoils from the touch of Tselakus as he leaves a trail of death and
destruction.  Tselakus is a being of sneering contempt, laughing at your
pitiful efforts to defy him.  Mighty claws rend reality as he annihilates
all in his path to your soul!  This evil undead creature moves normally. 
He is magical, casting spells which produce nether balls, produce darkness
storms, blind, confuse, paralyze, summon similar monsters, summon greater
undead or summon ring wraiths; 1 time in 3.  He can pass through walls.  He
is invisible.  He is cold blooded.  He resists cold and poison.  He cannot
be confused or slept.  He is fairly observant of intruders, which he may
notice from 200 feet.  He will carry up to 14 good objects.  He can hit to
attack with damage 10d10, hit to attack with damage 10d10, hit to reduce
strength with damage 4d6, and hit to reduce strength with damage 4d6.

The Gelugon  (White 'U')
=== Num:638  Lev:69  Rar:3  Spd:+20  Hp:3500  Ac:100  Exp:14000
This demon from the ice planes is a truly terrifying sight. It has an
extremely large, insect-like body towering a full twelve feet tall, with
great claws on its hands and pincers on its mouth, and its head bulges with
great multi-faceted eyes. Its tail is covered with razor-sharp spikes. 
This evil demon moves normally.  It may breathe frost or shards powerfully,
and is also magical, casting spells which produce frost balls, produce ice
bolts, terrify, slow, paralyze or summon greater demons; 1 time in 6.  It
can open doors and bash down doors.  It regenerates quickly.  It resists
cold.  It cannot be confused or slept.  It pays little attention to
intruders, which it may notice from 200 feet.  It will carry up to 8 good
objects.  It can claw to freeze with damage 6d8, claw to freeze with damage
6d8, bite to freeze with damage 9d9, and hit to paralyze with damage 5d5.

The Nightcrawler  (L.Dark 'W')
=== Num:639  Lev:69  Rar:4  Spd:+10  Hp:80d60  Ac:160  Exp:15000
This intensely evil creature bears the form of a gargantuan black worm. 
Its gaping maw is a void of blackness, acid drips from its steely hide.  It
is like nothing you have ever seen before, and a terrible chill runs down
your spine as you face it.  This evil undead creature moves normally.  It
may breathe nether, and is also magical, casting spells intelligently which
produce nether balls, cause brain smashing, produce nether bolts, produce
mana bolts, terrify, blind or summon an undead; 1 time in 4.  It can open
doors and bash down doors.  It is cold blooded.  It is hurt by bright
light.  It resists fire, cold and poison.  It resists teleportation.  It
cannot be confused or slept.  It is fairly observant of intruders, which it
may notice from 200 feet.  It will carry up to 6 good objects.  It can
sting to reduce constitution with damage 8d8, sting to reduce constitution
with damage 8d8, bite to shoot acid with damage 10d10, and bite to shoot
acid with damage 10d10.

[U] Glaurung, Father of the Dragons  (L.Red 'D')
=== Num:640  Lev:70  Rar:3  Spd:+20  Hp:7500  Ac:125  Exp:50000
Glaurung is the father of all dragons, and was for a long time the most
powerful. Though this is no longer so, he still has full command over his
brood and can command them to appear whenever he so wishes.  He is the
definition of dragonfire.  This evil dragon moves normally.  He may breathe
fire or poison powerfully, and is also magical, casting spells which
terrify, blind, confuse or summon ancient dragons; 1 time in 3.  He can
open doors, bash down doors and push past weaker monsters.  He is hurt by
cold.  He resists fire and poison.  He cannot be confused, slept or harmed
by edged weapons.  He tends to overlook intruders, which he may notice from
200 feet.  He will carry up to 18 exceptional objects.  He can claw to
attack with damage 5d12, claw to attack with damage 5d12, bite to poison
with damage 8d14, and bite to burn with damage 8d14.

The Greater draconic quylthulg  (L.Green 'Q')
=== Num:641  Lev:71  Rar:3  Spd:+10  Hp:1500  Ac:1  Exp:10500
A massive mound of scaled flesh, throbbing and pulsating with multi-hued
light.  This natural creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which blink-self, teleport to or
summon ancient dragons; 1 time in 2.  It is invisible.  It is not detected
by telepathy.  It is hurt by poison.  It resists teleportation.  It cannot
be frightened, confused, slept or harmed by edged weapons.  It is ever
vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Greater rotting quylthulg  (L.Umber 'Q')
=== Num:642  Lev:71  Rar:3  Spd:+10  Hp:1500  Ac:1  Exp:10500
A massive pile of rotting flesh.  A disgusting stench fills the air as it
throbs and writhes.  This natural creature moves normally, but does not
deign to chase intruders.  It is magical, casting spells which blink-self,
teleport to or summon greater undead; 1 time in 2.  It is invisible.  It is
not detected by telepathy.  It is hurt by poison.  It resists
teleportation.  It cannot be frightened, confused or slept.  It is ever
vigilant for intruders, which it may notice from 200 feet.  It has no
physical attacks.

The Greater demonic quylthulg  (L.Red 'Q')
=== Num:643  Lev:71  Rar:3  Spd:+10  Hp:1500  Ac:1  Exp:10500
A massive pulsating mound of flesh, glowing with a hellish light.  This
natural creature moves normally, but does not deign to chase intruders.  It
is magical, casting spells which blink-self, teleport to or summon greater
demons; 1 time in 2.  It is invisible.  It is not detected by telepathy. 
It is hurt by poison.  It resists teleportation.  It cannot be frightened,
confused or slept.  It is ever vigilant for intruders, which it may notice
from 200 feet.  It has no physical attacks.

The Spectral wyrm  (White 'D')
=== Num:646  Lev:72  Rar:4  Spd:+20  Hp:3200  Ac:30  Exp:15000
The tortured soul of a once powerful wyrm.  This evil undead dragon moves
normally.  It may shriek for help.  It may breathe nether, disenchantment
or nexus powerfully, and is also magical, casting spells which terrify,
blink-self or summon ancient dragons; 1 time in 3.  It can pass through
walls and push past weaker monsters.  It is invisible.  It resists
teleportation, nether, nexus and disenchantment.  It cannot be confused or
slept.  It prefers to ignore intruders, which it may notice from 400 feet.
It will carry up to 18 good objects.  It can claw to attack with damage
10d12, claw to attack with damage 10d12, claw to attack with damage 10d12,
and bite to disenchant with damage 8d8.

The Horned Reaper  (L.Blue 'U')
=== Num:644  Lev:72  Rar:4  Spd:+20  Hp:3800  Ac:120  Exp:18000
One of the few good things that can be said about this demon is that it is
vaguely more humanoid than most of the demons you have met so far, even to
the extent of preferring to attack with a hand-held weapon: in this case,
a mighty, heavy and extremely sharp scythe. Feared by foes and friends
alike when it flies into one of its berserk rages, the Horned Reaper will
cut down anything in its path between it and you - even the minions it has
just summoned.  This evil demon moves normally.  It is magical, casting
spells which terrify, slow, haste-self or summon greater demons; 1 time in
5.  It can open doors, bash down doors and destroy weaker monsters.  It
regenerates quickly.  It resists acid, lightning, fire, cold and poison. 
It cannot be confused or slept.  It pays little attention to intruders,
which it may notice from 400 feet.  It will carry up to 12 good objects. 
It can hit to attack with damage 11d11, hit to attack with damage 11d11,
hit to attack with damage 11d11, and hit to attack with damage 11d11.

[U] Khamul, the Black Easterling  (L.Dark 'W')
=== Num:645  Lev:72  Rar:3  Spd:+10  Hp:5000  Ac:100  Exp:40000
A warrior-king of the East.  Khamul is a powerful opponent, his skill in
combat awesome and his form twisted by evil cunning.  This evil undead
creature moves normally.  He is magical, casting spells intelligently which
produce fire balls, produce frost balls, produce nether balls, cause
critical wounds, cause mortal wounds, produce mana bolts, terrify, blind,
paralyze, teleport level or summon greater undead; 1 time in 2.  He can
open doors, bash down doors and push past weaker monsters.  He is cold
blooded.  He is hurt by bright light.  He resists acid, fire, cold and
poison.  He resists teleportation.  He cannot be confused or slept.  He is
fairly observant of intruders, which he may notice from 900 feet.  He will
carry up to 14 good objects.  He can hit to attack with damage 10d10, hit
to attack with damage 5d5, touch to lower experience (by 40d6+), and touch
to lower experience (by 40d6+).

[U] Omarax the Eye Tyrant  (Violet 'e')
=== Num:648  Lev:73  Rar:4  Spd:+20  Hp:6500  Ac:80  Exp:16000
A disembodied eye, floating in the air.  His gaze seems to shred your soul
and his spells crush your will.  He is ancient, his history steeped in
forgotten evils, his atrocities numerous and sickening.  This evil creature
moves normally.  He is magical, casting spells intelligently which produce
darkness storms, drain mana, cause mind blasting, produce acid bolts,
produce fire bolts, terrify, blind, confuse, slow, phase door, create
darkness, cause amnesia or summon similar monsters; 1 time in 2.  He can
bash down doors.  He resists poison.  He resists teleportation.  He cannot
be confused or slept.  He is fairly observant of intruders, which he may
notice from 300 feet.  He can gaze to lower experience (by 40d6+) with
damage 4d6, gaze to paralyze with damage 4d6, gaze to drain charges with
damage 4d6, and gaze to reduce intelligence with damage 4d6.

The Nightwalker  (L.Dark 'W')
=== Num:647  Lev:73  Rar:4  Spd:+20  Hp:50d65  Ac:175  Exp:20000
A huge giant garbed in black, more massive than a titan and stronger than
a dragon.  With terrible blows, it breaks your armour from your back,
leaving you defenseless against its evil wrath.  It can smell your fear,
and you in turn smell the awful stench of death as this ghastly figure
strides towards you menacingly.  This evil undead creature moves normally.
It is magical, casting spells intelligently which produce nether balls,
cause brain smashing, produce nether bolts, produce mana bolts, terrify,
blind or summon an undead; 1 time in 4.  It can open doors and bash down
doors.  It is cold blooded.  It is hurt by bright light.  It resists
lightning, fire, cold and poison.  It resists teleportation.  It cannot be
confused or slept.  It is fairly observant of intruders, which it may
notice from 200 feet.  It will carry up to 8 good objects.  It can hit to
disenchant with damage 10d10, hit to disenchant with damage 10d10, hit to
disenchant with damage 8d8, and hit to disenchant with damage 8d8.

The Aether hound  (Violet 'Z')
=== Num:649  Lev:74  Rar:2  Spd:+10  Hp:60d30  Ac:100  Exp:10000
A shifting, swirling form.  It seems to be all colours and sizes and
shapes, though the dominant form is that of a huge dog.  You feel very
uncertain all of a sudden.  This natural creature moves normally.  It
usually appears in groups.  It may breathe acid, lightning, fire, frost,
poison, nether, light, darkness, confusion, sound, chaos, disenchantment,
nexus, time, inertia, gravity, shards, plasma or force; 1 time in 5.  It
can bash down doors.  It resists acid, lightning, fire, cold and poison. 
It cannot be confused or slept.  It is ever vigilant for intruders, which
it may notice from 300 feet.  It can claw to attack with damage 2d12, claw
to attack with damage 2d12, bite to attack with damage 2d12, and bite to
attack with damage 2d12.

The Black reaver  (L.Dark 'L')
=== Num:650  Lev:74  Rar:3  Spd:+10  Hp:3500  Ac:170  Exp:23000
A humanoid form,  black as night, advancing steadily and unstoppably, even
the very rock of the dungeon cannot prevent it reaching you.  This evil
undead creature moves normally.  It is magical, casting spells
intelligently which produce nether balls, produce mana storms, drain mana,
cause brain smashing, cause critical wounds, cause mortal wounds, blind,
confuse, paralyze, teleport to or summon an undead; 1 time in 3.  It can
open doors, bash down doors and bore through walls.  It is cold blooded. 
It resists cold and poison.  It resists teleportation.  It cannot be
confused or slept.  It tends to overlook intruders, which it may notice
from 200 feet.  It will carry up to 6 good objects.  It can hit to
disenchant with damage 6d8, hit to disenchant with damage 6d8, hit to
reduce strength with damage 4d6, and hit to reduce strength with damage
4d6.

The Great Wyrm of Chaos  (Violet 'D')
=== Num:651  Lev:75  Rar:2  Spd:+10  Hp:4500  Ac:170  Exp:29000
A massive dragon of changing form.  As you watch, it appears first fair and
then foul.  Its body is twisted by chaotic forces as it strives to stay
real.  Its very existence distorts the universe around it.  This evil
dragon moves normally.  It may breathe chaos, disenchantment or wind
powerfully, and is also magical, casting spells which terrify, blind,
confuse, summon a dragon or summon ancient dragons; 1 time in 4.  It can
bash down doors and push past weaker monsters.  It cannot be confused,
slept or harmed by edged weapons.  It prefers to ignore intruders, which it
may notice from 400 feet.  It will carry up to 18 good objects.  It can
claw to attack with damage 5d12, claw to attack with damage 5d12, bite to
attack with damage 7d14, and bite to attack with damage 7d14.

The Great Wyrm of Law  (L.Blue 'D')
=== Num:652  Lev:75  Rar:2  Spd:+10  Hp:4500  Ac:170  Exp:29000
A massive dragon of powerful intellect.  It seeks to dominate the universe
and despises all other life.  It sees all who do not obey it as mere
insects to be crushed underfoot.  This evil dragon moves normally.  It may
breathe sound or shards powerfully, and is also magical, casting spells
which terrify, blind, confuse, summon a dragon or summon ancient dragons;
1 time in 4.  It can bash down doors and push past weaker monsters.  It
cannot be confused, slept or harmed by edged weapons.  It prefers to ignore
intruders, which it may notice from 400 feet.  It will carry up to 18 good
objects.  It can claw to attack with damage 5d12, claw to attack with
damage 5d12, bite to attack with damage 7d14, and bite to attack with
damage 7d14.

[U] Ungoliant, the Unlight  (L.Dark 'S')
=== Num:653  Lev:75  Rar:1  Spd:+10  Hp:13000  Ac:160  Exp:35000
This enormous, hideous spirit of void is in the form of a spider of immense
proportions.  She is surrounded by a cloud of Unlight as she sucks in all
living light into her bloated body.  She is always ravenously hungry and
would even eat herself to avoid starvation.  She is rumoured to have a foul
and deadly breath.  This natural evil creature moves normally.  She may
breathe poison or darkness, and is also magical, casting spells
intelligently which produce darkness storms, terrify, blind, confuse, slow,
heal-self, create darkness or summon similar monsters; 1 time in 3.  She
can bash down doors.  She is hurt by bright light.  She resists poison. 
She cannot be confused or slept.  She pays little attention to intruders,
which she may notice from 80 feet.  She will carry up to 8 good objects. 
She can bite to poison with damage 3d9, bite to poison with damage 3d9,
sting to poison with damage 2d5, and sting to poison with damage 2d5.

The Master quylthulg  (L.Blue 'Q')
=== Num:654  Lev:76  Rar:3  Spd:+10  Hp:3000  Ac:1  Exp:15000
A giant seething mass of flesh, overwhelming you with monster after
monster.  This natural creature moves normally, but does not deign to chase
intruders.  It is magical, casting spells which blink-self, teleport to,
summon greater demons, summon monsters, summon greater undead or summon
ancient dragons; 1 time in 1.  It is invisible.  It is not detected by
telepathy.  It is hurt by poison.  It resists teleportation.  It cannot be
frightened, confused or slept.  It is ever vigilant for intruders, which it
may notice from 300 feet.  It has no physical attacks.

The Pit Fiend  (Orange 'U')
=== Num:656  Lev:77  Rar:2  Spd:+20  Hp:4000  Ac:120  Exp:22000
Appearing as a giant, clawed and winged humanoid with a scaly red body and
massive fangs dripping a foul green liquid, the Pit Fiend is a dreadful
enemy from the lowest depths of the hells. They are often the commanders of
vast demon armies.  This evil demon moves normally.  It may breathe fire or
poison powerfully, and is also magical, casting spells which produce fire
balls, cause mortal wounds, terrify, summon greater demons or summon
ancient dragons; 1 time in 5.  It can open doors, bash down doors and push
past weaker monsters.  It regenerates quickly.  It resists fire and poison.
It cannot be confused or slept.  It tends to overlook intruders, which it
may notice from 300 feet.  It will carry up to 12 good objects.  It can
claw to burn with damage 6d10, claw to burn with damage 6d10, bite to
poison with damage 5d10, and bite to reduce constitution with damage 5d10.

[U] Feagwath, the Undead Sorcerer  (Yellow 'L')
=== Num:657  Lev:77  Rar:2  Spd:+20  Hp:5000  Ac:85  Exp:30000
A stench of corruption and decay surrounds this sorcerer, who has clearly
risen from the dead to continue his foul plots and schemes.  This evil
undead creature moves normally.  He usually appears with an escort.  He is
magical, casting spells intelligently which produce nether balls, produce
mana storms, cause brain smashing, cause critical wounds, cause mortal
wounds, produce mana bolts, terrify, blind, confuse, paralyze, blink-self,
teleport to, create traps, summon monsters or summon an undead; 1 time in
2.  He can open doors and bash down doors.  He is cold blooded.  He resists
cold and poison.  He cannot be confused or slept.  He tends to overlook
intruders, which he may notice from 200 feet.  He will carry up to 12
exceptional objects.  He can touch to lower experience (by 80d6+) with
damage 6d12, touch to drain charges with damage 6d12, touch to reduce
dexterity with damage 6d12, and touch to reduce dexterity with damage 6d12.

[U] Atlas, the Titan  (Slate 'P')
=== Num:655  Lev:77  Rar:3  Spd:+10  Hp:6000  Ac:160  Exp:37000
The strongest of all the Titans. Legend has it that he used to hold the sky
up; and the mountain range that now does so bears his name.  This evil
giant moves normally.  He can open doors, bash down doors, bore through
walls, destroy weaker monsters and pick up objects.  He is hurt by rock
remover.  He resists acid, lightning, fire, cold and poison.  He takes a
while to see intruders, which he may notice from 300 feet.  He will carry
up to 8 good objects.  He can hit to confuse with damage 13d13, hit to
confuse with damage 13d13, hit to shatter with damage 13d13, and hit to
shatter with damage 13d13.

The Hellhound  (Red 'C')
=== Num:658  Lev:78  Rar:4  Spd:+10  Hp:400  Ac:80  Exp:600
It is a giant dog that glows with heat.  Flames pour from its nostrils. 
This natural evil creature moves a bit erratically.  It usually appears in
groups.  It may breathe fire; 1 time in 5.  It can bash down doors and push
past weaker monsters.  It resists fire.  It takes quite a while to see
intruders, which it may notice from 250 feet.  It can bite to burn with
damage 3d12, bite to burn with damage 3d12, and bite to burn with damage
3d12.

[U] Qlzqqlzuup, the Emperor Quylthulg  (Violet 'Q')
=== Num:662  Lev:79  Rar:3  Spd:+20  Hp:5000  Ac:1  Exp:20000
A gigantic seething mass of flesh, Qlzqqlzuup changes colours in front of
your eyes.  Pulsating first one colour then the next, it knows only it must
bring help to protect itself.  This natural creature moves normally, but
does not deign to chase intruders.  It is magical, casting spells which
summon similar monsters, summon greater demons, summon monsters, summon
hounds, summon hydras, summon an angel, summon greater undead, summon
ancient dragons, summon ring wraiths or summon unique monsters; 1 time in
1.  It is invisible.  It is not detected by telepathy.  It is hurt by
poison.  It resists teleportation.  It cannot be frightened, confused or
slept.  It is ever vigilant for intruders, which it may notice from 300
feet.  It will carry up to 8 objects.  It has no physical attacks.

The Greater Balrog  (Violet 'U')
=== Num:661  Lev:79  Rar:3  Spd:+20  Hp:5000  Ac:140  Exp:25000
Originally of the semi-divine Maiar, this evil spirit swore allegiance to
Morgoth at the beginning of time and is now one of his most terrible
demonic servants. With its flaming whip and sword it seeks to destroy you.
This evil demon moves normally.  It may breathe fire or plasma powerfully,
and is also magical, casting spells which produce fire balls, produce
plasma bolts, terrify, confuse, summon greater demons, summon a demon or
summon an undead; 1 time in 3.  It can open doors, bash down doors and push
past weaker monsters.  It regenerates quickly.  It resists fire.  It cannot
be confused or slept.  It pays little attention to intruders, which it may
notice from 400 feet.  It will carry up to 14 good objects.  It can hit to
burn with damage 8d12, hit to burn with damage 8d12, crush to attack with
damage 7d12, and touch to drain charges.

The Great Wyrm of Many Colours  (Violet 'D')
=== Num:659  Lev:79  Rar:2  Spd:+10  Hp:5000  Ac:170  Exp:31000
A huge dragon whose scales shimmer in myriad hues.  This dragon moves
normally.  It may breathe acid, lightning, fire, frost or poison
powerfully, and is also magical, casting spells which terrify, blind,
confuse, summon a dragon or summon ancient dragons; 1 time in 4.  It can
bash down doors and push past weaker monsters.  It resists acid, lightning,
fire, cold and poison.  It resists teleportation.  It cannot be confused,
slept or harmed by edged weapons.  It prefers to ignore intruders, which it
may notice from 400 feet.  It will carry up to 18 good objects.  It can
claw to attack with damage 5d12, claw to attack with damage 5d12, bite to
attack with damage 7d14, and bite to attack with damage 7d14.

The Great Wyrm of Balance  (Violet 'D')
=== Num:660  Lev:79  Rar:2  Spd:+10  Hp:5000  Ac:170  Exp:31000
A massive dragon, one of the mightiest of dragonkind.  It is thousands of
years old and seeks to maintain the Cosmic Balance.  It sees you as an
upstart troublemaker without the wisdom to control your actions.  It will
destroy you.  This evil dragon moves normally.  It may breathe sound,
chaos, disenchantment or shards powerfully, and is also magical, casting
spells which terrify, blind, confuse, summon a dragon or summon ancient
dragons; 1 time in 4.  It can bash down doors and push past weaker
monsters.  It cannot be confused, slept or harmed by edged weapons.  It
prefers to ignore intruders, which it may notice from 400 feet.  It will
carry up to 18 good objects.  It can claw to attack with damage 5d12, claw
to attack with damage 5d12, bite to attack with damage 7d12, and bite to
attack with damage 7d14.

[U] The Witch-King of Angmar  (L.Dark 'W')
=== Num:663  Lev:80  Rar:3  Spd:+20  Hp:6000  Ac:120  Exp:60000
The Chief of the Ringwraiths.  A fell being of devastating power.  His
spells are lethal and his combat blows crushingly hard.  He moves at speed,
and commands legions of evil to do his bidding.  It is said that he is
fated never to die by the hand of mortal man.  This evil undead creature
moves normally.  He is magical, casting spells intelligently which produce
nether balls, cause brain smashing, cause critical wounds, produce mana
bolts, terrify, blind, paralyze, teleport away, summon similar monsters,
summon greater demons, summon monsters, summon greater undead, summon
ancient dragons or summon ring wraiths; 1 time in 2.  He can open doors,
bash down doors and push past weaker monsters.  He is cold blooded.  He is
hurt by bright light.  He resists cold and poison.  He resists
teleportation.  He cannot be confused or slept.  He is fairly observant of
intruders, which he may notice from 900 feet.  He will carry up to 14
exceptional objects.  He can hit to attack with damage 10d10, hit to attack
with damage 10d10, hit to lower experience (by 80d6+) with damage 7d7, and
hit to lower experience (by 80d6+) with damage 7d7.

[U] Maeglin, the Traitor of Gondolin  (L.Dark 'h')
=== Num:664  Lev:81  Rar:4  Spd:+20  Hp:5500  Ac:120  Exp:35000
The son of Eol the Dark Elf, Maeglin is every bit as evil as his father and
more. His greed for gold led him to betray the Hidden Kingdom of Gondolin
to Morgoth's forces. He is a mighty warrior himself, and some of Morgoth's
greatest servants answer to his call.  This evil creature moves normally.
He is magical, casting spells which summon greater demons, summon monsters,
summon greater undead, summon ancient dragons, summon ring wraiths or
summon unique monsters; 1 time in 6.  He can open doors, bash down doors,
bore through walls and push past weaker monsters.  He resists fire, cold
and poison.  He cannot be confused or slept.  He takes a while to see
intruders, which he may notice from 700 feet.  He will carry up to 14
exceptional objects.  He can hit to attack with damage 8d8, hit to attack
with damage 8d8, hit to attack with damage 8d8, and hit to attack with
damage 8d8.

[U] Pazuzu, Lord of Air  (Blue 'U')
=== Num:665  Lev:82  Rar:2  Spd:+30  Hp:5500  Ac:125  Exp:30000
A winged humanoid from the Planes of Hell, Pazuzu grins inhumanely at you
as he decides your fate.  This evil demon moves normally.  He is magical,
casting spells which produce lightning balls, cause mind blasting, produce
lightning bolts, produce mana bolts or summon greater demons; 1 time in 3.
He can open doors and bash down doors.  He is invisible.  He resists acid,
lightning, fire, cold and poison.  He cannot be confused or slept.  He is
fairly observant of intruders, which he may notice from 400 feet.  He will
carry up to 8 good objects.  He can hit to electrify with damage 12d12, hit
to electrify with damage 12d12, hit to electrify with damage 12d12, and hit
to electrify with damage 12d12.

[U] Draugluin, Sire of All Werewolves  (Umber 'C')
=== Num:666  Lev:83  Rar:2  Spd:+20  Hp:7000  Ac:90  Exp:40000
Draugluin provides Sauron with a fearsome personal guard.  He is an
enormous wolf inhabited with a human spirit.  He is chief of all his kind.
This natural evil creature moves a bit erratically.  He usually appears
with escorts.  He is magical, casting spells which terrify, summon monsters
or summon hounds; 1 time in 3.  He can open doors, bash down doors, push
past weaker monsters and pick up objects.  He resists poison.  He pays
little attention to intruders, which he may notice from 800 feet.  He will
carry one or two good objects.  He can claw to attack with damage 6d8, claw
to attack with damage 6d8, bite to poison with damage 6d6, and bite to
poison with damage 6d6.

[U] Cantoras, the Skeletal Lord  (Violet 's')
=== Num:667  Lev:84  Rar:2  Spd:+30  Hp:7500  Ac:120  Exp:45000
A legion of evil undead druj animating the skeleton of a once mighty
sorcerer.  His power is devastating and his speed unmatched in the
underworld.  Flee his wrath!  This evil undead creature moves normally.  He
is magical, casting spells intelligently which produce nether balls,
produce water balls, produce wind balls, cause brain smashing, cause mortal
wounds, produce mana bolts, produce ice bolts, terrify, slow, teleport to
or summon greater undead; 1 time in 2.  He can open doors and bash down
doors.  He is cold blooded.  He resists fire, cold and poison.  He resists
teleportation.  He cannot be frightened, confused or slept.  He pays little
attention to intruders, which he may notice from 200 feet.  He will carry
up to 18 exceptional objects.  He can gaze to lower experience (by 80d6+)
with damage 5d5, gaze to lower experience (by 80d6+) with damage 5d5, touch
to poison with damage 5d5, and touch to poison with damage 5d5.

[U] Ancalagon the Black  (L.Dark 'D')
=== Num:668  Lev:85  Rar:4  Spd:+20  Hp:10000  Ac:125  Exp:45000
"Rushing Jaws" is his name, and death is his game: the greatest and most
terrible of all dragonkind, his power dismayed even the Valar for a time.
This evil dragon moves normally.  He usually appears with an escort.  He
may breathe acid, lightning, fire, frost or poison powerfully, and is also
magical, casting spells which summon ancient dragons; 1 time in 3.  He can
open doors, bash down doors and push past weaker monsters.  He resists
acid, lightning, fire, cold and poison.  He cannot be confused, slept or
harmed by edged weapons.  He tends to overlook intruders, which he may
notice from 200 feet.  He will carry up to 18 exceptional objects.  He can
claw to attack with damage 6d12, claw to attack with damage 6d12, bite to
attack with damage 10d14, and bite to attack with damage 10d14.

[U] The Tarrasque  (Violet 'R')
=== Num:669  Lev:86  Rar:2  Spd:+20  Hp:8500  Ac:185  Exp:35000
The Tarrasque is a massive reptile of legend, rumoured to be unkillable and
immune to magic.  Fear its anger, for its devastation is unmatched!  This
natural creature moves normally.  It may breathe fire, frost or
disenchantment powerfully; 1 time in 2.  It can open doors, bash down doors
and push past weaker monsters.  It resists fire and cold.  It cannot be
confused or slept.  It takes a while to see intruders, which it may notice
from 500 feet.  It will carry up to 12 good objects.  It can hit to attack
with damage 10d10, hit to attack with damage 10d10, touch to drain charges,
and touch to drain charges.

[U] Kronos, Lord of the Titans  (Violet 'P')
=== Num:670  Lev:87  Rar:3  Spd:+10  Hp:7000  Ac:150  Exp:42000
The lord of the Titans, he has broken loose from his confinement in the
nether hells to seek revenge on the world.  This evil giant moves normally.
He usually appears with an escort.  He may breathe fire, frost, sound or
shards, and is also magical, casting spells intelligently which heal-self,
teleport to, summon similar monsters or summon monsters; 1 time in 3.  He
can bash down doors, push past weaker monsters and pick up objects.  He
resists acid, lightning, fire, cold and poison.  He takes a while to see
intruders, which he may notice from 300 feet.  He will carry up to 14 good
objects.  He can hit to confuse with damage 12d12, hit to confuse with
damage 12d12, hit to confuse with damage 12d12, and hit to confuse with
damage 12d12.

[U] Lungorthin, the Balrog of White Fire  (Violet 'U')
=== Num:671  Lev:88  Rar:2  Spd:+20  Hp:7000  Ac:125  Exp:37000
A massive form cloaked in flame.  Lungorthin stares balefully at you with
eyes that smoulder red.  The dungeon floor where he stands is scorched by
the heat of his body.  This evil demon moves normally.  He usually appears
with escorts.  He may breathe fire or plasma powerfully, and is also
magical, casting spells which terrify, blind, confuse, summon greater
demons or summon an undead; 1 time in 4.  He can open doors, bash down
doors and push past weaker monsters.  He resists fire.  He cannot be
confused or slept.  He pays little attention to intruders, which he may
notice from 200 feet.  He will carry up to 18 good objects.  He can hit to
burn with damage 8d12, hit to burn with damage 8d12, crush to attack with
damage 8d12, and touch to drain charges.

[U] Carcharoth, the Jaws of Thirst  (Red 'C')
=== Num:672  Lev:90  Rar:1  Spd:+20  Hp:8000  Ac:160  Exp:40000
The first guard of Angband, Carcharoth, also known as 'The Red Maw', is the
largest wolf to ever walk the earth.  He is highly intelligent and a deadly
opponent in combat.  This natural evil creature moves normally.  He may
breathe fire, poison, nether or darkness, and is also magical, casting
spells which summon hounds; 1 time in 3.  He can open doors, bash down
doors and push past weaker monsters.  He resists fire.  He cannot be
confused or slept.  He is fairly observant of intruders, which he may
notice from 500 feet.  He will carry up to 8 good objects.  He can claw to
burn with damage 9d12, claw to burn with damage 9d12, bite to burn with
damage 9d12, and bite to burn with damage 9d12.

[U] Vecna, the Emperor Lich  (Violet 'L')
=== Num:673  Lev:92  Rar:3  Spd:+20  Hp:6000  Ac:100  Exp:45000
The greatest of all undead sorcerers, even the gods once feared him.This
ancient shadow of death wilts every living thing it passes.  This evil
undead creature moves normally.  He usually appears with an escort.  He is
magical, casting spells intelligently which produce fire balls, produce
nether balls, produce mana storms, cause brain smashing, cause mortal
wounds, produce mana bolts, terrify, blind, teleport-self, summon similar
monsters, summon greater demons, summon monsters or summon greater undead;
1 time in 2.  He can open doors and bash down doors.  He is cold blooded.
He resists lightning, fire, cold and poison.  He resists teleportation.  He
cannot be confused or slept.  He is ever vigilant for intruders, which he
may notice from 1000 feet.  He will carry up to 18 exceptional objects.  He
can hit to lower experience (by 80d6+) with damage 7d12, hit to reduce
dexterity with damage 7d12, hit to drain charges with damage 7d12, and hit
to drain charges with damage 7d12.

[U] Gothmog, the High Captain of Balrogs  (Violet 'U')
=== Num:674  Lev:95  Rar:1  Spd:+20  Hp:8000  Ac:140  Exp:43000
Gothmog is the Chief Balrog in Morgoth's personal guard.  He is renowned
for slaying three High Kings of the Noldor Elves, and he has never been
defeated in combat.  With his whip of flame and awesome fiery breath he
saved his master from Ungoliant's rage.  This evil demon moves normally. 
He usually appears with escorts.  He may breathe fire or plasma powerfully,
and is also magical, casting spells which terrify, blind, confuse, summon
greater demons or summon greater undead; 1 time in 3.  He can open doors,
bash down doors and push past weaker monsters.  He resists lightning and
fire.  He cannot be confused or slept.  He is ever vigilant for intruders,
which he may notice from 1000 feet.  He will carry up to 18 exceptional
objects.  He can hit to burn with damage 9d12, hit to burn with damage
9d12, crush to attack with damage 8d12, and touch to drain charges.

[Q] Sauron, the Sorcerer  (Violet 'p')
=== Num:675  Lev:99  Rar:1  Spd:+20  Hp:10500  Ac:160  Exp:50000
He is Morgoth's most powerful servant.  Mighty in spells and enchantments,
he created the One Ring.  His eyes glow with power and his gaze seeks to
destroy your soul.  He has many servants, and rarely fights without them.
This evil creature moves normally.  He is magical, casting spells
intelligently which produce fire balls, produce nether balls, produce water
balls, produce mana storms, produce wind balls, produce darkness storms,
cause brain smashing, cause mortal wounds, produce mana bolts, produce
plasma bolts, produce ice bolts, terrify, blind, teleport-self, teleport
level, phase door, invoke starbursts, summon greater demons, summon
monsters, summon greater undead, summon ancient dragons, summon ring
wraiths or summon unique monsters; 1 time in 2.  He can open doors, bash
down doors and push past weaker monsters.  He regenerates quickly.  He
resists lightning, fire, cold and poison.  He resists teleportation.  He
cannot be frightened, confused or slept.  He is ever vigilant for
intruders, which he may notice from 1000 feet.  He will carry up to 18
exceptional objects.  He can hit to disenchant with damage 10d12, hit to
disenchant with damage 10d12, touch to drain charges, and touch to drain
charges.

[Q] Morgoth, Lord of Darkness  (L.Dark 'P')
=== Num:676  Lev:100  Rar:1  Spd:+30  Hp:20000  Ac:150  Exp:60000
He is the Master of the Pits of Angband.  His figure is like a black
mountain crowned with Lightning.  He rages with everlasting anger, his body
scarred by Fingolfin's eight mighty wounds.  He can never rest from his
pain, but seeks forever to dominate all that is light and good in the
world.  He is the origin of man's fear of darkness and created many foul
creatures with his evil powers.  Orcs, Dragons, and Trolls are his most
foul corruptions, causing much pain and suffering in the world to please
him.  His disgusting visage, twisted with evil, is crowned with iron, the
two remaining Silmarils forever burning him.  Grond, the mighty Hammer of
the Underworld, cries defiance as he strides towards you to crush you to a
pulp!  This evil creature moves normally.  He is magical, casting spells
intelligently which produce nether balls, produce mana storms, cause brain
smashing, produce mana bolts, summon greater demons, summon monsters,
summon greater undead, summon ancient dragons, summon ring wraiths or
summon unique monsters; 1 time in 3.  He can bore through walls and push
past weaker monsters.  He regenerates quickly.  He resists acid, lightning,
fire, cold and poison.  He cannot be frightened, confused or slept.  He is
ever vigilant for intruders, which he may notice from 1000 feet.  He will
carry up to 20 exceptional objects, in addition to chosen objects.  He can
hit to shatter with damage 20d10, hit to shatter with damage 20d10, hit to
reduce all stats with damage 10d12, and touch to drain charges.