Edit Monsters

The Monster Database is opened from the top menu 'Database' -> ' Edit Monsters' or by pressing + M.

  1. The list of all monsters currently in the database.
  2. These buttons allow the designer to add a new monster or edit an existing monster. To edit a particular monster, the monster must be highlighted in the monster list (see #1 above).
  3. If the designer wishes to remove a monster from the database, she first highlights it in the monster list (see #1 above) and then pushes this button to delete the selected monster.
  4. The Copy button copies the currently selected monster (see #1 above). The Paste button will paste the copied monster over whatever monster is selected in the monster list. To copy to a new monster (not replace any monsters on the list), the designer must first add a new monster, clicking “OK” for the defaults and then pasting over it.

  1. This is the name of the monster and must be unique. The designer may use the '|' (pipe) symbol after a name, followed by a unique modifier for the database and the player will only see the characters before the '|'.
  2. These are the base statistics for the monster. Intelligence lies in the range of 0 to 25 (PCs are in the range 3 to 18). Armor Class is a range of 10 to -10, with smaller numbers meaning better protection. Movement may be any positive number including 0 (PCs have a default movement of 12). THAC0 is a range from 20 to 0 with lower numbers meaning the monster is more likely to hit someone (PCs are in the range 20 to 4).
  3. This is the value of Experience Points rewarded to the party when the monster is killed in combat. This may be any positive number including 0.
  4. These statistics determine the Hit Points for the monster.
  5. These are secondary statistics for monster. Magic Resistance is a percentile (0 to 100) with most monsters have a Magic Resistance of 0. Morale is a number in the range of 0 to 50 and is added to the combat Morale (see Events Appendix below) number to get a number of 0 to 100 for each creature. The higher the number, the less likely the creature is to attempt fleeing in combat.
  6. This button opens the Attacks dialog (see below).
  7. These stats are the form of the monster. None, any or all may be checked.
  8. These stats represents the monster's immunities.
  9. The penalties are the monster's weakness when fighting the named race or class.
  10. The miscellaneous stats determine if the monster is effected by the particular kind of spells.
  11. These buttons determine the graphics and sounds associated with the monster.
  12. The monsters inventory and personal wealth are determined by these two buttons.
  13. If the monster has any special abilities, they are defined with this button. For the full list of Special Abilities and brief descriptions, see Appendix E.

Dialog for Attacks (see #10 above)

  1. This button is pushed to add an attack for the creature. Any number may be added.
  2. These fields determine the dice used in the attack to determine damage.
  3. This is the message that appears in the combat action field in combat. There are some special messages that can be placed here that tells to Dungeon Craft to act in a specific way. *N* will cause the monster to immediately guard and not attack.
  4. This button determines if a spell is cast on the target of the attack if the attack is successful.

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