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The monster may also drop a given number of objects upon death these objects may be fully random, semi-random, thematic, or specific to a monster.
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Less obvious monster attributes include vision, which indicates the maximum range at which it can detect the player, alertness, which determines the default sleepiness of a monster, and rarity, which affects the commonness of the monster.Įach monster is worth a specific amount of experience, which the player gains upon killing the monster some variants allow the player to gain experience by merely damaging the monster, without requiring a kill. Monsters often have resistances, immunities or vulnerabilities to particular damage types or status effects these affect how much damage the monster takes from an elemental attack or whether it is susceptible to a status effect. Many monsters also have spells or spell-like breath attacks, as well as a spell frequency which determined how often these abilities are used. Nearly all monsters have at least one melee attack with a given attack method, power and effects many monsters have multiple attacks, all of which they can use in a single round. Armor class determines how difficult a monster is to hit in melee or ranged combat. The native depth of a monster determines which parts of the dungeon a monster is likely to appear in, and can also affect the power of the monster's spells and attacks. The speed of a monster determines how often it gets a turn. The hit points of a monster indicate its health if they fall below zero, the monster dies. All monsters have a number of important properties, specific to either the individual monster or to the monster race it belongs to.
