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DESCRIPT.DAT
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1984-01-31
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Hardiness refers to a persons strength and stanima. This may vary from 3 (low) to 24 (hi).
Agility is important in combat. It helps land blows on a monster and in using your armour. 3 is low and 24 is high.
Friend % is a percentage used in deciding wether monster in the same room can be your friend. 0% forbids freindship while 100% guarentees it.
Courage will determine the chance of a moster (friend or enemy)running out on you when fighting.200% guarentees a fight to the death!
Room number tells which room the monster starts in the beginning of the adventure. Normally a monster does not move until after it meets you.
Weight = Monster weight in gronds.
DEFence ODDS: How likely the monster will be able to defend themselves.
Armour class: 0 = skin 2 = leather 4 = chain 6 = plate Add 1 to armour class forsheild.
Weapon # is the number ofartifact record which contains the weapon data. Only a weapon may be chosen. A 0 indicates natural weapons.
Odds to hit refer to a percentage odds to land ablow on an enemy.
WEAPon DICE: number of dice to be used in figuring out hit points on its enemy when a blow is landed.
WEAPon SIDES: number of sides each die has. IF: weap. dice = 3 and weap side = 6 then dice is 3d6 which will give a number from 3 to 18.