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Monster index

20 monsters so far.

NameLevelHealthGuardTo-hitDamageAvg damageBehaviour
Kobold 1 5 * 8 +1 * 1d4 * 2.5 Fights back only
Goblin 2 9 * 9 +2 * 1d4 * 2.5 Attacks on sight
Stalker 3 14 * 10 +3 * 1d6 * 3.5 Fights back only
Orc 4 18 * 11 +4 * 1d6 * 3.5 Attacks on sight
Female Orc 4 18 * 10 +4 * 1d6 * 3.5 Attacks on sight
Hobgoblin 5 23 * 12 +5 * 1d8 * 4.5 Attacks on sight
Goblin Chief 5 23 * 11 +5 * 1d8 * 4.5 Attacks on sight
Gnoll 6 27 * 13 +6 * 2d6 7.0 Attacks on sight
Bugbear 7 32 * 14 +7 * 2d6 * 7.0 Attacks on sight
Ogre 8 36 * 15 +8 * 2d8 9.0 Attacks on sight
Forgotten Dead 8 40 14 +8 * 3d6 10.5 Attacks on sight
Troll 9 41 * 16 +9 * 2d10 11.0 Attacks on sight
Stone Golem 10 45 * 17 +10 * 2d10 11.0 Attacks on sight
Orc Warlord 10 120 13 +10 * 2d8 * 9.0 Attacks on sight
Ogre Warlord 10 140 17 +10 * 2d8 * 9.0 Attacks on sight
Lizardfolk 13 59 * 15 +13 * 3d6 * 10.5 Attacks on sight
Cyclop 15 68 * 20 +15 * 3d8 13.5 Attacks on sight
Skeleton 16 72 * 20 +20 6d8 27.0 Attacks on sight
Skeleton Warrior 20 90 * 24 +20 * 6d8 27.0 Attacks on sight
Skeleton Knight 25 350 32 +25 * 6d12 39.0 Attacks on sight

There are only two behaviours. Attacks on sight monsters charge you from a distance; fights back only monsters wait for you to swing first. The Kobold and the Stalker are the latter, but either behaviour engages the moment you’re within 5m — “fights back only” just means it won’t charge from range, not that you can walk right past it.

Use this to work out whether you can outrun something, or time a gap between its swings. Chase range is where it starts following you; attack range is where it can reach you.

NameWalk speedRun speedAttack rangeChase rangeAttack interval
Kobold 0.7 3.2 2 m 20 m 1.90s
Goblin 0.8 3.5 2 m 22 m 1.85s
Stalker 1 8 3 m 25 m 4.10s
Orc 1 4.5 2 m 25 m 1.80s
Female Orc 1 4.5 2 m 25 m 1.80s
Hobgoblin 1.5 4.6 2.2 m 26 m 1.70s
Goblin Chief 0.8 4 2 m 25 m 1.75s
Gnoll 1.5 5.2 2.3 m 28 m 1.70s
Bugbear 1.9 5.4 2.4 m 28 m 1.70s
Ogre 1.8 5.1 2.6 m 28 m 1.90s
Forgotten Dead 0.78 3 1.6 m 32 m 3.00s
Troll 2.3 6.5 2.8 m 28 m 1.80s
Stone Golem 1.5 4.4 2 m 28 m 1.90s
Orc Warlord 1 5 2.2 m 28 m 1.70s
Ogre Warlord 1.8 5.6 2.8 m 28 m 1.80s
Lizardfolk 2.15 6.04 2 m 22 m 1.80s
Cyclop 2.58 7.25 3 m 25 m 1.80s
Skeleton 0.78 3 1.6 m 32 m 3.00s
Skeleton Warrior 0.8 3.1 2.2 m 32 m 2.00s
Skeleton Knight 0.83 3.2 2.6 m 32 m 2.80s

Your baseline movement speed is 3.0 (3.3 with the well-fed ×1.1 buff). Against that table: the Stalker runs at 8.0, so provoking one means you cannot escape it. The Orc at 4.5 and the Goblin Chief at 4.0 will also catch you. Only the Kobold (3.2) can be shaken off.

Dungeon monsters spawn by floor depth; surface monsters spawn in designated regions. A higher weight means it turns up more often within its depth range.

NameDungeon depthSpawn weightNotes
Kobold Floors 1 – 4 2
Goblin Floors 3 – 8 3
Stalker Floors 5 – 11 2
Orc Floors 5 – 13 2
Female Orc Floors 5 – 12 1
Hobgoblin Floors 6 – 15 2
Goblin Chief Does not spawn in dungeons Boss, placed on the dungeon’s bottom floor
Gnoll Floors 7 – 20 2
Bugbear Floors 8 – 20 2
Ogre Floors 9 – 20 2
Forgotten Dead Floors 1 – 5 3
Troll Floors 10 – 20 2
Stone Golem Floors 11 – 20 2
Orc Warlord Does not spawn in dungeons Boss, placed on the dungeon’s bottom floor
Ogre Warlord Does not spawn in dungeons Boss, placed on the dungeon’s bottom floor
Lizardfolk Floors 12 – 20 2
Cyclop Floors 14 – 20 2
Skeleton Floors 6 – 15 3
Skeleton Warrior Floors 11 – 20 2
Skeleton Knight Does not spawn in dungeons Boss, placed on the dungeon’s bottom floor

The weapon a monster carries is the weapon it drops — a deliberate design, so what you can see is what you can get. Ordinary monsters drop at 10%. The three dungeon bosses (Goblin Chief, Orc Warlord, Ogre Warlord) no longer drop their weapon themselves — it’s now a guaranteed drop from that dungeon’s chest instead; see Dungeons.

MonsterWeapon droppedDrop rateWeapon damage
Kobold Small Sword 10% 1d4
Goblin Small Sword 10% 1d4
Orc Goblin Sword 10% 1d4
Female Orc Goblin Sword 10% 1d4
Hobgoblin Notched Iron Sword 10% 1d8
Bugbear Morningstar 10% 1d8
Ogre Greatclub 10% 1d8
Lizardfolk Steel Longsword 10% 1d10
Cyclop Greatclub 10% 1d8
Skeleton Warrior Morningstar 10% 1d8

The Iron Sword isn’t sold in shops — the only way to get it now is the Orc Warrens dungeon chest (see Dungeons).

Some monsters also roll for a food item on kill, independently of the weapon drop — low odds, but it doesn’t compete with the weapon roll.

MonsterBonus dropChance
Kobold Apple 1%
Goblin Apple 1%
Orc Cheese 1%
Female Orc Cheese 1%
Hobgoblin Jerky 1%
Goblin Chief Apple 5%

Blank fields use this table.

LevelHealthTo-hitDamage rollAvg damage
1 5 +1 1d4 2.5
2 9 +2 1d4 2.5
3 14 +3 1d6 3.5
4 18 +4 1d6 3.5
5 23 +5 1d8 4.5
6 27 +6 1d8 4.5
7 32 +7 2d6 7.0
8 36 +8 2d6 7.0
9 41 +9 2d8 9.0
10 45 +10 2d8 9.0
11 50 +11 2d8 9.0
12 54 +12 2d8 9.0

Attacks roll an exploding d20 (a natural 20 rolls again and adds — see Combat for the full mechanic):

roll total + attack bonus > target Guard → hit
roll total + attack bonus ≤ target Guard → miss

So Guard is the number you have to beat. Your own Guard comes from DEX (clamp(10 + DEX modifier, 1, 20), which lands around 7–14 in practice) plus whatever your equipment adds.