                        Monsters' Starting Equipment
                       ==============================

                  by Boudewijn Wayers (dedos4@win.tue.nl).


Lots of monsters get something to start with (apart from the special
monsters, like Quest Nemesises and Vlad, for example).


These include the following offensive items:

ettin		a club (50%)
other giant	a boulder (50%)
watchman,
soldier		either:
		* a partisan, ranseur, spetum, glaive, halberd, bardiche,
		  voulge, fauchard, guisarme, bill-guisarme, lucern hammer,
		  or bec de corbin; a dagger or knife, or
		* a spear, or
		* a short sword
sergeant	a flail or mace
lieutenant	a broadsword or long sword
watch captain,
captain		a long sword or silver saber
other humans	a dagger (25%); a spear (14%)
elves		an elven mithril coat or cloak (50%); an elven leather helm
		(50%) or elven boots (25%); an elven dagger (50%); and either:
		* an elven shield (25%); an elven short sword (66%); an elven
		  bow; 1d12 arrows, or
		* an elven broadsword; an elven shield (50%), or
		* an elven spear and an elven shield
elvenking	as elves, but an additional pick-axe
angels		a blessed, rustproof (sometimes magical) long sword; 5% chance
                of it being Demonbane or the Sunsword; an uncursed rustproof
                large shield (25% chance of a shield of reflection instead)
hobbit		a dagger, elven dagger, or sling; an elven mithril coat (10%);
		a dwarvish cloak (10%)
dwarf		a dwarvish cloak (86%); iron shoes (86%); and either:
		* (25%) a dwarvish short sword; a dwarvish mattock or
		  an axe and a dwarvish roundshield; a dwarvish iron helm;
		  a dwarvish mithril coat (33%)
		* a pick-axe (33%) or a dagger (66%)
kops		2 cream pies (25%); a club or rubber hose (33%)
orcs		an orcish helm (50%); (Mordor) 33% chance of any of the
		following: scimitar, orcish shield, knife, orcish chain mail;
		(Uruk-Hai) 33% chance of any of the following: orcish cloak,
		orcish short sword, iron shoes, bow and 1d12 arrows, Uruk-Hai
		shield; (goblin) an orcish dagger; (other o's) an orcish
		dagger or scimitar
ogre		a battle axe (king: 33%, lord: 18%, ordinary: 9%)
kobold		1d12 darts
centaur		either a bow and 1d12 arrows, or a crossbow and 1d12 bolts
wraith		a knife and a long sword
zombie		a leather armour (25%); a knife (8%); a short sword (16%)
balrog		a bullwhip and a broadsword
Orcus		a wand of death
horned devil	a trident (25%) or a bullwhip (75%)
ice devil	a spear (25%)
Asmodeus	a wand of cold
Dispater	a wand of striking
Yeenoghu	a flail

Most monsters (excluding animals, exploding or mindless creatures,
ghosts, and kops) have another small chance of receiving a random
offensive item, with a greater chance for "strong" monsters. Normally,
the chance is 1/75.

Random offensive items include: wands of striking, magic missile, sleep,
fire, cold, or lightning, and potions of confusion, blindness, or
paralysis.


Next to weapons, monsters can gain protective items:

guards		armour up to a -1 AC
soldiers	armour up to a  3 AC
sergeants	armour up to a  0 AC
lieutenants	armour up to a -2 AC
captains	armour up to a -3 AC
watchmen	armour up to a  3 AC
watch captains	armour up to a -2 AC

This armour is composed of one of (crystal) plate mail, splint mail,
banded mail, ring mail, studded leather armour, or leather armour, and
an additional helmet or dented pot, a small or large shield, a pair of
low or high boots, and leather gloves or an elven cloak. If this does
not make the wanted AC, the mercenary may gain a ring of protection.

Next, all soldiers and their superiors can gain a C- or K-ration (33%
each), and a bugle (33%, not ordinary soldiers).


The following other items can be generated:

nymphs		a mirror (50%); a potion of object detection (50%)
minotaurs	a wand of digging
giants		a few rocks, stones or gems
Nazguls		a cursed ring of invisibility
quantum mechs	a large box, containing Schroedinger's Cat (possibly alive)
leprechauns	some gold (level dependant)

If the monster is no soldier, animal, exploding or mindless creature,
ghost, or kop, it can have something else. The chances are 1/50 for a
defensive item, and 1/100 for a miscellaneous item.

Defensive items are picked from: wands or scrolls of teleportation or
create monster, potions of (extra) healing, and wands of digging.

Miscellaneous items are picked from: wands of polymorph (only created
for weak monsters), speed monster, or make invisible, amulets of life
saving, and potions of gain level.

