
http://www.lysator.liu.se/~tomca/maps/1a_info.txt

Map file contents:
==================
Area name: <name> (number): <levels>, <creator> (<poptime-unvisited>/<poptime-visited>)  (<speedie>)
Find out:  Things in the area that still needs to be found out
Map:       The map
Area info: Special information about the area
           Min level 20:   You must be at least lvl 20 to enter
           Min level 0/20: You must be at least lvl 20 or multi to enter
           Max level 20:   You can not enter if above level 20
           Max level 0/20: You can not enter if above level 20 or multi
Mobs:      Mobs in the area


Map info:
=========
X   Entry point
o   room
-   east-west exit
|   north-south exit
/   up-down exit
+   door (east-west or north-south)
x   door (up-down)
->  one-way exit
RIP Death Trap
WM  Wild Magic
NM  No Magic
U   Up exit. Connected to a...
D   Down exit (usually used when an area has several larger floors)
Q   Quest master
M   Mirror - entrance to Mirror Beyond
C   Carriage stop
w   Water room (only used on the OC map to show rivers)

Mob info:
=========
Sorting: Level first, then name
Name: as seen in "<name> is in excellent condition."
Lvl: Level
Xp:  Mob Xp (see explanation below)
A: Alignment     G/N/E
S: Sanced        x/-
W: Walking       x/-
I: see Invis     x/-
D: see Darkness  x/-
M: Memory        x/-
X: Switch        0/1/2/... (max normal switches in a round)
#: Number        Max number of mobs of that type
Agg: Aggie       G/-, N/-, E/-. Example: "G-E" means aggressive against good & evil chars.
Hp: Hit points   <lowest hp seen>-<highest hp seen>. This is the mob's max-hp (the ones inside paranthesis when he does a "ps"). A "~" before the sum means hp has been calculated by killing and looking at total damage (ie, some healing-time may be included).
gold:            <lowest amount found>-<highest amount found>
special:         Miscellaneous useful information about the mob (see list below).

Mob XP:
=======
I don't have access to the code, so this is just my guess on how xp works. And
it seems to work like this:

XP gained = <mob xp> / <your level>
IF you are multi, divide XP by 3
If your level >= 65, divide XP by 4
IF your level > mob level AND your level > 50, lower XP by 1/3
IF mob is withered, lower XP by 1/3
IF you are in a group, the <mob xp> should be divided by by the highest level
   in the group (not with <your level>).
   And then you also have to multiply with your percentage (5% means *0.05).
IF you are templar, xp might be different for different mob aligns, but the
   numbers for this is unknown to me. And it looks like Templars do get the
   exact same xp as other classes.

So, the xp listed is what a single-classed lvl 1 non-templar would get for
killing the mob solo, without using wither. Since xp is only given in whole
numbers and I'll need calculations to get the original xp, there will be
some rounding errors - don't expect the values to be exact. I'm adding k/M/B
to the end, cutting the number to max 4 digits.

My guess is that you will get the actual xp the mob has (only visible by imm-
stat:ing the mob) by dividing this xp with the mob's level. But this is just
speculation.

When in groups, your share is shown correctly in the group listing, _except_
if the group contains pets. (have not bothered checking if charmies work or
not).
Mob xp is set by the creator, but it seems to go (VERY vaguely) around the
formula: Lvl^4*5

   Mobile Balance Chart (from where?)
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
Level   Exp  
  1       110
  5      1760
 10     11000
 15     16500
 20     27500
 25     55000
 30    110000
 35    220000
 40    330000
 45    440000
 50    550000
 55    742000
 60   1000000
 65   1350000
 70   1800000
 75   2500000
 80   3300000
 85   4500000
 90   6000000
 95   8200000
100  11000000



Mob thac-X=11:
==============
Means that the mob has to roll at least 11 on a 20 sided dice to manage to
hit you if you have armor class -X.
So if you have -X in armor class, the mob will hit you 50% of the times.
Each step difference from this -X armor class means a 5% change in the mob's
chance to hit you, so if you are more than 8 steps from -X, the mob will have
5% or 95% chance to hit you.

Mob AC:
=======
Your chance of hitting the mob depends on his armor class (ac) compared with
your ability to hit him (thac0 modified by hr).
thac0 4 means you must roll at least 4 on a 20 sided dice to manage to hit
him, if he has armor class 0. Each hr you get lowers the number needed by 1,
and each step downwards in ac the mob gets, raises the number by one.
So to calculate a mob's ac, take your thac0 minus your hitroll, minus your
miss-percentage divided by 5, minus 1.
Example:
Thac0 -7 and hr +43  =>  thac0 -50
146 misses out of 175 (83.4%): 85/5 + 1 = 18 (must roll at least 18 on a d20)
-50-18 = -68, so mob has AC -68
Note: You always have min 5% and max 95% hitchance, so calculationg ac is only
reliable if you are within the 10%-90% range.
SIMPLY PUT: Skip the signs. If your HR+thac0 = mob AC, you will always hit.
            Each step below means 5% less chance.

Mob Save:
=========
Save X = Roll X or higher on a d20 to make a successful save.
Save 11 means the mob has 50% chance to save against your spell.
Save 2 gives 95% save against spells. Each step in save changes your chance
of saving with 5%. The level of the spell/caster does not alter this chance.
The chance of saving a spell is never below 5% and never above 95%.
Save <2 means you have max even if cursed.
Default?:  lvl   save
          1-19     ?
          20-25   15
          26-30    ?
           31     12
           32      ?
           33     11
           34      ?
          35-37   10
          38-42    7
          43-44    ?
          45-47    5
          48-99    ?
          100     <2

Special:
========
INFO, SUMMONER, can VAPE eq/<type>!, no-attack, xxx damage, NO irvs,
[creaturetype], vuln xxx[heal], immune xxx, resist xxx, summoned,
assist-equals, sleeping/sitting, protector, shrugger, blocker,
[X-Y] backstab [(nosanc-dam)], bash, kick, headbang, berserk,
(fire|gas|lightning|acid...) breath, [area] <spell>, X-Y spells,
X-Y attacks, +X coins, (random-)(delayed-)agg-(G?E|<align>|all|sleeper),
X-Y skills, pulsing-areadamage, flees, questmaster, guildmaster, cake,
shopkeeper, switch (X), no-charm (= thief?), walk-path, no-summon,
no-where, hunt, revenger, looter, corpse taker/eater, (no)switch, hide,
invis, summon <mob>, no-group, nofight-room, forceflee, avgdam X, AC X,
thac-X 11, save X, special-code[<comment>], +<nr> starthp, sneak, ignore-cop,
aware, water-living, mountable, corpseless (= insubstantial?)
Note: walk-path, hunt & revenger means they ignore cop!

[creaturetype]:
===============
Used if mob is vuln to a certain slay damage. He is then expected to have the
default irv:s of that creaturetype too. Any deviations from those irv:s are
listed after [creaturetype].
Below is a list of known creatures and their default irv:s (gnome PC:s are
also resistant to earth):
Type           Vulns                    Resists                   Immunities
Amphibian      ---                      Water                     ---
Animal         Mental/Gas               Earth                     ---
Astral         Pure/Light/Unlife/Dark   ---                       ---
Beholder       Light                    Dark/Magic                ---
Bird           Air                      ---                       Earth
Botanic        Acid                     ---                  Air/Gas/Light/Dark
Canine         Mental                   Dark                      ---
Demon          Pure/Light/Iron          Dark/Unlife/Poison        Fire
Devil          Pure/Light/Iron          Dark/Unlife/Poison        Fire
Dinosaur       Fire                     ---                       ---
Dragon         ---                      Fire/Ice/Earth/Air/Gas    ---
Drow-Elf       Pure/Light/Ice           Unlife/Dark/Magic         ---
Dwarf          SLarge/Water/Magic       Fire/Earth/Poison         ---
Elf            Unlife/Dark/Iron         Magic/Light/Pure          ---
Entity         ---                      Fire/Ice/Unlife/Earth/Air ---
Fairie         Dark/Unlife              Magic                     Pure/Light
Feline         Mental                   Dark                      ---
Fish           ---                      ---                       Water
Giant          ---                      Crush/Large/SLarge/Poison ---
Gnome          Large/SLarge             Mental                    ---
Goblin         Fire/Large/SLarge/Light  Dark/Gas/Poison           ---
Half-Elf       Unlife                   Light                     ---
Half-Orc       Light                    Dark                      ---
Hobbit         Large/SLarge/Air/Gas     Unlife/Poison/Mental      ---
Human          ---                      ---                       ---
Insect         Gas                      ---                       ---
Insubstantial  Energy                   Weapon                    Unlife
Jelly          ---                      Weapon                    ---
Ktv            ---                      Gas/Poison/Energy/Mental  ---
Lizardman      Fire/Ice                 Electricity/Water         ---
Lugroki        Pure/Light/Fire          Ice/Dark/Poison           ---
Magical        Unlife                   Magic/Energy              ---
Mythical       ---                      Fire/Ice/Unlife/Earth/Air ---
Orc            Fire/Light/Pure          Ice/Poison/Dark           ---
Reptile        Ice/Fire                 Water                     ---
Rodent         Gas/Poison               Dark                      ---
Skeleton       ---                      Pierce/Slash              ---
Snake          ---                      ---                       Poison
Spider         Fire                     ---                       Poison
Troll          Fire/Acid/Mental         Earth/Poison/Crush        ---
Undead         Pure/Light/Silver/Heals  Earth/Water/Air/Mental    Unlife/Dark
Vampire        Pure/Light/Silver/Wood   Crush                     Unlife/Dark

Useful to know when checking:
=============================
fire breath   => can VAPE eq!
Immune dark   => immune blindness  ("Your victim is immune to your spell.")
Immune unlife => immune wither     ("Your victim is immune to your spell.")
"somewhat resilient" to blindness => resist dark
Resistance to unlife will NOT give a warning when using wither on the mob.
It is possible to poison a mob that is immune to poison: No damage is taken
per tick and no "looks really sick" messages will show, but it's seen with
the "detect poison" spell and regen rate is slowed.
Wither on Resist unlife: 80% of old maxhp
Wither on Normal:        2/3 of old maxhp
Wither on Vuln unlife:   50% of old maxhp
no-charm & NOT thief     => immune blind
NOTE: Immune blind does not _HAVE_ to implicate immunity to dark
Agg-sleeper means the mob is agg-all and has a wimpy-flag (flees)
mountable => leadable
water-living => Can't enter non-water rooms even with fly
Lvl X cloudkill     works on mobs of lvl (X-2) / 2, rounded down
Lvl 86 cloudkill    works on mobs of lvl 1-42
At lvl 66-92, charm works on lvl 53 mobs but NOT on lvl 54 mobs
A successful energy drain gives you <target's level> * 3.75 mana, rounded
down (minus the casting cost of 20).
