Hit Points

This defines the number of hitpoints a given monster has. eg 3d8+10

Damage

(the Bare hand damage). The format is exactly like the one described for hit points. A thing to note about damage: The number after the plus sign, is the "strength bonus". This bonus will apply to any weapons used, and bare hands too. eg 1d4+10

Coins

The number of coins carriedm in format: copper.silver.gold.platinum If you include just one number, it is assumed to be copper.

Experience Points

The experience this monster has. Let the mob converter determine this for you.

Magic Resistance

Up until now, only a handful of mob races had any inherent magic resistance (MR). You can now set the MR yourself with a new value which is expressed in percentage points, such that a value of 60 confers a 60% MR.

The old default levels of maximum MR are as follows (which can be overwritten with the MR command). Other races do NOT have inherent MR, and you will need to set it if you want any. I provide these for comparisons only:

{RACE_F_ELEMENTAL, 20} {RACE_A_ELEMENTAL, 20} {RACE_W_ELEMENTAL, 20}
{RACE_E_ELEMENTAL, 20} {RACE_DEMON, 70} {RACE_DEVIL, 70}
{RACE_ANGEL, 70} {RACE_UNDEAD, 10} {RACE_DRAGON, 60}

Note that the mud will only allow 100% MR to be set for mobs > level 54. This is to keep you from going buck wild creating a kobold army immune to magic.

Because class is an optional field, if you want MR to be set, you MUST have a value set for class (which can be 0).