Ultima IX monster data

The following Ultima IX Monster Data is taken from the Ultima IX Strategy Guide: {|style="margin:0.25em; border:1px solid silver;" cellpadding="5" cellspacing="0" rules="all"
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 * Creature
 * Damage
 * Hit Points
 * Armor
 * Vulnerabilities
 * Resistances
 * Treasure
 * Notes
 * Archer
 * 20-25
 * 20
 * 15
 * 5/4x-penetrating, impact, edged
 * novice bow(80%) 10-20 arrows(90%) 40-60 gp(50%)
 * Bandit
 * 15-25
 * 20
 * 3
 * 1/4x-projectile
 * short sword 5-15 gp(90%)
 * Bat, Giant
 * 20-25
 * 5
 * 5
 * 2x-edged, projectile, area
 * 1/2x-penetrating
 * 1-10 gp(80%)
 * Bat, Vampire
 * 40-50
 * 25
 * 5
 * 2x-edged, projectile, area
 * 1/2x-penetrating, internal
 * 20-35 blood moss(30%)
 * The vampire bat may poison you when it bites.
 * Brute
 * 60-80
 * 130
 * 20
 * 1/10x-impact 1/4x-internal
 * 50-80 gp(90%) leather armour(20%)
 * Watch out for the brute - he can stomp the ground hard enough to stun you and make you stumble, and that may be all the time he needs to finish you off, especially in the early going.
 * Creeper Plant
 * 30-40 (seeds) 60-65 (bite)
 * 60
 * 20
 * 2x-fire
 * 0x-impact, internal, electrical 1/4x - projectile, earth, water
 * none
 * The first seed that misses you from each creeper becomes another creeper behind you.
 * Crustacean
 * 50-60
 * 200
 * 100(top) 10(bottom)
 * 2x-penetrating, impact, earth, fire, electrical
 * 1/4x-edged, projectile 1/10x-water
 * 75-100gp(95%) skeletal bone(90%) armor piece(30%)
 * The Third Staff attack (Sweep) can flip it; it's definately weaker underneath.
 * Daemon
 * 75-85
 * 135
 * 60
 * 2x-water
 * 0x-fire 1/4x-internal
 * 300-600 gp
 * Daemons summon hellhounds. A daemon is invulnerable while a summoned hellhound is still present.
 * Daemon, Bloated
 * 40-80
 * 250
 * 60
 * 2x-water
 * 0x-fire 1/4x-internal
 * Daemon, Stone
 * 40-75
 * 350
 * 50
 * 2x-water
 * 0x-fire 1/4x-internal
 * Daemon, Slasher
 * 75-85
 * 100
 * 65
 * 1.5x-earth
 * 0x-air, electrical 1/2x-water
 * 250-500gp
 * Each slasher daemon has a 100-point magical barrier that must be destroyed (by magical attacks) before the slasher itself becomes vulnerable. Once dispelled, this barrier stays down for a short while before regenerating; the demon must be destroyed in that window of opportunity.
 * Dragon
 * 80-90
 * 250
 * 25
 * 1/2x-edged 1/10x-fire
 * 500-750 gp several gems
 * Attack a dragon with anything but Fire. Lightning bolts and arrows are good ways of reaching it from a distance.  Dragons can cast a few spells and breathe fire.
 * Dragon, Blue
 * 80-90
 * 250
 * 65
 * 1/2x-edged 1/10x-fire
 * Gargoyle Drone
 * 30-40
 * 55
 * 25
 * 1/4x-earth 1/2x-fire
 * topaz(90%) Gemamethyst(60%)
 * Gargoyle drones often wield Gargoyle Staves
 * Gargoyle Drone (Terfin)
 * 90-100
 * 160
 * 70
 * Gargoyle, Winged
 * 20-30
 * 40
 * 15
 * 1/4x-air 1/2x-fire
 * amethyst(80%) ruby(50%) scroll(50%)
 * Winged gargoyles attack with spells.
 * Gargoyle, Winged (Terfin)
 * 70-80
 * 130
 * 55
 * Gazer
 * 70-80
 * 140
 * 45
 * 200-300gp Fireball scroll(55%)
 * This one casts spells. Try to keep dodging its spells when fighting one.
 * Ghost
 * 60-70
 * 90
 * 45
 * 0x-penetrating, impact, edged, projectile, internal, area
 * 100-150gp(90%) invulnerability potion(25%)
 * Ghosts are immune to normal attacks.
 * Ghoul
 * 50 - 60
 * 80
 * 15
 * 2x-edged, fire
 * 0x-earth, internal 1/2x-electrical 1/4x-projectile
 * none
 * A ghoul splits into 2 parts when its body has taken 80 damage, and the two parts fight on - you have to kill them, too.
 * Ghoul Legs
 * 40-50
 * 60
 * rotten cabbage amethyst(60%)
 * Don't forget to watch out for leg kicks.
 * Ghoul Torso
 * 40-50
 * 50
 * rotten cabbage amethyst(60%)
 * Goblin Grunt
 * 15-20
 * 30
 * 6
 * 1.5x-air, fire, water
 * 1/2x-impact, projectile
 * 10-25 gp leather armour(10%)
 * Goblin Sergeant
 * 70-80
 * 120
 * 45
 * 2x-electrical
 * 1/2x-impact, projectile
 * 150-200 gp battle axe(70%)
 * Goblin Shaman
 * As per spell cast
 * 80
 * 55
 * 3x-penetrating, impact, edged, projectile
 * 1/2x-air, earth, fire, water, internal, electrical
 * Lightning Bolt(60%), Fireball(50%), Meteorite(30%)
 * Yes, this one can cast spells at you.
 * Hellhound
 * 70-80 (bite)
 * 80
 * 40
 * 3x-water
 * 1/2x-impact, projectile 0x-fire
 * ruby(90%), sulphurous ash(30%)
 * A hellhound has a Fireball attack, can bite, and is immune to fire. Use water-based attacks against it, if you can.
 * Ice Hound
 * 65-75 (bite)
 * 65
 * 30
 * 3x-fire
 * 1/2x-impact, projectile, air 0x-water
 * sapphire(80%), ginseng(30%)
 * And ice hound can bite and is immune to water. In addition, ice hounds can Freeze you in place for 5 - 10 seconds.
 * Liche
 * Spell
 * 125
 * 25
 * 2x-electrical
 * 0x-internal 1/10x-impact 1/4x-projectile, air
 * Invisibility(60%), Lightning(90%), 150-250 gp
 * Liches are particularly dangerous because they can summon other undead (which must be destroyed before the liches can take further damage) and because they can turn invisible. When a lich disappears, follow its shadow and continue striking where it is - you can hit it, even while it's invisible.  It must turn visible (briefly) when it strikes at you.  Its favorite strike is Lightning Bolt.  Don't confuse its with its undeath throes - when it is dying (again), sparks of lightning fly from it in all directions and it turns invisible again, because it no longer exists.
 * Mage
 * spell
 * 50
 * 30
 * 3x-penetrating, impact, edged, projectile
 * 1/2x-air, earth, fire, water, internal, electrical
 * 25-60 gp(95%) scroll(40%) - Lightning. Fireball, Light Heal, Charm, Summon Undead
 * Every mage will have a different spell with which to attack you, and can probably absorb more magical attack energy than most people.
 * Mimic
 * 35-45
 * 45
 * 40
 * 2x-impact 3x-fire
 * 0x-water, internal 1/10x-projectile 1/4x-electrical, penetrating 1/2x-edged
 * 30-50 gp Gem(1):amethyst(40%), ruby(40%), sapphire(20%)
 * A mimic won't reveal itself until it is touched (in any way) - you never know which chest is a mimic until you touch it. Unfortunately, you can't damage it until it reveals itself.
 * Pirate
 * 25-35
 * 50
 * 10
 * 2x-impact
 * 1/4x-penetrating, edged
 * bracelet(30%) 25-40gp (80%)
 * Predatory Fish
 * 20-25
 * 1
 * 0
 * 2x-fire 3x-electrical
 * 0x-water
 * Fish food(70%)
 * Predatory fish are extremely weak but extremely nasty. If possible, kill them before you get into the water, so they don't have a chance to bite you (Stone works nicely, since it does at least one point of damage, and a fish has just one point).
 * Rat, Giant
 * 8-15
 * 7
 * 0
 * 5-10 gp(90%)
 * Watch out for the giant rat's poison bite.
 * Sea Serpent
 * 90-100
 * 250
 * 65
 * 3x-fire
 * 1/2x-air, electrical 0x-water
 * none
 * Sea serpents have magic ranged attacks, however, note that they are extremely vulnerable to fire attacks.
 * Sea Serpent, Abyss
 * 90-100
 * 250
 * 55
 * 3x-fire
 * 1/2x-air, electrical 0x-water
 * none
 * Skeleton
 * 70-80
 * 60
 * 5
 * 2x-impact
 * 0x-internal, projectile 1/4x-fire 1/2x-electrical, water, earth, air, edged
 * none
 * When you defeat a skeleton, take at least one of its bones; otherwise it will reform and reanimate. You don't have to carry it far - just far enough to get it out of range of the animating magic that pulls the skeleton back together. When you've destroyed several skeletons in the same spot, they can reform by mixing and matching bones.  Gen in the habit of taking the same bone (perhaps the ribcage or the skull), so that no skeleton can find the right parts to reform, and so you don't have to think about what you are taking.
 * Spectre
 * 5-10 mana
 * 25
 * 10
 * 0x-penetrating, impact, edged, projectile, internal, area
 * Invisibility potion
 * Spectres are immune to normal attacks, so you must use magical attacks against them. Unfortunately, spells take mana (which spectres drain), so your best bet against one is usually a magic weapon.
 * Spider, Giant
 * 40-50
 * 50
 * 20
 * 2x-penetrating, impact, fire, edged
 * 1/2x-air, water, internal 1/4x-earth
 * spider silk(50%) 30-50 gp(90%)
 * A giant spider's web attack entangles It also has a chance of poisoning with a bite.
 * Spider, Small
 * 10-20
 * 3
 * 0
 * 2x-penetrating, impact, fire, edged
 * 1/2x-air, water, internal 1/4x-earth
 * 5-10 gp(90%)
 * Like other spiders, the small spider has a chance of poisoning you with a bite.
 * Spider, Phase
 * 60-70
 * 75
 * 40
 * 2x-projectile, earth
 * 1/4x-internal, electrical
 * 120-200 gp, black pearl(30%)
 * Don't let them fool you. These spiders are fast - they can Teleport behind you and poison you before you know where they are.  And if it's a small one, it's all the harder to hit.
 * Phase Spider Queen
 * 60-70 + poison
 * 200
 * 80
 * 2x-projectile, earth
 * 1/4x-internal, electrical
 * Thief
 * 45-55
 * 70
 * 40
 * 1/4x-impact, projectile
 * staff(80%), 50-75 gp(90%)
 * Thug
 * 30-40
 * 40
 * 0
 * 1/2x-impact, edged
 * 20-35 gp(95%)
 * Vulture
 * 20-25
 * 20
 * 5
 * 1.5x-edged, projectile 2x-area
 * 1-10 gp(80%)
 * Vultures aren't aggressive unless you kill one of them, at which point they'll swarm you. Make sure it's worth killing one before you do.
 * Wolf
 * 25-30
 * 30
 * 3
 * 1/2x-projectile
 * 10-30 gp(90%)
 * Wolf, Arctic
 * 55-65
 * 70
 * 25
 * 1/2x-projectile
 * 40-60 gp(85%)
 * Arctic wolves are larger and tougher than other wolves.
 * Wyrmguard
 * varies
 * varies
 * varies
 * 1/2x-all types of attack
 * broadsword(20%) 40-100 gp
 * The Wyrmguards' statistics vary by who they are and what they're wielding.
 * -}
 * 25
 * 10
 * 0x-penetrating, impact, edged, projectile, internal, area
 * Invisibility potion
 * Spectres are immune to normal attacks, so you must use magical attacks against them. Unfortunately, spells take mana (which spectres drain), so your best bet against one is usually a magic weapon.
 * Spider, Giant
 * 40-50
 * 50
 * 20
 * 2x-penetrating, impact, fire, edged
 * 1/2x-air, water, internal 1/4x-earth
 * spider silk(50%) 30-50 gp(90%)
 * A giant spider's web attack entangles It also has a chance of poisoning with a bite.
 * Spider, Small
 * 10-20
 * 3
 * 0
 * 2x-penetrating, impact, fire, edged
 * 1/2x-air, water, internal 1/4x-earth
 * 5-10 gp(90%)
 * Like other spiders, the small spider has a chance of poisoning you with a bite.
 * Spider, Phase
 * 60-70
 * 75
 * 40
 * 2x-projectile, earth
 * 1/4x-internal, electrical
 * 120-200 gp, black pearl(30%)
 * Don't let them fool you. These spiders are fast - they can Teleport behind you and poison you before you know where they are.  And if it's a small one, it's all the harder to hit.
 * Phase Spider Queen
 * 60-70 + poison
 * 200
 * 80
 * 2x-projectile, earth
 * 1/4x-internal, electrical
 * Thief
 * 45-55
 * 70
 * 40
 * 1/4x-impact, projectile
 * staff(80%), 50-75 gp(90%)
 * Thug
 * 30-40
 * 40
 * 0
 * 1/2x-impact, edged
 * 20-35 gp(95%)
 * Vulture
 * 20-25
 * 20
 * 5
 * 1.5x-edged, projectile 2x-area
 * 1-10 gp(80%)
 * Vultures aren't aggressive unless you kill one of them, at which point they'll swarm you. Make sure it's worth killing one before you do.
 * Wolf
 * 25-30
 * 30
 * 3
 * 1/2x-projectile
 * 10-30 gp(90%)
 * Wolf, Arctic
 * 55-65
 * 70
 * 25
 * 1/2x-projectile
 * 40-60 gp(85%)
 * Arctic wolves are larger and tougher than other wolves.
 * Wyrmguard
 * varies
 * varies
 * varies
 * 1/2x-all types of attack
 * broadsword(20%) 40-100 gp
 * The Wyrmguards' statistics vary by who they are and what they're wielding.
 * -}
 * 1/2x-projectile
 * 10-30 gp(90%)
 * Wolf, Arctic
 * 55-65
 * 70
 * 25
 * 1/2x-projectile
 * 40-60 gp(85%)
 * Arctic wolves are larger and tougher than other wolves.
 * Wyrmguard
 * varies
 * varies
 * varies
 * 1/2x-all types of attack
 * broadsword(20%) 40-100 gp
 * The Wyrmguards' statistics vary by who they are and what they're wielding.
 * -}
 * 1/2x-all types of attack
 * broadsword(20%) 40-100 gp
 * The Wyrmguards' statistics vary by who they are and what they're wielding.
 * -}
 * -}