An MS:C Mappers Reference


New Adventurer
Feb 26, 2005
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Basically, I wanted to have all the mapping-related things that were posted in all of the patch updates in one place, because I often forget about the new mapper toys given to us mappers, and don't want to look though the entire update just for these peices.

I actually made this quite a while ago in preperation for the development of Oculus, and decided to share it.
Yes, I know it's long. 8)

New Beasties:

• monsters/skeleton_ice2_hammer - Frost Hammer [40]
- First of the next tier of ice skeletons
- This large ice skeleton wields two hammers and has a nasty speed attack
• monsters/lost_soul_ice - Lost Soul [25]
- Ice variant of the Lost Soul.
- (Aggressive flight model, freezing attacks, explodes on death.)
• traps/splodie_skull_ice [25]
- Ice variant of the splodie skull (bounces randomly for about 20 secs, then explodes)
• monsters/telf_wizard_novice [40]
- Summons a sphere of floating death that he can guide through walls
- Has repulsive shield attacks

• the_wall/forsuth - Forsuth the Frosty, for The Wall
- Extended escort mission character
• the_wall/elf_wizard_guard - Seeker Velend Varon
• the_wall/elf_warrior_guard1 - One of Velend's escorts
• the_wall/elf_warrior_guard2 - Velend's other escort
• the_wall/telf_necro - Ihotor, Torkie Necromancer of Dewm [40+]
- Current XP value assumes extensive escort
• the_wall/telf_leader1 - Azura - Industrial Strength Torkie [40+]
• the_wall/telf_leader2 - Ulectrath " " [40+]
• the_wall/telf_leader3 - Ivicta " " [40+]

monsters/ghoul_lesser - kewt lil ghoul
monsters/ghoul_greater - not so kewt nor lil (sry for funktastic ghoul models)
monsters/spider_turret - similar to calruin spitting spider, bit meaner, doesn't roam nor have close range attack issues

• monsters/scorpion6 - Dread Scorpion
- First of the 'really fooking huge' scorpion series (needs a lot of room to operate at 196x196 base size) (30+ miniboss)
- Strong poison, AOE stun + knockabout
• monsters/eagle_giant_thunder - Thunderbird
- Really big bird with various thunder/lightning/tornado attacks (30+ Miniboss, 0 to 60 in 5.7 seconds, 6 MPG highway)
• monsters/sorc_juggernaut - Shahaddar Juggernaut
- Really, really big orc, with a really, really big axe (35+ miniboss), these form the backbone of the Shahaddar Armies
• monsters/sorc_brawler - Shahaddar Thunderfist
- The Shahaddar answer to the blackhand’s brawler can teleport short distances
• monsters/sorc_guard - Shahaddar Guard
- Next step up from recruit
• monsters/sorc_warrior - Shahaddar Warrior
- A slightly stronger Shahaddar Warrior with thunderaxe
• monsters/gloam1 - The standard, jumpy, flesh eating, tropical/swamp/wetlands gloam (level 30 minion, or 25 mini-boss)
• monsters/gloam_ether - Ethereal variant (level 30+ mini-boss)
- See the wiki for more info on Gloams.

• monsters/fire_spider_spitting - Fire Spider
- Big shiny red spider, shoots bolts of fire
• monsters/fire_spider_turret
- Ditto, but doesn't move
• monsters/fire_spider_mini - Fire spider hatchling
- Only has 10hp but is guaranteed to be the most annoying beast since the Horror
- Latches onto your body or face at random locations, biting, and hindering your movement - must be "scraped off"
• monsters/fire_reaver_mini- Fire Reaver Hatchling (untested)
- A small fire reaver whose little volcano isn't old enough to be active, but it still has a taste for burning flesh.
• monsters/slime_green - Lesser green slime
- Bugger's hit and run projectile tactics make him hard to catch, he may yet chew on your poisoned corpse

• monsters/scorpion4 – meaner, but slower, giant scorpion
• monsters/scorpion5 – Gigantic venomous scorpion, lumbering beastie with some push back and heavy poison (more to come)
• monsters/wizard_normal – Generic variant of Keledros, goes straight into combat, you provide drops (use wizard_died trigger to respond to death event, post ‘reanimation’)
• monsters/wizard_strong – Generic variant of Venevus, goes straight into combat, normal death sequence, you provide drops
• monsters/snake_lord – Generic variant of Slithar, goes straight into combat, does not summon skeletons, you provide drops
• monsters/elemental_air1 - Air Elemental - tad stronger than the summoned variant, and has great bawls o' lightning
• monsters/elemental_air2 - Greater Air Elemental - multiple guided great balls of lightning, prototype "true-chain" lightning, tornados - what more could an evil wizard ask for?
• monsters/elemental_fire2 - Greater Fire Elemental - The burning! THE BURNING!
• monsters/troll_stone - Troll made of stone (Troll Guardian, as seen in WW3d - rename at will)
• monsters/ogre_stone - Stone Ogre - actually been around awhile, just forgot to mention it (if you've had a lot of folks in MSCave, ye may have seen one already)
- Unlike the troll_stone, he's a level 30+ beastie

• monsters/eagle
- Nasty lil bugger flies all over the place, attacks from above, probably suitable for 200-400hp range, lest you use them in groups, wildanimal faction
- additional parameter: start_perched- use this and the eagle will stay perched and idle until someone comes within 384 units and in its field of vision, or it is attacked
- Variants in order from weakest to meanest (est. level 300-800hp, all demon faction):
- monsters/eagle_plague - disease spreading, some knock back
- monsters/eagle_demon - fire effects, some knock back
- monsters/eagle_ice - ice effects, some knock back
- monsters/eagle_stone - damage reduct, lots of knock back
- monsters/eagle_metal - heavy damage reduct, lots of knock back, stun attacks
• monsters/fire_reaver
- Level 40+ miniboss
- This walking volcano packs a wallop and has guided explosive balls o' fire to boot

• monsters/wolf_ice (now works, thank MiB)- Winter wolf
- Winter wolf minions (30+) with freezing howl
• monsters/wolf_ice_alpha (now works, thank MiB) - Winter Alpha Wolf
- Ice wolf boss (40+)
- Summons uber blizzard (800 radius) at monster location or at the location of other/summon_point1 - if the script is present
- Also casts ice shield

• monsters/wolf_ice (untested) - Winter wolf
- Winter wolf minions (30+) with freezing howl and breath attacks
• monsters/wolf_ice_alpha (untested) - Winter Alpha Wolf
- Ice wolf boss (40+)
- Summons uber blizzard (800 radius) at monster location or at the location of other/summon_point1 - if the script is present
• monsters/zombie_zygol - Zygoli, The All Seeing (level 25+ boss)
- This giant zombie is invulnerable so long as at least four of the eyes he summons are present
- Zygoli summons these at a 64 unit radius from himself on spawn, each is 32x32, the zombie itself is about 200 units high, so this boss needs a lot of room to operate.
- Zygoli is weakened as each of these eyes is destroyed, becoming increasingly vulnerable to attack, but the zombie grows a new eye every three minutes
- The Eyes of Zygoli themselves have stunning lightning attacks and use hit and run tactics coupled with partial invisibility
- Zygoli also has a necro-energy beam that slowly drags you towards him
• monsters/orc_cata_winder - Orc Catapult Winder - this big guy winds up catapults
- First entry in "params" becomes the prefix for his events (see New Mapper Toys), this allows multiple catapults to be manned by multiple winders
- Fires <params>_fire every 7 seconds, unless interrupted.
- Fires <params>_wind 1 second later, and again, 3 seconds later, to toggle the catapult winding wheel
- Fires <params>_died on death
- Kicks players away from time to time, but otherwise concentrates on his job

• monsters/wolf - pack wolf
• monsters/wolf_alpha - pack wolf leader (slightly stronger)
- pack wolves will stay near their pack wolf leader (they detect their leader 2 seconds after spawning)
- so long as the alpha wolf is alive, pack wolves will flee no further than his location
- alpha wolves fight to the death
- hostile to pretty much everything, save each other
- (These are low level wolves for thornlands)
• monsters/wolf_shadow - Shadow Wolf
- This, much meaner nastier wolf, is a lone wolf. Stunning howl and fire attacks. (Don't place with regular wolves: he'll eat them.)
• monsters/ogre_ice - Marogar Ogre
- Just in case your standard ogres weren't mean enough, this frosty variant features freezing claws and damage reduction.
- Demon factioned to play nice with undead
• monsters/ice_mage - Ice Mage
- Frozen masters of the icey art trained by Maldora himself.
• monsters/maldora_gminion_random - Maldora's Greater Minions
- These things seem downright invulnerable! Or are they? Come in four random elemental flavors:
- monsters/maldora_gminion_poison, monsters/maldora_gminion_ice, monsters/maldora_gminion_fire, monsters/maldora_gminion_lightning
• monsters/skeleton_lightning - Lightning Forged Skeleton
- Golden skeleton with a lightning wand and a bone to pick with you
• monsters/anim_archer_hard
- Random hard animated elemental archer, each glows and fires a nasty arrow of its element
- Individual variants include: monsters/anim_archer_hard_fire monsters/anim_archer_hard_lightning monsters/anim_archer_hard_ice monsters/anim_archer_hard_poison
- PS. These buggers can fly
• monsters/anim_warrior_hard_poison - Enchanted Armor of Venom
- added to the anim_warrior_hard lineup, which all now glow the appropriate elemental color
• monsters/elemental_air0 - Summoned Air Elemental
- Floats around, shoots lightning. Intended as backup for Djinn Ji'Azolt
• monsters/djinn_lightning - Djinn Ji'Azolt
- Ogre lightning djinn boss: lighting with push, stun, invisibility, temporary flight
- Unlike previous Djinn, this monster is dependent on the map for his backup
• monsters/horror_lightning - Electric Horror
- If clones dream of electric sheep, this must be what they have nightmare about?
• monsters/shambler1 - Bog Creature
- Fugly, player sized, bog creature (pretty mean) by Shurik3n
• monsters/shambler2 - Shambler
- Larger, meaner, gooier, bog creature by Shurik3n
• monsters/fish_demon – Demon Fish
- A large red shark that smells your blood in the water (v. mean, horror flight AI)
- Remember, with fishies, you have to monster clip them into water, or they fly (working on ways around this)
• monsters/lightning_worm – Ethereal Vermicular
- This creature from dimensions beyond, brought forth by some twisted magics gone awry, is as strange as its name suggests
- The Vermicular will rise 256 units, and then circle in a 256 unit radius, hovering up and down -196/+128 units during its circling, it's max attack range is 2048 units (keep in mind with placement)
- The Ethereal Vermicular will ignore and pass through any and all obsticles in its flight path, including solids
• cleicert/fpriest - Ghostly Priest
- Mouthy NPC for Cleicert Temple. Fires "GiveCrystalOne" mid speech.
• lodagond/maldora_fragment - Fragment of Maldora
- This is a generic, attack on sight, no orc intro variant of Maldora, you'll probably run into in groups in Lodagond
• lodagond/maldora - Maldora
- Yes, the one, true, Maldora.
- This placeholder is fully deadly, and fully functional, but hope to add more tricks and intro/exit text later
• monsters/cold_lady - Cold Lady
- This ghostly apparition proves that hell hath no fury like a woman scorned
- Like the Vermicular, these pass through anything and everything. Unlike the Vermicular, they haunt their targets
- Cold Ladies will hunt any target within 4096 units of its spawn. It will circle 128 units from its spawn until it sees a target.
- These ladies are near impossible to solo without some sort of cold resistance, although for a group of players, they are only an annoyance... Provided there aren't a lot of these ghosts about.
- These are particularly CPU friendly, so feel free to add a swarm

- Shahaddar Orcs -
( After the death of Lor Malgorand, the founders of this Orc tribe took up residence in the abandoned lair of the sorcerer Shahaddar. Here they were able to obtain his powers, making them the most feared orcs in all of Daragoth. These are among the weakest of their warriors: )
• monsters/sorc_recruit - Shahaddar Novice
- This is the lowliest of the Shahaddar Tribe, yet he would strike fear in the hearts of all but the most powerful of the Blackhand.
• monsters/sorc_warrior_lesser - Shahaddar Warrior
- Carrying a Thunder Axe, this beast can usually be found leading small groups of recruits.
• monsters/sorc_shaman_lesser - Shahaddar Shaman Initiate
- A lightning elementalist with a shocking grip, this initiate has learned well from his masters.

- Bludgeons! -
(Someone get Little-G a napkin!)
• monsters/bludgeon_gaz1 – Bludgeon with a scythe he calls an axe, and he can throw it at j00
• monsters/bludgeon_gaz2 – Bludgeon with a big hammer
• monsters/bludgeon_gaz1_demon – Demon Bludgeon has additional armor and fire attacks, this is axe boy
• monsters/bludgeon_gaz2_demon – Demon Bludgeon, with hammah
- Currently all bludgeons are demon faction, so they won't fight with orcs, undead, or one another
- Bludgeons are all really mean (30+ minions) – the Demon Bludgeons border on insane mean (40+)
- Probably work out smaller and larger bludgeons down the line, and maybe shamans and the like
- Bludgeons have charge, can jump real well, and have multiple stun attacks

- Bear God Series -
• monsters/bear_god_polar - Bear God of the Frozen Tundra
- Godzilla sized bear with perpetual blizzard
• monsters/bear_god_brown - Bear God of the Thundering Plains
- Godzilla sized bear with perpetual thunderstorm
• monsters/bear_god_black - Bear God of the Black Forest
- Godzilla sized bear that sprouts trees of dewm
• monsters/bear_god_random - One of the above four at random
• monsters/bear_guard1 - Bear Guardian
- Fast moving angry bear wants your picnic baskets

- Kharaztorant Cult Series-
• monsters/k_alcolyte_random - Kharaztorant Acolytes (also aliased under: monsters/k_alcolyte )
- An introductory member of the Kharaztorant cult, bent on doing the will of the mysterious ancient dragon Kharaztorant. Each has a ritual knife that he can throw or use in melee combat. This script spawns one of the following four flavors randomly:
• monsters/k_alcolyte_red - Red Robed Kharaztorant Acolyte
- The Fire Adept has a blade that can set you ablaze.
• monsters/k_alcolyte_green - Green Robed Kharaztorant Acolyte
- The Afliction Adept has a blade with long lasting poison. He throws it very frequently, and thus is the ranger of the acolyte types.
• monsters/k_alcolyte_blue - Blue Robed Kharaztorant Acolyte
- The Ice Adept has a blade that can freeze and slow opponents.
• monsters/k_alcolyte_gray - Gray Robed Kharaztorant Acolyte
- The Phsyical Adept has a mundane knife, but moves about more than the other Acolytes, can parry, and has some damage reduction.
• monsters/k_alcolyte_ambush - Kharaztorant Acolyte (ambush variant)
- This version of the random Kharaztorant Acolyte will stay crouched still until a player comes within 256 units and in his field of vision. He'll also attack if notices he has been spotted, or is damaged.
• monsters/k_alcolyte_blue_turret - Turret variant of blue robed Kharaztorant Acolyte
• monsters/k_alcolyte_green_turret - Turret variant of green robed Kharaztorant Acolyte (both turret variants stay crouched, do not move, and throw knives like mad - there are no turret variants for the other two robe types at the moment, didn't see much point.)
- Kharaztorant Spawn -
• monsters/k_larva - Kharaztorant Larva
- Those of the cult who fail to make it past the rank of Acolyte when given "The blessing of Kharaztorant" degenerate into these twisted larval demons. This is the first of several stages that, say the believers of Kharaztorant, will eventually lead to the return of their master.
• monsters/k_childre - Kharaztorant Childre
- This, much more terrifying beast, is what the Larva will grow into, given enough time. This fast moving armored bundle of claws can throw fireballs and turn invisible. The ethereal shift, while invisible, renders it partly invulnerable to magic. Thankfully, it apparently can't attack while invisible, but instead likes to creep up behind its unsuspecting opponent and rake with its gigantic claws while manifesting with a roar. Rumor also has it that Kharaztorant Childre can also fly short distances. It is believed the next stage beyond this is the dreaded Fire Lizard.
• (see Wiki Entry for more info on the Kharaztorant Cult) [Lanethan inspired & approved]

-other- (Little Frodo Requests)
• monsters/horror2 - Elder Horror
- Meaner, nastier, armored horror with spore cloud
• monsters/bludgeon1 - Standard bludgeon, sans insane holy multiplier and Rox0rz comment
• monsters/bludgeon2 - Bludgeon Warrior
- Meaner, nastier, bludgeon, same old craptastic model, brand new craptastic sounds!

• monsters/uber_reaver - Ice Reaver Patriarch
- A gigantic ice reaver, enhanced by the magics of Maldora, level 40'ish mini-boss
- AOE stun, lightning attack, massive perpetual blizzard attack, quadruple freeze sphere attack, big ol bag of hp
• monsters/skeleton_crystal1
- Invulnerable escort for the uber_reaver, comes and goes
- Must be tied to the a repeatable monsterspawn named "summon_skels" with 1 life for proper function with uber_reaver
• monsters/troll_ice_lobber
- This troll lobber tosses giant snow boulders that break into fields of deadly ice spikes
- Good for juicing up level 40'ers
- Demon faction for easy placement (gets along with both undead and orcs)
• monsters/troll_ice_lobber_turret
- non-roaming variant of same
• monsters/sorc_chief1 - Runegahr, Shahaddar Orc Chieften (WIP)
- Semi-functional, but not quite ready for prime time. Can actually fight, but want a few more abilities.
- ATM he has various lightning attacks, a vampiric sword, and the ability to teleport
• monsters/sorc_telepoint1 (monsters/sorc_telepoint2,monsters/sorc_telepoint3,monsters/sorc_telepoint4)
- Places these on the map with Runegahr, or any other Shahaddar orc, and they will periodically teleport to them and/or their spawn point
- Creatures near teleport points will be catapulted away just before the orc arrives
- Multiply orcs can be used as each teleport point as a built in "cool down" time

• monsters/skeleton_stone2 - Stone Mason. Tough stone skeleton with dual weilded hammers. Stun attacks, summons rocks.
• monsters/skeleton_stone3 - Petrified Blademaster. V. Tough stone skeleton with a big sword. Throws peeps a lot (dangerous around hazards).
• monsters/skeleton_gstone1 - Greater Stone Mason (uses huge skeleton model). VERY mean. Creates storms of boulders that float around his head then fly at you.
• monsters/skeleton_gstone1_noxp - Same thing, but worth no XP, nor gold. (For Foamy's Trap)
Not so much "new" as "polished":
• Fixed up Undead Fire Giants and setup new scripts:
monsters/firegiantghoul1 - lesser undead fire giant
monsters/firegiantghoul2 - undead fire giant
monsters/firegiantghoul3 - greater undead fire giant
monsters/firegiantghoul1_turret - lesser undead fire giant, acts as turret (no wander)
monsters/firegiantghoul2_turret - undead fire giant, acts as turret (no wander)
monsters/firegiantghoul3_turret - greater undead fire giant, acts as turret (no wander)
• monsters/bludgeon - got an update and is actually pretty mean, and thus now worth some xp/gold. (Still funny as hell though, and no, we don't have a model from Gazomica yet)

• monsters/zombie - Like decayed zombie, but... not so decayed. (in game)
• monsters/zombie_huge - Remember Fred? (in game)
• monsters/skeleton_stone1
- weakest of the pending Stone Skeleton series - fast moving, damage resistant bastard with sword and shield. (in game)
• monsters/skeleton_ice - not new, but now has a shotgun. ^_^
• All the enraged skeletons (save the weakest) have a new model that favors the ability to run over speeding up the animation that caused the odd lag effect. (Specifically: Enraged Poisoner, and Enraged Ice Skeleton)
• Miniboss Minions ( monsters/flesheaterminion and monsters/bloodreaverminion ) have been moved to the "smart" model and are thus now much more frightening.
• Ghor Ash - moved to "smart" skeleton model, and is now fleet of foot as well.

• monsters/slime_black_small - black pudding
• monsters/slime_black_large - large black pudding, splits into small puddings
• monsters/slime_black_huge - huge black pudding, splits into large puddings (mean)
- note large and huge slimes and their children are "demon" faction while small slimes are "wildanimal" faction - this is to ease placement (low level areas tend to have more "wildanimal" types)
• monsters/anim_warrior_hard_random - random elemental animated armors, not new, but works now (mean!)
• monsters/slime_ceriux1 - tiny green slime - do not tie to firepershall events, buggy model forces buggy kill meathod - it will not detect
• monsters/fallen_armor_triggered - this variant of the fallen armor doesn't get up until he recieves the ms_npcscript event " enter_combat " (v.mean!)
• monsters/zombie_decayed - a weak zombie - zomg it sounds like brain bread! (even though its some other mod entirely)
• The following "no roam" variants of these monsters exist due to there being no monster spawns in edanasewers and the need to restrict their movement in said map:
- monsters/slime_ceriux1_nr
- monsters/zombie_decayed_nr
- monsters/slime_black_large_nr
• monsters/skeleton_geric - Alias for The Dread Knight Sir Geric, ww3d style. Note: New model, and in some ways (many ways), meaner than his cousin Lord BS.

monsters/anim_warrior_hard_fire - meaner, infernal animated armor
monsters/anim_warrior_hard_thunder - mean animated armor with lightning effects
monsters/anim_warrior_hard_frost - mean animated armor with frost effects
monsters/anim_warrior_hard_random - one of the above three selected at random
monsters/fallen_armor - new mega-boss "Armor of The Fallen"

monsters/swamp_ogre - still a bit beta (not quite ready for prime time), but good enough to figure a placement. This critter has a passive regen, moves fast, hits hard, and hops all over the place.

monsters/skeleton_soul_eater - this is, effectively, a generic version of Calruin, in case you need a creature of similar power, but don't want the title to go with.
Monsters/spider_mini_poison - double the hp of the standard baby spider, but also packing heavy poison - still more of an annoyance than a threat, but good for sneaking up on players fighting bigger beasties, biting them on the ankle, and paralyzing them.

- poisonous rattler
- same thing, but bigger
- giant cobra... Similar 'trap' concept as the regular cobra, but harder not to set off. (sleeps coiled)
- Silthar (level 25 miniboss), snake summoning bastard and apprentice to Venevus
- One-shot snakes summoned by snake summoning bastard.
- "Envenomed Bones" shoots poisoned bolts (same as Horror's but < damage). Unlike the frost bolters, he only shoots at the player he is facing, rather than all enemies in a radius.
- "Vampyric Poisoner" has a Bone Blade that lets him regen per-hit
- "Poisoned Spore" explodes into a poison cloud if struck hard enough or low enough on HP
- "Envenomed Blade" for two types of extra damage (non-roamer)
- "Enraged Poisoner" on crack with poison axes - not quite the same quality of crack that the Enraged Ice Bone is on, but still fast
- "Poisonus Guardian" slow moving, low damage, high armor skeleton that periodically surrounds himself with poison fog. (non-roamer)
- picks one of the above 6 at random - not a bad idea, as they tend to complement each other, and it adds to variety per map visit. Guardian and Sworder will go roaming if spawned through this random script.
* Poison bone series intended for levels 20-30 (depending on how many you use at once)
- "Venevus the Corruptor" yet another necro modeled after Keledros (just to piss off davidos.)

• ms_wicardoven/maldora - Fragment of Maldora
- Boss can handle small groups of Level 25-30 characters
- Summons images, minions, lesser rock storms (1 rock per player, up to 4), multiple lightning attacks, punch w/stun attack, dodge, erratic movement, protective repulsion shield (hoping to get Orochi to put a weapon in his hand).
- sets off the map trigger maldora_seal when ready to begin combat - use this to seal the room
- sets off the map trigger multilava every 20-40 seconds (intended for map trap)
- Maldora is immune to all magical attacks, although is still *somewhat* affected by holy weapons, and is affected normally by conventional weapons
- Spawns two orcs and has a conversation with them before beginning combat
• ms_wicardoven/maldora_image
- Summoned by the fragment, can *theoretically* be placed by themselves. 200hp, stun attacks, non-solid. No immunities. Silent. Goes down fairly easily
• monsters/maldora_minion_ice - nasty, fast moving skeletal maldora minion, elemental attacks
• monsters/maldora_minion_lightning - same thing, but different
• monsters/maldora_minion_fire - ditto
• monsters/maldora_minion_venom - xerox
• monsters/maldora_minion_random - one of the above four at random
- Each maldora minion above glows a color appropriate to its element and is extremely vulnerable to its opposing element, in addition to being immune to its own.
• dq/voldaraxer - Beefier version of the old dq/voldarwarrior, with an envenomed axe
• dq/voldararcher - On par with the monsters/orc_sniper, but has v. nasty poison arrows
• dq/voldararcher_turret - non-roaming version of same
• dq/voldarshaman - Voldar's Shaman's enchanted by Malodra (read: possessed by horrors)
• dq/voldar - severe beefing, lots of tricks (acid cloud, acid bolts, stun, eggs), still in the level 20-25 mini-boss range
- comes up as Orc Poisoner on maps where he is not featured (for generic deployment)
• monsters/bandit_elite - series of 1337 bandits, each with its own magic weapon and/or special abilities, similar to those of players.
=• monsters/bandit_elite_unarmed - bandit martial artist, with multiple kick attacks with stun and knockback
=• monsters/bandit_elite_sword - fast attacking bandit with a greater ice blade
=• monsters/bandit_elite_mace - dark maul wielding bandit with AOE stun attack
=• monsters/bandit_elite_dagger - boneblade weilding bandit with turbo-speed special attack
=• monsters/bandit_elite_axe - bandit wielding a large ornate axe with bull-rush attack
=• monsters/bandit_elite_archer - bandit archer with frost arrows and special multi-poison arrow attack
• monsters/bandit_boss - ye bandit boss series, levels 25-30, da big guys
- all bandit bosses appear as "Bandit Leader" outside of "The_Keep" (this can be undone as requested)
- all can use up to 3 healing potions, 3 elemental resistance potions, and 2 of 3 special potions
- all have special magical attacks and multiple kick attacks
- they also have a move they learned from playing too much Mortal Kombat (except Xaron, who needed quarters for laundry)
- this script randomly generates one of these six:
=• monsters/bandit_boss_dagger - Plevmus of the Hidden Knife
-- Armed with a flamelick, features flame burst, turbo attack, and leap attack.
=• monsters/bandit_boss_mace - Golgar the Hammer
-- Slow, but if you do get hit, you know it. AOE stun attacks, lots of hp.
=• monsters/bandit_boss_axe - Vultekh of the Runes
-- Rune axe, and makes proper use of it. Charge/leap stun attacks, lots of hp.
=• monsters/bandit_boss_sword - Kryoh of the Frozen Blade
-- Ice boy has blizzard and freezing sphere, in addition to what you'd expect him to have with the weapon on hand.
=• monsters/bandit_boss_archer - Xaron of the Orion Bow
-- Fires magical bolts of various types and sizes, also has a devastating scatter shot with random nasty arrows.
=• monsters/bandit_boss_nova - Demonicus of the Burning Blade
-- This flamer casts Flame Burst, Skull of Flame, Volcano, meteor, Firewall, and can parry attacks.
• monsters/fallen_armor
- This is actually an old script, but P|Barnum has officially abandoned his map project, thus this level 30'ish boss is now open to anyone who wants to use it. Large, rusty spartan-style, animated armor with dark sword, urdulian shield, and it's own model. Has no good counter for gang-bang, atm, but can easily be tossed in.
• monsters/fallen_armor_triggered
- This variant stays sitting until the event " enter_combat " is run on it via ms_npcscript.
• monsters/ice_troll_lobber
- Throws balls of ice that burst into massively damaging spikes, upon hitting the ground. Designed to soften up level 40+ characters
• monsters/ice_troll_turret
- Same thing, don't move

• New bandit: monsters/bandit_mage
- Weakest of the bandit mages. This one casts Ice Shield on allies and throws fire-darts.
- May appear randomly in Keledrosprelude2 or during Helena raids (or with use of monsters/bandit random gen)

monsters/elemental_fire1 - Fire Elemental
monsters/elemental_ice1 - Ice Elemental
monsters/elemental_ice2 - Greater Ice Elemental
(Greater Fire, Earth Series, Air Series, and Elder elemental series are pending)
monsters/ice_reaver - huge honking beefy beast, these subsists mostly on giant polar bears, supplemented by the occasional wandering adventurer.
monsters/skeleton_ice - decayed ice bone (frostbolts) (sometimes has a stick)
monsters/skeleton_ice_warrior - ice bone warrior (sword with perma-freeze + frostbolts)
monsters/skeleton_ice_enraged - enraged ice bone (axes, frostbolts, + on crack)
monsters/skeleton_ice_lord - ice bone lord (omfgwtfh4x 3 stage boss)
- immune to fire and cold (doesn't need a hazard to back him up)
- stage1: greater circle of frost (plays wid ya)
- stage2: sphere of ice (torchers ya )
- stage3: speed^ + clubs of dewm + regen (no more tricks, just opens a raw can of wupass)
- ...looks so feminine, I'll see if I can find an alien to do the voice for it...
monsters/orc_shaman_fire_turret - stationary fire shaman, as promised
monsters/orc_brawler - huge angry orc armed with large fists (lots of stun atks)
monsters/morc_shaman_ice - Marogar Ice Shaman
monsters/morc_shaman_ice_turret - Same thang, don't move
monsters/morc_shaman_ice_nobliz - You can't use the above two in groups, use these if you want multiple ice shamans
monsters/morc_shaman_ice_turret_nobliz - again, sans the blizzard effect for group therapy.
mosnters/snow_boar1 &2&3 - (model now standard)
[all monster/morc_XXX models are standard as well, including morc_chief]
monsters/troll_fire - Efreet (model now standard)
monsters/djinn_fire - a fire djinn
monsters/djinn_ice - an ice djinn ( use kelerosprelude/troll_djinn for Ji-ax variant )
minibosses/flesheater - BD fix
mscave/Shadahar - traded his frost bolts in for CIRCLE OF DEATH, and a rare reward
- also restored his quest to its original intended setup (difference being: it actually works, but you'll have to figure the details out on your own).
- reads as 'Gold Forged Skeleton' when used on other maps (different reward scheme for generic application)
improved orc_sniper and bandit_hard_archer aim & tactics (also regular bandit, sans tactics)

• monsters/beetle_horned [25] - Horned Beetle
- This "small" beetle (about 3 feet across) can fly for short distances, leap attack, and bash players about with its horn.
• monsters/beetle_horned_giant [30] - Giant Horned Beetle
- Can't fly, nor do the short leap attacks of its smaller cousins, but this 8+ foot beast has multiple AOE and stun attacks, and can dish it out as well as take it better than the wee ones.
• monsters/beetle_venom [30] - Venomsack Beetle
- Farts to fly around, explodes into a cloud of nasty gas.
• monsters/beetle_venom_giant [35] - Giant Venomsack
- Giant version of same, minus flight, plus poison aura, plus AOE stun slam, plus breath of eye-watering gas.
• monsters/beetle_fire [35] - Fire Beetle
- Spits fire, explodes.
• monsters/beetle_fire [40] - Giant Fire Beetle
- As above, but meaner, larger, and flightless. AOE stun slam attack. Spits fire at multiple targets.

- Scarabs crawl around slowly, then leap at and latch onto enemies, immobilizing them, while chewing their way inside to the juicy bits.
- Once sated, the Scarab will fall off and run away, to burn off some calories, before making another run.
- Each scarab latched onto a target multiplies the damage of all scarabs attached to said target. (So, individually, not very threatening - but in a group, very deadly).
- Scarabs only have partial AI's, to allow swarms to be easier on servers. This means they will ignore most additional parameters (but should accept npc_suicide, name changes, and dmg/hpmultis).
- They are very small, and thus very difficult to hit.
• monsters/scarab_fire [20*] - Golden Scarab
- Burns, in addition to the usual synergistic chew damage.
• monsters/scarab_fire [20*] - Jade Scarab
- Poisons, in addition to the usual synergistic chew damage.
- * Level estimates are for individual scarabs. A swarm of 10 or so should suffice for level 40.

Goblins - Surviving experiments of Lor Mal that didn't quite make it into the war.

• Blood Goblins: Nasty, agile, fast moving goblins with a burning thirst for blood:
• monsters/bgoblin (25) - Blood Goblin Fodder comes in three very acrobatic varieties
• monsters/bgoblin_skirmisher (25) - Blood Goblin Skirmisher: V. Fast and agile skirmisher with a burning saber
• monsters/bgoblin_guard (30) - Blood Goblin Guard: Beefier, although not as agile, comes in 2 varieties, one with a flaming axe
• monsters/bgoblin_shaman (30) - Blood Goblin Evoker: Fire galore: balls, walls, and elementals. Dies to reveal the greater fire elemental trapped within.
• monsters/bgoblin_chief (30) - Blood Goblin Chieftain: bigger hobgoblin with a big fiery axe, fire breath, stun attacks, armor, and all the agility of the wee ones.

• Vile Goblins: Venomous beasts of similar bent to their Blood Goblin brethren:
• monsters/vgoblin (25) - Vile Goblin Fodder: three flavors, slightly weaker than the Blood's fodder, but annoying in their own way
• monsters/vgoblin_archer (25) - Vile Goblin Needler: rains down tiny poisoned arrows
• monsters/vgoblin_guard (30) - Vile Goblin Guard: Slower moving and tougher in their leather armor, they wield deadly poisoned blades
• monsters/vgoblin_shaman (30) - Vile Goblin Poisoner: Summons bad things, has a nasty smoking habit coupled with a poisonous blast, possessed by an elder horror
• monsters/vgoblin_chief (35) - Vile Goblin Chieftain: Speaks softly, but carries a big stick - studded with cursed skulls, which launch forth to chew your face off!

• Some Blood Goblins can periodically throw Greek fire, while some Vile Goblins can toss poisonous bile at you. Such goblins keep these unstable materials stored in a quiver on their backs.

Other Goblins
• monsters/hobgoblin (20) - A goblin, all growed up
• monsters/hobgoblin_archer (20) - A goblin, all growed up, with a bow and jagged arrows
• monsters/hobgoblin_berserker (25) - A goblin, all growed up, and on crack
- Hobgoblins don't jump around as much as their tinier counterparts - but they can easily leap at targets perched above them, if need be. (More lore info available when wiki is resurrected.)
• monsters/sgoblin (25) - Shadow goblins - these annoying little buggers vanish at will

• Older goblins use the new model but demonstrate same old behavior (although hit range was a bit nerfed.)

New Kharaztorant Culists
• monsters/k_larva_black (30) - Black Kharaztorant Larva
- About double the strength of the red larva, more affliction oriented, cold resistant
- Pukes up blinding poison all over nearby opponents
• monsters/k_childre_black (35) - Black Kharaztorant Childre
- About double the strength of red childre, more affliction oriented, cold resistant
- Fires spore clouds and has a repelling poisonous burst attack
• monsters/k_childre_boss (35) - Black Kharaztorant Hierophant (aka. Kruxus the Corrupting Shadow)
- Elder black childre, much stronger, capable of raining down storms of poison spores, much improved ethereal shift.
- Requires a fair amount of headroom for optimum functionality.

• monsters/k_elder (25)
- Elder Kharaztorant Cultists with nasty, although specialized, powers
- Comes in fire, lightning, poison, and cold variants
- These monsters are designed to keep a single player in check, but not be as much of a threat to a group of players. They tend to focus one player to the exclusion of all others, then use cheap magic effects to inhibit his movement and/or pin him in place.
- Suggest avoiding using more than one lightning variant in the same location, as the tempent spam would be heavy. Also beware that lightning variants may send players flying upward into places you do not want them to be able to reach.
- To define variants, use the "Additional Parameters" (params) property:
- " type_fire ", " type_poison ", " type_cold ", or " type_lightning ", accordingly

• monsters/k_hollow_one (35)
- This is the apex of Kharaztorant evolution, should they avoid mutating into one sort of beast or another. The Hollow Ones have access to a massive array of spells and abilities.
- Give these guys some head room, as they can fly.
- You cannot have more than one alive at the same time due to the way the client effects are designed. (Use dmgmulti or hpmulti, if ye must)
- They are intensive tempent users, but designed to hold their own against small groups of players without escort.
- Offensive abilities include... (in order of deployment)
? Spawn Corpse Light
- Corpse light's are ethereal beings that slowly drain mana from targets until they die
- They appear as very slow moving translucent blue flames
- They are absolutely indestructible, although they do expire over time, or when their target dies
- (These beasts are entirely client side and inclusive to the Hollow One's script, so they cannot be produced individually. The Hollow One may maintain up to 8 at any given time - although with the expire time and frequency he deploys them, one is unlikely to see more than 4.)
? Guided Fire Ball - slow moving, client side AOE fire ball
? Guided Ice Ball - slow moving, client side AOE ice ball
? Fire Breath* (duckable) - Breaths fire in a 360 arc
? Ice Spiral - Raises ice spikes from the ground in an outward moving spiral
? Poison Breath* (duckable) - Blinding poison, in a 360 arc
? Magic Cage (projectile) - Immobilizes (although does not paralyze) a single target for 30 seconds.
? * Skips these parts of his cycle while in flight
- Defensive abilities include...
? Static Field - approaching too close to the Hollow One will result in a repulsive shock
(Trick is to get close enough to do melee damage, but not so close as to get zapped.)
? Shadow Shift - The Hollow One will occasionally dodge blows by teleporting short distances ( He will not do this while using either of the next two defensive abilities: )
? Mirror Image - The Hollow One can vanish and create multiple decoy images of himself.
? Flight - The Hollow One can choose to fly through the air and rain death down on opponents from above.
- Forms a pattern of sprites in the vague image of a dragon on death


• monsters/mummy_fodder [25] - Crypt Fiend
- Basic, slow moving mummy. May rise up from the dead again, much like the skeletons do, but he's a bit less obvious about it.
- Beware that, like skeletons, mummies that get up again will trigger any fireallperish events when they die the first time. So if you have a gauntlet going, some mummies left behind may get up again to join the battle in the next section.

• monsters/mummy_fodder [30] - Mummified Slave
- Slightly faster, slightly stronger. If you get too close, it may bite your head off. Like the Crypt Fiend, these have a habit of not staying down. (It's just these two actually, all the following are 1 shot wonders.)

• monsters/mummy_cursed [30] - Cursed Crypt Fiend
- This crypt fiend has a red glowing aura around it that prevents players from getting near, and a stretchy-arm Dhalsim style attack that reaches just beyond it. This forces players, more or less, to take out the beast with projectile weaponry. It is recommend that you avoid using more than one of these per encounter (maybe two, in a very large room). Additionally, these guys will periodically puke up blinding bile.

• monsters/mummy_warrior1 [30] - Mummified Slave Driver
- Faster, tougher, and armed with a random weapon, these guys will run up to you and give you the beat down.

• monsters/mummy_warrior1b [30] - Mummified Swordsman
- Similar to the Slave Driver, but a bit meaner, faster, and with a two prong sword

• monsters/mummy_warrior1c [30] - Mummified Legionnaire
- As above, but this time with a spear he can throw

• monsters/mummy_cleric [35] - Mummified High Priest
- These monsters will attempt to stay at the back of the battle lines and heal other mummies. They will not heal other types of undead or allies. While this guy lives, other mummies will be neigh impossible to kill.
- Do not use more than one Mummified High Priest per encounter. While they will not heal themselves, they will heal one another, and it'd take quite a gang bang to take down two of them healing one another.
- Note also that High Priests can heal other mummies as far away as 1024 units - and ignore walls when they do. While it is possible to have a cleric healing mummies from a separate chamber, I wouldn't recommend it, as it is not exactly intuitive.

• monsters/mummy_ice [35] - Mummified Ice Lord
- Has a blue glowing aura that will freeze anyone who gets near, and freezing ice breath that'll harm and slow players at a fair distance. If a player is frozen within their aura, the mummy will attempt to bite his head off before he escapes (not that there's much hope of this, even with strong cold resistance.)

• monsters/mummy_necro [35] - Mummified Necromonger
- This necromancer has a really weird looking aura that damages anyone nearby for about the same rate of damage as the golden skeleton's Circle of Death.
- Additionally, he can summon a number wraiths equal to the number of players on the server (minimum 2). For a description of these, see entry for monsters/wraith.

• monsters/mummy_warrior2 [40] - Mummified Warrior
- Similar to the Slave Drivers but with cleaner bandages, and much stronger.

• monsters/mummy_warrior2b [40] - Mummified Flameguard
- As the Warrior, but with a magic flaming sword. Also, unlike all the other mummies, this one is flame resistant and cold vulnerable.

• monsters/mummy_warrior2c [40] - Mummified Warlord
- He works similarly to the Legionnaire, but he's a LOT stronger, and his pike is magical. It's a bit easier to dodge, but if he hits you with it, you're frozen in place inside a magical cage for at least 10 seconds. You can still attack while inside this cage - but this guy will easily out reach you with his pike and poke you to death very quickly. This makes him neigh impossible to solo, but a gang bang of like level characters should be able to do him in, as he can only freeze one player every 20 seconds or so, and, like most monsters, tends to retaliate on the nearest opponent.

• monsters/mummy_storm_pharaoh [40] - Pharaoh of Storms
- This royal bastard has a lightning shield that prevents attackers from getting near, a big pike to poke players with, and lightning breath and beams with which to bring the pain to those out of reach.

Note that all the breath weapons and auras work through walls (it'd be rough on the server to combine them with a traceline - and neigh impossible in the pharaoh's case.)

Mummy Additional Parameters:
Mummies all share two optional additional parameters you can add via the property of the same name in their msmonster_xxx:
• spawn_squatting
- Mummies with this parameter will spawn in a sort of meditative squatting position. They will not attack until players come near, and within their FOV - or they are attacked. When they slay all the players around, they'll resume squatting, a few seconds later, near where the last player fell.
• spawn_eating
- Mummies with this parameter will spawn eating off the floor, as if ravaging a fallen corpse. Feel free to add a corpse and blood decals if you wish. They will not be disturbed from their meal unless a player gets VERY close (from the front) or strikes them. Once they've killed a player, if there are no more around, they will resume their munching activities on the resulting corpse.

I don't recommend using spawn_squatting or spawn_eating on any mummy with an aura (ie. mummy_cursed / mummy_ice) as it may cause odd visual effects. These parameters are likely best used with fodder, slave, and warrior types. It could also be used as a "trap" in a lower level dungeon - ie. a mummy you have to sneak past - although if the first player who encounters it manages to live long enough to drag it to where it's blocking a corridor, it could be the end of the line for him and any like-leveled friends.

Mummies using spawn_squatting or spawn_eating will not respond unless the described conditions are met - even if their allies nearby are in combat. This behavior maybe altered on request.

You can force a squatting or munching mummy to rise on que by using the ms_npcscript event "mummy_getup_now".

You can force ALL mummies on the map, squatting or eating, to get up at once by spawning an NPC with the scriptname: monsters/mummies_getup. This NPC is temporary, so you can use it for subsequent groups of mummies (for instance, in multiple rooms). An example usage of this would be to have all the squatting mummies get up when a player nears a sacred object.

• setup_mummy_mace, setup_mummy_axe, setup_mummy_sword
- Any one of these additional params can be used on lesser warrior types (monsters/mummy_warrior1 and monsters/mummy_warrior2) to force a particular weapon, rather than choosing one at random.
- Mace wielding mummies have a chance of stunning enemies.
- Axe wielding mummies have a bit more HP.
- Sword wielding mummies are a bit weaker, but hit harder.

• set_no_fake_death
- Makes mummies that might get up again after death, not do so.

Skeletal Archers:
• monsters/skeleton_archer1 [20]
- Roughly Calruin'd leveled basic skeleton archer.
- Skeleton may fake death (a bit subtler than the default skeleton's method).
• monsters/skeleton_archer2 [25]
- Bit meaner, along the power of an Orc Sniper.
- Skeleton may fake death (a bit subtler than the default skeleton's method).
• monsters/skeleton_archer3 [30]
- Nastier armored archer, arrows have some knock-back.
- All the following archers also have arrows with knock-back of varying degrees.
• monsters/skeleton_archer_fire1 [25] - Magic fire arrows.
• monsters/skeleton_archer_fire2 [35] - AOE Magic fire arrows.
• monsters/skeleton_archer_ice1 [25] - Magic ice arrows.
• monsters/skeleton_archer_ice2 [35] - AOE Magic ice arrows (Freezes solid on direct hit)
• monsters/skeleton_archer_lightning1 [25] - Magic lightning arrows.
• monsters/skeleton_archer_lightning2 [35] - AOE Magic lightning arrows.
• monsters/skeleton_archer_poison1 [25] - Nasty poisoned arrows.
• monsters/skeleton_archer_poison2 [38] - AOE Magic poisoned arrows.
• monsters/skeleton_archer_stone1 [30] - Statue of a skeleton with a bow.
• monsters/skeleton_archer_stone2 [40] - Nastier version of the same thing.

Additional Parameters for Skeleton Archers:
• set_turret - Don't move and don't chase targets.
• set_no_fake_death - Don't get up again after death.
• set_rebirths - Get back up the following token times (eg. "set_rebirths;10")
• make_sleeper.
- Spawn playing dead until a player comes near (invulnerable while sleeping)
- Stone skeletons will attempt to look like statues instead.
• make_sitter - Spawn sitting until a player comes near and in FOV (or attacks).
• make_deep_sleeper
- Spawn playing dead and do not get up until receives event skeleton_wake_up or the NPC monsters/skels_wakeup is spawned.
• Skeleton archers are affected by monsters/skels_wakeup, monsters/skels_sleep, monsters/skells_deep_sleep, and monsters/skels_normal scripts in the same way normal skeletons are (see MAR2008a changelog).
• REMINDER: You can combine additional parameters by separating them with semi-colons. For example: "make_sitter;set_rebirths;5;set_turret" (sans-quotes) would make a skeleton archer spawn sitting, fake death 5 times, and act as a turret.

Undead Orcs:
Zombie Orcs have a messload of HP, but move and attack very slowly...
• monsters/zorc_warrior1 [25]
• monsters/zorc_warrior2 [30]
• monsters/zorc_warrior3 [33]
• monsters/zorc_archer1 [30] - Pulls so strong the arrows have some knock-back.
• monsters/zorc_archer2 [35] - Both archers accept the additional parameter "set_turret".

More of the Shahaddar Army
• monsters/djinn_lightning_lesser [35] - Lesser Lightning Djinn
- A lightnng Djinn ogre, similar to the Cleicert Boss (no summons)
• monsters/djinn_lightning_lesser_alt [38] - Lesser Lightning Djinn
- Alternate behavioral model of same, but better at operating with allies (no summons)
• monsters/djinn_lightning_troll [35] - Shahaddar Lightning Djinn
- Troll-based Lightning Djinn - throws AOE lighting balls summons guided lightning spheres
• monsters/sorc_shaman_elder [30] - Elder Shahaddar Lightning Shaman
- Nastier variant of the ye old dreaded lightning tosser
(Thuldahr still pending)

Torkalath Elves
• monsters/telf_warrior_bow [35] - Torkalath Shadowarcher
- Fires spiraling elemental mists from her magical bow
• monsters/telf_warrior_esword [35] - Torkalath Blademistress
- Angry gal with a Torkalath Not-so-Short Sword
• monsters/telf_warrior_fmace_dshield [35] - Torkalath Warrior
- Torkalath elven warriorsess with a fire mace and shield
• monsters/telf_warrior_idagger [40] - Torkalath Frostmistress
- Female Torkalath elf with a Lich Tongue
• monsters/telf_warrior_laxe [40] - Torkalath Slasher
- Female Torkalath elf with a unique lightning axe
• monsters/telf_warrior_pdagger [30] - Torkalath Assassin
- Female Torkalath elf with a poisoned throwing knife
- All Torkalath warrior types are 50% resistant to all elements
• monsters/telf_wizard_xbow [30] - Torkalath Apprentice
- This male Torkalath Sorcerer in training relies on his heavy cross bow and explosive bolts
(Torkalath Novice and Necromancer still pending...)

• monsters/snake_gcobra (20) - Has been updated for full functionality. The beast also now has a blinding poison gas spray, and his XP has been updated accordingly.
• monsters/scorpion5_stone(25) - Stone Scorpion (Big)
• monsters/scorpion6_stone(30) - Obsidian Scorpion (Huge)
• minibosses/titan & monsters/elemental_earth3 (35 - Boss) - The Titan: This huge boss requires 1150+ units of headroom, and the players must be trapped near where he spawns, as all his summons and treasure drops appear within a 512 unit circle of this placement.
• monsters/snake_cobra_boss (35 - Boss) - The Gargantuan Cobra: This mythic beast requires 250 units of headroom and is over 300 units wide. Comes in _turret variant, which doesn't move, but spits at anything it sees, and bites a breaths at what is in reach.
• mscave/shadahar2 (25 - Boss) - This new version of the remains of Shadahar only functions on mscave, and requires support scripts ( mscave/shad_teleX )
• nashalrath/kayrath (35 - Boss) - Big ugly tenticle plant-like mini-boss for Nashalrath

• monsters/lost_soul (15) - Think Doom.
• traps/splodie_skull (15) - A skull that drops down, bounces about, and 'splodes a few seconds later, poisoning all around.
- Best deployed as a trap due to it's limited life span and lack of homing instinct.

• monsters/wraith [20] - Wraith
- This creature is immune to all but holy weapons, and dark magic. He's also *slightly* vulnerable to lightning.
- He can float through walls and chase you just about anywhere.
- When near you, he'll hit you with a beam that drains your mana. If he drains all your mana - you die.
- He'll also teleport around if you get too close to him. This looks like an effort to dodge blows - but it's actually an effort not to get players stuck inside him. We would have liked to make him no-clip, so you could simply walk through him, but then you wouldn't be able to hit him with traceline damage or projectiles.
- Generally, they will not hunt for players more than 1024 units away from the spot where they are summoned/spawned - but they will chase them any distance, once they lock on. When they have no target, they'll roam a fair distance around their spawn point. They can also attack enemy NPC's (eg. pets) for hitpoint damage.

• monsters/cold_one [35]
- A nasty frozen necromancer mini-boss that decays throughout the battle

• monsters/guardian_iron [35-40] - Iron Guardian
- Huge and slow lightning golem with a huge sword and nasty attacks
• monsters/guardian_iron_charger - (Utility)
- If you spawn this before the Iron Guardian, it will serve as his recharge point
- Without a recharge point, the Iron Guardian never runs out of charge, and is thus a lot more dangerous

• monsters/bludgeon_gaz1_corrupt [30] - Corrupted Bludgeon
• monsters/bludgeon_gaz1_corrupt_mini [30] - Young Corrupted Bludgeon
- Affliction enchanted variants of the demon bludgeon.

The Marogar Ice Orc Tribe
monsters/morc_warrior - standard Marogar Warrior
monsters/morc_archer - standard Marogar Archer
monsters/morc_ranger - Marogar Ice Archer with Ice Bow
monsters/morc_icewarrior - Marogar Ice Warrior with Ice Sword
monsters/morc_chief - Talnorgah, Chief of Clan Marogar

And food for tribe:
monsters/snowboar1 - small snowboar
monsters/snowboar2 - medium snowboar
monsters/snowboar3 - omfg huge snowboar



New Adventurer
Feb 26, 2005
Reaction score
Re: An MS:C Mapper's Reference


• env_model now has Scale option
- Note that this does not preview in the hammer editor, nor does it affect collision boxes
• Few new props (candles, lights, corpses, mountains, stalagmites/tites)
• set_npc_turret additional param
- Semi-universal param for setting a monster into turret mode
• base trigger property: scriptevent
- Calls a specific script event against player or monster when touched
- Unlike script triggers, this obeys the rule of the trigger touched (flag, delay, etc.)
- Code side HP/requirements system for triggers still pending
• set_stepsize additional param
- Following param destermines new monster step size, eg. "set_stepsize;64"
- Useful for dealing with some monster navigation bugs
• set_no_step_adj additional param
- Causes monster not to adjust step size based on height
- Also useful for dealing with some monster navigation bugs
• set_summon_circle additional param
- Causes monster to manifest in a summoning circle on spawn
• set_fade_in additional param
- Causes monster to fade in on spawn
• npcatk_attack_till_spotted additional param
- Causes monster to play its attack animation until struck or spotting enemy
- Useful for making a monster look as though it was hacking away at something until it notices players
- (May not work on all monsters)
• ext_scale additional param
- Scales monster models (up or down) and their collision boxes
- Subsequent param deternines amount to scale, eg. "ext_scale;1.5"
- Increases attack reach on most monsters, but may cause issues, especially if extreme numbers are used (2.0 seems to be about the safe max limit for most)
• Blinding poison, and a few other cleffect bugs from JAN2010b fixed.
• Winter wolf pets >3000hp not freezing targets with howl.
• ext_no_player_damage additional param
- Renders monster immune to player damage (good for critical NPC's you don't want to be slayable by players.)

• other/trigger_poison
- Brush scriptname poisons players that touch it. Targetname becomes the name of the attacker, target: <dmg>;<time>;[no_monsters]
• other/trigger_burn
- Convention alias for burn_1000, adjustable, same params as trigger_poison
• other/trigger_web
- Convention alias for web, no params, just targets itself.

• Lures now accept critical_npc param, and use the hpmulti property
• additional parameters: make_sleeper and make_deep_sleeper
- Works on most skeletons, make_sleeper skeletons play dead until someone comes near
- make_deep_sleeper require ms_npcscript event skeleton_wakeup_call or spawning of monsters/skels_wakeup to arise from slumber
- stone skeletons act like statues instead of sleeping on their faces
- see skeleton_wakeup_call in previous changelog entries for further usage
• additional parameter: make_fade_in
- Makes monster fade in on spawn - good for a less jarring spawn effect, when you have to spawn the monster near the player
• other/trigger_burn - trigger brush scriptname
- Same as other/burn_1000, but you can determine the exact damage by setting the target property (eg. target 100 for 100dmg/sec)

• brush scriptname: other/burn_1000
- Add the element "scriptname" with the property "other/burn_1000" to any trigger brush and it will burn anyone who touches it for 1000hp/second via fire effect
- Player will see the targetname of the trigger when they are burned as if attacked, typical uses would be: "Some|Hot Lava", "A|Fire", "Dragon's breath"
- This is useful if you have a lava area or similar trap that you want fire resistant people to be able to pass (ie. isn't at the bottom of a pit)
- Only physics excuse I have is that "phoenix armor fails if you are completely submerged in lava because it is not hermetically sealed".
- Spawnflags have no affect on this scripts functionality - it'll always burn everything (if ye need that changed, I can make customized variants)
- (this actually dates back to FEB2007a - just forgot to mention it)
• brush scriptname: other/trigger_if_evil
- Add the element "scriptname" with the property "other/trigger_if_evil" to any trigger brush
- This will cause the trigger to fire it's target property whenever any non-human (or non-hguard) creature touches it
- Only fires once (variants can be made), like other/burn_1000 all spawnflags are ignored
- This is how the bandits and orcs break the storefronts on helena (again, another oldie I forgot to catalog - dates to DEC2007a)
• brush scriptname: other/totalhp_trigger
- Yet another scriptname for use with trigger_ entities - this one designed to fire an event if the max hp on the server is at a certain amount when a player touches it
- Set targetname to determine the range, format is minhp;maxhp. eg. 1000;2000 - fires target if total hp on server is between 1000 and 2000.
- this one is untested
• ms_npc: other/spawn_point
- Place this on your map and the game will randomly teleport players to one of these ms_npc's when they spawn
- Place them on the ground as you would any other npc (players actually spawn 38 units above them to compensate for the "middle measurement" thing)
- max limit on these is 71 - but I've not tested beyond 14 yet (maybe issues with how they count up)

• new msmonster_XXX property: params ("Additional Paramaters")
- Allows customizability of monster though params seperated by semi-colons
- for instance: "race_human;make_invulnerable;glow_white;make_jumper" would set an orc to spawn as human faction, invulnerable, white glowshell, and jump at high targets.
- Params also have uses for setting special options on some certain scripts
- Available Params Include:
>Race Options (converts monster faction):
beloved_race - ally to all
hated_race - hated by all
demon_race - plays well with orcs and undead
evil_race - similar
good_race - player friendly
hguard_race - player nuteral, but agro if attacked
orc_race - does not play nice with undead or wild animals
rogue_race - attacks everything but its own
undead_race - not fond of the living, but tends to ignore vermin and spiders

glow_custom - glow_custom the next param MUST be the custom color, formatted: (RRR,GGG,BBB)
make_ghost - causes an additive render - it may cause the monster to flicker out temporarily when struck by glowshell effects

>Strength, Armor variants
make_invulnerable - Prefixes name with "Invincible", gives white glow-shell
double_health - Prefixes name with "Strong"
quad_health - Prefixes name with "Very Strong"
fifty_armor - sets armor at 50%
eighty_armor - sets armor at 80%

go_roam - Makes a normally stationary NPC roam
no_roam - Wont wander until enemy heard or spotted
critical_npc - Initiate siege system and set this as a critical NPC to defend (see Siege map system, below)

>Enhance (more pending)


• Additional monster param: start_running
- Monster will spawn using it’s running animation, and be fully “cycled up”
- (Useful when you know the monster is going to spawn right next to the player or needs to run forward a bit to immediately join a battle)


• other/web
- add the property "scriptname" with the value "other/web" to any func_wall_toggle entity with a targetname
- it will "web" any player that touches it, vanshing, and slowing them to a crawl for 10 seconds
- it will also make a sticky noise and give them the hud message "You have been webbed!"
- If someone wants a variant of this that also stops the player from attacking feel free to request
• Killtarget->msarea_monsterspawn bugs fixed
- You may now safely use trigger_relay->killtarget to remove an msarea_monsterspawn
- All the monsters tied to the spawn will fade away with it
• Siege map system (as used in old_helena)
- Giving (most) any NPC the param flag "critical_npc" activates the siege system, each NPC with this flag is critical
- (Some of the more primitive NPC's do not use the main NPC AI and thus cannot be used with this system, but most any with a store can be used.)
- When these AI's are struck or die, players will be notified. If they die from friendly fire, the offending player's name will be given.
- When siege mode is active, 1 in 3 non-human monsters ignore players in favor of NPC's, and will select a random critical NPC to hunt down.
• console command: fakehp <#>
- If not on FN, you can use this command to simulate #hp worth of players in the server to test your reqhp monster spawns

• world_spawn properties (In Hammer: Map->Map Properties)
- maptitle: The name of your map that appears via pop-up 10 seconds after player joins (eg. "The Homlet of Edana")
- mapdesc: The description that appears below the title (eg. "This village grew around the temple of Urdual of the southern frontier")
- hpwarn: The minimum recommended HP a player can have before getting the "HP too low, you will get pwned" warning message
- weather: (Untested) Selects random weather from this list every ms-world hour. Entries seperated by semi-colons.
-- example weather types: clear;rain;storm;snow;fog_black;fog_white;fog_thick;fog_blue;fog_green;fog_red;fog_brown
-- (fog_black is a night effect, fog_thick is very thick white fog, fog_brown is thick swamp fog)
• other/idle_lure (untested)
- This is an invulnerable, non-solid, unmovable lure that calls on all idle monsters to move (walk) towards it every 10 seconds
- Monsters who target players will ignore the lure until they "calm down"
- "calming down" FYI, occurs around 10 seconds after not seeing, nor hearing, nor being struck by any player, nor hearing any of their allies in distress. Also just after slaying a player, if the monster sees no other enemies about, it'll usually calm down.
- You can trigger_relay killtarget this to end the effect (hopefully doesn't generate studio frame advance error)

• other/kill_all_monsters - guess what this does when you spawn it
- Good for ridding a boss of his left over minions when he dies, without the usual bugs
• new msmonster_XXX/ms_npc entity property "title"
- Change a monsters name to whatever ya want
- May add abilities to change HP, Damage, Race, model, or pass params in future!
- FGD updated for this
• Fixed bug with "reqhp" feature (accidentally put in "hpreq")
• world map event: mstime_XX
- The event mstime_xx will fire every game world hour
- ( so mstime_17 goes off at dusk, mstime_20 at eve, and mstime_6 in the morning)
- In addition hour_counter will fire every game world hour
- (This makes weather/timer obsolete)

• New msmonster_XXXX/ms_npc property: hpmulti
- Multiplies the monsters base HP by this amount (if > 1)
• New msmonster_XXXX/ms_npc property: dmgmulti
- Multiplies the monster DMG by this amount (if > 1)
- These two combined with title allow you to more or less make your own l337 monsters
- eg. "Orc Commander", "Rabid Fangtooth", "Dreaded Soul Eater", etc. etc
- XP can be increased after FN approval
- FGD updated accordingly

• msarea_music changes:
- You may now define music in folders OTHER than music/ (eg. "media/Half-Life01.mp3") - only real advantage to this is that you can now use the music in the valve/media folder
• msmonster_XXX / ms_npc, new property: nplayers
- You can set a #player requirement for a monster or npc to appear
- If the monster does not spawn due to insufficient number of players, he does not count against the fireallperish, so the spawn shouldn't fail to fire as a result
- This also works with treasure ms_npc's (and MAYBE msworlditem_treasure)
• msmonster_XXX / ms_npc, new property: reqhp
- As above, but instead requires the health of all players on server combined to total this number or above before the npc will spawn
- can be combined with nplayers property, in which case both conditions must be met for the monster to spawn
• trigger_push
- Now has a "Players Only" flag (32) - this can be used to block players but not monsters
• Aliased entities: mstrig_push, ms_text
- These are trigger_push, and game_text to help with FGD conflicts, respectively

Skeleton Control
• monsters/skels_sleep
- Spawn this monster, and all subsequently spawned skeletons will spawn "playing dead" and not get up until a player comes near them (128 units).
- Stone skeletons will pose as statues instead
- Skeletons are invunerable while in this state, and their names/status are not visible.
- Killtarget this and subsequently spawned skeletons will not be affected
- (The skeletons in the first cave of Thornlands are now set to always have this affect, if you want to see it in action.)
• monsters/skels_deep_sleep
- Spawn this monster, and all subsequently spawned skeletons will spawn "playing dead" and not get up for anythying, save for monsters/skels_wakeup below:
- Stone skeletons will pose as statues instead
- Skeletons are invunerable while in this state, and their names/status are not visible.
- Killtarget this and subsequently spawned skeletons will not be affected
• monsters/skels_wakeup
- All sleeping and deep sleeping skeletons will get up, and resume normal behavior. (Stone skeletons will simply animate)
- This is a temporary entity. It removes itself on spawn, and maybe trigger-spawned repeatedly.
- (See weather tower tutorial for how to repeatedly spawn temporary entities as monsters)
• You can awaken individual skeletons by applying the ms_npcscript eventname " skeleton_wakeup_call " (see ms_npcscript tutorial)
• The following skeletons are unaffected by Skeleton Control:
- The following minions: Bloodreaver's, Flesheater's, Maldora's
- All bosses, minibosses, and red skeles: Calrian, Lord BS, Ice Lord, Sir Geric, Bloodreaver, Flesheater, Fire Giants, Keledros II
• monsters/skels_normal
- This temporary monster spawns and orders any monsters/skels_sleep and/or monsters/skels_deep_sleep to commit suicide, then removes itself. Use this in case the killtarget method is not being dependable for some reason. Downside is, once you use this, you cannot order skeletons to sleep again (this is likely true of the killtarget method as well, I think I'd have to come up some new central controller method to get around that.)
• other/hp_trigger_300 - when a player with 300 hp walks within 256 units of this entity, it fires the map event " found_300 " and removes itself (good for locking off high level areas)

Complete key set: (finally)
Generic keyholes:
other/keyhole - generic keyhole - takes key in, makes map event of name of key taken in, in addition to "ustart" ( so if you put in key_red - it fires "key_red" and "ustart" )
other/keyhole_return - same as generic keyhole, but returns keys used

Specific Keyholes:
other/keyhole_red - takes key_red ("crimson key"), fires "key_red", and "ustart"
other/keyhole_red - takes key_blue ("sapphire key"), as above
other/keyhole_green - takes key_green ("jade key"), as above
other/keyhole_gold - takes key_gold as above
other/keyhole_brass - takes key_brass as above
other/keyhole_skeleton - takes key_skeleton as above
other/keyhole_rusty - takes item_key_rusty, as above
other/ keyhole_storageroomkey - takes item_storageroomkey, as above

If you want a 'specific' keyhole to return keys after they are inserted, run the ms_npcscript event "return_keys" on the keyhole shortly after it spawns on your map.

If you want a keyhole to vanish after you insert a key use trigger_relay and killtarget.

traps/volcano - spawns a big nasty volcano (lasts 30 seconds), repeatable
traps/fire_wall - spawns a big nasty firewall (lasts 15 seconds), repeatable

monsters/lure - a 32x32 invisible monster you can use to attract any agro monsters to a specific location (they will percieve it as an enemy and attack it). It fires the event " lure_died " when it is slain, but you can also tie killtarget ("target when killed") to it as you would any other monster. You canNOT place it *inside* breakables to make monsters break them - as the monster can't see it inside a solid entity - but you can place this just outside and the monster will go for it - then simply trigger the breakable when it dies.

The new lure scripts are (predictably in green):
monsters/lure //default with 1hp

Similarly you can lure a bunch of monsters to a specific location, then use a trigger to delete the lure when they enter the proper area.

If someone requires it - I may make lures of various health levels, to prolong the time it takes for the monsters to kill the lure.

• weather/vapors - This ms_npc can be placed on your map to make a pulsing cloud of fog or mist, with a color and size of your choosing, with the additional option of damaging players
- Requires "params" (Additional Properties) property be set in tokens. Format is: <(RRR,GGG,BBB)>;<radius>;[type:fire|cold|poison];[dmg/sec] - explained in detail:
? (RRR,GGG,BBB) - the color (same format you use to make lights in Hammer, figure it out)
? (radius) - Up to 1024 units - although sizes above 512 are not recommended.
? [type:fire|cold|poison] (optional) required for damaging clouds only
? [dmg/sec] damage delt to players per second, keep low, as it will cause XP loss if they die to it.
- Note also that these clouds damage only players, not NPCs
- example: "(0,255,0);128" - 12 foot wide bright green cloud (sans quotes, mind ye)
- example: "(255,0,0);64;fire;10" - 5 foot wide bright red cloud that causes 10/sec fire damage
- Weather vapors can be removed with an ms_npcscript event "npc_suicide"
- Don't go crazy with these - they eat tempents. Best to have them spawn with some nearby monster, and vanish along with him via ms_npcscript.

New Entities:
• ms_monsterspawn
- This is the same as msarea_monsterspawn, except it works as a point entity without Hammer flipping out.
- Yes, now you can add monster spawns with only_ents compiles, and without adding more brushes to your map.
- This entity, obviously, lacks the "spawn within box" option. (Although if you manually set it, monsters will spawn directly at the entity's location.)
• ms_counter
- Same concept, except with trigger_counter

New Dev Command:
- devcmd tospawn [spawn_name] (eg. devcmd tospawn from_mscave)
- If you have access to the alpha dev commands, you can use this to teleport to a random ms_player_spawn, or any random ms_player_spawn with a message property matching the [spawn_name] you enter. Very handy for testing maps with multiple transition points.

trigger scripts:
- triggers/glow_block - Stick this "scriptname" property on a trigger_multi and any player who crosses it will have their glow snuffed out. They'll be unable to use glow again until they cross another trigger brush with the script "triggers/glow_unblock" (or the map changes).
- triggers/trigger_zap - This does direct lightning damage to the target. This is not an applyeffect - meaning if the target is not entirely immune to lighting, it will still take some damage, rather than having a %chance to resist the effect. Targetname is the name to use in the damage report (eg. "An|electrified floor"). Target is the amount of HP damage to do each time the brush is touched. This brush will also affect monsters.

Old trigger scripts
- The following trigger scripts have been aliased here. We shall mention them for sake of review:
• triggers/totalhp_trigger - Trigger "target" if total server hp in range.
- "targetname" represents the HP range. Format: "minhp;maxhp"
- eg. targetname "1000" would fire target if the total hp of players on the server equal or greater than 1000
- eg. targetname "250;500" would fire target if the total hp of players was between 250 and 500
• triggers/trigger_avghp - same as above, but works by average hp, instead of total
• triggers/trigger_burn - Resistible fire damage on touch
- "targetname" property shows the name to displayed on evthud, eg. "some|hot lava"
- "target" can be used to redefine the amount fire damage (default is 1000, if not defined)
• triggers/trigger_cannon
- Triggers if a cannonball flies through the brush (map specific trick for ocean_crossing)
• triggers/trigger_if_evil
- Fires target only if touched by a non-human allied NPC (non-dwarf, non-elf, non-hguard)
• triggers/trigger_poison
- As trigger_burn, but does poison damage.
- You can vary the time poison lasts by adding a semi-colon and time, following the damage.
- eg. target "10;60" - would do 10pts damage/sec for 60 seconds.
• triggers/trigger_web
- Intended for use with func_wall_toggle, paralyzes players who touch it for 10 seconds, and fires the targetname (with the intent of removing the wall - so it should target itself)
• triggers/undamael_break
- Fires "target" event when touched by Undamael, once. (ie. sfor/msc_undamael)
• triggers/undamael_hurt
- Acts as lava. If Undamael is present, anything that dies in this lava adds to Undmael's HP.
• triggers/undamael_pitedge
- When touched by Undamael, it tells him that he's reached the edge of his pit, and should float back towards his spawn point for a bit (due to the complex way in which Undamael is handled, he cannot be blocked by monsterclips - or even walls for that matter, so these are the only way to contain him.)

• mstrig_music - event driven music
- This point entity functions like msarea_music, but plays music to all players when triggered.
- Target an mstrig_music with no songs listed to make the music fade.
- mstrig_music will be ignored by players standing in msarea_music brushes (side effect of how they work)
And... OLD mapper toys!...
• game_text
- Now goes through MSC pop-up system. Text color, etc, cannot be set.
• ambient_generic
- At long last, the return of ambient generic.
- Use only for looping ambient sounds, as it is server CPU intensive compared to env_message!
- Sometimes "sticks" to a player if triggered - avoid the 'starts silent' flag to prevent this.
- Players will note a some new sounds in existing maps due to the restoration of this entity.

(these are monsters - tie a monster to a monster spawn and its custom script it one of the below)
weather/make_snow - spawns (invisible), changes weather to snow, removes self (detects as dead by monster spawner, so repeatable)
weather/make_clear - as above, changes weather to clear (ie. removes weather effects)
weather/make_storm - as above, changes weather to storm (ie. rain+lightning)
weather/make_rain - as above, changes weather to rain (ie. "the omfg turn it off!" FPS killah)
weather/settime_day - set your map to day (6:00), removes self, detects as dead by monsterspawn, and is thus repeatable
weather/settime_dusk- as above, but sets map to dusk (ie. sunset 17:00)
weather/settime_night - as above, but sets map to night (20:00)

ms_npcscript event "make_hopper" - turns any melee orc into a jumping type
"XYZ" - console command returns your current XYZ coordinates

New Global Additional Parameters:
All monster scripts accept these as Additional Parameters.
• ext_reduct_xp;<ratio>
- If you have monster you feel is in an unusually exploitable situation, you can use this add param to reduce its experience value by the inputted ratio. eg. "ext_reduct_xp;0.25" = 25% XP value. You cannot use values greater than 1 to increase XP value - but we can handle that for you with special scripts if we feel your monster is in a situation that makes him more difficult to defeat than usual and/or is being used as an end-of-map boss.
• ext_no_drops
- Useful for the same situations that ext_reduct_xp is, this is used to prevent the monster from dropping gold or items. A *few* monsters, however, will still drop their items due to having older scripting conventions. These can be dealt with on an individual basis, script side, if need be.

J-M v2.5.5

Feb 26, 2005
Reaction score
Nijmegen, the Netherlands.
You've listed a whole bunch of monster script files that already are in the list I made (which I need to update with JAN2010a+ info).
Next to that, using ms_npcscript for stuff like cold immunities for monsters isn't necessary anymore as you can how just use the monster parameters thing for that - which you also described in this thread. So you can pretty much delete the first section of the first post.