# The first line is two numbers.  The first is the number of monster types
# in this file.  The second is a number, out of 1000, that represents the
# likelyhood of an attack occuring.  It is varied based on the current
# scarcity or commonality of all of the creatures (send mail to Justin
# for more details, or look at Map_C.cpp - basically, it is as high as
# double this number, and as low as half of it).
9 70
# Now we have one line for each monster.  There should be exactly the number
# of lines as the first number in the line above.  Each monster line has
# six fields.  The first is the name of the monster, with spaces in the
# name expressed as the '_' character instead of a space.  Then follows
# five numbers, which are: group base size, group variance (number in
# group is base + some number between 0 and variance), initial group range,
# base chance of occurance (this is never degraded, representing the fact
# that you never kill all of anything), and extra chance of occurance (this
# number is degraded each time an encounter with that monster type occurs).
# Both of the chance numbers are relative to the TOTAL of all base+extra
# chance (again, mail Justin or see Map_C.cpp for more details).
Dark_Rogue 2 2 30 20 10
Crippler 1 2 20 10 5
Orc 6 1 10 10 5
War_Monger 2 1 20 15 0
Black_Claw_Warlock 1 1 50 5 10
Orc_Chieftain 1 1 50 10 5
Skeleton 8 1 20 10 5
Black_Dragon 1 0 80 5 0
Naga 2 1 30 10 5
