/**
@var GRIMREAPER
See @ref page_type_28
*/

/**
@page page_type_28 Monster (Grimreaper)


@section Description
            A grimreaper is a monster that vanishes after it did some number of
            draining attacks. 



Type defined by:
- @ref object::type = 28


@section Attributes

<table>
	<tr>
		<th>Attribute</th>
		<th>Field</th>
		<th>Description</th>
	</tr>
	<tr>
		<td>armor class</td>
		<td>@ref liv::ac</td>
		<td>                Monsters of low &lt;armor class&gt; are less likely to get hit
                from their opponent. &lt;armor class&gt; can be considered the
                "counter piece" to &lt;weapon class&gt;. Values typically range
                between +20 (very bad) to -20 (quite good).
		</td>
	</tr>
	<tr>
		<td>artifact</td>
		<td>@ref obj::artifact</td>
		<td>            If defined, refers to an artifact to get values from.
		</td>
	</tr>
	<tr>
		<td>asleep</td>
		<td>@ref FLAG_SLEEP</td>
		<td>                Being &lt;asleep&gt;, a monster won't move unless a player
                enters the &lt;sensing range&gt; of the monster. Usually the
                sensing range is larger than the players line of sight. Due to
                that, in most cases the player won't ever notice whether a
                monster was asleep or not.
		</td>
	</tr>
	<tr>
		<td>attack movement</td>
		<td>@ref obj::attack_movement</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>attack type</td>
		<td>@ref obj::attacktype</td>
		<td>                This number is a bitmask, specifying the monster's attack types
                for melee damage. Attack types are: physical, magical, fire,
                cold.. etc. Strong monsters often have more than just physical
                attack type.

                When a monster with multiple attack types hits an opponent, it
                will do as much damage as the "best" of it's attack types does.
                So, the more attack types, the more dangerous. Attack types
                "magic" and "chaos" are somehow exceptions.
		</td>
	</tr>
	<tr>
		<td>attacks</td>
		<td>@ref obj::value</td>
		<td>                The object vanishes after this number of draining attacks.
		</td>
	</tr>
	<tr>
		<td>attuned paths</td>
		<td>@ref obj::path_attuned</td>
		<td>                Click on the &lt;attuned paths&gt; button to select spellpaths.
                The creature will get attuned to the specified spellpaths.
		</td>
	</tr>
	<tr>
		<td>block view</td>
		<td>@ref FLAG_BLOCKSVIEW</td>
		<td>            If an item is set to block view, players (and monsters) cannot see
            beyond it unless they cross it or manage to stand on top.
		</td>
	</tr>
	<tr>
		<td>breed monster</td>
		<td>@ref obj::other_arch</td>
		<td>            This only takes effect if &lt;multiply&gt; is enabled. The monster
            will create a &lt;breed monster&gt; every once in a while. &lt;breed
            monster&gt; can be set to any valid arch-name of a monster.
		</td>
	</tr>
	<tr>
		<td>can cast spell</td>
		<td>@ref FLAG_CAST_SPELL</td>
		<td>                If &lt;can cast spell&gt; is disabled, the monster cannot cast
                any spell. Only wands/rods/etc can be used, given the
                appropriate abilities.
		</td>
	</tr>
	<tr>
		<td>can use armor</td>
		<td>@ref FLAG_USE_ARMOUR</td>
		<td>                Monster is able to wear protective equipment like breastplate
                armor, helmets etc.
		</td>
	</tr>
	<tr>
		<td>can use bows</td>
		<td>@ref FLAG_USE_BOW</td>
		<td>                Monster is able to use missile-weapon type objects.
		</td>
	</tr>
	<tr>
		<td>can use ranged weapons</td>
		<td>@ref FLAG_USE_RANGE</td>
		<td>                Monster is able to use wands, staves, and rods.
		</td>
	</tr>
	<tr>
		<td>can use rings</td>
		<td>@ref FLAG_USE_RING</td>
		<td>                Monster is able to wear rings.
		</td>
	</tr>
	<tr>
		<td>can use scrolls</td>
		<td>@ref FLAG_USE_SCROLL</td>
		<td>                Monster is able to read scrolls.
		</td>
	</tr>
	<tr>
		<td>can use shield</td>
		<td>@ref FLAG_USE_SHIELD</td>
		<td>                Monster is able to wear shields.
		</td>
	</tr>
	<tr>
		<td>can use skills</td>
		<td>@ref FLAG_CAN_USE_SKILL</td>
		<td>                Monster is able to use skills from it's inventory. For example,
                you can put a throwing skill object and some boulders into the
                monster's object and set &lt;can use skills&gt;.
		</td>
	</tr>
	<tr>
		<td>can use weapons</td>
		<td>@ref FLAG_USE_WEAPON</td>
		<td>                Monster is able to wield weapon type objects.
		</td>
	</tr>
	<tr>
		<td>carries weight</td>
		<td>@ref obj::carrying</td>
		<td>            If a monster has something in the inventory, this value can be set
            to reflect the slowdown due to the carried weight.
		</td>
	</tr>
	<tr>
		<td>changing</td>
		<td>@ref FLAG_CHANGING</td>
		<td>            A &lt;changing&gt; object converts to &lt;food&gt; &lt;other_arch&gt;
            objects; when it's animation is done. For non-living objects &lt;food&gt;
            is checked: if it is zero, the change happens; otherwise &lt;food&gt;
            is decreased by one. I suggest you don't mess with this value -
            leave the default in place.
		</td>
	</tr>
	<tr>
		<td>damage</td>
		<td>@ref liv::dam</td>
		<td>                Among other parameters, &lt;damage&gt; affects how much melee
                damage a monster inflicts. &lt;damage&gt; is used as base value
                for damage per hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon
                class&gt; and resistances also take effect on the melee damage
                of a monster.
		</td>
	</tr>
	<tr>
		<td>death animation</td>
		<td>@ref page_custom_attribute_death_animation "death_animation"</td>
		<td>            If set to an archetype name, this item will be inserted in the map
            when the monster dies.
		</td>
	</tr>
	<tr>
		<td>denied paths</td>
		<td>@ref obj::path_denied</td>
		<td>                Click on the &lt;denied paths&gt; button to select spellpaths.
                The creature won't be able to cast spells of the specified
                paths.
		</td>
	</tr>
	<tr>
		<td>detect hidden</td>
		<td>@ref liv::Int</td>
		<td>                The &lt;detect hidden&gt; value gives monsters the ability to
                find hidden/invisible creatures. Higher values make for better
                detection-skills. Enabling &lt;see invisible&gt; makes this
                value obsolete.
		</td>
	</tr>
	<tr>
		<td>elevation</td>
		<td>@ref page_custom_attribute_elevation "elevation"</td>
		<td>            The elevation (height above sea level) of this square. It is used
            for weather calculations and should be in the range -32000..32000.
            The elevation of a tile must be set in the bottom-most game object;
            elevation values for non-bottom-most game objects are ignored by the
            Crossfire server.
		</td>
	</tr>
	<tr>
		<td>experience</td>
		<td>@ref liv::exp</td>
		<td>            When a player kills this monster, he will get exactly this amount of
            &lt;experience&gt;. The experience will flow into the skill-category
            the player used for the kill.

            If you create special monsters of tweaked strength/abilities, always
            make sure that the &lt;experience&gt; is set to a reasonable value.
            Compare with existing arches to get a feeling what reasonable means.
            Keep in mind that spell-casting monsters are a lot harder to kill
            than non spell casters!
		</td>
	</tr>
	<tr>
		<td>friendly</td>
		<td>@ref FLAG_FRIENDLY</td>
		<td>                &lt;friendly&gt; monsters help the player, attacking any
                non-friendly monsters in range.
		</td>
	</tr>
	<tr>
		<td>glow radius</td>
		<td>@ref obj::glow_radius</td>
		<td>            If &lt;glow radius&gt; is set to a value greater zero, the object
            appears lit up on dark maps. &lt;glow radius&gt; can be a value
            between 0 and 4, the higher, the more light does the object emit.
		</td>
	</tr>
	<tr>
		<td>healing rate</td>
		<td>@ref liv::Con</td>
		<td>                Monsters regenerate this many health points each 4 ticks. Hence,
                the healing rate is independent of &lt;speed&gt;.
		</td>
	</tr>
	<tr>
		<td>health points</td>
		<td>@ref liv::hp</td>
		<td>                The &lt;health points&gt; of a monster define how long it takes
                to kill it. With every successful hit from an opponent, &lt;health
                points&gt; get drained - The monster dies by zero &lt;health
                points&gt;.
		</td>
	</tr>
	<tr>
		<td>hitback</td>
		<td>@ref FLAG_HITBACK</td>
		<td>                Monsters with &lt;hitback&gt; enabled hurt the attacker in
                proportion to the amount of damage the *attacker* inflicted.
                This damage is additional to the regular melee damage of the
                monster. As far as I know, hitback uses acid attack type, and it
                only takes effect if the monster actually has acid attacktype at
                it's disposal. Acid spheres for example use this feature.
		</td>
	</tr>
	<tr>
		<td>identified</td>
		<td>@ref FLAG_IDENTIFIED</td>
		<td>            If an item is identified, the player has full knowledge about it.
		</td>
	</tr>
	<tr>
		<td>identified animation</td>
		<td>@ref page_custom_attribute_identified_animation "identified_animation"</td>
		<td>            If defined, then the object will take this animation when identified.
		</td>
	</tr>
	<tr>
		<td>identified animation speed</td>
		<td>@ref page_custom_attribute_identified_anim_speed "identified_anim_speed"</td>
		<td>            If defined, then the object will have this animation speed when identified.
		</td>
	</tr>
	<tr>
		<td>identified image</td>
		<td>@ref page_custom_attribute_identified_face "identified_face"</td>
		<td>            If defined, then the object will take this appareance when identified.
		</td>
	</tr>
	<tr>
		<td>identified random animation?</td>
		<td>@ref page_custom_attribute_identified_anim_random "identified_anim_random"</td>
		<td>            If defined, then the object's animation is in a random sequence when identified.
		</td>
	</tr>
	<tr>
		<td>identified_name</td>
		<td>@ref page_custom_attribute_identified_name "identified_name"</td>
		<td>            If defined, then the object will take this name when identified.
		</td>
	</tr>
	<tr>
		<td>identified_name_pl</td>
		<td>@ref page_custom_attribute_identified_name_pl "identified_name_pl"</td>
		<td>            If defined, then the object will take this plural name when identified.
		</td>
	</tr>
	<tr>
		<td>image</td>
		<td>@ref obj::face</td>
		<td>            The image-name defines what image is displayed for this object
            in-game.
		</td>
	</tr>
	<tr>
		<td>invisible</td>
		<td>@ref obj::invisible</td>
		<td>            Generally makes the object invisible. Depending on the object-type,
            some can be made visible by the show_invisible spell. If in doubt,
            test it. Putting an invisible object under the floor always prevents
            it from being shown.
		</td>
	</tr>
	<tr>
		<td>level</td>
		<td>@ref obj::level</td>
		<td>            A monster's &lt;level&gt; is the most important attribute. &lt;level&gt;
            affects the power of a monster in various ways.
		</td>
	</tr>
	<tr>
		<td>max health</td>
		<td>@ref liv::maxhp</td>
		<td>                &lt;max health&gt; is the maximum amount of &lt;health points&gt;
                this monster can have.
		</td>
	</tr>
	<tr>
		<td>max spellpoints</td>
		<td>@ref liv::maxsp</td>
		<td>                &lt;max spellpoints&gt; is the maximum number of spellpoints a
                monster can hold. Setting this to high values has little effect
                unless the monster has a decent &lt;spellpoint regen.&gt;, or
                the spell "regenerate mana" at it's disposal.

                Warning: Do not create spell-casting and breeding monsters since
                this field is also used as &lt;multiply speed&gt;.
		</td>
	</tr>
	<tr>
		<td>misc. actions</td>
		<td>@ref obj::will_apply</td>
		<td>                This entry defines which kinds of environment actions the
                creature is able to perform.
		</td>
	</tr>
	<tr>
		<td>monster behavior</td>
		<td>@ref FLAG_MONSTER</td>
		<td>                When &lt;monster behavior&gt; is enabled, this object will
                behave like a monster: It can move and attack enemies (which are
                typically players). This flag should be set for all monsters
                as-such. Monsters which don't move, like guards, should also
                have &lt;monster behavior&gt;, but in combination with &lt;stand
                still&gt;. It should *not* be set for things like immobile
                generators.
		</td>
	</tr>
	<tr>
		<td>movement type</td>
		<td>@ref obj::move_type</td>
		<td>            Determines which movement types this monster can use. Flying
            monsters won't get slowed down in rough terrain and they won't be
            affected by movers.
		</td>
	</tr>
	<tr>
		<td>multiply</td>
		<td>@ref FLAG_GENERATOR</td>
		<td>            Monsters with &lt;generator&gt; enabled will create a &lt;breed
            monster&gt; every once in a while. Mice are a good example for this
            effect. If enabled, you must also set &lt;breed monster&gt; or check
            &lt;template generation&gt; and put other monsters in the inventory.
		</td>
	</tr>
	<tr>
		<td>multiply limit</td>
		<td>@ref page_custom_attribute_generator_limit "generator_limit"</td>
		<td>            If &lt;multiply&gt; is enabled, this limits how many &lt;breed
            monster&gt; are created. When the maximum is reached, the generator
            is destroyed.
		</td>
	</tr>
	<tr>
		<td>multiply map code</td>
		<td>@ref page_custom_attribute_generator_code "generator_code"</td>
		<td>            If &lt;multiply map limit&gt; is set, this groups generators for
            counting purposes. If not set, defaults to the generator's name.
		</td>
	</tr>
	<tr>
		<td>multiply map limit</td>
		<td>@ref page_custom_attribute_generator_max_map "generator_max_map"</td>
		<td>            If &lt;multiply&gt; is enabled, this limits how many alive monsters
            at the same time will be on the map.
		</td>
	</tr>
	<tr>
		<td>multiply radius</td>
		<td>@ref page_custom_attribute_generator_radius "generator_radius"</td>
		<td>            If &lt;multiply&gt; is enabled, this is the radius, in square, in
            which the generator will try to put a new monster. Default value is
            1.
		</td>
	</tr>
	<tr>
		<td>name</td>
		<td>@ref obj::name</td>
		<td>            This is the name of the object, displayed to the player.
		</td>
	</tr>
	<tr>
		<td>no damage</td>
		<td>@ref FLAG_NO_DAMAGE</td>
		<td>                If set to non-zero, the monster cannot be hurt by attacking it.
		</td>
	</tr>
	<tr>
		<td>no mood change</td>
		<td>@ref page_custom_attribute_no_mood_change "no_mood_change"</td>
		<td>            If set, this monster is not affected by spells like 'charm monster'
            and such.
		</td>
	</tr>
	<tr>
		<td>non-pickable</td>
		<td>@ref FLAG_NO_PICK</td>
		<td>            If set, the object cannot be picked up (Neither by players nor
            monsters).
		</td>
	</tr>
	<tr>
		<td>npc message</td>
		<td>@ref obj::msg</td>
		<td>            This text field contains the keyword-matching-syntax. The text
            should have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|...
            ". Any number of keywords from one to infinite is allowed. Make sure
            they are separated by a '|'.

            Examples: "@match yes", "@match gold|treasure". The monster or NPC
            will respond when the player speaks any of the given keywords within
            a two-square radius. IMPORTANT: Upper/lower case does not make a
            difference!
		</td>
	</tr>
	<tr>
		<td>one hit only</td>
		<td>@ref FLAG_ONE_HIT</td>
		<td>                Monsters with &lt;one hit only&gt; disappear after one
                successful hit to a player.
		</td>
	</tr>
	<tr>
		<td>pick up</td>
		<td>@ref obj::pick_up</td>
		<td>                Click on the &lt;pick up&gt; button and select which types of
                objects the creature should try to pick up.

                Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;,
                &lt;can use ring&gt;... etc are set, then the creature will pick
                up the matching items even if this is not set here.
		</td>
	</tr>
	<tr>
		<td>price adjustment</td>
		<td>@ref page_custom_attribute_price_adjustment "price_adjustment"</td>
		<td>            If set, this is the buy and sell price adjustment ratio for the
            item.
		</td>
	</tr>
	<tr>
		<td>price adjustment for buying</td>
		<td>@ref page_custom_attribute_price_adjustment_buy "price_adjustment_buy"</td>
		<td>            If set, this is the adjustment ratio when buying the item. Ignored
            if &lt;price&gt; adjustment is set.
		</td>
	</tr>
	<tr>
		<td>price adjustment for selling</td>
		<td>@ref page_custom_attribute_price_adjustment_sell "price_adjustment_sell"</td>
		<td>            If set, this is the adjustment ratio when selling the item. Ignored
            if &lt;price&gt; adjustment is set.
		</td>
	</tr>
	<tr>
		<td>race</td>
		<td>@ref obj::race</td>
		<td>            Every monster should have a race set to categorize it. The monster's
            &lt;race&gt; can have different effects: Slaying weapons inflict
            triple damage against enemy races and holy word kills only enemy
            races of the god.
		</td>
	</tr>
	<tr>
		<td>random movement</td>
		<td>@ref FLAG_RANDOM_MOVE</td>
		<td>            Living things with the &lt;random_movement&gt; flag set
            automatically move about in a random fashion.
		</td>
	</tr>
	<tr>
		<td>reflect missiles</td>
		<td>@ref FLAG_REFL_MISSILE</td>
		<td>                A monster with this flag has the ability to &lt;reflect missiles&gt;,
                all kinds of projectiles (e.g. arrows, bolts, boulders) will
                bounce off.
		</td>
	</tr>
	<tr>
		<td>reflect spells</td>
		<td>@ref FLAG_REFL_SPELL</td>
		<td>                A monster with this flag has the ability to &lt;reflect spells&gt;,
                all kinds of spell-bullets and -beams will bounce off.

                Generally this flag should not be set because it puts
                wizard-type players at an unfair disadvantage.
		</td>
	</tr>
	<tr>
		<td>repelled paths</td>
		<td>@ref obj::path_repelled</td>
		<td>                Click on the &lt;repelled paths&gt; button to select spellpaths.
                The creature will get repelled to the specified spellpaths.
		</td>
	</tr>
	<tr>
		<td>resist acid %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist blinding %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist chaos %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist cold %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist confusion %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist death-attack %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist depletion %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist draining %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist electricity %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist fear %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist fire %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist ghosthit %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist godpower %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist holy power %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist magic %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist paralyze %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist physical %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist poison %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist slow %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist turn undead %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>resist weaponmagic %</td>
		<td>@ref obj::resist</td>
		<td>(no description)
		</td>
	</tr>
	<tr>
		<td>run at % health</td>
		<td>@ref FLAG_RUN_AWAY</td>
		<td>                This is a percentage value in the range 0-100. When the
                monster's health points drop below this percentage (relative to
                max health), it attempts to run away from the attacker.
		</td>
	</tr>
	<tr>
		<td>see in darkness</td>
		<td>@ref FLAG_SEE_IN_DARK</td>
		<td>                A monster with the ability to &lt;see in darkness&gt; cannot be
                fooled by spells of darkness or dark maps. This flag is a
                "should-have" for high-level monsters. When a monster is unable
                to see in darkness, players can cast darkness and sneak around
                it safely.
		</td>
	</tr>
	<tr>
		<td>see invisible</td>
		<td>@ref FLAG_SEE_INVISIBLE</td>
		<td>                A monster with the ability to &lt;see invisible&gt; cannot be
                fooled with by invisible or hiding players. This flag is a
                must-have for high-level monsters. When a monster is unable to
                detect invisible players, it can be killed without fighting
                back.
		</td>
	</tr>
	<tr>
		<td>sensing range</td>
		<td>@ref liv::Wis</td>
		<td>                &lt;sensing range&gt; determines how close a player needs to be
                before the creature wakes up. This is done as a square, for
                reasons of speed. Thus, if the &lt;sensing range&gt; is 11, any
                player that moves within the 11x11 square of the monster will
                wake the monster up. If the player has stealth, the size of this
                square is reduced in half plus 1.
		</td>
	</tr>
	<tr>
		<td>smooth level</td>
		<td>@ref obj::smoothlevel</td>
		<td>            If &lt;smooth level&gt; is set to a value greater zero, the object
            will be drawn partially over adjacent squares having a lower &lt;smooth
            level&gt; value. The value must be between 0 and 255 (inclusive); 0
            means &quot;never overlap adjacent squares&quot;.
		</td>
	</tr>
	<tr>
		<td>speed</td>
		<td>@ref obj::speed</td>
		<td>            The &lt;speed&gt; determines how fast a monster will both move and
            fight. High &lt;speed&gt; makes a monster considerably stronger.
		</td>
	</tr>
	<tr>
		<td>spellpoint regen.</td>
		<td>@ref liv::Pow</td>
		<td>                Monsters regenerate this many spellpoints each 16 ticks. Hence,
                the spellpoint regeneration rate is independent of &lt;speed&gt;.

                To make a real tough spell-casting monster, the rate of
                spellpoint regeneration is most important. If your monster is
                still not casting fast enough, give it the spell-ability of
                "regenerate mana". That, paired with high &lt;max spellpoints&gt;,
                is the ultimate thing.
		</td>
	</tr>
	<tr>
		<td>spellpoints</td>
		<td>@ref liv::sp</td>
		<td>                Like players, monsters need &lt;spellpoints&gt; to do magic.
                Monsters use them for both wizard- and prayer-spells. However,
                this value defines only the amount of *initial* spellpoints the
                monster starts with. When creating a spell-casting monster,
                remember that &lt;max spellpoints&gt; and &lt;spellpoint regen.&gt;
                are more important than just initial &lt;spellpoints&gt;.
		</td>
	</tr>
	<tr>
		<td>splitting</td>
		<td>@ref FLAG_SPLITTING</td>
		<td>            A &lt;splitting&gt; object converts to &lt;food&gt; &lt;other_arch&gt;
            objects; when it is hit physically. For non-living objects &lt;food&gt;
            is checked: if it is zero, the change happens; otherwise &lt;food&gt;
            is decreased by one. I suggest you don't mess with this value -
            leave the default in place.
		</td>
	</tr>
	<tr>
		<td>stand still</td>
		<td>@ref FLAG_STAND_STILL</td>
		<td>                Monsters which &lt;stand still&gt; won't move to leave their
                position. When aggressive, they will attack all enemies who get
                close to them. This behavior is commonly known from castle
                guards.

                In older versions of Crossfire it was possible to eventually
                push a &lt;stand still&gt;-monster out of position by force. I
                believe this is no longer possible. Nevertheless, you should
                still be cautious when lining up &lt;stand still&gt;-monster in
                order to "defend" something: Such monsters are rather easy to
                kill. It's good for low level maps, but not much more.
		</td>
	</tr>
	<tr>
		<td>template generation</td>
		<td>@ref FLAG_CONTENT_ON_GEN</td>
		<td>            This only takes effect if &lt;multiply&gt; is enabled. The monster
            will create a new monster every once in a while by duplicating it's
            inventory. In this case, the &lt;breed monster&gt; value is never
            used and can be forgotten. Each time the monster need to generate an
            object, it will be a randomly chosen item from the inventory. When
            generator is destroyed, inventory is destroyed.
		</td>
	</tr>
	<tr>
		<td>title</td>
		<td>@ref obj::title</td>
		<td>            This is the object's title. Once an object is identified the title
            is attached to the name. Typical titles are "of Mostrai", "of xray
            vision" etc.
		</td>
	</tr>
	<tr>
		<td>treasurelist</td>
		<td>@ref obj::randomitems</td>
		<td>            When the monster is killed, items from the treasurelist will drop to
            the ground. This is a common way to reward players for killing
            (masses of) monsters.

            Note that you can always put items into the monster's inventory.
            Those will drop-at-kill just like the stuff from the &lt;treasurelist&gt;.
		</td>
	</tr>
	<tr>
		<td>unaggressive</td>
		<td>@ref FLAG_UNAGGRESSIVE</td>
		<td>                &lt;unaggressive&gt; monsters do not attack players unless
                attacked first.
		</td>
	</tr>
	<tr>
		<td>undead</td>
		<td>@ref FLAG_UNDEAD</td>
		<td>            Several spells only affect undead monsters: turn undead, banish
            undead, holy word, etc.
		</td>
	</tr>
	<tr>
		<td>weapon class</td>
		<td>@ref liv::wc</td>
		<td>                Monsters of high &lt;weapon class&gt; are more likely to really
                hit their opponent. &lt;weapon class&gt; can be considered the
                "counter piece" to &lt;armor class&gt;.
		</td>
	</tr>
	<tr>
		<td>weight</td>
		<td>@ref obj::weight</td>
		<td>            This value defines the object's weight in grams (1000g is 1kg).
            Objects with zero weight are not pickable for players. Still, set
            the "non-pickable"-flag for explicitly non-pickable objects (hey,
            this is open source.. you never know ;) ).
		</td>
	</tr>
</table>
*/
