I'd say that, out of 100, I'd be lucky to hit once.
Really? Damn! I'd so like to get that bug too for once, and see whether I can find a way to make my character hit more (maybe with the Rune Strike spell?)... gonna have to play more to find out...
I start to notice reliable accuracy at around 45, if I remember right.
Well, against lower level monsters I actually do hit reliably, but against Elder Kyusho, Fire Drakes and similar monsters my guy is still whiffing a lot! How much more strike do I need?
Yes. I got the Blade of Death the first time through, and cataclysm the second. Every time through since (I've completed the game five times so far with this character), I've grabbed the Blade of Death, because (I believe) I get more money with that option.
Is it also possible to do the Voraatus Bargain several times where he increases one attribute and lowers all others? Would that make reaching 210 INT easier?
Those are some interesting modifications! Would you happen to know how to double monsters' HP? Currently, about 80% of the enemies I encounter are killed with < 3 hits - even without getting a critical hit. Of course, that would make the PITA demon in the Tomb of Souls nearly impossible, so I guess I'd have to stock up on some more cataclysms.
Currently I didn't do so yet, but I think I know how it works... wait a moment, let me check my hex editing notes...
*edit* okay, found it: of course I don't know everything, but some offsets I have for you, feel free to experiment. But be sure to backup game files in case anything goes wrong! Monster modding is done by modifying the D6MONS.DAT file, which can be done with a hex editor (I recommend using XVI32). Find the name of the monster you want to modify (example: Brimstone Hellcat) and place the cursor on the first character of the monster's name (in this case it would be the B). Then use the jump function to go down by a certain amount of bytes, I listed below the offsets for various monster stats.
+116 -> monster hit points as a hexadecimal value, a Fiend of Ghazbuul has 8000 and Elder Kyusho has 5000 HP, for example. Killer Bees only have 8 but I think by putting the game to "hard" difficulty this value is multiplied by a certain number. Feel free to increase this value for any monster.
+124 -> Seems to be the Armor Rating of a monster. Once I set this to a very high value for a Goblin Mage and actually experienced sort of a "strike bug": out of 100 melee attacks I whiffed at the Goblin Mage 99 times!
+156 -> Average amount of experience gained for killing the monster. This value can vary slightly between monsters of the same kind, and it is increased by a certain percentage if difficulty level is set to hard. I'd recommend increasing the value for the Elven Wizard (last Elders Trial boss) because it's just annoying that he gives only so little experience even though he's the hardest boss.
+162 -> Treasure Class (determines what the monster will drop upon death), this actually links to D6TREAS.DAT entries.
+176 -> Determines what the monster looks like, by changing this value I managed to create the "Female Ronin" and certain other female enemies who now look like certain NPCs.
+316 -> ??? seems to be 01 in most cases
+320 -> Group Size of the monster: higher values will produce larger mobs of this type of monster if it is spawned. Thieves, Goblins and certain other enemies have high values. If the random encounters are set to "more" it seems this value is multiplied, making for even bigger groups.
+324 -> not sure about this, it might determine whether the monster can spawn extra "minion" monsters or not, it seems to work correctly if this is set to 00, but for a Thief Brigand it is set to 01 and they can still spawn extra monsters (like normal thieves)...
+328 -> Chance to spawn extra monsters, ranging from 00h to 64h where 64h is 100 percent.
+330 and +332 -> Those are the extra monsters that can spawn. For example, Thief Brigands have this set to the ID numbers of normal thieves or grave robbers, while Fuiban Yi has a Dark Ronin ID number in here. This is how I activated "rare" monster spawns like Gazers or Slime Grannies. And it's also the reason why Fuiban Yi always has Dark Ronins accompanying him and Harrowbark Wandles often have bats or spiders with them.
+334 -> Sets the sounds a monster will make. The ID numbers can be found in D6MONSND.DAT (I think that's how the file is called) but some of them I have written down: 51h = Twisted Sylph, 13h = Goblin, 18h = generic male NPC (thieves, drey elfes etc.), 69 = generic female NPC (Bladewitches, Lady Loriea etc.)
Every D6MONS.DAT entry is 340 bytes in length, and the first one appears at offset 130900 (decimal). Everything before that is from another game, Wizards and Warriors, it seems Dungeon Lords was created based on that game, but none of those W&W entries are used in the game. I also don't think they will work.
If you want to change what a monster will drop upon death it can be helpful to change the D6TREAS.DAT file. Every entry in there has a length of 200 bytes and the first item entry is +12 bytes from the start of a treasure class. New entries can also be added, and somewhere in there a byte that determines the chance of actually acquiring an item exists as well (it can go from 00h to 64h, with 64h meaning 100 percent chance).
For a list of items, monsters and their offsets/ID values, check the excel sheets that I attached. The remarks are in German because actually I only wrote that sheet for myself, but those remarks aren't actually important.