Every bindable monster in `MonPet.txt` carries a `BoundStat` — a stat that is set at the moment of binding — and all 171 of them set `maxhp`:
```
maxhp = (target max life > threshold)
? min(target max life, threshold + step × (player count - 1))
: target max life
```
Thresholds come in four tiers, and the step is exactly 5% of the threshold:
| Threshold | Per extra player | Monsters |
|---|---|---|
| 12000 | +600 | 45 |
| 13200 | +660 | 72 |
| 13600 | +680 | 18 |
| 20000 | +1000 | 36 |
**That answers all three questions at once:**
- **Is one caught in an 8-player game stronger?** Yes, but only for demons already above the threshold. On the 13200 tier the cap in an 8-player game is 13200 + 660×7 = **17820**, about 35% above solo; a demon under 13200 is identical however many players are in.
- **Does it keep that when brought back to a solo game?** Yes. It is a `BoundStat` — resolved at bind time and written into that minion; the game it later walks into is irrelevant.
- **Does one bound solo grow when taken into an 8-player game?** No, for the same reason: the number is already fixed.
**The capture chance is in the same table** (`bindchancecalc`). Three gates must all pass or the chance is zero:
1. the roll only happens every 12 frames
2. **a skill-level gate by monster quality**: none for normal monsters, level 10 for champions, level 15 for uniques and their minions
3. **target life below a threshold**: 85% for most, with 99% / 80% / 75% / 50% variants
Past those gates the chance is the skill's own diminishing curve + Death Mark level + **a bonus from missing life** (`(100 - current life%) ÷ quality divisor`, dividing by 5 for normal, 10 for champion, 20 for unique). **The more hurt it is the easier it binds, and higher quality is harder.**
**Fixed thresholds from skill level** (`calc2`–`calc5`, judged at bind time against the level you had then):
- from level 5: it gains Extra Strong
- from level 10: Extra Fast
- from level 15: Spectral Hit
- at level 20: Aura Enchanted
Like life, these are decided when you bind. **Binding first and levelling afterwards does not add them.**
**The pile that does follow the skill** has the same shape as Iron Golem's (`passivestat1`–`passivestat9`): speed, attack rating, damage%, defense, physical-immunity pierce, minion resistance (Blood Oath), damage reduction (Blood Oath) and flat damage. Those read the current level, so points carry over.
One more: `calc7 = 2`, which the file annotates as "hp regen for all" — bound demons do regenerate (the other two settings are "no hp regen for elites" and "no hp regen").