Okay so I figured out how the monster HP bar works. It's relatively unimportant in the grand scheme of things but at least it's one of those things to know.
Basically, the HP bar is 38 pixels wide. It decreases in chunks of 2 pixels wide, so there's 19 increments. The rightmost increment will always be present, even if the monster has 0 HP. For the remaining 18 increments, it will display the proportion of HP remaining, rounding down (truncating). By this I mean that even if the monster only lost 1 HP out of 10000 HP, the first increment will disappear.
So basically, the number of pixels that it will display is:
2 + 2 * truncate(18 * current HP / max HP)
I was hoping to be able to match up the monster data with what's in MONSTERS.TBL, but I couldn't find a match. That is, the data that's loaded into memory about monsters doesn't line up with any section of the file as far as I can tell, other than the names. I also didn't notice monster stats in the sense of monster Str, Int, etc., the way it's coded in Gold Box games like Curse of the Azure Bonds. So in the end, it may just be a collection of observed monster HP (which is a range) for the different monsters, since that's what I've been able to find in the memory so far.
For leveling it turns out that your specialization (i.e. warrior, berserk, or guard if you're a fighter)
does affect leveling up, but I'm still building up the data for it (only a few samples). But for example, if you have 18 Str after leveling up, you'll get 41 added to your encumbrance if you're a warrior, 42 if you're a berserk, and 40 if you're a guard. So aim for Berserk if you're looking for high encumbrance. Unfortunately, it's random as to your character stats (Str, Int, etc.) increasing on a level up, and the amount of HP that you get seems to depend not only on your stats but also on your level (you get more HP at the later levels even with the same vitality) and is also randomized; this is why it'll take a lot of data to work out how this works.
If there's anything I'd like to see kickstarted, it would have to be a graphically updated but faithful version of this game. It would be even more awesome since I have not played it, whereas with the Ultimas and nearly everything else of worth I have played it so much I just can't force myself to make another runthrough.
I'm not sure what you have in mind. Do you mean for someone to code up a new game that has same/similar gameplay, monsters, puzzles, etc. as Uukrul? In that case it's difficult to get it done properly because we still don't know most of how the game mechanics actually work -- things like how Strength affects your weapon damage or how the game determines whether or not a god listens to your priest when invoking.
If you're talking about taking the current game and then just figuring out how the graphics are encoded (which may not be that difficult, I've done it for Master of Orion before) and modify those files, then it will be more straightforward and likely, but how much graphics you can change will be limited. For example, there would likely be limitations on the size of the sprites (the same limitations as what you have currently) resolution of the screen, etc. However, the improvement would be that you wouldn't have to work under the limited file sizes of the time, i.e. you could have more complex graphics (in the sense of more colors or complicated patterns). If they're restricted to the same size, however, it limits how fancy the items and stuff will look.
I think it raises another issue, though: Is it the graphics that attract people to a game, versus other factors such as gameplay, NPC interaction, combat, etc.? What is the "business case" so to speak of putting effort into an Uukrul with updated graphics?