ACT | BIT | Explanation |
NPC | 1 | All mobs should be set with the NPC bit. |
SENTINEL | 2 | SENTINEL mobs will not wander around at all. |
SCAVENGER | 4 | SCAVENGER mobs will pick up any objects on the ground. |
MEMORY | 8 | If a mob has MEMORY, it will remember any player that has attacked it and fled, and will attack that player on sight. |
ILLITHID PRACTICE* | 16 | Mob will train Illithid skills. |
AGGRESSIVE | 32 | AGGRESSIVE mobs will attack any player lower than them in level. |
STAY AREA | 64 | STAY AREA mobs will not leave your area. This must be used if the rooms that connect your area to other areas are not set to be no-mob rooms. |
WIMPY | 128 | WIMPY mobs flee when they get too injured. |
PET | 256 | If any of your mobs will be sold in a pet shop, set those mobs with the PET bit. |
ENHANCE | 512 | Mobs that have the ENHANCE bit can enhance a player's stats for the appropriate price. |
ELF PRACTICE* | 1024 | Mob will train Elf skills. |
HEALER | 2048 | HEALER mobs will heal any level 1-10 character for free and will heal all characters for a price. |
UNDEAD | 4096 | When a player fights an UNDEAD mob, the mob's arms and legs may be lopped off and continue to fight on their own. |
DRUID PRACTICE* | 8192 | Mob will train Druid skills. |
KENDER PRACTICE* | 16384 | Mob will train Kender skills. |
HUMAN PRACTICE* | 32768 | Mob will train Human skills. |
DWARF PRACTICE* | 65536 | Mob will train Dwarf skills. |
IDENTIFY | 131072 | Mob will identify objects that players give them, for a price. |
REPAIR | 262144 | A REPAIR mob can fixed damaged equipment for a small fee. |
SELL MID | 524288 | SELL MID is used in conjunction with shopkeeper mobs. This bit will set the levels of items that load into the inventory of a shopkeeper to level 10. |
SELL MID-HIGH | 1048576 | SELL MID-HIGH is used in conjunction with shopkeeper mobs. This bit will set the levels of items that load into the inventory of a shopkeeper to level 20. |
SELL HIGH | 2097152 | SELL HIGH is used in conjunction with shopkeeper mobs. This bit will set the levels of items that load into the inventory of a shopkeeper to level 30. |
** | 4194304 | DO NOT USE. |
STAY TERRAIN | 8388608 | Mobs with STAY TERRAIN will not wander off of the terrain type of the room where they start out. (Terrain type is set in the #ROOMS section.) This is useful for confining certain mobs to specific portions of your area. |
AVIAN PRACTICE* | 16777216 | Mob will train Avian skills. |
** | 33554432 | DO NOT USE. |
DEMON PRACTICE*% | 67108864 | Mob will grow new limbs for Demons. |
MOUNT | 134217728 | Mob can be ridden by using the mount command. |
GNOME PRACTICE* | 268435456 | Mob will train Gnome skills. |
* For each of the PRACTICE bits, it is possible for a mob to be a trainer for multiple races.
** These bits are for internal use only. Do not use them.
% Demon guildmasters should not currently be included in any new areas. Any questions, ask Everybody.
AFFECT | BIT |
BLIND | 1 |
INVISIBLE | 2 |
DETECT EVIL | 4 |
DETECT INVIS | 8 |
DETECT MAGIC | 16 |
DETECT HIDDEN | 32 |
WATER BREATHING** | 64 |
SANCTUARY | 128 |
FAERIE FIRE | 256 |
INFRARED | 512 |
CURSE | 1024 |
* | 2048* |
POISON | 4096 |
PROTECTION | 8192 |
SWIMMER** | 16384 |
SNEAK | 32768 |
HIDE | 65536 |
SLEEP | 131072 |
CHARM | 262144 |
FLY | 524288 |
PASS DOOR | 1048576 |
PLAGUE@ | 2097152 |
MUTE | 4194304 |
* | 8388608* |
DIRT KICK | 16777216 |
VERTIGO | 33554432 |
FIRM GRASP | 67108864 |
EMPATH** | 134217728 |
MENTAL BARRIER | 268435456 |
DETECT PRESENCE** | 536870912 |
* Used within the code only. Do not set on any mob.
** These affect bits have no practical effect on mobs.
@ Because mobs permanently affected with plague can spread plague to other mobs and this can severely cripple mobs, do not use this except as expressly referenced in the chutes section.
Each of these aff bits will permanently give the mob the effects of the spell listed. Most are self explanatory, and if you need any extra information, you can find them in the help files on the mud.
TopTYPE | BIT |
LIGHT | 1 |
SCROLL | 2 |
WAND | 3 |
STAFF | 4 |
WEAPON | 5 |
TREASURE | 8 |
ARMOR | 9 |
POTION | 10 |
FURNITURE | 12 |
TRASH | 13 |
POISON | 14 |
CONTAINER | 15 |
DRINK CONTAINER | 17 |
KEY | 18 |
FOOD | 19 |
MONEY | 20 |
FOUNTAIN | 25 |
PILL | 26 |
SCUBA | 27 |
FLY | 28 |
QUIVER | 29 |
PROJECTILE | 30 |
VEHICLE* | 34 |
*Vehicles are currently implemented by making special, enterable containers. For now, no objects should be set to this item type.
TopFLAG | BIT |
GLOW | 1 |
HUM | 2 |
DARK | 4 |
CONJURE% | 8 |
EVIL | 16 |
INVIS | 32 |
MAGIC | 64 |
NODROP | 128 |
BLESS | 256 |
ANTI GOOD | 512 |
ANTI EVIL | 1024 |
ANTI NEUTRAL | 2048 |
NOREMOVE | 4096 |
INVENTORY* | 8192 |
TIMED | 16384 |
HOVER | 32768 |
FLAMING | 65536 |
POISONED* | 131072 |
INVISIFY | 262144 |
QUESTPRIZE* | 524288 |
VEHICLE TIMED | 1048576 |
SLIPPERY | 2097152 |
EXPENSIVE_1@ | 4194304 |
EXPENSIVE_2@ | 8388608 |
EXPENSIVE_3@ | 16777216 |
SPELL WEAPON | 33554432 |
INTERNAL USE* | 67108864 |
DEMON WEARABLE BIT* | 134217728 |
ANTI-ELF** | 268435456 |
ANTI-DRUID** | 536870912 |
ANTI-KENDER** | 1073741824 |
ANTI-DWARF** | 2147483648 |
ANTI-HUMAN** | 4294967296 |
ANTI-ILLITHID** | 8589934592 |
ANTI-AVIAN** | 17179869184 |
ANTI-DEMON** | 34359738368 |
ANTI_GNOME** | 68719476736 |
* DO NOT USE.
** These bits prevent a particular race from wearing the equipment. Use common sense when applying these bits. Ask yourself, WHY is this piece of equipment anti-dwarf, etc. Does it make sense?
% This is automatically set on Gnome conjured equipment. It makes weapons impossible to disarm, armor impossible to damage, and the equipment will disappear immediately upon removal/death.
@ Used to set sell price of items at shopkeepers (to 500k, 1M, and 1.5M, respectively). Should not be used anymore, as the suggested cost field in the #OBJECTS section of the area file is more configurable.
SLOT | BIT |
TAKE* | 1 |
FINGER | 2 |
NECK | 4 |
BODY | 8 |
HEAD | 16 |
LEGS | 32 |
FEET | 64 |
HANDS | 128 |
ARMS | 256 |
OFFHAND | 512 |
ABOUT BODY | 1024 |
ABOUT WAIST | 2048 |
WRIST | 4096 |
WIELD | 8192 |
HOLD | 16384 |
TWO HANDED | 32768 |
*If you don't include the TAKE bit, players won't be able to pick up the object.
TopType | # | Value0 | Value1 | Value2 | Value3 |
LIGHT | 1 | 0 | 0 | hours | 0 |
SCROLL | 2 | spell level | spell # 1 | spell # 2 | spell #3 |
WAND | 3 | spell level | max charges | curr. charges | spell # |
STAFF | 4 | spell level | max charges | curr. charges | spell # |
WEAPON* | 5 | spell weapon # | min dam | max dam | damage type |
TREASURE | 8 | 0 | 0 | 0 | 0 |
ARMOR** | 9 | ac | condition | 0 | times repaired |
POTION | 10 | spell level | spell # 1 | spell # 2 | spell # 3 |
FURNITURE | 12 | 0 | 0 | 0 | 0 |
TRASH | 13 | 0 | 0 | 0 | 0 |
POISON | 14 | poison type | 0 | 0 | 0 |
CONTAINER | 15 | max. weight | state | ONUM of key | trap spell |
DRINK CONT. | 17 | max. capacity | cur. capacity | liquid type | poison |
KEY | 18 | uses left | 0 | 0 | 0 |
FOOD | 19 | nourishment | is feed | 0 | poison |
MONEY | 20 | 0 | 0 | 0 | currency vnum |
FOUNTAIN | 25 | 0 | 0 | liquid type | 0 |
PILL | 26 | spell level | spell # 1 | spell # 2 | spell # 3 |
SCUBA | 27 | 0 | 0 | hours | 0 |
FLY | 28 | 0 | 0 | 0 | 0 |
QUIVER | 29 | max. weight | state | ONUM of key | 0 |
PROJECTILE | 30 | 0 | 0 | 0 | 0 |
VEHICLE*** | 34 | 0 | 0 | 0 | 0 |
* Min Dam and Max Dam are ignored from the area file: the mud sets these automatically based on item load level.
** AC is ignored from the area file: the mud sets this automatically based on item load level. Condition is from 0-10, with lower being better. Any item with a condition not in this range will be unrepairable. Times repaired rises from 0-10, at 10 or above, the item will be unrepairable.
*** This item type is not currently in use on the mud. Please see information about enterable objects in #OBJECTS Nuts & Bolts section.
STRENGTH | MAX WIELDABLE WT |
3 | 3 |
4 | 4 |
5 | 5 |
... | ... |
13 | 13 |
14 | 14 |
15 | 15 |
16 | 16 |
17 | 22 |
18 | 25 |
19 | 30 |
20 | 35 |
21 | 40 |
22 | 45 |
23* | 50 |
24* | 55 |
25* | 60 |
*Since only dwarves can have a strength of 23 or higher, any weapon that weighs more than 45 pounds is effectively a dwarf-only object.
TopUse the bits in the following table to specify which attributes an object will affect.
ATTRIBUTE | BIT |
STR | 1 |
DEX | 2 |
INT | 3 |
WIS | 4 |
CON | 5 |
SEX* | 6 |
RACE* | 7 |
LEVEL* | 8 |
AGE* | 9 |
HEIGHT* | 10 |
WEIGHT* | 11 |
MANA | 12 |
HIT POINTS | 13 |
MOVEMENT | 14 |
GOLD* | 15 |
XP* | 16 |
ARMOR CLASS | 17 |
HITROLL BONUS | 18 |
DAMAGE BONUS | 19 |
SAVE VS. PARALYZATION | 20 |
SAVE VS. RODS | 21 |
SAVE VS. PETRIFICATION | 22 |
SAVE VS. BREATH | 23 |
SAVE VS. SPELL | 24 |
* These applies do not do anything in the current mud environment. Do not use them.
For armor class and all the save vs. whatevers, a negative value is a bonus, and a positive value is a penalty. For everything else, positive is a bonus, negative is a penalty.
All of the saving throws get combined into a single number, so -1 to each save (paralyze, rod, petrification, breath, spell) is exactly the same as -5 to spell, as the game sees it.
TopThe following table lists which numbers correspond to which individual spells. Not all spells will work with all types of objects. This table also tells you whether or not any given spell will work when placed on different object types.
SPELL NAME | NUMBER | WAND/SCROLL | STAFF | POTION/PILL |
acid blast | 70 | yes | yes | no |
acid breath | 200 | yes | yes | no |
adrenaline control | 470 | yes | yes | yes |
agitation | 471 | yes | yes | no |
armor | 1 | yes | yes | yes |
astral | 100 | no | no | no |
awe | 473 | no | no | no |
ballistic attack | 474 | yes | yes | no |
bamf | 700 | yes | yes | no |
berzerk | 92 | yes | yes | yes |
bless | 3 | yes | yes | yes |
biofeedback | 475 | yes | yes | yes |
blindness | 4 | yes | yes | no |
buddha finger | 600 | yes | yes | yes |
burning hands | 5 | yes | yes | no |
call lightning | 6 | yes | yes | yes |
cause critical | 63 | yes | yes | no |
cause light | 62 | yes | yes | no |
cause serious | 64 | yes | yes | no |
cell adjustment | 476 | yes | yes | yes |
change sex | 82 | yes | yes | yes |
charm person | 7 | yes | yes | no |
chill touch | 8 | yes | yes | no |
chin kang palm | 601 | yes | yes | no |
colour spray | 10 | yes | yes | no |
combat mind | 477 | yes | yes | yes |
complete healing* | 478 | yes | yes | yes |
concentrate | 602 | yes | yes | yes |
control flames | 479 | yes | yes | no |
continual light | 57 | yes | yes | yes |
control weather | 11 | no | no | no |
create food | 12 | yes | yes | yes |
create sound | 480 | no | no | no |
create spring | 80 | yes | yes | yes |
create water | 13 | yes | no | no |
cure blindness | 14 | yes | yes | yes |
cure critical | 15 | yes | yes | yes |
cure disease | 501 | yes | yes | yes |
cure light | 16 | yes | yes | yes |
cure poison | 43 | yes | yes | yes |
cure serious | 61 | yes | yes | yes |
curse | 17 | yes | yes | no |
death field* | 481 | yes | yes | yes |
detect evil | 18 | yes | yes | yes |
detect hidden | 44 | yes | yes | yes |
detect invis | 19 | yes | yes | yes |
detect magic | 20 | yes | yes | yes |
detect poison | 21 | yes | no | no |
detect presence | 618 | yes | yes | yes |
detonate | 482 | yes | yes | no |
disintigrate | 483 | yes | yes | no |
dispel evil | 22 | yes | yes | no |
dispel magic | 59 | yes | yes | yes |
displacement | 484 | yes | yes | yes |
earthquake | 23 | yes | yes | yes |
ectoplasmic form | 485 | yes | yes | yes |
ego whip | 486 | yes | yes | no |
enchant weapon* | 24 | yes | no | no |
energy containment | 487 | yes | yes | yes |
energy drain | 25 | yes | yes | no |
energy transfer | 91 | yes | yes | no |
enflame weapon | 97 | yes | no | no |
enhance armor | 488 | yes | no | no |
enhanced strength | 489 | yes | yes | yes |
expose | 617 | yes | no | no |
faerie fire | 72 | yes | yes | no |
faerie fog | 73 | yes | yes | yes |
fire breath | 201 | yes | yes | no |
fireball | 26 | yes | yes | no |
firm grasp | 610 | yes | yes | yes |
flamestrike | 65 | yes | yes | no |
flesh armor | 490 | yes | yes | yes |
fly | 56 | yes | yes | yes |
frenzy | 609 | yes | yes | yes |
frost breath | 202 | yes | yes | no |
gas breath | 203 | yes | yes | yes |
general purpose | 205 | yes | yes | no |
giant strength | 39 | yes | yes | yes |
harm | 27 | yes | yes | no |
heal** | 28 | yes | yes | yes |
high explosive | 206 | yes | yes | no |
identify | 53 | yes | no | no |
inertial barrier | 491 | yes | yes | yes |
inflict pain | 492 | yes | yes | no |
insight | 611 | yes | no | no |
intellect fortress | 493 | yes | yes | yes |
illusion | 613 | yes | yes | no |
infravision | 77 | yes | yes | yes |
invis | 29 | yes | yes | yes |
iron monk | 603 | yes | yes | yes |
know alignment | 58 | yes | yes | no |
laughing buddha | 604 | yes | yes | no |
lend health | 494 | yes | yes | no |
levitation | 495 | yes | yes | yes |
lightning bolt | 30 | yes | yes | no |
lightning breath | 204 | yes | yes | no |
locate object | 31 | no | no | no |
magic missile | 32 | yes | yes | no |
mass invis | 69 | yes | yes | yes |
mass heal** | 608 | yes | yes | yes |
medicine | 605 | yes | yes | yes |
mental barrier* | 496 | yes | yes | yes |
mind scramble | 615 | yes | yes | no |
pass door | 74 | yes | yes | yes |
plague | 503 | yes | yes | no |
prayer | 606 | yes | yes | yes |
poison | 33 | yes | yes | no |
project force | 498 | yes | yes | no |
protection | 34 | yes | yes | yes |
psionic blast | 499 | yes | yes | no |
psychic crush | 460 | yes | yes | no |
psychic drain | 461 | yes | yes | no |
psychic healing | 462 | yes | yes | yes |
quivering palm | 607 | yes | yes | no |
refresh | 81 | yes | yes | yes |
remove curse | 35 | yes | yes | yes |
repel | 612 | yes | yes | no |
sanctuary | 36 | yes | yes | yes |
scry | 614 | no | no | no |
sizzle | 616 | yes | no | no |
share strength | 464 | yes | yes | no |
shield | 67 | yes | yes | yes |
shocking grasp | 37 | yes | yes | no |
sleep | 38 | yes | yes | no |
spite | 90 | yes | yes | no |
stone skin | 66 | yes | yes | yes |
summon | 40 | no | no | no |
telepathy | 619 | no | no | no |
teleport | 2 | no | no | no |
thought shield | 465 | yes | yes | yes |
transform energy | 95 | yes | yes | yes |
ultrablast | 466 | yes | yes | no |
ventriloquate | 41 | no | no | no |
weaken | 68 | yes | yes | no |
web | 93 | yes | yes | no |
word of recall | 42 | no | yes | yes |
*These spells are under restricted use. Talk to Everybody first.
** No more than 1 charge per 10 levels of the item on staves and wands.
TYPE | NUMBER |
HIT | 0 |
SLICE | 1 |
STAB | 2 |
SLASH | 3 |
WHIP | 4 |
CLAW | 5 |
BLAST | 6 |
POUND | 7 |
CRUSH | 8 |
GREP | 9 |
BITE | 10 |
PIERCE | 11 |
SUCTION | 12 |
The damage type determines what message will be displayed to the player when they do damage with their weapon. There is currently no actual game-play difference between any of these damage types, with the exception of piercing-type weapons. Weapons that pierce are the only weapons that can be used by a kender for the backstab skill.
TopFLAG | BIT |
CLOSEABLE | 1 |
PICKPROOF | 2 |
CLOSED | 4 |
LOCKED | 8 |
0 - water | 1 - beer* | 2- wine* |
3 - ale* | 4 - dark ale* | 5 - whisky* |
6 - lemonade | 7 - firebreather* | 8 - local specialty* |
9 - slime mold juice% | 10 - milk | 11 - tea |
12 - coffee | 13 - blood% | 14 - salt water% |
15 - cola | 16 - ice water | 17 - stagnant water |
18 - sewer water | 19 - soda water | 20 - tonic water |
21 - ginger ale | 22 - root beer | 23 - cherry cola |
24 - orange soda | 25 - herbal tea | 26 - lemon juice |
27 - pink lemonade | 28 - grapefruit juice | 29 - orange juice |
30 - tomato juice | 31 - pickle juice | 32 - banana juice |
33 - watermellon juice | 34 - cantaulope juice | 35 - beet juice |
36 - kraut juice | 37 - cranberry juice | 38 - pineapple juice |
39 - cherry juice | 40 - grape juice | 41 - apple juice |
42 - blueberry juice | 43 - blackberry juice | 44 - raspberry juice |
45 - kiwi juice | 46 - mango juice | 47 - apple cider* |
48 - coconut milk | 49 - chocolate milk | 50 - chocolate milkshake |
51 - vanilla milkshake | 52 -strawberry milkshake | 53 - pink goat milk |
54 - buttermilk | 55 - clabbered milk | 56 - cream |
57 - vanilla extract | 58 - tabasco | 59 - melted butter |
60 - olive oil | 61 - barbecue sauce | 62 - gravy |
63 - beef stew | 64 - vegetable stew | 65 - broth |
66 - borsht | 67 - tomato soup | 68 - chicken noodle soup |
69 - beet soup | 70 - mushroom soup | 71 - clam chowder |
72 - strange brew | 73 - Reisling* | 74 - Chenin Blanc* |
75 - Gewurtztraminer* | 76 - Pinot Blanc* | 77 - Gris* |
78 - Trebbiano* | 79 - Muscat* | 80 - Semillon* |
81 - Chardonnay* | 82 - Cabernay Fran* | 83 - Sangiovese* |
84 - Tempranillo* | 85 - Syrah* | 86 - Grenache* |
87 - Zinfindel* | 88 - Gamay* | 89 - Nebbiolo* |
90 - Cabernet Sauvignon* | 91 - Pinot Noir* | 92 - Merlot* |
93 - Meritage* | 94 - fermentation* | 95 - house blend* |
96 - sparkling wine* | 97 - sherry* | 98 - port* |
99 - mead wine* | 100 - stout* | 101 - cream stout* |
102 - oatmeal stout* | 103 - porter* | 104 - honey porter* |
105 - lager* | 106 - honey brown lager* | 107 - summer brew* |
108 - winter brew* | 109 - honey wheat* | 110 - honey brown ale* |
111 -dark and dry cider* | 112 - brown ale* | 113 - chocolate amber ale* |
114 - stock ale* | 115 - stock lager* | 116 - pub draft* |
117 - pilsner* | 118 - nut brown ale* | 119 - mocha stout* |
120 - amber ale* | 121 - triple malt ale* | 122 - wicked ale* |
123 - pale ale* | 124 - grain alcohol* | 125 - vodka* |
126 - gin* | 127 - rum* | 128 - sloe gin* |
129 - dry vermouth* | 130 - sweet vermouth* | 131 - tequilla* |
132 - liquer* | 133 - bitters | 134 - blended scotch* |
135 - single malt scotch* | 136 - 15 year old single malt* | |
137 -50 year old single malt* | 138 - bourbon* | 139 - sour mash* |
140 - straight bourbon* | 141 - bile% | 142 - grape slushee |
143 - cherry slushee | 144 - cola slushee | 145 - pepsi |
146 - mountain dew* | 147 - blood% | 148 - saliva |
Liquids marked with an * will increase a player's drunk state.
Liquids marked with a % will actually increase a player's thirst.
acid blast | 1 | fire breath | 89 |
acid breath | 87 | fireball | 46 |
adrenaline control | 117 | flamestrike | 47 |
agitation | 118 | flesh armor | 137 |
armor | 2 | fly | 48 |
aura sight | 119 | frost breath | 89 |
awe | 120 | gas breath | 90 |
bamf | 6 | general purpose | 115 |
ballistic attack | 121 | giant strength | 50 |
biofeedback | 122 | harm | 51 |
blindness | 7 | heal | 52 |
buddha finger | 8 | high explosive | 116 |
burning hands | 9 | illusion | 189 |
call lightning | 10 | inertial barrier* | 138 |
cause critical | 11 | inflict pain | 139 |
cause light | 12 | infravision | 54 |
cause serious | 13 | insight | 187 |
cell adjustment* | 123 | intellect fortress* | 140 |
change sex | 14 | invis | 55 |
chill touch | 16 | iron monk | 56 |
chin kang palm | 17 | laughing buddha | 58 |
colour spray | 18 | lend health | 141 |
combat mind | 124 | levitation | 142 |
complete healing$ | 125 | lightning bolt | 59 |
concentrate | 19 | lightning breath | 91 |
continual light | 20 | magic missile | 61 |
control flames | 126 | mass invis* | 62 |
create food | 22 | mass heal*$ | 63 |
create spring | 23 | medicine | 64 |
cure blindness | 25 | mental barrier*$ | 143 |
cure critical | 26 | mind scramble | 191 |
cure disease | 27 | pass door | 65 |
cure light | 28 | plague | 66 |
cure poison | 29 | poison | 68 |
cure serious | 30 | project force | 145 |
curse | 31 | protection | 70 |
death field$ | 128 | psionic blast | 146 |
detect evil | 32 | psychic crush | 147 |
detect hidden | 33 | psychic healing | 149 |
detect invis | 34 | quivering palm | 71 |
detect magic | 35 | refresh | 72 |
detect presence* | 194 | remove curse | 73 |
detonate | 129 | sanctuary | 74 |
disintegration | 130 | share strength | 150 |
dispel evil | 37 | shield | 75 |
dispel magic | 38 | shocking grasp | 76 |
displacement | 131 | sizzle | 192 |
earthquake | 39 | sleep | 77 |
ectoplasmic form | 132 | stone skin | 79 |
ego whip | 133 | teleport** | 81 |
empath* | 186 | thought shield | 151 |
energy containment | 134 | transform energy | 82 |
energy drain | 41 | ultrablast | 152 |
energy transfer | 42 | weaken | 84 |
enhanced strength | 136 | web | 85 |
expose | 193 | ||
faerie fire | 44 | ||
faerie fog | 45 |
$ - These spells that are not to be used without express permission from Everybody.
* - These spells will be cast on the weapon's wielder, not on the mob.
** - Teleport will work on a spell weapon, but will always result in a mis-teleport, sending the wielder to some random location. Use this very, very sparingly, if at all.
Be aware that, with the exception of those spells marked with an *, all spell weapons will affect the mob being fought. Yes, it is possible to create a weapon that will cast sanctuary on a mob in the middle of a fight, but you should have a very, very good reason for using a non-offensive spell on a spell weapon.
TopValue1 | CONDITION |
0 | Like New |
1 | Broken In |
2 | Scratched |
3 | Nicked |
4 | Dented |
5 | Damaged |
6 | Hammered |
7 | Smashed |
8 | THRASHED |
9 | SHREDDED |
10 | DESTROYED |
If Value1 is set to 10 or higher, the piece of armor will be destroyed completely the next time it gets damaged. Players can, at any time, restore the armor to like new condition by having it repaired.
TopFLAG | BIT |
DARK | 1 |
NO MOB | 4 |
INDOORS | 8 |
NO MAGIC TO | 16 |
NO MAGIC FROM | 32 |
ARENA | 64 |
ANTI-MAGIC | 128 |
PRIVATE | 512 |
SAFE | 1024 |
SOLITARY | 2048 |
PET SHOP | 4096 |
NO RECALL | 8192 |
BANK | 16384 |
NORTH CURRENT | 32768 |
EAST CURRENT | 65536 |
SOUTH CURRENT | 131072 |
WEST CURRENT | 262144 |
UP CURRENT | 524288 |
DOWN CURRENT | 1048576 |
TERRAIN | VALUE |
INSIDE | 0 |
CITY | 1 |
FIELD | 2 |
FOREST | 3 |
HILLS | 4 |
MOUNTAIN | 5 |
WATER (SWIMMABLE) | 6 |
WATER (NON-SWIMMABLE) | 7 |
AIR | 9 |
DESERT | 10 |
UNDERWATER | 11 |
NOTES:
Players will need a fly spell or a vehicle to move through a non-swimmable water room.
Players will need a fly spell to move through air rooms.
Players will need scuba gear to move through an underwater room.
DIRECTION | VALUE |
NORTH | 0 |
EAST | 1 |
SOUTH | 2 |
WEST | 3 |
UP | 4 |
DOWN | 5 |
WEAR LOCATION | VALUE |
LIGHT | 0 |
LEFT FINGER | 1 |
RIGHT FINGER | 2 |
NECK (1st slot) | 3 |
NECK (2nd slot) | 4 |
BODY | 5 |
HEAD | 6 |
LEGS | 7 |
FEET | 8 |
HANDS | 9 |
ARMS | 10 |
OFFHAND | 11 |
ABOUT BODY | 12 |
WAIST | 13 |
LEFT WRIST | 14 |
RIGHT WRIST | 15 |
WIELD | 16 |
HOLD | 17 |
Note that an equip (E) reset must come just after the mob you wish to equip.
TopDOOR STATE | NUMBER |
OPEN | 0 |
CLOSED, UNLOCKED | 1 |
CLOSED, LOCKED | 2 |
SPECIAL | EXPLANATION |
spec_align_change | The mob will change a character's alignment during a fight. |
spec_breath_any | The mob will be able to use all five of the available breath weapon spells during combat. |
spec_breath_acid | The mob can spit acid onto a character during combat. |
spec_breath_fire | The mob can breathe fire as a attack in combat. |
spec_breath_frost | The mob can breathe a cone of frost during a fight. |
spec_breath_gas | The mob can breathe toxic gas as an area attack during combat. |
spec_buddha | The mob will be affected by both spec_breath_any and spec_cast_cleric. |
spec_cast_adept | The mob will randomly cast armor, bless, cure blindness, cure poison, cure light, and refresh on characters of up to level 10. |
spec_cast_cleric | The mob can use blindness, cause serious, earthquake, cause critical, dispel evil, curse, change sex, flamestrike, harm, and dispel magic against a player during combat. |
spec_cast_judge | The mob can cast the spell 'high explosive' in combat. |
spec_cast_mage | The mob will cast blindness, chill touch, weaken, teleport, color spray, change sex, energy drain, fireball, and acid blast during a fight. |
spec_cast_undead | The mob can use curse, weaken, chill touch, blindness, poison, energy drain, harm, and teleport while in combat. |
spec_executioner | The mob will push players labeled as killers and thieves out of the room. It will also clean up blood stains. |
spec_fido | The mob will eat any corpses that it finds. |
spec_grue | The mob will destroy any light that the character is using or holding in their inventory. Talk to Everybody before you use this. |
spec_guard | The mob will attack players labeled as killers and thieves. It will also join an existing fight on the side of whichever fighter has the higher alignment. |
spec_hate_avian | The mob will automatically attack any avian characters that is sees. |
spec_hate_druid | The mob attacks any druid character in the same room. |
spec_hate_elf | The mob will start fights with any elf that it encounters. |
spec_hate_human | The mob attacks any human that enters the same room. |
spec_hate_illithid | The mob will automatically try to kill any illithid characters. |
spec_hate_kender | The mob tries to attack any kender character in the same room. |
spec_janitor | The mob picks up any objects that it finds on the ground. It will also clean up blood trails. |
spec_kung_fu | The mob can use human skills and spells including medicine. |
spec_kungfu_poison | The mob can use the 'poison palm' technique to poison a character during combat. |
spec_poison | The mob has a poisonous bite that it can use to poison a character during a fight. |
spec_psionic | The mob can use illithid spells and skills. |
spec_thief | The mob will attempt to steal gold from any character in the same room. |
SPECIAL | EXPLANATION |
speco_airfill | The object can be used to refill the air in scuba type objects. *This special is only to be assigned to no-take objects. |
speco_attach | The object will automatically jump into a character's inventory and attempt to force the characters to wear said object. |
speco_burper | When equipped, the object will cause the character to use the 'burp' social at random intervals. |
speco_drain_hp | The object will cause physical damage to any character that uses it as equipment. Talk to Everybody before you use this. |
speco_drunker | The object will periodically make any character that uses it drunk. |
speco_recycler | This special is for use with containers. If a character put a trash type item into the container, the object will be destroyed and the container will create a small amount of gold in return. *This special is only to be assigned to no-take objects. |
speco_social | Any character that uses this object or has it in their inventory will execute random socials. |
speco_personalized | Limits which characters will be able to use the object. See the OBJECTS section for more information. |
Mob Level | SAMPLE HP | HP LOSS/TICK | TIME TO DEATH |
1 | 11 | 1 | 11 ticks |
3* | 36 | 1 | 36 ticks |
4 | 52 | 1 | 52 ticks |
5 | 60 | 1 | 60 ticks |
6 | 79 | 0 | Never |
*Highest reset level with guaranteed death because of variable level load.
The hitpoint loss per tick is a calculation of damage done by the spell minus the regenerated health for the tick.
TopMob Level | SAMPLE HP | HP LOSS/TICK | TIME TO DEATH |
6 | 88 | 4 | 22 ticks |
7 | 86 | 4 | 21 ticks |
10 | 117 | 4 | 29 ticks |
15 | 319 | 3 | 106 ticks |
15 | 341 | 3 | 113 ticks |
20 | 330 | 2 | 165 ticks |
20 | 497 | 2 | 248 ticks |
20 | 559 | 2 | 279 ticks |
21 | 542 | 2 | 271 ticks |
24* | 672 | 1 | 672 ticks |
25 | 501 | 1 | 501 ticks |
25 | 660 | 1 | 660 ticks |
26 | 880 | 1 | 880 ticks |
27 | 589 | 0 | Never |
*Highest reset level with guaranteed death because of variable level load. In this example, 672 ticks is around 5 1/2 hours of Real Time.
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