Act:
 
  1. SENTINEL: The mob is stationary. It doesn't do random movement even though it might be moved by progs.
  2. SCAVENGER: The mob collects stuff it finds lying on the floor - mean in conjuncion with disarm.
  3. NIGHT_ACTIVE: The mob disappears during daytime.
  4. AGGRESSIVE: The wob will attack everyone who's not very superior in level.
  5. STAY-AREA: The mob will not leave its area.
  6. STAY-SUBAREA: The mob will not leave its subarea.
  7. WIMPY: The mob will flee if seriously hurt.
  8. PET: The mob can be used as bought pet.
  9. PRACTICE: You can practice here.
  10. VAMPIRE: Enables vampire commands.
  11. WERE: Enables were commands.
  12. BOUND: Temporary flag for bondage - DO NOT SET!
  13. MOUNT: Can be ridden - if it's charmed or a pet.
  14. UNDEAD: Undead offensive set.
  15. CLERIC: Cleric offensive set.
  16. MAGE: Mage offensive set.
  17. THIEF: Thief offensive set.
  18. WARRIOR: Warrior offensive set.
  19. NOALIGN: Killing this mob will not affect your alignment.
  20. NOPURGE: The mob can't be purged - DO NOT SET if you don't know what you're doing!
  21. DREAM-NATIVE: The mob can't dream but can't as well not be denied.
  22. BRAINSUCKED: Marks a mob as non-food for mi-go. Usually no need to set on average mobs.
  23. CRIMINAL: This mob can be quested for.
  24. ALIENIST: Here you get a therapy.
  25. HEALER: Here you get healing.
  26. TELEPOP: The mob teleports on repop - ASK before you set it.
  27. UPDATE-ALWAYS: Changes will immediately update to the mob. Usually no need to set on average mobs.
  28. RANDOM-KIT: The mob is sometimes outfitted with random pieces of equipment. Only give this to average human citicens - preferably dreamlands.
  29. AUTO-HOME: The mob returns to his repop place on tick.
  30. INVADER: The mob attacks players as well as other mobs.
  31. WATCHER: Invisible to every mortal - needed to handle some progs.
  32. PROTECTED: This mob is protected - killing it will give you a criminal flag and/or a bounty.
  33. MARTIAL: This mob only appears under Martial Law conditions and has its very own guard style.

 

Affects:
 

  1. BLIND: The victim can't see and is utterly helpless. DO NOT use it as permanent affect.
  2. INVISIBLE: The character is invisible.
  3. DETECT-EVIL: The character detects alignment based aurae.
  4. DETECT-INVIS: The character detects invisible stuff.
  5. DETECT-MAGIC: The character detects magic objects.
  6. DETECT-HIDDEN: The character detects hidden/sneaking characters and concealed objects.
  7. MIND-MELD: Intelligence isreduced, spell casting is very limited.
  8. SANCTUARY: Protective aura - damage is reduced.
  9. FAERIE-FIRE: The character is easy to hit.
  10. INFRARED: A limited version of DARK-VISION.
  11. CURSE: The character is cursed.
  12. FEAR: The character is frightened and unable to attack.
  13. POISON: the character is poisoned. If you want to create a poisonous character, use the SPEC.
  14. PROTECT-GOOD: 25% protection against good.
  15. PROTECT-EVIL: 25% protection against evil.
  16. SNEAK: The character is sneaking.
  17. HIDE: The character is hiding.
  18. HASTE: One extra attack in combat.
  19. CALM: Counters berserk but turns characters unable to fight.
  20. SLEEP: The character is put to sleep. DO NOT use it as a permanent affect.
  21. CHARM: The character is charmed. DO NOT use it as permanent affect.
  22. FLYING: The character is flying.
  23. PASS-DOOR: The character can move through closed doors and walls.
  24. PLAGUE: The character is infacted by the plague.
  25. WEAKEN: Strength is reduced.
  26. DARK-VISION: Simulates the effect of a light.
  27. BERSERK: More attack, less defense and unable to flee.
  28. SWIM: Ability to swim.
  29. REGENERATION: Increased regenerative abilities.
  30. ABSORB: Defense against all magical attacks.
  31. WATER-BREATHING: No damage in NO-AIR rooms.
  32. DARKNESS: The character is covered in darkness.
  33. AURA: The character has an aura of his alignment.
  34. HALLUCINATING: The character is hallucinating (annoying!).
  35. RELAXED: The character is protected against most fright checks.
  36. FIRE-SHIELD: The character is protected by an offensive fire shield.
  37. FROST-SHIELD: The character is protected by an offensive frost shield.
  38. SLOWED: Counters HASTE. One Attack less in combat.
  39. GLOBE-OF-PROTECTION: A magical protection. Allows flying underwater.
  40. INCARNATED: Makes immortals vulnerable. Use with caution.
  41. MIST: Mistform. Use with caution.
  42. ELDER-SHIELD:  Strongest protection. DO NOT use it as permanent affect.
  43. MASK: Masks a character similar to the mask self spell.

 

Nature:
 

  1. STRONG: +STR
  2. FEEBLE: -STR
  3. SMART: +INT
  4. DUMB: -INT
  5. AGILE: +DEX
  6. LUMBERING: -DEX
  7. SLY: +WIS
  8. GULLIBLE: -INT
  9. ROBUST: +CON
  10. SICKLY: -CON
  11. STURDY: +HP
  12. FRAGILE: -HP
  13. MAGICAL: +MANA
  14. MUNDAIN: -MANA
  15. VISCIOUS: +DAM
  16. HARMLESS: -DAM
  17. ARMOURED: better AC
  18. EXPOSED: worse AC
  19. MONSTEROUS: bonus combo

 

Offensive:
 

  1. AREA-ATTACK: The mob attacks everyone in the room with one hit.
  2. BACKSTAB: The mob tries to initiate combat with a backstab (skill needed!).
  3. BASH: The mob uses Bash command.
  4. BERSERK: The mob uses Berserk command.
  5. DISARM: The mob uses Disarm command. Interesting in combination with ACT_SCAVENGER.
  6. DODGE: The mob can dodge.
  7. FADE: The mob can evade attacks by fading away. Part of the UNDEAD package.
  8. FAST: One extra attack. Be careful with fast newbie mobs.
  9. KICK: The mob uses Kick command.
  10. KICK-DIRT: The mob uses Kick Dirt command.
  11. PARRY: The mob can parry.
  12. RESCUE: This rarely makes sense. The mob can act as bodyguard and attract your attacks.
  13. TAIL: Tail attack. The mob needs a long tail. Additionally the mob can be poisonois.
  14. TRIP: The mob uses Trip command.
  15. CRUSH: The mob uses Crush command.
  16. ASSIST-ALL: The mob assists all mobs against players.
  17. ASSIST-ALIGN: The mob assists everyone of its align type.
  18. ASSIST-RACE: The mob assists all members of its race.
  19. ASSIST-PLAYER: The mob assists players. That can be so annoying - perfect kill stealing.
  20. ASSIST-GUARD: The typical guard/police behavior including stun attacks and looking for a jail.
  21. ASSIST-VNUM: The mob assists mobs of its own type.
  22. STUN: This mob prefers stun attacks.
  23. DISTRACT: This mob uses the distract command, leaving you defensless against all other attackers.

 

Extra:
 

  1. GLOW: Well, it glows - used to show players without detect-magic, this object is special.
  2. HUM: Well, it hums - used to show players without detect-magic, this object is special.
  3. DARK: This thing is hard to find in the dark.
  4. NEUTRAL: This balances your align toward neutrality.
  5. EVIL: This balances your align towards evil.
  6. BLESS: This balances your align towards good.
  7. INVIS: This object is invisible.
  8. CONCEALED: This object is hidden until someone takes it.
  9. MAGIC: This object has a magic aura and is a bit more resistant towards some spells. Other spells need magic objects.
  10. NODROP: You can't drop it... CURSED.
  11. NOREMOVE: You can't remove it... CURSED.
  12. ANTI-GOOD: Good characters can't use it.
  13. ANTI-NEUTRAL: Neutral characters can't use it.
  14. ANTI-EVIL: Evil characters can't use it.
  15. INVENTORY: Unlimited item - like stuff, a shopkeeper sells - be careful with this flag.
  16. NOPURGE: This object can't be purged - DO NOT SET if you don't know what you're doing!
  17. ROT-AFTER-DEATH: You death causes the objects decay timer to start, if you carry it.
  18. VIS-AFTER-DEATH: Your death makes it bekom visible, if you carry it. Only makes sense if it's invis.
  19. NO_SAC: The object can't be sacrificed. Makes sense with almost all notake objects.
  20. NO_COND: Object can't be damaged.
  21. SCENIC: The object does not show up as object - do not forget to mention it in your room description. Scenics can never be taken.
  22. NODISARM: Does only make sense on a weapon - it can't be disarmed.
  23. USABLE: This object is allowed to trigger a use event. After triggering it - it is destroyed.
  24. USABLE_INFINITE: This object is allowed to trigger a use event.
  25. HYPERTECH: It's only usable by migo and extremely intelligent others.
  26. ANIMATED: DO NOT SET THAT MANUALLY!
  27. MELT-DROP: Dropping this object will destroy it.
  28. NO-LOCATE: This object can't be located.
  29. SELL-EXTRACT: This object is destroyed when sold - similar to TRASH objects.
  30. NO-UNCURSE: Remove curse will not work on this object - be careful. That can ve extremely mean.
  31. BURN-PROOF: The object will resist elementar damage.
  32. ARTIFACT: This enables the artifact set of variables.
  33. VANISH: This object vanishes for good, when carried out of its home area.

 
 

Room:
 

  1. DARK: The room is dark - you need a light of some sort.
  2. DUMP: Everything dropped here will decay shortly after.
  3. NO_MOB: Mobs don't wander in by random movement, but they can reset here or move in when following or progged.
  4. INSIDE: No weather effect, protection against flying TELEHUNTERS.
  5. PRIVATE: Room is being saved like morgue rooms.
  6. SAFE: This is a protected room - no offensive actions can happen here.
  7. PET_SHOP: Used to mark the pet storage of a Pet Shop.
  8. NO_RECALL: You can't recall from here, you can't portal, gate (,...) to here.
  9. SOLITARY: Only 1 player can be in here at the same time.
  10. IMP_ONLY: Only imms of the IMP rank can enter.
  11. GODS_ONLY: Only imms can enter.
  12. HEROES_ONLY: Only heroes or imms can enter.
  13. NEWBIE_ONLY: Only newbies, imms or helpers can enter.
  14. LAW: Some basic stuff like charming is forbidden here - good for central areas without aggros.
  15. FASTHEAL: Double regeneration - but you can do that as well with the regeneration variables.
  16. RENT: This room can be leased. Do not forget to set the rent cost.
  17. AUCTION: This marks an auction hall - ASK before you set it.
  18. BOUNTY_OFFICE: This marks a bounty office - ASK before you set it.
  19. PKILL: Marks a free PK room - meaningless in full PK mode.
  20. MISTY: Disables scanning in this room.
  21. ECHO: Enables rooom-to-room WEV echoes.
  22. BUILDING_PATTERN: Marks this room as building pattern - NEVER EVER SET WITHOUT ASKING!
  23. VEHICLE: This is used to dynamically mark a vehicles interior - NEVER EVER SET WITHOUT ASKING!
  24. GAS: Gas Station, where you can refuel your vehicles.
  25. DREAM_SAFE: Dreaming here will never result in a nightmare.
  26. NO_DREAM: Dreaming is disabled here.
  27. NO_FLEE: You can't flee from this room.
  28. TREE: Marks that a tree is here - NO NEED TO SET THAT MANUALLY.
  29. ALWAYS_RESET: The room will reset on TICK, no matter if there is a player in it or not. Good in crowded newbie areas without many aggros.
  30. NOMAGIC: No magic is possible here. Roomwide version of the NOMAGIC area flag.

 

Raffects:
 

  1. HOLY_GROUND: Holy damage to evil characters.
  2. EVIL_GROUND: Negative damage to good characters.
  3. SILENCE: IC communications & verbal spells disabled.
  4. DARKNESS: Light effects disabled.
  5. WILD-MAGIC: Spells are being randomized within their own target type.
  6. LOW-MAGIC: Magic is less effective here.
  7. HIGH-MAGIC: Magic is more effective here.
  8. NO_BREATHE: Causes damage.
  9. DRAIN: Causes damage.
  10. MARE: You can only have nightmares here.
  11. ENCLOSED: There is no way to enter or exit this room - usually only used as TEMPORARY spell affect.
  12. NO_MORGUE: If you die here, your corpse stays here.
  13. FATIGUE: Causes stun damage.
  14. DESTRUCTIVE: Destroys your equipment.

 

Exits:
 

  1. DOOR: There is a door => Closeable.
  2. CLOSED: (Needs DOOR!) The door is closed by default.
  3. LOCKED: (Needs DOOR, CLOSED!) The door is locked by default.
  4. PICKPROOF: (Needs DOOR, CLOSED, LOCKED!) You can't pick the lock on that door.
  5. HIDDEN: (Needs DOOR, CLOSED!) The door is hidden - you need to search.
  6. NO_PASS: (Needs DOOR, CLOSED!) Pass Door spell won't help you getting through.
  7. ECHO_ALL: All kinds of WEVs will be transmitted through the exit.
  8. ECHO_SOUND: Only audible WEVs will be transmitted.
  9. ECHO_VISION: Only visible WEVs will be transmitted.
  10. ROBUST: (Needs DOOR!) The door is hard to smash.
  11. ARMOURED: (Needs DOOR!) The door is harder to smash.
  12. WALL: (Needs DOOR, CLOSED!) The door is actually a wall, you can destroy (smash, explosives,...)
  13. CREAKY: (Needs DOOR!) The door emits a sound when opened/closed. You can trigger on that event.
  14. TRICKY: (Needs DOOR, CLOSED, LOCKED!) You can pick that lock, but it's hard.

 

Specs:
 

  1. BREATH_ANY: Randomly selected breath attack.
  2. BREATH _ACID: Acid breath attack.
  3. BREATH_FIRE: Fire breath attack.
  4. BREATH_FROST: Frost breath attack.
  5. BREATH_GAS: Poison breath attack.
  6. BREATH_LIGHTNING: Lightning breath attack.
  7. CAST_ADEPT: Uses 'mob adept' spell list. Does Spellups to newbies.
  8. CAST_CLERIC: Uses 'mob cleric' spell list.
  9. CAST_MAGE: Uses 'mob mage' spell list.
  10. CAST_UNDEAD: Uses 'mob undead' spell list.
  11. CAST_JUDGE: This is ROM compatibility. DO NOT SET.
  12. CAST_NATURE: Uses 'mob nature' spell list.
  13. CAST_POWER: Uses 'mob power' spell list.
  14. GUARD: Attacks criminals.
  15. EXECUTIONER: Mainly the same as guard but summons some other guards too.
  16. FIDO: Devours corpses.
  17. JANITOR: Collects worthless objects.
  18. MAYOR: This is ROM compatibility. DO NOT SET.
  19. POISON: The mob can poison you.
  20. PLAGUE: The mob can plague you.
  21. THIEF: The mob attempts to steal from you.
  22. NASTY: A nasty mixture of attacking, stealing and running.
  23. PUFF: This is ROM compatibility. DO NOT SET.
  24. CLANGUARD: The mob attacks non-clannies. Add _soc_<num> to the name.
  25. HOMEGUARD: The mob attacks everyone but the owner. Add _plr:<name> to the name.
  26. PLAYERSHOP: Owned shopkeeper. Add _plr:<name> to the name.
  27. MINER: Owned Miner. Add _plr:<name> to the name.
  28. TRANSLATOR: The mob can translate books.
  29. MECHANIC: The mob can repair vehicles.
  30. HUNTER: Basic mob memory. The mob remembers who attacked it.
  31. TRACKER: A hunter who tracks his enemy.
  32. TELETRACKER: The mob tracks his enemy by teleporting but does not attack
  33. TELEHUNTER: The mob tracks his enemy by teleporting and attacks at sight.
  34. HOUND: A modified telehunter. ASK before you set.
  35. ARTIFACTTRACKER: A teletracker with a special affinity to artifacts. ASK before you set.
  36. ARTIFACTHUNTER: A telehunter with a special affinity to artifacts. ASK before you set.
  37. PATROLMAN: Stops fighting. ROM compatibility but can come handy.
  38. TROLL_MEMBER: ROM compatibility. Basic gang set.
  39. OGRE_MEMBER: ROM compatibility. Basic gang set.
  40. SOCIAL: Those mobs tend to group with other mobs of their kind.