ACT BITS FOR MOBS AFFECT BITS FOR MOBS TYPE NUMBERS FOR ITEMS EXTRA BITS FOR ITEMS
WEAR BITS FOR ITEMS OBJECT VALUES MAX WIELDABLE WEAPON WT APPLY BITS FOR ITEMS
SPELL NUMBERS FOR ITEMS WEAPON DAMAGE TYPES CONTAINER BITS LIQUID TYPES
SPELL WEAPON SPELLS DAMAGED ARMOR ROOM FLAGS SECTOR TYPES
EXIT DIRECTIONS WEAR LOCATION RESETS DOOR RESETS MOB SPECIALS
OBJECT SPECIALS POISON MOB TIMER PLAGUE MOB TIMER


TABLE A - ACT BITS FOR MOBS
ACT BITExplanation
NPC1All mobs should be set with the NPC bit.
SENTINEL2SENTINEL mobs will not wander around at all.
SCAVENGER4SCAVENGER mobs will pick up any objects on the ground.
MEMORY8If a mob has MEMORY, it will remember any player that has attacked it and fled, and will attack that player on sight.
ILLITHID PRACTICE*16Mob will train Illithid skills.
AGGRESSIVE32AGGRESSIVE mobs will attack any player lower than them in level.
STAY AREA64STAY 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.
WIMPY128WIMPY mobs flee when they get too injured.
PET256If any of your mobs will be sold in a pet shop, set those mobs with the PET bit.
ENHANCE512Mobs that have the ENHANCE bit can enhance a player's stats for the appropriate price.
ELF PRACTICE*1024Mob will train Elf skills.
HEALER2048HEALER mobs will heal any level 1-10 character for free and will heal all characters for a price.
UNDEAD4096When 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*8192Mob will train Druid skills.
KENDER PRACTICE*16384Mob will train Kender skills.
HUMAN PRACTICE*32768Mob will train Human skills.
DWARF PRACTICE*65536Mob will train Dwarf skills.
IDENTIFY131072Mob will identify objects that players give them, for a price.
REPAIR262144A REPAIR mob can fixed damaged equipment for a small fee.
SELL MID524288SELL 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-HIGH1048576SELL 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 HIGH2097152SELL 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.
**4194304DO NOT USE.
STAY TERRAIN8388608Mobs 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*16777216Mob will train Avian skills.
**33554432DO NOT USE.
DEMON PRACTICE*%67108864Mob will grow new limbs for Demons.
MOUNT134217728Mob can be ridden by using the mount command.
GNOME PRACTICE*268435456Mob 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.

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TABLE B - AFFECT BITS FOR MOBS
AFFECTBIT
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.

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TABLE C - TYPE NUMBERS FOR ITEMS
TYPEBIT
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.

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TABLE D - EXTRA BITS FOR ITEMS
FLAGBIT
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.

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TABLE E - WEAR BITS FOR ITEMS
SLOTBIT
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.

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TABLE F - OBJECT VALUES
Type#Value0Value1Value2Value3
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 14poison 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.

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TABLE G - WEAPON WT INFO
STRENGTHMAX 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.

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Use the bits in the following table to specify which attributes an object will affect.

TABLE H - APPLY BITS
ATTRIBUTEBIT
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.

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The 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.

TABLE I - SPELL NUMBERS
SPELL NAMENUMBERWAND/SCROLLSTAFFPOTION/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.

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TABLE J WEAPON DAMAGE TYPES
TYPENUMBER
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.

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TABLE K CONTAINER BITS
FLAGBIT
CLOSEABLE 1
PICKPROOF 2
CLOSED 4
LOCKED 8


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TABLE L - LIQUID TYPES
0 - water1 - 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 milkshake53 - 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.

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TABLE M - SPELL WEAPON SPELLS
acid blast1fire breath89
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 containment134 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.

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TABLE N - DAMAGED ARMOR
Value1CONDITION
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.

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TABLE O - ROOM FLAGS
FLAGBIT
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


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TABLE P - SECTOR TYPES
TERRAINVALUE
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.

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TABLE Q - EXIT DIRECTIONS
DIRECTIONVALUE
NORTH 0
EAST 1
SOUTH 2
WEST 3
UP 4
DOWN 5


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TABLE R - WEAR LOCATION RESETS
WEAR LOCATIONVALUE
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.

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TABLE S - DOOR RESETS
DOOR STATE NUMBER
OPEN 0
CLOSED, UNLOCKED1
CLOSED, LOCKED 2


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TABLE T - MOB SPECIALS
SPECIALEXPLANATION
spec_align_changeThe mob will change a character's alignment during a fight.
spec_breath_anyThe mob will be able to use all five of the available breath weapon spells during combat.
spec_breath_acidThe mob can spit acid onto a character during combat.
spec_breath_fireThe 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.


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TABLE U - OBJECT SPECIALS
SPECIALEXPLANATION
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.


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TABLE V - POISON MOB TIMER
Mob LevelSAMPLE HPHP LOSS/TICKTIME 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.

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TABLE W - PLAGUE MOB TIMER
Mob LevelSAMPLE HPHP LOSS/TICKTIME 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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