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	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Weapons&amp;diff=4365</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Weapons&amp;diff=4365"/>
		<updated>2022-04-08T02:11:53Z</updated>

		<summary type="html">&lt;p&gt;Benamas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Manasword.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Weapons are items that characters can &#039;wield&#039; to change how they attack enemies. Their use is governed by [[Weapon Skills]], which you choose during character creation.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
When a character attacks, the amount and type of damage depend on the wielded weapon. Unarmed characters use a simplified &#039;Punch&#039; attack which deals a low amount of bashing damage, dependent on level. [[Lobstermen]], however, use a medium-damage &#039;Claw&#039; attack, also based on character level.&lt;br /&gt;
&lt;br /&gt;
If a character has any Damroll, a percentage of it, the same as their skill in that weapon type, will then be added to the damage calculations, before armor and resistances/vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
Weapons only function when they are in a character or mobile&#039;s &amp;quot;Wield&amp;quot; wear slot. This slot is similar to the &amp;quot;Held&amp;quot; and &amp;quot;Shield&amp;quot; slots, but two-handed weapons don&#039;t allow the use of Held or Shield items unless the character is a [[Giganto]].&lt;br /&gt;
&lt;br /&gt;
Weapon-type items can be equipped in other locations, and other types of items can be equipped in the Wield slot, but in neither of these cases will a character&#039;s attacks change! Builders must ensure that weapons are built correctly, or they will be useless.&lt;br /&gt;
&lt;br /&gt;
Weapons can also be given a proc chance (Programed Random OCcurrence) by setting v6 to a number above zero. A spell will be cast, or a mobprog will execute, at the end of each round of autoattacks by the wielder.&lt;br /&gt;
&lt;br /&gt;
===Mobiles===&lt;br /&gt;
&lt;br /&gt;
Mobiles can either wield weapons like players, in which case they function identically, or have their damage types and amounts built into their template. Innate weapons cannot have weapon flags, but builders can have mobiles load and unload temporary weapons, even invisible ones, before or during combat, so *you never know*.&lt;br /&gt;
&lt;br /&gt;
Like most skills, a mobile&#039;s effective weapon skill is usually 75%, unless flagged as Adept or Inept (+/- 25%). Exotic weapons are treated as if the wielder has 100% skill.&lt;br /&gt;
&lt;br /&gt;
==Item Values==&lt;br /&gt;
&lt;br /&gt;
*[v0] Weapon Class: The [[Weapon Skill]] associated with this weapon&#039;s use.&lt;br /&gt;
*[v1] Number of Dice: The number of virtual dice used to determine weapon damage.&lt;br /&gt;
*[v2] Type of Dice: The size of the virtual dice used to determine weapon damage.&lt;br /&gt;
*[v3] Type: Sets the verb the weapon uses for combat messages and, by extension, what type of damage the weapon deals. There is a list of verbs, selectable by the builder, and it is large.&lt;br /&gt;
*[v4] Special Type: Also known as Weapon Flags&lt;br /&gt;
*[v5] Proc spell: If the proc chance succeeds, and extra3 eventitem is not set, this spell will be cast. When using &#039;&#039;set&#039;&#039; or &#039;&#039;mob oset&#039;&#039;, use the spell&#039;s sn (from the slook command) and not the spell&#039;s name.&lt;br /&gt;
*[v6] Proc chance: If this is above zero, the weapon will attempt to execute a spell or prog at the end of each round of attacks from the wielder.&lt;br /&gt;
*[v7] Proc level, OR mobprog vnum if extra3 eventitem is set&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
Weapon classes have no attached properties, and only serve to determine which [[Weapon Skill]] is used to determine hit chance and percentage of damroll bonus. They are chosen at character creation, with the number determined by the character&#039;s chosen class.&lt;br /&gt;
&lt;br /&gt;
* Shortpiercing - Daggers and knives. Snik!&lt;br /&gt;
* Shortslashing - Swords and sabres. Vzzt!&lt;br /&gt;
* Shortbashing  - Maces and hammers. Tonk!&lt;br /&gt;
* Longpiercing  - Spears and pikes. Thuk!&lt;br /&gt;
* Longslashing  - Whips and chains. Ching!&lt;br /&gt;
* Longbashing   - Rods and staves. Whump!&lt;br /&gt;
* Projectile    - Bows and slingshots. Zing!&lt;br /&gt;
* Melee         - Gloves and claws. Biff!&lt;br /&gt;
&lt;br /&gt;
Although some [[skills]] care what weapon type a character is wielding, weapon types do not have any inherent attributes. The fact that different weapon types tend to have different properties (such as being two-handed or having low weight) is merely collusion by the game&#039;s builders.&lt;br /&gt;
&lt;br /&gt;
The [[Reploid]] race&#039;s Armcannon ability uses its own weapon skill, for the armcannon weapon only.&lt;br /&gt;
&lt;br /&gt;
===Weapon Flags===&lt;br /&gt;
&lt;br /&gt;
Any number of these flags can be set on any weapon:&lt;br /&gt;
&lt;br /&gt;
* flaming: Deals (1 to [weapon level/4]+2) extra fire damage per attack. May blind targets briefly.&lt;br /&gt;
* frost: Deals (1 to [weapon level/4]+2) extra cold damage per attack. May slow targets briefly.&lt;br /&gt;
* vampiric: Deals ([total damage/5]+1) extra draining damage per attack and restores half that to the attacker. Only works on opponents with blood.&lt;br /&gt;
* sharp: has a skill/8% chance to do extra damage up to double.&lt;br /&gt;
* vorpal Causes bleeding for two pulses. Can be resisted as the weapon&#039;s damage type. Only works on opponents with blood.&lt;br /&gt;
* twohands: Fills both hands when equipped. [[Giganto]] ignore this flag in the main hand but can&#039;t dual-wield twohanded weapons.&lt;br /&gt;
* shocking: Deals (1 to [weapon level/4]+2) extra electric damage per attack. May daze targets briefly.&lt;br /&gt;
* poison: Weapon tries to apply the poison affect for two pulses.&lt;br /&gt;
* leaf: Damages the opponent&#039;s mana per attack (([total damage/5]), and restores half that much mana to the attacker.&lt;br /&gt;
* holy: Procs ([victim alignment x -1] x [weapon level] / 2000) extra Holy damage - Does more vs foes of evil alignment, doesn&#039;t work vs foes of good alignment&lt;br /&gt;
* unholy: Procs ([victim alignment] x [weapon level] / 2000) extra Negative damage - Does more vs foes of good alignment, doesn&#039;t work vs foes of evil alignment&lt;br /&gt;
* barotraumatic: Damages the opponent&#039;s Movement points per attack (1 to [weapon level/12]+3). Has a small chance to drain movement completely (AKA Sprain).&lt;br /&gt;
* enfeebling: Temporarily lowers the foe&#039;s damroll with successive hits.&lt;br /&gt;
* empowering: Temporarily raises the attacker&#039;s damroll with successive hits.&lt;br /&gt;
* featherweight: The weapon&#039;s weight is halved for the purposes of whether you can wield it (but not for determining second attacks, etc). Applied by [[Espers]]&#039; Ferre Potest spell.&lt;br /&gt;
* nervewracking: Does (1 to [weapon level/4]+2) extra mental damage per attack with a chance to confuse for 2 to 4 pulses, depending on weapon level.&lt;br /&gt;
* acidic: Deals (1 to [weapon level/4]+2) extra acid damage per attack. May osmose the target briefly.&lt;br /&gt;
* disrupting: Causes (1 to [weapon level/3]+2) extra non-elemental damage to mobs with the undead form flag or the Zombify affect.&lt;br /&gt;
* earthy: Deals (1 to [weapon level/3]+2) extra earth damage per attack.&lt;br /&gt;
* soulblade: Deals extra holy or dark damage (equivalent to a full extra attack without multi-hit penalties) depending on the wielder&#039;s alignment.&lt;br /&gt;
* tracer: Temporarily raises the attacker&#039;s hitroll with each attack, even misses.&lt;br /&gt;
* measuring: Altered damage output.&lt;br /&gt;
* squeaky: Makes noise on critical hits.&lt;br /&gt;
* loud: Combat occurs in UPPERCASE.&lt;br /&gt;
* mystery: No numerical damage display to player or victim.&lt;br /&gt;
* runic: Wielder takes no damage from magic spells -- only absorbs one spell when applied by the runic skill.&lt;br /&gt;
* mystic: Wielder&#039;s damage will use magroll (as a multiplicative bonus) instead of damroll.&lt;br /&gt;
* critical: has triple (i.e. 15% vs the usual 5%) chance to cause a critical hit.&lt;br /&gt;
&lt;br /&gt;
{{Itemtypes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Types]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=1479</id>
		<title>Mprog Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Mprog_Compendium&amp;diff=1479"/>
		<updated>2014-01-20T17:42:28Z</updated>

		<summary type="html">&lt;p&gt;Benamas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:2Mprog3.jpg|right|thumb|212px|No clear results from Google images on what an Mprog looks like.]]&lt;br /&gt;
&lt;br /&gt;
For every entry in this database, I will attempt to explain to the fullest degree possible the various ways every mobprog command, trigger, and ifchk works in the Cleft of Dimensions. If you&#039;re just a tourist, check out some [[Mprog Compendium/Examples|examples]]&lt;br /&gt;
&lt;br /&gt;
===IFCHECKS===&lt;br /&gt;
&lt;br /&gt;
    rand		if rand 30		- if random number between 1 and 100 is &amp;lt; 30&lt;br /&gt;
    ishere               if ishere $q            - is $q in this room?&lt;br /&gt;
    mobhere		if mobhere fido		- is there a &#039;fido&#039; here&lt;br /&gt;
    objhere		if objhere bottle	- is there a &#039;bottle&#039; here&lt;br /&gt;
 			if mobhere 1233		- is there mob vnum 1233 here&lt;br /&gt;
 			if objhere 1233		- is there obj vnum 1233 here&lt;br /&gt;
    mobexists		if mobexists fido	- is there a fido somewhere&lt;br /&gt;
    objexists		if objexists sword	- is there a sword somewhere&lt;br /&gt;
 &lt;br /&gt;
    people		if people &amp;gt; 4		- does room contain &amp;gt; 4 people&lt;br /&gt;
    players		if players &amp;gt; 1		- does room contain &amp;gt; 1 pcs&lt;br /&gt;
    mobs	        	if mobs &amp;gt; 2		- does room contain &amp;gt; 2 mobiles&lt;br /&gt;
    clones		if clones &amp;gt; 3   	- are there &amp;gt; 3 mobs of $i&#039;s vnum here&lt;br /&gt;
    order		if order == 0		- is mob the first in room&lt;br /&gt;
    hour	        	if hour &amp;gt; 11		- is the time &amp;gt; 11 o&#039;clock&lt;br /&gt;
         Sunrise occurs at 6am (hour 6)&lt;br /&gt;
         Sunset occurs at 6pm (hour 18)&lt;br /&gt;
    day                  if day &amp;gt; 0              - is today not the first day of the week&lt;br /&gt;
         0 - Mana Holy Day&lt;br /&gt;
         1 - Luna Day        &lt;br /&gt;
         2 - Salamando Day&lt;br /&gt;
         3 - Undine Day&lt;br /&gt;
         4 - Dryad Day&lt;br /&gt;
         5 - Jinn Day&lt;br /&gt;
         6 - Gnome Day&lt;br /&gt;
    sky 	        	if sky &amp;gt; 2         	- is the sky rating &amp;gt; cloudy&lt;br /&gt;
 	0 - dry&lt;br /&gt;
 	1 - cloudless&lt;br /&gt;
 	2 - cloudy&lt;br /&gt;
 	3 - raining&lt;br /&gt;
 	4 - lightning&lt;br /&gt;
    wind	        	if wind &amp;gt; 2		- is the wind rating &amp;gt; breeze&lt;br /&gt;
 	0 - stale&lt;br /&gt;
 	1 - none&lt;br /&gt;
 	2 - breeze&lt;br /&gt;
 	3 - windy&lt;br /&gt;
 	4 - gale&lt;br /&gt;
    ispc	        	if ispc $n 		- is $n a pc&lt;br /&gt;
    isnpc		if isnpc $n 		- is $n a mobile&lt;br /&gt;
    isgood		if isgood $n 		- is $n good&lt;br /&gt;
    isevil		if isevil $n 		- is $n evil&lt;br /&gt;
    isneutral		if isneutral $n 	- is $n neutral&lt;br /&gt;
    isimmort		if isimmort $n		- is $n immortal&lt;br /&gt;
    ischarm		if ischarm $n		- is $n charmed */&lt;br /&gt;
    isfollow		if isfollow $n		- is $n following someone&lt;br /&gt;
    isactive		if isactive $n		- is $n&#039;s position &amp;gt; SLEEPING&lt;br /&gt;
    isdelay		if isdelay $i		- does $i have mobprog pending&lt;br /&gt;
    isvisible		if isvisible $n		- can mob see $n&lt;br /&gt;
    hastarget		if hastarget $i		- does $i have a valid target&lt;br /&gt;
    istarget		if istarget $n		- is $n mob&#039;s target&lt;br /&gt;
    exists		if exists $n		- does $n exist somewhere&lt;br /&gt;
 &lt;br /&gt;
    affected		if affected $n blind	- is $n affected by blind&lt;br /&gt;
    shielded  		if shielded $n charge	- is $n shielded by charge&lt;br /&gt;
    act			if act $i sentinel	- is $i flagged sentinel&lt;br /&gt;
    off           	if off $i berserk	- is $i flagged berserk&lt;br /&gt;
    imm           	if imm $i fire		- is $i immune to fire &lt;br /&gt;
    carries		if carries $n sword	- does $n have a &#039;sword&#039;&lt;br /&gt;
 			if carries $n 1233	- does $n have obj vnum 1233&lt;br /&gt;
    wears		if wears $n lantern	- is $n wearing a &#039;lantern&#039;&lt;br /&gt;
 			if wears $n 1233	- is $n wearing obj vnum 1233&lt;br /&gt;
    upon                 if upon $n motorcycle   - is $n riding/using as furniture a &#039;motorcycle&lt;br /&gt;
                         if upon $n 1233         - is $n riding/using as furniture obj vnum 1233&lt;br /&gt;
    has    		if has $n weapon	- does $n have obj of type weapon&lt;br /&gt;
    uses	        	if uses $n armor	- is $n wearing obj of type armor&lt;br /&gt;
    name	        	if name $n puff		- is $n&#039;s name &#039;puff&#039;&lt;br /&gt;
    pos			if pos $n standing	- is $n standing&lt;br /&gt;
    clan	        	if clan $n &#039;tuna&#039; 	- does $n belong to clan &#039;tuna&#039;&lt;br /&gt;
    race        		if race $n dragon	- is $n of &#039;dragon&#039; race&lt;br /&gt;
    class		if class $n mage	- is $n&#039;s class &#039;mage&#039;&lt;br /&gt;
    objtype		if objtype $p scroll	- is $p a scroll&lt;br /&gt;
    quest		if quest $n nerb1	- is nerb1 toggled for $n&lt;br /&gt;
    skill                if skill $n &#039;big boo&#039;   - does $n have the big boo skill&lt;br /&gt;
 &lt;br /&gt;
    vnum	        	if vnum $i == 1233  	- virtual number check&lt;br /&gt;
    hpcnt		if hpcnt $i &amp;gt; 30	- hit point percent check&lt;br /&gt;
    room	        	if room $i == 1233	- room virtual number&lt;br /&gt;
    sex			if sex $i == 0		- sex check&lt;br /&gt;
 	0 - none&lt;br /&gt;
 	1 - male&lt;br /&gt;
 	2 - female&lt;br /&gt;
    level		if level $n &amp;lt; 5		- level check&lt;br /&gt;
    align		if align $n &amp;lt; -1000	- alignment check&lt;br /&gt;
    innate		if innate $n == 1	- innate check&lt;br /&gt;
        0 - None&lt;br /&gt;
        1 - Water&lt;br /&gt;
        2 - Moon&lt;br /&gt;
        3 - Wood&lt;br /&gt;
        4 - None (Don&#039;t use)&lt;br /&gt;
        5 - Wind&lt;br /&gt;
        6 - Earth&lt;br /&gt;
        7 - Fire&lt;br /&gt;
    size        		if size $n &amp;lt; 2		- size check&lt;br /&gt;
 	0 - tiny&lt;br /&gt;
 	1 - small&lt;br /&gt;
 	2 - medium&lt;br /&gt;
 	3 - large&lt;br /&gt;
 	4 - huge&lt;br /&gt;
 	5 - giant&lt;br /&gt;
    money		if money $n &amp;gt; 500	- money check (in silver)&lt;br /&gt;
    duplicates		if duplicates $n &amp;gt; 3	- are there &amp;gt; 3 mobs of same vnum here&lt;br /&gt;
    objval0		if objval0 &amp;gt; 1000 	- object value[] checks 0..4&lt;br /&gt;
    objval1&lt;br /&gt;
    objval2&lt;br /&gt;
    objval3&lt;br /&gt;
    objval4&lt;br /&gt;
    grpsize		if grpsize $n &amp;gt; 6	- group size check&lt;br /&gt;
    mpchk        	if mpchk $i &amp;gt; 8  	- mana point check&lt;br /&gt;
    str			if str $n &amp;gt; 13		- strength check&lt;br /&gt;
    int			if int $i &amp;lt; 18		- intelligence check&lt;br /&gt;
    wis			if wis $q == 25		- wisdom check&lt;br /&gt;
    dex			if dex $f &amp;gt;= 8		- dexterity check&lt;br /&gt;
    con			if con $g &amp;lt;= 20		- constitution check&lt;br /&gt;
    hpchk		if hpchk $n &amp;lt; 15 	- hit point check&lt;br /&gt;
    mpcnt		if mpcnt $i &amp;gt; 50 	- mana percentage check&lt;br /&gt;
    counter		if counter $i &amp;gt;= 6 	- mob counter check&lt;br /&gt;
    sector              if sector $i == 5       - sector check&lt;br /&gt;
        0 - inside       1 - city         2 - field        3 - forest     &lt;br /&gt;
        4 - hills        5 - mountain     6 - swim         7 - noswim&lt;br /&gt;
        8 - unused       9 - air          10 - desert      11 - rock&lt;br /&gt;
        12 - road        13 - enter       14 - snow        15 - swamp&lt;br /&gt;
        16 - jungle      17 - ruins       18 - mount2      19 - coastal&lt;br /&gt;
        20 - developed   21 - void&lt;br /&gt;
    drunk               if drunk $n &amp;gt;= 5        - drunkenness check&lt;br /&gt;
    subclass            if subclass $n &amp;gt; 0      - subclass check&lt;br /&gt;
    skillchk            if skillchk $n &#039;big boo&#039; &amp;gt; 90 - character&#039;s skill percentage check&lt;br /&gt;
&lt;br /&gt;
===VARIABLES===&lt;br /&gt;
&lt;br /&gt;
There are two types of variables that are used in mobprogs. There is a limited set of variables than can be used with ifchecks, and there is a far more diverse set of variables than can be used with everything else. Additionally, there are variables outside of mobprogs that deal with items such as gender, but those are covered by the general variables listed below and are outside the scope of this document anyway. The variables listed below are in alphabetical order.&lt;br /&gt;
&lt;br /&gt;
====Ifcheck Variables:====&lt;br /&gt;
 $f	the pet of the mob remember target&lt;br /&gt;
 $g	the master of the mob remember target&lt;br /&gt;
 $i	the acting mob himself&lt;br /&gt;
 $n	the target of the mob&lt;br /&gt;
 $o	the target object of the mob&lt;br /&gt;
 $p	the secondary target object of the mob (act trigger only)*&lt;br /&gt;
 $q	the mob remember target&lt;br /&gt;
 $r	random character in room&lt;br /&gt;
 $t	the secondary target of the mob (act trigger only)*&lt;br /&gt;
 $z	the counter of the acting mob&lt;br /&gt;
&lt;br /&gt;
====General Variables:====&lt;br /&gt;
 	$a	the numerical damage amount of the last successful Mob Damage (only works with Mob Echo)&lt;br /&gt;
 	$e	the subject pronoun of the mob&#039;s target&lt;br /&gt;
 	$E	the subject pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$f	the name of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$F	the short desc of the pet of the mob&#039;s remember target&lt;br /&gt;
 	$g	the name of the master of the mob&#039;s remember target&lt;br /&gt;
 	$G	the short desc of the master of the mob&#039;s remember target&lt;br /&gt;
 	$i	the name of the acting mob&lt;br /&gt;
 	$I	the short desc of the acting mob&lt;br /&gt;
 	$j	the subject pronoun of the acting mob (he/she/it)&lt;br /&gt;
 	$J	the subject pronoun of a random character&lt;br /&gt;
 	$k	the object pronoun of the acting mob (him/her/it)&lt;br /&gt;
 	$K	the object pronoun of a random character&lt;br /&gt;
 	$l	the possessive adjective of the acting mob (his/her/its)&lt;br /&gt;
 	$L	the possessive adjective of a random character&lt;br /&gt;
 	$m	the object pronoun of the mob&#039;s target&lt;br /&gt;
 	$M	the object pronoun of the mob&#039;s secondary target*&lt;br /&gt;
 	$n	the name of the mob&#039;s target&lt;br /&gt;
 	$N	the short desc of the mob&#039;s target&lt;br /&gt;
 	$o	the name of the mob&#039;s object target&lt;br /&gt;
 	$O	the short desc of the mob&#039;s object target&lt;br /&gt;
 	$p	the name of the mob&#039;s secondary object target*&lt;br /&gt;
 	$P	the short desc of the mob&#039;s secondary object target*&lt;br /&gt;
 	$q	the name of the mob&#039;s remember target&lt;br /&gt;
 	$Q	the short desc of the mob&#039;s remember target&lt;br /&gt;
 	$r	the name of a random character&lt;br /&gt;
 	$R	the short desc of a random character&lt;br /&gt;
 	$s	the possessive adjective of the mob&#039;s target&lt;br /&gt;
 	$S	the possessive adjective of the mob&#039;s secondary target*&lt;br /&gt;
 	$t	the name of the mob&#039;s secondary target*&lt;br /&gt;
 	$T	the short desc of the mob&#039;s secondary target*&lt;br /&gt;
 	$X	the subject pronoun of the mob remember target&lt;br /&gt;
 	$Y	the object pronoun of the mob remember target&lt;br /&gt;
 	$z	the counter of the acting mob&lt;br /&gt;
 	$Z	the possessive adjective of the mob remember target&lt;br /&gt;
&lt;br /&gt;
OR:&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!  !! Name !! Short Desc !! Subject Pronoun !! Object Pronoun !! Possessive Adjective&lt;br /&gt;
|-&lt;br /&gt;
|  || For Targetting || For Echoing || He/She/It || Him/Her/It || His/Her/Its&lt;br /&gt;
|-&lt;br /&gt;
|Acting Mob || $i || $I || $j || $k || $l&lt;br /&gt;
|-&lt;br /&gt;
|Mob&#039;s Target || $n || $N || $e || $m || $s&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Target* || $t || $T || $E || $M || $S&lt;br /&gt;
|-&lt;br /&gt;
|Object Target || $o || $O&lt;br /&gt;
|-&lt;br /&gt;
|Secondary Object* || $p || $P&lt;br /&gt;
|-&lt;br /&gt;
|Random Character || $r || $R || $J || $K || $L&lt;br /&gt;
|-&lt;br /&gt;
|Mob Remember Target || $q || $Q || $X || $Y || $Z&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Pet || $f || $F&lt;br /&gt;
|-&lt;br /&gt;
|Remember Target&#039;s Master|| $g || $G&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*The secondary target variables are a bit odd. Basically, they only work when a target or mob is related indirectly to the mob. For example, if Griswald opened a box and the mob had an act prog execute on that, the box would be $p. Or if Griswald parried Ami&#039;s attack and the mob had an act prog execute on that, Ami would be $t. $p and $t cannot exist at the same time.&lt;br /&gt;
&lt;br /&gt;
===MOB COMMANDS===&lt;br /&gt;
&lt;br /&gt;
The commands are grouped logically, not alphabetically. Commands that serve a similar purpose are grouped together, since I thought it would be more helpful that way. Every command has the appropriate syntax listed under it. Stuff in &amp;lt;brackets&amp;gt; denotes necessary parameters, stuff in [brackets] denotes unnecessary parameters. A synopsis of every command is listed as well. At the bottom of every entry I list examples of every command&#039;s usage. &lt;br /&gt;
&lt;br /&gt;
A list of examples is given for each command. Every command has up to five basic examples and a further list of advanced usages for the command. In general, I try to draw no more than one example from each area, unless a given area has two or more distinctly different advanced usages of a command. The examples can be accessed via mpdump.&lt;br /&gt;
&lt;br /&gt;
;ECHO:mob echo &amp;lt;string&amp;gt;&lt;br /&gt;
This command sends a text message to every player in the room. It is the basic command to output whatever you want via mobprogs. There are many more specialized versions of this command, all of which are listed below. Oftentimes echo is a better choice than having a mob say or emote something.&lt;br /&gt;
&lt;br /&gt;
Examples: 1362, 2206, 2553, 1161, 4715&lt;br /&gt;
&lt;br /&gt;
;ECHOAT:mob echoat &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to the specific player targetted in the room and no one else. In combination with the echoaround command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoat is useful in events such as someone being telepathed to, or if you just want to hide  a  certain message from other players in the room.&lt;br /&gt;
&lt;br /&gt;
Examples: 1072, 33, 152, 1502, 3007&lt;br /&gt;
&lt;br /&gt;
;ECHOAROUND:mob echoaround &amp;lt;target&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command will echo a message to every player in the room with the exception of the target. In combination with the echoat command, this can allow for messages that simulate real commands. Usually the echo command is preferable, but echoaround combined with echoat can allow for the distinction between &amp;quot;you&amp;quot; and &amp;quot;$n&amp;quot; in messages. Echoaround is generally useful when you want to hide certain messages from the target player.&lt;br /&gt;
&lt;br /&gt;
Examples: 1462, 4001, 4807, 3129, 4072&lt;br /&gt;
&lt;br /&gt;
;ASOUND:mob asound &amp;lt;string&amp;gt;&lt;br /&gt;
This command is similiar to echo. Unlike echo, however, asound will echo a message to every room that the mob&#039;s current room has an exit to - i.e., the surrounding rooms. What&#039;s interesting about asound is that it doesn&#039;t echo to the room the mob is in, only adjacent ones. It will echo through doors, but will not echo through portals or one-way exits leading INTO the mob&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Examples: 4017, 5683, 2217, 5494, 2714&lt;br /&gt;
&lt;br /&gt;
;ZECHO:mob zecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of echo, echoing a message to every player in the mob&#039;s current area. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every zecho message, but players won&#039;t. The applications of this command are pretty straightforward, and they can easily add some flavor to your area.&lt;br /&gt;
&lt;br /&gt;
Examples: 1035, 1003, 182&lt;br /&gt;
&lt;br /&gt;
;GECHO:mob gecho &amp;lt;string&amp;gt;&lt;br /&gt;
This command is a more powerful version of zecho, echoing a message to every player in the MUD. There probably aren&#039;t that many times anybody would want to use this, but it&#039;s a powerful command and it&#039;s there. Staff will get a &amp;quot;mob echo&amp;gt;&amp;quot; in front of every gecho message, but players won&#039;t.&lt;br /&gt;
&lt;br /&gt;
Examples: 419&lt;br /&gt;
&lt;br /&gt;
;GOTO:mob goto &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers the mobile from the current room to another. The location parameter takes many different arguments. When given a number, goto will transfer the mob to the given room number. When given any single word, goto will transfer the mob to the first relevant mob or object in the world. An interesting fact about goto is that it stops the mob&#039;s combat during the transfer, so it acts like a localized mob peace. Also, use of the goto command can disguise a mob&#039;s death cry - shown in the examples below. Mob goto can transfer through safe or no_mob room flags and can move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 4004, 2712, 3116, 1021, 5555&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2115, 4069, 1212, 1549, 2262, 71, 4851, 1053, 187, 733&lt;br /&gt;
&lt;br /&gt;
;TRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command transfers the target to the given location. The location can be a room vnum or a single keyword for a given mob or object. If location is omitted, the command will transfer the target to the room the mob is in. The target can be any mob or player in the world. Mob transfer can also transfer &amp;quot;all,&amp;quot; which will move all characters in the mob&#039;s room. Mob transfer can transfer through safe or no_mob room flags and move sentinel mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 1452, 4014, 2708, 4854, 1714&lt;br /&gt;
&lt;br /&gt;
;GTRANSFER:mob transfer &amp;lt;target&amp;gt; [location]&lt;br /&gt;
This command works just like transfer, except it transfers everyone in the target&#039;s group as well as the target. However, you cannot gtransfer all. Besides that, it is entirely identical to transfer.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;MLOAD:mob mload &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command loads a mob with the chosen vnum into the same room as the acting mob. It can load mobs from any area and into any room with no restrictions. It only takes vnums as a parameter - you cannot mload specific words. While the command appears straightforward, it can be used creatively.&lt;br /&gt;
&lt;br /&gt;
Examples: 1206, 1453, 39, 3119, 154&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2729, 2262, 4076, 1404, 4849, 1563, 1003&lt;br /&gt;
&lt;br /&gt;
;OLOAD:mob oload &amp;lt;vnum&amp;gt; [level] [R] [W]&lt;br /&gt;
This command loads an object with the chosen vnum into the inventory of the mobile. If the item cannot be taken into inventory, it is generated on the floor. The optional level parameter allows you to modify the level of the loaded item, varying who can wear it and its cost. Level is limited to the mob&#039;s level, though. &amp;quot;R&amp;quot; will send the object to the room, and &amp;quot;W&amp;quot; will make the mob wear the object, if possible, instead of placing it in inventory. What&#039;s great about loading objects is that they can be used as &amp;quot;counters&amp;quot; in mobprogs, illustrated in some examples below.&lt;br /&gt;
&lt;br /&gt;
Examples: 1475, 1360, 3126, 2381, 2127&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 2232, 178, 5670, 4818&lt;br /&gt;
&lt;br /&gt;
;OTRANSFER:mob otransfer &amp;lt;target&amp;gt; &amp;lt;location&amp;gt;&lt;br /&gt;
This command transfers an object to a given location. The target object can be in the room, in the mob&#039;s inventory, or part of the mob&#039;s equipment. The location parameter can be a room vnum or an argument for a mobile or object anywhere in the world. Unlike the regular transfer command, the location is mandatory. Unfortunately, no matter what the location is, the target object will always transfer to the room the location is in, never the actual character specified. NOTE: items inside containers cannot be otransfered, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 4868&lt;br /&gt;
&lt;br /&gt;
;PURGE:mob purge [target]&lt;br /&gt;
This command can delete items or mobiles from the room the mob is in. It has powerful and versatile purposes. Mob purge without a parameter will purge all mobs and items in the room that lack the nopurge flag. Mob purge with a target can purge any mobile in the room or any object in the room or in the mob&#039;s inventory or equipment. Mob purge will never purge player characters. A mob can &amp;quot;mob purge self,&amp;quot; but do so sparingly - it appears to be able to crash the MUD at times. When you do use &amp;quot;mob purge self,&amp;quot; try to place it as close to the end of mobprogs as possible.&lt;br /&gt;
&lt;br /&gt;
Examples: 53, 3149, 4829, 1581, 710&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1005, 3123&lt;br /&gt;
&lt;br /&gt;
;JUNK:mob junk &amp;lt;item&amp;gt;&lt;br /&gt;
This command can destroy any item the mob has in inventory or is wearing as equipment. The &amp;lt;item&amp;gt; parameter is very versatile. You can junk all, or junk all.something, or just junk a specific item. It works just like the get command in this regard. I believe it also takes variables such as $o, but of this I am not absolutely certain. Mob junk cannot junk items on the ground or items in a player&#039;s inventory. NOTE: items inside containers cannot be junked, but ifchks can see them.&lt;br /&gt;
&lt;br /&gt;
Examples: 1476, 2109, 1360, 2710, 4886&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 3146, 2216, 4015, 2387, 727, 1009, 1212, 5491, 3113&lt;br /&gt;
&lt;br /&gt;
;REMOVE:mob remove &amp;lt;target&amp;gt; &amp;lt;vnum&amp;gt;&lt;br /&gt;
This command removes the given object from the target&#039;s inventory or equipment. The target must be in the same room as the mob. The vnum parameter specifies the vnum of the object to be removed from the target. Mob remove will remove all objects of the given vnum from the target, which may or may not be helpful, depending on your circumstances. Alternately, all can be used instead of a vnum - this will remove every object the target has. Removed objects are completely destroyed, not dropped to the floor or given to the mob. This means be careful when using it. NOTE: items inside containers cannot be removed, but ifchks can see them. NOTE: the previous note is no longer true.&lt;br /&gt;
&lt;br /&gt;
Examples: 1027, 4829, 1314, 1162, 5556&lt;br /&gt;
&lt;br /&gt;
;FLEE:mob flee&lt;br /&gt;
This command causes the mob to instantly run to an adjoining room. It only works if the mob is not currently fighting. The mob will not flee through closed doors or into no_mob rooms, and it will not flee into the same room as it started in (via looped exits). The way it works is that the mob tries, six times, to run in a random direction. If at the end of those six attempts it hasn&#039;t found a valid exit, the mob does nothing. Because of this, mob flee is more likely to work in rooms with more exits than rooms with fewer exits.&lt;br /&gt;
&lt;br /&gt;
Examples: 1006&lt;br /&gt;
&lt;br /&gt;
;KILL:mob kill &amp;lt;target&amp;gt;&lt;br /&gt;
This command will force the mob to attack the target. The target parameter can be either a variable like $n or an actual name like goomba. It ignores almost all of the restrictions the regular kill command has - for example, a mob can attack a person who is already fighting someone else, or it can attack through a safe room. Here are the only restrictions: the target must be in the same room as the mob, the mob can&#039;t attack itself, and charmed mobs can&#039;t attack their masters. When your mobile absolutely must attack someone, you want to use this instead of the regular kill command.&lt;br /&gt;
&lt;br /&gt;
Examples: 4700, 1456, 2712, 3123&amp;lt;br&amp;gt;&lt;br /&gt;
Adv. Examples: 1514, 2352, 3014, 1060, 161, 172&lt;br /&gt;
&lt;br /&gt;
;ASSIST:mob assist &amp;lt;target&amp;gt;&lt;br /&gt;
This command works similarly to kill. It functions somewhat differently than the regular assist command. Mob assist will force the mob to attack whoever the target is fighting with. The target parameter can be either a variable like $n or an actual name like goomba. It does not relieve the target of fighting, it merely draws the mob into the fray. Mob assist will attack under any circumstances unless: the target isn&#039;t in the same room as the mob, the mob is trying to assist itself, the target is not fighting, or the mob is already fighting.&lt;br /&gt;
&lt;br /&gt;
Examples: None. This command is not mentioned in the standard mprog documentation.&lt;br /&gt;
&lt;br /&gt;
;HIT:mob hit &amp;lt;target&amp;gt;&lt;br /&gt;
Similar to Kill and Assist, this command causes the mob to attack the target. However, it doesn&#039;t care if the actor is already fighting -- this makes it useful for simulating special attacks.&lt;br /&gt;
&lt;br /&gt;
Examples: 1456&lt;br /&gt;
&lt;br /&gt;
;PEACE:mob peace&lt;br /&gt;
This command stops all fighting in the same room as the mob. It works exactly like the staff command of the same name. Besides furthering the cause of pacifism, it&#039;s ideal for creating a gap in the fighting to execute commands that can&#039;t be done while fighting, then resuming the brawl. Additionally, it&#039;s a helpful command to use with inert or passive mobs.&lt;br /&gt;
&lt;br /&gt;
Examples: 5669, 4001, 3014, 172, 3139&lt;br /&gt;
&lt;br /&gt;
;SKILL:mob skill &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows the mob to execute almost any skill. The given command is parsed like a regular command, except that, when this command is executed, the mob is treated as having 75% adequacy in all skills in the game. Therefore, skills that are normally forbidden to mobs can be used with the mob skill command. By using the adept and inept act2 flags, the proficiency of the mob at skills can be increased or decreased by 25%.&lt;br /&gt;
&lt;br /&gt;
Examples: 2511&lt;br /&gt;
&lt;br /&gt;
;DAMAGE:mob damage &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt; [damtype] [lethal] [safe] [percent]&lt;br /&gt;
This command directly damages the target. The target can be any character in the same room as the mob, or it can be &#039;&#039;&#039;all&#039;&#039;&#039;, which targets all characters in the room. Mob damage does a random number of hitpoints damage between min and max. Min and max are not dice, they are a flat range. Mob damage can do negative damage, which will heal the target - however, mob damage will not send the target&#039;s hp above maximum. &amp;lt;br&amp;gt;&lt;br /&gt;
Damtype specifies what [[damage type]] to use in respect to resistances and vulnerabilities. It can be any damage type you see with &amp;quot;? imm&amp;quot; in medit. A given mob damage can only have one given damtype.&amp;lt;br&amp;gt;&lt;br /&gt;
If you type &amp;quot;lethal&amp;quot; at the end of the command, the mob damage can kill the target. Otherwise, the target&#039;s hp will not drop below 0. [damtype] and [lethal]&#039;s positions in the command are interchangeable. If you type &amp;quot;safe&amp;quot; at the end of the command, the mob damage will not hurt characters in the same group as the mob; however, this is only relevant to &amp;quot;all&amp;quot; mob damages.&amp;lt;br&amp;gt;&lt;br /&gt;
The &amp;quot;percent&amp;quot; keyword changes the min and max from a damage quantity into a percentage of the target&#039;s maximum HP. It will not do more damage than the target&#039;s current HP, however.&lt;br /&gt;
&lt;br /&gt;
Examples: 4061, 4831, 1704, 1532, 701&lt;br /&gt;
&lt;br /&gt;
;CAST:mob cast &amp;lt;spell&amp;gt; [target]&lt;br /&gt;
This command allows a mob to cast any of the spells normally available to players. The spell parameter takes an argument, and you&#039;d type in given spell there just like you would with the regular cast command. The target can be any mob or object in the room or mob&#039;s inventory, or, depending on the spell, no target at all. Mob cast costs no mana. Unfortunately, the targetting system for mob cast doesn&#039;t work very well. Some spells, such as curse, won&#039;t work at all. However, most attack spells will work, as well as buffs. You&#039;ll usually want to pair this command with a mob echo for more flavor.&lt;br /&gt;
&lt;br /&gt;
Examples: 4001, 2203, 4838, 301, 4716&lt;br /&gt;
&lt;br /&gt;
;MANA:mob mana &amp;lt;target&amp;gt; &amp;lt;min&amp;gt; &amp;lt;max&amp;gt;&lt;br /&gt;
This command drains mana from the target. It works in a similar fashion to mob damage, but it is less complex. The target can be any character in the same room as the mob, or it can be &amp;quot;all,&amp;quot; which targets all characters in the room. Mob mana does a random number of mana damage between min and max. Min and max are not dice, thye are a range. Mob mana can drain negative mana to cause restoration, but it will not give more mana than a character has max. Likewise, it will never send mana below 0. Mob mana $i commands are an excellent way to make realistic spellcasting for mobs, especially when combined with mob cast and mob damage commands, in addition to the mpchk ifchk.&lt;br /&gt;
&lt;br /&gt;
Examples: 3139, 2748, 169, 701. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;AWARD:mob award &amp;lt;target&amp;gt; &amp;lt;type&amp;gt; &amp;lt;value&amp;gt;&lt;br /&gt;
This command can award various points to the target. It works almost exactly like the staff command of the same name. The target argument can be any character in the world, but cannot be a mob or a staffer. Below is a chart of type arguments and their relevant range of values:&lt;br /&gt;
&lt;br /&gt;
 gold	-10000	10000		exp	-10000	10000		prac	10	-10&lt;br /&gt;
 silver	-10000	10000		qp	-10000	10000		train	5	-5&lt;br /&gt;
&lt;br /&gt;
Use this command sparingly and only as a reward for doing important stuff. It is best used in conjunction with the mob quest command, especially when dealing with experiernce, practices, or trains. Qp stands for quest points, and it is a marginally important value that basically translates to IOUs for restrings.&lt;br /&gt;
&lt;br /&gt;
Examples: 2260, 4022, 1027, 1116, 32. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;QUEST:mob quest &amp;lt;target&amp;gt; &amp;lt;+/-/=&amp;gt; &amp;lt;questflag&amp;gt;&lt;br /&gt;
This command modifies the value of a quest flag on the target character. Quset flags are unique, hardcoded flags that save whether a mob has completed a certain event or not. Target is an argument and can refer to any player in the world. Mob quest does not work with mob targets. &amp;lt;+/-/=&amp;gt; indicates whether to set or unset the relevant quest flag; + and = are exactly the same. Finally, the questflag parameter is one of the hardcoded questflags in the MUD. Do you need a questflag added for your mobprogs? If so, talk to Carsanquay about adding one.&lt;br /&gt;
&lt;br /&gt;
The QUEST2 command works exactly the same as the QUEST command but only works for quest2 flags. The normal QUEST command works for both normal quest flags and the extended quest2 flags so the QUEST2 command &lt;br /&gt;
&lt;br /&gt;
Examples: 54, 3113, 2390, 4874, 1596. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;PETIFY:mob petify &amp;lt;target&amp;gt; &amp;lt;victim&amp;gt;&lt;br /&gt;
This command makes the victim the pet of the target. It works almost exactly like the staff command of the same name. Target and victim are arguments, and they can be any character in the world. However, mob petify will not work if victim is a player or if target already has a pet. It&#039;s probably not a great idea to petify a victim that&#039;s not in the same room as the target, even though you can within the extent of the command.&lt;br /&gt;
&lt;br /&gt;
Examples: 2106, 3196, 700, 707, 715. This command is unique to CoD.&lt;br /&gt;
&lt;br /&gt;
;FORCE:mob force &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command forces the given target to perform the given command. The target can be anyone in the same room as the mobile, excluding the mobile itself. The target can also be &amp;quot;all,&amp;quot; which will affect every character in the room that the mob can see and who is not staff. The command can be any regular command - or if the target is a mob, a mob command - but it cannot be an ifcheck. This can be a very powerful command.&lt;br /&gt;
&lt;br /&gt;
Examples: 5660, 3130, 2710, 3014, 2387&lt;br /&gt;
&lt;br /&gt;
;GFORCE:mob gforce &amp;lt;target&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces everyone in the target&#039;s group as well as the target. The target must be in the same room as and not be the mob. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: 5276&lt;br /&gt;
&lt;br /&gt;
;VFORCE:mob vforce &amp;lt;vnum&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command works just like force, except it forces every character in the world of the specified vnum to do the given command. Vnum must be a number. Vforce will not force the mob that executed the command, or players, or characters that are currently fighting. Besides that, it is entirely identical to force.&lt;br /&gt;
&lt;br /&gt;
Examples: None.&lt;br /&gt;
&lt;br /&gt;
;AT:mob at &amp;lt;location&amp;gt; &amp;lt;command&amp;gt;&lt;br /&gt;
This command allows a mob to perform any single action at any location on the MUD. It&#039;s like using a mob goto, a command, and another mob goto to return all in one command. The location can be a vnum or any one word mob or object. The command parameter works just like a regular line of code in a mobprog. The &amp;lt;command&amp;gt; can be any regular or mob command, but it cannot be an ifcheck. If you want to perform multiple commands and ifchecks in a remote room, use multiple mob goto statements instead.&lt;br /&gt;
&lt;br /&gt;
Examples: 4073, 1003, 5664, 735, 2387&lt;br /&gt;
&lt;br /&gt;
;DELAY:mob delay &amp;lt;pulses&amp;gt;&lt;br /&gt;
This command sets the delay timer for the mob. The delay timer is measured in pulses - to see how quickly pulses count down, cast a buff spell and see how its timer works. When the delay timer hits zero, the mob&#039;s delay trigger prog will execute, if it has one. Unless a mob has update_always, its delay counter won&#039;t tick down unless there are players in the area - staff do not count. So when debugging progs, you may note in mpstat that the delay counter can stagnate. Mob delay is an intensely useful function and requires some thought to figure out. Due to the nature of mob delay, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 182, 1005, 1502, 1061, 1806&lt;br /&gt;
&lt;br /&gt;
;CANCEL:mob cancel&lt;br /&gt;
This command cancels the mob&#039;s delay timer. It sets it to zero and stops the mob&#039;s delay triggers from activating. While waiting enough pulses will also let the delay timer reach zero, that will make the mob&#039;s delay triggers activate. This will not.&lt;br /&gt;
&lt;br /&gt;
Examples: 4011, 1009&lt;br /&gt;
&lt;br /&gt;
;REMEMBER:mob remember &amp;lt;target&amp;gt;&lt;br /&gt;
This command stores the name of a target in the mob&#039;s memory. Target is one argument and can be either a name or a variable. The target can be anywhere in the world. Once remembered, the target&#039;s name is stored as $q for the mob and will remain until a mob forget command, a new mob remember, or the mob&#039;s death. A mob&#039;s memory can be seen with mpstat. If a mob has no target, it will remember the first person who walks into the room with it - note this, as it can cause problems for some mobprogs. Due to the nature of mob remember, many potential example mobprogs are split up over several progs and are difficult to show here.&lt;br /&gt;
&lt;br /&gt;
Examples: 4065, 1211, 1053, 1015, 160&lt;br /&gt;
&lt;br /&gt;
;FORGET:mob forget&lt;br /&gt;
This command empties the mob&#039;s memory. It is the opposite of mob remember and almost always appears accompanying it. Besides mob forget, the only way to clear mob memory is to kill the relevant mob (although you can always store a new target to mob memory with a new mob remember).&lt;br /&gt;
&lt;br /&gt;
Examples: 738, 1501, 3142, 5508, 2727&lt;br /&gt;
&lt;br /&gt;
;CALL:mob call &amp;lt;vnum&amp;gt; [victim] [obj1] [obj2]&lt;br /&gt;
This command executes a mobprog subroutine. Essentially, when you put in a mob call command, the MUD goes into the mobprog of the given vnum and executes it. Once the sub-prog finishes, the main prog continues as normal. Victim, obj1, and obj2 are optional parameters that specify what $n, $o, and $p are in the subroutine, respectively. If they are left out, the subroutine will execute with $n, $o, and $p set to null. If you want these variables to be null, just type null in the appropriate fields. Victim, obj1, and obj2 will look for mobs or objects in the same room as the mob. A mobprog can call itself recursively, but the MUD will stop such infinite loops after 5 recursive calls.&lt;br /&gt;
&lt;br /&gt;
Examples: 1368, 47, 1400, 2395, 5661&lt;br /&gt;
&lt;br /&gt;
;COUNTER: mob counter &amp;lt;value OR &#039;zero&#039;&amp;gt;&lt;br /&gt;
This command allows basic addition and subtraction operations to be performed on a variable stored on a mob. An ifcheck exists to take advantage of the command (if counter). The value parameter can be either positive or negative to perform either addition or subtraction. The word &#039;zero&#039; sets the counter to zero.&lt;br /&gt;
&lt;br /&gt;
Examples: 21, 22&lt;br /&gt;
&lt;br /&gt;
;FACE:mob face &amp;lt;long/short&amp;gt; &amp;lt;string&amp;gt;&lt;br /&gt;
This command changes the mob&#039;s long or short desc to whatever is specified. &lt;br /&gt;
&lt;br /&gt;
Examples: 9038&lt;br /&gt;
&lt;br /&gt;
;FLAG:mob flag &amp;lt;victim&amp;gt; &amp;lt;flag type&amp;gt; &amp;lt;flag&amp;gt; +/-&lt;br /&gt;
The Flag command can modify the act, act2, affect, shield, imm, resist, vuln, and off flags of a mob. A mob can use this command to change its own abilities on the fly.&lt;br /&gt;
&lt;br /&gt;
;SDAMAGE:mob sdamage ??? ???&lt;br /&gt;
Appears to be an uncoded solution to the problem that the $a flag fixed.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:mob spawn &amp;lt;victim&amp;gt; &amp;lt;room vnum&amp;gt;&lt;br /&gt;
The Spawn command will change the target&#039;s recall point to the specified room vnum.&lt;br /&gt;
&lt;br /&gt;
Examples: 9098&lt;br /&gt;
&lt;br /&gt;
;RESCUE:mob rescue &amp;lt;victim&amp;gt;&lt;br /&gt;
The Rescue command works as the Rescue skill does, but without the restrictions on grouping or any skill checks.&lt;br /&gt;
&lt;br /&gt;
;EXITPERMIT:mob exitpermit&lt;br /&gt;
Exitpermit allows mobs with exit progs to allow the character through the exit normally, instead of requiring transfer commands or other sneaky tricks.&lt;br /&gt;
&lt;br /&gt;
Examples: 2917&lt;br /&gt;
&lt;br /&gt;
;ASSET:mob asset &amp;lt;victim&amp;gt; &amp;lt;art/sound&amp;gt; &amp;lt;file&amp;gt; &amp;lt;duration in beats&amp;gt;&lt;br /&gt;
The Asset command is used for enhanced asciiart and sound functions using the Project Tuna client. For advanced usage, see [[Project_Tuna#Mob Asset]].&lt;br /&gt;
&lt;br /&gt;
Examples: 10289, 12002&lt;br /&gt;
&lt;br /&gt;
===MOB TRIGGERS===&lt;br /&gt;
&lt;br /&gt;
The triggers are listed alphabetically, since there aren&#039;t all that many of them and the ones that have a similar purpose have a similar name. Triggers are mostly self-explanatory, so the main use of this section will be to give examples of how the triggers are used in the MUD. Examples of usage will not be given in this section, but I will attempt to describe situations in which the triggers are usable. To see the triggers on any given mob, mpstat them.&lt;br /&gt;
&lt;br /&gt;
;ACT:addmprog &amp;lt;vnum&amp;gt; act &amp;lt;phrase&amp;gt;&lt;br /&gt;
The act trigger is the most versatile and basic trigger there is. The act trigger reads output directly from the MUD. It will activate when the &amp;lt;phrase&amp;gt; text appears to the mob. This means that act triggers will activate when a mob or player says something, when a mob or player does a social, or when a mob or player does an action (like give or eat or sleep). However, the act trigger will not activate on emotes. Act triggers are case insensitive. Act triggers can use one or more words in &amp;lt;phrase&amp;gt; - to set the phrase as multiple words, surrounded the phrase with &amp;quot;quotation marks.&amp;quot; When triggered by someone&#039;s speech, the act prog will activate before the &amp;lt;phrase&amp;gt; is actually spoken - making it look out of order. Many mobiles have an act prog with the phrase &amp;quot;talks to you,&amp;quot; which triggers on the talk social. This is especially common in towns and with humanoid mobs.&lt;br /&gt;
&lt;br /&gt;
;BRIBE:addmprog &amp;lt;vnum&amp;gt; bribe &amp;lt;amount, in silver&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DAMTYPE:addmprog &amp;lt;vnum&amp;gt; damtype &amp;lt;type of damage&amp;gt;&lt;br /&gt;
The damtype trigger is activated when a mob receives damage of a particular type. Be aware that multiple-hit attacks such as Pearl, kick, etc. will trigger the prog with every hit. The damtype specified is it&#039;s number, not its name:&lt;br /&gt;
  0 - None*     1 - Bash      2 - Pierce    3 - Slash     4 - Fire      5 - Cold      6 - Electric&lt;br /&gt;
  7 - Acid      8 - Poison    9 - Negative 10 - Holy     11 - Energy   12 - Mental   13 - Draining&lt;br /&gt;
 14 - Water    15 - Light    16 - Other*   17 - Harm*    18 - Charm    19 - Sound    20 - Wood&lt;br /&gt;
 21 - Silver   22 - Iron     23 - Wind     24 - Earth    25 - Dark&lt;br /&gt;
&lt;br /&gt;
* Very, very few attacks use the None, Other, Harm, or Charm damtype to actually deal damage.&lt;br /&gt;
&lt;br /&gt;
;DEATH:addmprog &amp;lt;vnum&amp;gt; death &amp;lt;percent&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;DELAY:addmprog &amp;lt;vnum&amp;gt; delay &amp;lt;percent&amp;gt;&lt;br /&gt;
The delay trigger is activated when the delay timer for the mob decrements to 0. To set a mob&#039;s delay timer, use the mob delay command. The trigger has a &amp;lt;percent&amp;gt; chance of activating when the delay timer hits 0, although in almost every usage of this command, 100 is used for the &amp;lt;percent&amp;gt; parameter. Delay triggers are known to occasionally and randomly not work. Delay timers will only count down if players are currently in the mob&#039;s area or have recently been in the area. It is important to note that delay triggers are checked at the same time as schedule and random triggers. A simultaneous schedule trigger activation will override a delay trigger, and a delay trigger will likewise override a random trigger activation.&lt;br /&gt;
&lt;br /&gt;
;EXALL:addmprog &amp;lt;vnum&amp;gt; exall &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exall trigger works exactly like the exit trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the EXIT trigger.&lt;br /&gt;
&lt;br /&gt;
;ENTRY:addmprog &amp;lt;vnum&amp;gt; entry &amp;lt;percent&amp;gt;&lt;br /&gt;
The entry trigger is activated whenever the mob walks into a new room. The trigger has a &amp;lt;percent&amp;gt; chance of activating on each mob movement. The entry trigger does not carry a $n target into the mobprog, so, in general, this trigger is not as useful as greet or grall. &lt;br /&gt;
&lt;br /&gt;
;EXIT:addmprog &amp;lt;vnum&amp;gt; exit &amp;lt;exit number&amp;gt;&lt;br /&gt;
The exit trigger is checked whenever a PC tries to exit the mob&#039;s room. The trigger will activate whenever a player tries to use &amp;lt;exit number&amp;gt;&#039;s exit. It is important to note that if an exit trigger activates, the player&#039;s movement will be cancelled - so if you want a player to be able to move after an exit trigger has been activated on him, you&#039;ll need to use the mob transfer command. The exit trigger will only activate if the mob can see the target character. The trigger will also only work if the mob is in its default position - important because fighting mobs will not check exit triggers.&lt;br /&gt;
&lt;br /&gt;
The following &amp;lt;exit numbers&amp;gt; collaborate with the indicated exits:&lt;br /&gt;
 0 - north  1 - east  2 - south  3 - west  4 - up&lt;br /&gt;
 5 - down   6 - ne    7 - nw     8 - se    9 - sw&lt;br /&gt;
&lt;br /&gt;
;FIGHT:addmprog &amp;lt;vnum&amp;gt; fight &amp;lt;percent&amp;gt;&lt;br /&gt;
The fight trigger is checked at the end of each combat round for the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating each round. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Most mob combat routines are activated with the fight trigger.&lt;br /&gt;
&lt;br /&gt;
;GIVE:addmprog &amp;lt;vnum&amp;gt; give &amp;lt;object&amp;gt;&lt;br /&gt;
The give trigger is checked when an object is given to the mob. When an item of keyword &amp;lt;object&amp;gt; is given to the mob, the trigger activates. The phrase &#039;all&#039; can be used for &amp;lt;object&amp;gt; to cause the give trigger to activate when any item is given to the mob. In the mobprog triggered by the give trigger, the variable $o represents the object given. It is common practice to design all give triggers with the &#039;all&#039; phrase and then have specific object keywords checked within the mobprog. This is so that objects can be given back to the character who gave them with the &#039;give $o $n&#039; statement.&lt;br /&gt;
&lt;br /&gt;
;GRALL:addmprog &amp;lt;vnum&amp;gt; grall &amp;lt;percent&amp;gt;&lt;br /&gt;
The grall trigger works exactly like the greet trigger with the difference that the mob does not have to see the target character in order to activate the trigger. For further information, please see the GREET trigger.&lt;br /&gt;
&lt;br /&gt;
;GREET:addmprog &amp;lt;vnum&amp;gt; greet &amp;lt;percent&amp;gt;&lt;br /&gt;
The greet trigger is checked whenever a character enters the room that the mob occupies. It has a &amp;lt;percent&amp;gt; chance of activating each time a character enters the room. Note that if several characters enter the room simultaneously, such as when characters travel in a group, the greet trigger will activate for each of the characters. The greet trigger will only activate if the mob can see the target character. &lt;br /&gt;
&lt;br /&gt;
;HPCNT:addmprog &amp;lt;vnum&amp;gt; hpcnt &amp;lt;hp percent&amp;gt;&lt;br /&gt;
The hpcnt trigger is checked at the end of each combat round for the mob. The trigger will activate if the mob&#039;s hp percentage drops below the &amp;lt;hp percent&amp;gt; level. Both a hpcnt trigger and a fight trigger can activate in the same combat round. Hpcnt is frequently used as an easy way to activate mob desperation attacks.&lt;br /&gt;
&lt;br /&gt;
;KILL:addmprog &amp;lt;vnum&amp;gt; kill &amp;lt;percent&amp;gt;&lt;br /&gt;
The kill trigger is checked when someone attempts to kill the mob. The trigger has a &amp;lt;percent&amp;gt; chance of activating whenever someone initiates combat with the mob. This trigger only activates when someone attempts to kill the mob when it was not previously fighting. That is to say that the trigger activates only when combat is initiated, not when additional characters (such as groupmates) start attacking the mob.&lt;br /&gt;
&lt;br /&gt;
;RANDOM:addmprog &amp;lt;vnum&amp;gt; random &amp;lt;percent&amp;gt;&lt;br /&gt;
The random trigger is checked once every mob pulse for the game. A mob pulse is equal in frequency to a combat pulse. For reference, there are 15 mob pulses in a tick and a mob pulse triggers about once every 4 seconds. Random triggers have a &amp;lt;percent&amp;gt; chance of activating every mob pulse, but only if players are currently in the mob&#039;s area or have recently been in the area. A mob with the update_always act flag will have its random triggers checked every mob pulse, regardless of the status of players. Random triggers are only checked if the mob is in its default position - i.e., standing. Random triggers are commonly used for all sorts of mob activity. It is important to note that random triggers are checked at the same time as schedule and delay triggers, and the simultaneous activation of either of these triggers will prevent a random trigger from happening.&lt;br /&gt;
&lt;br /&gt;
;SCHEDULE:addmprog &amp;lt;vnum&amp;gt; schedule &amp;lt;hour&amp;gt;&lt;br /&gt;
The schedule trigger is checked once every hour, on the hour. The &amp;lt;hour&amp;gt; parameter equals a number from 0 to 23, where 0 is midnight and 12 is noon. If the &amp;lt;hour&amp;gt; equals the current hour, then the trigger activates. Schedule triggers are commonly used for time-based mob activity, especially mobs that move based on the time of day. It is important to note that schedule triggers are checked at the same time as random and delay triggers, and the activation of a schedule trigger will override any simultaneous delay or random trigger.&lt;br /&gt;
&lt;br /&gt;
;SPAWN:addmprog &amp;lt;vnum&amp;gt; spawn &amp;lt;percent&amp;gt;&lt;br /&gt;
The spawn trigger is checked whenever a mob is reset into an area. When the mob resets into its area, there is a &amp;lt;percent&amp;gt; chance that the spawn trigger will activate. For the most part, the spawn trigger is used to load equipment onto a mob when one does not want said equipment reset 100% of the time like with a normal reset.&lt;br /&gt;
&lt;br /&gt;
;SPEECH:addmprog &amp;lt;vnum&amp;gt; speech &amp;lt;phrase&amp;gt;&lt;br /&gt;
The speech trigger is mostly identical to the act trigger, with the biggest difference being that the speech trigger only activates when a mob or player uses the &#039;say&#039;, &#039;osay&#039;, or &#039;tell&#039; commands. The speech trigger is best used when one wants to limit mob response to speech instead of actions. Of further interest, the speech trigger will occur AFTER the target has actually spoken, unlike the act trigger. For further information, please see the ACT trigger.&lt;br /&gt;
&lt;br /&gt;
;SURRENDER:addmprog &amp;lt;vnum&amp;gt; surrender &amp;lt;percent&amp;gt;&lt;br /&gt;
The surrender trigger, while present on the triggers list, is defunct and is not actually used.&lt;br /&gt;
&lt;br /&gt;
*I like using this trigger to show what mprogs my mob calls within its other mprogs. -Ageatii&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Immortal_Shops&amp;diff=1464</id>
		<title>Immortal Shops</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Immortal_Shops&amp;diff=1464"/>
		<updated>2013-11-20T20:40:12Z</updated>

		<summary type="html">&lt;p&gt;Benamas: there thats better&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For the sake of vanity, various staff members have set up shops that you can only access by trading in an immortal token.&lt;br /&gt;
&lt;br /&gt;
===Tea House of Ageatii===&lt;br /&gt;
The shop keeper, the Basilisk Ronin offers the following items in exchange for a really good cup of tea and lots of gold too!&lt;br /&gt;
    &lt;br /&gt;
* Steel Fist Sake   (1)&lt;br /&gt;
: Cost: 300g Level: 50 Weight: 0lbs&lt;br /&gt;
:: It is a potion with the level 50 spells of Attack Up, Encore and Encore&lt;br /&gt;
 &lt;br /&gt;
* Steel Soul Sake&lt;br /&gt;
: Cost: 300g Level: 50 Weight: 0lbs&lt;br /&gt;
:: It is a potion with the level 50 spells of Protect, Encore and Encore&lt;br /&gt;
&lt;br /&gt;
* Rare Ores Grab Bag   (%)&lt;br /&gt;
: Cost: 500g Level: 0 Charges: 3 Cooldown: 0 minutes Weight: 0lbs&lt;br /&gt;
:: It is an event that randomly creates rare crafting materials.&lt;br /&gt;
&lt;br /&gt;
* Masterball   (%)&lt;br /&gt;
: Cost: 750g Level: 65 Charges: -1 Cooldown: 2 minutes Weight: 1lbs&lt;br /&gt;
::  It is an event that will charm and enslave the target, unless it is immune to charm or you already have a pet. It will then vanish.&lt;br /&gt;
&lt;br /&gt;
* Piece of Heart   (x)(!)&lt;br /&gt;
: Cost: 1500g Level: 0 Weight: 0lbs&lt;br /&gt;
:: If you get four of these it will give you an additional 50 max HP.&lt;br /&gt;
&lt;br /&gt;
* Organ of the Evening Calm   (m)&lt;br /&gt;
: Cost: 2000g Level: 40 Cooldown: 10 minutes Weight: 2lbs&lt;br /&gt;
:: It is a rod that can be worn as a shield and it casts a level 150 spell of Calm. It also affects HP by +150 and affects armor class by -40. This is an instrument that can affect Harvest Sprites, too.&lt;br /&gt;
&lt;br /&gt;
* Warp Whistle&lt;br /&gt;
: Cost: 4000g Level: 0 Charges: 100 Cooldown: 0 minutes Weight: 1lbs&lt;br /&gt;
:: It is an event that will call forth a spiraling vortex that carries you to a warp zone. The warp zone has pipes leading down to many locations around the world.&lt;br /&gt;
&lt;br /&gt;
* Dainty Cup of Ageatea   (!)(x)(*)&lt;br /&gt;
: Cost: 6000g Level: 0 Weight: 0lbs&lt;br /&gt;
:: It is a handy and weightless fountain of tea. &lt;br /&gt;
&lt;br /&gt;
* Stone Mask   (!)&lt;br /&gt;
: Cost: 10,000g Level: 60 Weight: 2lbs&lt;br /&gt;
:: Wearing this mask makes you permanently invisible(unless you enter a fight like the spell) but also makes you vulnerable to weapons, magic and degrades your dexterity by 4. With great power comes...Great weakness? &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== The Wigglytuff Store (Carsanquay)===&lt;br /&gt;
Wigglytuff, the mysterious entity, will sell you these items for a frightening amount of gold and a tuna token.&lt;br /&gt;
&lt;br /&gt;
* the wand of banishment (*)&lt;br /&gt;
: Cost: 1,500g Level: 0 Weight: 3lbs&lt;br /&gt;
:: This wand will send the target to a twisted void of shadow and horror.  It will disappear when exhausted.&lt;br /&gt;
:* It has 40 (max 40) charges of level 100 &#039;Xzone&#039;.&lt;br /&gt;
&lt;br /&gt;
* Lobster Power&lt;br /&gt;
: Cost: 3,000g Level: 0 Weight: 1lb&lt;br /&gt;
:: This staff, worn on the wrist, will enhance your power. It protects the wearer with a mystical barrier of thorns, enable the wearer to swim, make them slightly tougher, and possibly improve their love life. Or not.&lt;br /&gt;
:* This staff improves Constitution by 2, Damroll by 5, AC by -10, adds Swim,  and grants the Thorn Shield effect.&lt;br /&gt;
:* It has 20 charges of level 50 &#039;Attack Up&#039;.&lt;br /&gt;
&lt;br /&gt;
* a lazy shell&lt;br /&gt;
: Cost: 3,000g Level: 0 Weight: 35lbs&lt;br /&gt;
:: This huge shell is worn on the torso. It makes the user a little tougher, but makes it harder to move freely. You could easily carry junk in this.&lt;br /&gt;
:* This container improves Constitution by 1, worsens Dexterity by 2, and &lt;br /&gt;
improves AC by -15.  It&#039;s also a container, which can hold up to 10000&lt;br /&gt;
items weighing up to 10000 pounds, in total.  The weight of all those&lt;br /&gt;
items is reduced to 10% of their normal value.&lt;br /&gt;
&lt;br /&gt;
* a minivan&lt;br /&gt;
: Cost: 6,000g Level: 60 (70 to purchase) Weight: 25lbs&lt;br /&gt;
::* This is a van. You can ride in it! Sweet! Insanely strong people can also&lt;br /&gt;
hulk out and use this as a weapon. Ouch. I don&#039;t even want to think about&lt;br /&gt;
what that would do to your premiums.&lt;br /&gt;
:* A minivan is a level 60 vehicle with seating for 8. It ignores move, and,&lt;br /&gt;
when wielded as a weapon, affects dexterity by -4, damage roll by 70,&lt;br /&gt;
armor class by -9,and hit roll by 100. WHAM!&lt;br /&gt;
&lt;br /&gt;
* the pratfallotron &lt;br /&gt;
: Cost: 2,250g  Level: 0 Weight: 2 lbs&lt;br /&gt;
::  This item can be held. What it does is a mystery.&lt;br /&gt;
&lt;br /&gt;
===The Bountiful Garden Cafe &amp;amp; Gift Shop (Lilly)===&lt;br /&gt;
The lovely waitstaff of this cafe have plenty to offer,&lt;br /&gt;
both food and trinkets alike, as long as you have a Bag&lt;br /&gt;
of Grass Seed (and plenty of gold) to exchange in return!&lt;br /&gt;
&lt;br /&gt;
====Cafe====&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden designer tote bag&lt;br /&gt;
: Cost: 2000g, Level: 8, Weight: 2lbs&lt;br /&gt;
:: Elegant and sturdy, this thing holds a lot!&lt;br /&gt;
:* Weight Cap: 300lbs, Item Cap: 120, Weight Reduction: 40%&lt;br /&gt;
:* Can be held or worn over the shoulder! AC -5, Moves +50, Wis &amp;amp; Int +1&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden designer canteen&lt;br /&gt;
:  Cost: 1000g, Level: 1, Weight: 1lbs&lt;br /&gt;
:: One of our best-selling souvenirs!&lt;br /&gt;
:* Holds 250 units of liquid, starting with pre-filled root beer.&lt;br /&gt;
:* Can be held, HP &amp;amp; Mana +20&lt;br /&gt;
&lt;br /&gt;
* A Caramel Mocha Latte&lt;br /&gt;
: Cost: 500g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: Great for those who need a quick pick-me-up (and we do mean &amp;quot;quick&amp;quot;)!&lt;br /&gt;
:* This is  a single-use potion with Lv110 spells of &amp;quot;Haste&amp;quot;, &amp;quot;Regen&amp;quot; &amp;amp; &amp;quot;Extension&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* An Angelic Energy Drink&lt;br /&gt;
: Cost: 650g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: Downing one of these is guaranteed to bring about a heavenly experience!&lt;br /&gt;
:* This is a single-use potion with Lv80 spells of &amp;quot;Attack Up&amp;quot;, &amp;quot;Valor&amp;quot;, &amp;amp; &amp;quot;Seraph Form&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* A Slice of Bountiful Garden Cafe&#039;s Cherry Cheesecake&lt;br /&gt;
: Cost: 50g, Level 5, Weight: 0lbs&lt;br /&gt;
:: The signature treat of the Bountiful Garden Cafe!  Few leave without having tried some at least once!&lt;br /&gt;
:* This is food that provides 15 hours of satiation and 7 hours of fullness.&lt;br /&gt;
:* Also heals the consumer by ~450 HP!&lt;br /&gt;
&lt;br /&gt;
* A Whole Bountiful Garden Cafe&#039;s Cherry Cheesecake&lt;br /&gt;
: Cost: 200g, Level: 5, Weight 1lbs&lt;br /&gt;
:: Why stop at just one slice when you can have the whole thing?&lt;br /&gt;
:* This is a useable item that creates a slice of cheesecake when activated.&lt;br /&gt;
:* Provides 6 slices total, and is no-recharge.&lt;br /&gt;
&lt;br /&gt;
====Gift Shop====&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden &#039;Vol Wolf&#039; Essence Bulb (!)(%)(m)(1)&lt;br /&gt;
: Cost: 4000g, Level: 50, Weight: 0lbs&lt;br /&gt;
:: A faithful companion for the more-traveled adventurer.  Shockingly loyal!&lt;br /&gt;
:* This is a useable item that will summon a Lv50 &#039;Vol Wolf&#039; as a pet.&lt;br /&gt;
:* It has 1 charge, but does not disappear when exhausted.&lt;br /&gt;
&lt;br /&gt;
* A Bountiful Garden &#039;Rappy&#039; Essence Bulb (!)(%)(m)(1)&lt;br /&gt;
: Cost: 2500g, Level: 30, Weight: 0lbs&lt;br /&gt;
:: A cute companion for the seasoned, but not super-experienced, traveler.  Cuddly in its own way!&lt;br /&gt;
:* This is a useable item that will summon a Lv30 &#039;Rappy&#039; as a pet.&lt;br /&gt;
:* It has 1 charge, but does not disappear when exhausted.&lt;br /&gt;
&lt;br /&gt;
* An Adventurously-Cut, Pale Rose Tube Top (!)(%)(1)&lt;br /&gt;
: Cost: 3800g, Level: 15, Weight: 1lbs&lt;br /&gt;
:: Sleek and provocative, worn only by the most outgoing of ladies.  Designed by our resident succubus, Natalie!&lt;br /&gt;
:* This is a wand-type item that can be worn on the torso and is flagged AntiMale.&lt;br /&gt;
:* Dex +2, AC +25, Hitroll +5, Damroll +10, Mana +100&lt;br /&gt;
:* Contains 20 charges of Lv60 &#039;Confuse&#039;&lt;br /&gt;
&lt;br /&gt;
*(Bountiful Garden) Rose Dress Shoes (!)&lt;br /&gt;
: Cost: 3200g, Level: 20, Weight: 1lbs&lt;br /&gt;
:: Cute in their presentation and easy to move around in!  These are the standard footwear apparel for our waitstaff.&lt;br /&gt;
:* This is a wand-type item that can be worn on the feet and is flagged AntiMale.&lt;br /&gt;
:* AC -20, Int/Wis/Dex +2, Mana +50&lt;br /&gt;
:* Contains 30 charges of Lv120 &#039;Mana Restore&#039;&lt;br /&gt;
&lt;br /&gt;
* (Bountiful Garden) A Pleated, Dark Rose Dress Skirt (!)&lt;br /&gt;
: Cost: 3000g, Level: 30, Weight: 1lbs&lt;br /&gt;
:: Stylish and elegant, this classy skirt is the standard legwear apparel for our waitstaff.&lt;br /&gt;
:*This is an armor that can be worn on the legs and is flagged AntiMale.&lt;br /&gt;
:* AC: 38 pierce/slash/bash, 45 Magic&lt;br /&gt;
:* Int &amp;amp; Wis +2, HP/Mana/Mov +50&lt;br /&gt;
:* Adds resistance to iron &amp;amp; silver&lt;br /&gt;
&lt;br /&gt;
* (Bountiful Garden) A Ruffle-Sleeved, Rose-Hued Blouse (!)&lt;br /&gt;
: Cost: 3000g, Level: 30, Weight: 1lbs&lt;br /&gt;
::  Professional with a touch of grace, this pretty blouse is the standard upperwear  apparel for our waitstaff.&lt;br /&gt;
:* This is an armor that can be worn on the torso and is flagged AntiMale.&lt;br /&gt;
:* AC: 38 pierce/slash/bash, 45 magic&lt;br /&gt;
:* Int &amp;amp; Wis +2, HP/Mana/Mov +50&lt;br /&gt;
:* Adds resistance to charm &amp;amp; mental&lt;br /&gt;
&lt;br /&gt;
* A Soft and Cuddly Flammie Plushie (!) (1)&lt;br /&gt;
: Cost: 8000g, Level: 85, Weight: 1lbs&lt;br /&gt;
:: A soft, furry and squishy representation of the gentle Manabeast herself.  A strong magical aura surrounds this toy; known to bring happiness to those who can afford one!&lt;br /&gt;
:* This is a wand-type item that can be held.&lt;br /&gt;
:* Mov +150, Mana/HP +250, Damroll/Hitroll +5, Str &amp;amp; Wis +2&lt;br /&gt;
:* Contains 20 charges of Lv100 &#039;Float&#039;&lt;br /&gt;
&lt;br /&gt;
* A Giant Sunflower Pillow (!)(1)&lt;br /&gt;
: Cost: 3500g, Level: 12, Weight: 3lbs&lt;br /&gt;
:: A bright decoration to throw around the house, yet sturdy enough to bring into combat!&lt;br /&gt;
:* This is a furniture-type item that increases HP/Mana regen rates by 300%,&lt;br /&gt;
:* can hold one person, and can be worn as a shield.&lt;br /&gt;
:* HP +75, Con +3, AC -20, Mana +30&lt;br /&gt;
&lt;br /&gt;
* A Golden Ankh of Venus (!)(%)(1)&lt;br /&gt;
: Cost: 2500g, Level: 30, Weight: 0lbs&lt;br /&gt;
:: A symbol of the female gender itself, this trinket is guaranteed to turn your world upside down!  Or is it inverted?  We&#039;re not too sure, really. Has a unique effect if used with the full Bountiful Garden Waitress&#039; ensemble.&lt;br /&gt;
:* This is a useable item that can be worn around the neck.  When used, it will cast Lv30 &#039;Change Sex&#039; &amp;amp; &#039;Extension&#039; on the user if a target is not selected, or a specified player if one is selected.&lt;br /&gt;
:* It has unlimited charges, with a cooldown of 3 minutes.&lt;br /&gt;
:* Wis &amp;amp; Int +2, Mana +50&lt;br /&gt;
&lt;br /&gt;
* A Flammie Jetbike (!)(1)&lt;br /&gt;
: Cost: 6800g, Level: 50, Weight: 5lbs&lt;br /&gt;
:: Highly prized and consistently ranked at the top of most customers&#039; &amp;quot;Most-Wanted&amp;quot; lists, this blazing vehicle boasts speed and durability, as well as easy carrying ability when not in use!&lt;br /&gt;
:* This is a vehicle that is ignores movement during usage, is fast, and flying.  It can hold 2 people, and can be worn on the body.&lt;br /&gt;
:* Damroll +3, AC -10, HP +75, Mana +50, Mov +100&lt;br /&gt;
&lt;br /&gt;
* A Piece of Mind (!)(x)&lt;br /&gt;
: Cost: 1500g, Level: 1, Weight: 0lbs&lt;br /&gt;
:: The long-awaited counterpart to the Piece of Heart, obtaining four of these will boost your maximum Mana by 50!&lt;br /&gt;
:* Collect four of these and turn them in to an Immortal to obtain +50 Max Mana.&lt;br /&gt;
&lt;br /&gt;
* A Token of Expansion (!)(x)&lt;br /&gt;
: Cost: 3500g, Level: 1, Weight: 0lbs&lt;br /&gt;
:: Bigger houses, more room, happier guests!  This token allows you to expand your house space by one room.  Useful when you just don&#039;t have enough restring tokens (damn that stingy Lilly)!&lt;br /&gt;
:* Give this token to an Immortal in charge of Player Housing to waive the cost of 1 room!  Mobs, objects, and anything else not included.&lt;br /&gt;
&lt;br /&gt;
* A Token of Conversion (!)(x)(1)&lt;br /&gt;
: Cost: 3000g, Level: 85, Weight: 0lbs&lt;br /&gt;
:: You ask, and we answered!  This token allows an adventurer to exchange 50 practice sessions for 5 training sessions!  The power involved is a fickle one, however, and only one of these may be used per incarnation!&lt;br /&gt;
:* This is a useable item that will deduct 50 practices and bestow 5 trains to the user.  The player is then flagged for the playthrough, and may not use another one until reaching the appropriate level of their next remort session.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(x)= Uncounted (!)= Adhesive (*)= Magic (%)= No Check (m)= Hum (1)= Unique&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Weapons&amp;diff=1458</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Weapons&amp;diff=1458"/>
		<updated>2013-11-19T22:38:08Z</updated>

		<summary type="html">&lt;p&gt;Benamas: poof i wrote content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Manasword.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Weapons are items that characters can &#039;wield&#039; to change how they attack enemies. Their use is governed by [[Weapon Skills]], which you choose during character creation.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
When a character attacks, the amount and type of damage depend on the wielded weapon. Unarmed characters use a simplified &#039;Punch&#039; attack which deals a low amount of bashing damage, dependent on level. [[Lobstermen]], however, use a medium-damage &#039;Claw&#039; attack, also based on character level.&lt;br /&gt;
&lt;br /&gt;
If a character has any Damroll, a percentage of it, the same as their skill in that weapon type, will then be added to the damage calculations, before armor and resistances/vulnerabilities.&lt;br /&gt;
&lt;br /&gt;
Weapons only function when they are in a character or mobile&#039;s &amp;quot;Wield&amp;quot; wear slot. This slot is similar to the &amp;quot;Held&amp;quot; and &amp;quot;Shield&amp;quot; slots, but two-handed weapons don&#039;t allow the use of Held or Shield items unless the character is a [[Giganto]].&lt;br /&gt;
&lt;br /&gt;
Weapon-type items can be equipped in other locations, and other types of items can be equipped in the Wield slot, but in neither of these cases will a character&#039;s attacks change! Builders must ensure that weapons are built correctly, or they will be useless.&lt;br /&gt;
&lt;br /&gt;
===Mobiles===&lt;br /&gt;
&lt;br /&gt;
Mobiles can either wield weapons like players, in which case they function identically, or have their damage types and amounts built into their template. Innate weapons cannot have weapon flags, but builders can have mobiles load and unload temporary weapons, even invisible ones, before or during combat, so *you never know*.&lt;br /&gt;
&lt;br /&gt;
Like most skills, a mobile&#039;s effective weapon skill is usually 75%, unless flagged as Adept or Inept (+/- 25%). Exotic weapons are treated as if the wielder has 100% skill.&lt;br /&gt;
&lt;br /&gt;
==Item Values==&lt;br /&gt;
&lt;br /&gt;
*[v0] Weapon Class: The [[Weapon Skill]] associated with this weapon&#039;s use.&lt;br /&gt;
*[v1] Number of Dice: The number of virtual dice used to determine weapon damage.&lt;br /&gt;
*[v2] Type of Dice: The size of the virtual dice used to determine weapon damage.&lt;br /&gt;
*[v3] Type: Sets the verb the weapon uses for combat messages and, by extension, what type of damage the weapon deals. There is a list of verbs, selectable by the builder, and it is large.&lt;br /&gt;
*[v4] Special Type: Also known as Weapon Flags&lt;br /&gt;
&lt;br /&gt;
===Weapon Classes===&lt;br /&gt;
Weapon classes have no attached properties, and only serve to determine which [[Weapon Skill]] is used to determine hit chance and percentage of damroll bonus. They are chosen at character creation, with the number determined by the character&#039;s chosen class.&lt;br /&gt;
&lt;br /&gt;
* Shortpiercing - Daggers and knives. Snik!&lt;br /&gt;
* Shortslashing - Swords and sabres. Vzzt!&lt;br /&gt;
* Shortbashing  - Maces and hammers. Tonk!&lt;br /&gt;
* Longpiercing  - Spears and pikes. Thuk!&lt;br /&gt;
* Longslashing  - Whips and chains. Ching!&lt;br /&gt;
* Longbashing   - Rods and staves. Whump!&lt;br /&gt;
* Projectile    - Bows and slingshots. Zing!&lt;br /&gt;
* Melee         - Gloves and claws. Biff!&lt;br /&gt;
&lt;br /&gt;
The [[Reploid]] race&#039;s Armcannon ability uses its own weapon skill, for the armcannon weapon only.&lt;br /&gt;
&lt;br /&gt;
===Weapon Flags===&lt;br /&gt;
&lt;br /&gt;
Any number of these flags can be set on any weapon:&lt;br /&gt;
&lt;br /&gt;
* flaming: Deals extra fire damage per attack. May blind targets briefly.&lt;br /&gt;
* frost: Deals extra cold damage per attack. May freeze targets briefly.&lt;br /&gt;
* vampiric: Deals extra draining damage per attack and restores half that to the attacker. Only works on opponents with blood.&lt;br /&gt;
* sharp: has a skill/8% chance to do extra damage up to double.&lt;br /&gt;
* vorpal Causes bleeding for two pulses. Can be resisted as the weapon&#039;s damage type. Only works on opponents with blood.&lt;br /&gt;
* twohands: Fills both hands when equipped. [[Giganto]] ignore this flag in the main hand but can&#039;t dual-wield twohanded weapons.&lt;br /&gt;
* shocking: Deals extra electric damage per attack. May daze targets briefly.&lt;br /&gt;
* poison: Weapon tries to apply the poison affect for two pulses.&lt;br /&gt;
* leaf: Damages the opponent&#039;s mana per attack, and restores that much mana to the attacker.&lt;br /&gt;
* holy: Procs extra Holy damage - Does more vs foes of evil alignment, doesn&#039;t work vs foes of good alignment&lt;br /&gt;
* unholy: Procs extra Negative damage - Does more vs foes of good alignment, doesn&#039;t work vs foes of evil alignment&lt;br /&gt;
* barotraumatic: Damages the opponent&#039;s Movement points per attack. Has a small chance to drain movement completely (AKA Sprain).&lt;br /&gt;
* enfeebling: Temporarily lowers the foe&#039;s damroll with successive hits.&lt;br /&gt;
* empowering: Temporarily raises the attacker&#039;s damroll with successive hits.&lt;br /&gt;
* featherweight: The weapon&#039;s weight is halved for the purposes of whether you can wield it (but not for determining second attacks, etc). Applied by [[Espers]]&#039; Ferre Potest spell.&lt;br /&gt;
* nervewracking: Does extra mental damage per attack with a chance to confuse for 2 to 4 pulses, depending on weapon level.&lt;br /&gt;
* acidic: Deals extra acid damage per attack. May osmose the target briefly.&lt;br /&gt;
* disrupting: Causes extra non-elemental damage to mobs with the undead form flag or the Zombify affect.&lt;br /&gt;
* earthy: Deals extra earth damage per attack.&lt;br /&gt;
* soulblade: Deals extra holy or dark damage depending on the wielder&#039;s alignment.&lt;br /&gt;
* tracer: Temporarily raises the attacker&#039;s hitroll with each attack, even misses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Itemtypes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Item Types]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Weapon_Skill&amp;diff=1457</id>
		<title>Weapon Skill</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Weapon_Skill&amp;diff=1457"/>
		<updated>2013-11-19T22:37:29Z</updated>

		<summary type="html">&lt;p&gt;Benamas: Redirected page to Weapon Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Weapon Skills]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=1456</id>
		<title>Flags Compendium</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Flags_Compendium&amp;diff=1456"/>
		<updated>2013-11-19T22:35:54Z</updated>

		<summary type="html">&lt;p&gt;Benamas: moving weapon flags to weapons article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==FLAGS COMPENDIUM==&lt;br /&gt;
===ROOM FLAGS===&lt;br /&gt;
{|&lt;br /&gt;
|dark || Need a light source &lt;br /&gt;
|-&lt;br /&gt;
|always_night || Room is always night; sun never rises, &#039;look sky&#039; always shows stars.&lt;br /&gt;
|-&lt;br /&gt;
|no_mob || Mobs won&#039;t wander in here. Mobs on scripts and charmies are unaffected&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Won&#039;t see [[weather]] or [[time|sunrise/set messages]]&lt;br /&gt;
|-&lt;br /&gt;
|private || Two people at a time&lt;br /&gt;
|-&lt;br /&gt;
|arena || Players don&#039;t leave corpses or lose XP when they die. Players also don&#039;t lose XP for fleeing combat.&lt;br /&gt;
|-&lt;br /&gt;
|safe || No fighting allowed&lt;br /&gt;
|-&lt;br /&gt;
|solitary || One person at a time&lt;br /&gt;
|-&lt;br /&gt;
|pet_shop || Can buy pets here. Pet cost is the &#039;wealth&#039; of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.&lt;br /&gt;
|-&lt;br /&gt;
|no_recall || Can&#039;t recall from here&lt;br /&gt;
|-&lt;br /&gt;
|imp_only || MTS only&lt;br /&gt;
|-&lt;br /&gt;
|gods_only || Staff only&lt;br /&gt;
|-&lt;br /&gt;
|heroes_only || Also Staff only&lt;br /&gt;
|-&lt;br /&gt;
|newbies_only || Level 5 or less only&lt;br /&gt;
|-&lt;br /&gt;
|law || Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|nowhere || Can&#039;t Scan into this room&lt;br /&gt;
|-&lt;br /&gt;
|wilderness || Was supposed to involve some sort of overworld map? Doesn&#039;t do anything now.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_1 || Room has +1 level of overgrowth.&lt;br /&gt;
|-&lt;br /&gt;
|overgrown_2 || Room has +2 levels of overgrowth. This can stack with overgrown_1.&lt;br /&gt;
|-&lt;br /&gt;
|always_day || Room is always day; sun never sets, &#039;look sky&#039; shows the sun.&lt;br /&gt;
|}&lt;br /&gt;
====SECTOR====&lt;br /&gt;
{|&lt;br /&gt;
!Sector !! Movement Rate !! Properties !! Geomance Element !! Dance Element&lt;br /&gt;
|-&lt;br /&gt;
|Inside || 4 || Stays lit at night || Pierce || No effect&lt;br /&gt;
|-&lt;br /&gt;
|City || 4 || Stays lit at night || Bash || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Field || 4 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Forest || 6 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Hills || 6 || || Slash || Pierce&lt;br /&gt;
|-&lt;br /&gt;
|Mountain || 8 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Water (swim) || 4 || || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Water (noswim) || 8 || Can&#039;t enter without a boat or the Swim affect || Water || Water&lt;br /&gt;
|-&lt;br /&gt;
|Unused || 1 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Air || 4 || Can&#039;t enter without the Float affect || Wind || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Desert || 8 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Rock || 4 || || Earth || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Road || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Enter || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Snow || 8 || || Cold || Cold&lt;br /&gt;
|-&lt;br /&gt;
|Swamp || 8 || || Water || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Jungle || 8 || Has 1 level of overgrowth || Wood || Earth&lt;br /&gt;
|-&lt;br /&gt;
|Ruins || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Mount2 || 16 || || Earth || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Coastal || 4 || || Earth || Wind&lt;br /&gt;
|-&lt;br /&gt;
|Developed || 4 || || Bash || No effect &lt;br /&gt;
|-&lt;br /&gt;
|Void || 4 || || Wind || No effect&lt;br /&gt;
|-&lt;br /&gt;
|Lava || 8 || || Fire || Fire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[Exits|EXITS]]====&lt;br /&gt;
{|&lt;br /&gt;
|door || Exit has a door -- Required for most other exit flags&lt;br /&gt;
|-&lt;br /&gt;
|closed || Door resets to closed&lt;br /&gt;
|-&lt;br /&gt;
|locked || Door resets to locked&lt;br /&gt;
|-&lt;br /&gt;
|pickproof || Door can&#039;t be picked&lt;br /&gt;
|-&lt;br /&gt;
|nopass || Door can&#039;t be Pass Door&#039;d&lt;br /&gt;
|-&lt;br /&gt;
|easy || Pick Lock doesn&#039;t take many tries&lt;br /&gt;
|-&lt;br /&gt;
|hard || Pick Lock takes a few tries&lt;br /&gt;
|-&lt;br /&gt;
|infuriating || Keep pickin&#039;&lt;br /&gt;
|-&lt;br /&gt;
|noclose || Door can&#039;t be closed&lt;br /&gt;
|-&lt;br /&gt;
|nolock || Door can&#039;t be locked&lt;br /&gt;
|-&lt;br /&gt;
|hidden || Exit can&#039;t be seen by normal means&lt;br /&gt;
|-&lt;br /&gt;
|swim || Only players who can fly or swim, or are on a flying or seaworthy [[vehicle]] can pass.&lt;br /&gt;
|-&lt;br /&gt;
|fly || Only players who can fly or are on a flying [[vehicle]] can pass.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===MOB FLAGS===&lt;br /&gt;
*Mobs with the None [[damage type]] will randomly have Slash, Pound, or Pierce.&lt;br /&gt;
&lt;br /&gt;
====FORM FLAGS====&lt;br /&gt;
Most of these don&#039;t do anything. The ones that have a coded effect are listed below!&lt;br /&gt;
{|&lt;br /&gt;
|edible || Mob&#039;s parts are edible, and the corpse can be butchered into meat.&lt;br /&gt;
|-&lt;br /&gt;
|poison || Mob&#039;s edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.&lt;br /&gt;
|-&lt;br /&gt;
|instant_decay || Mob doesn&#039;t leave a corpse at all.&lt;br /&gt;
|-&lt;br /&gt;
|animal || Mob is affected by the Tame spell&lt;br /&gt;
|-&lt;br /&gt;
| || Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.&lt;br /&gt;
|-&lt;br /&gt;
|sentient || Mob is affected by the Hypnotize spell and can be haggled with if it&#039;s a shopkeeper.&lt;br /&gt;
|-&lt;br /&gt;
|cold_blood || Mob has blood that can be bloodsuck&#039;d.&lt;br /&gt;
|-&lt;br /&gt;
|warm_blood || Mob can be seen in the dark by characters with Infrared and can be bloodsuck&#039;d.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====PART FLAGS / WEARLOCS====&lt;br /&gt;
Mob parts determine what equipment it can wear.&lt;br /&gt;
&lt;br /&gt;
{| &lt;br /&gt;
! Wearloc !! Required Part flag&lt;br /&gt;
|-&lt;br /&gt;
|take || none&lt;br /&gt;
|-&lt;br /&gt;
|finger || fingers&lt;br /&gt;
|-&lt;br /&gt;
|neck || head&lt;br /&gt;
|-&lt;br /&gt;
|body || guts&lt;br /&gt;
|-&lt;br /&gt;
|head || head&lt;br /&gt;
|-&lt;br /&gt;
|legs || legs&lt;br /&gt;
|-&lt;br /&gt;
|feet || feet&lt;br /&gt;
|-&lt;br /&gt;
|hands || hands&lt;br /&gt;
|-&lt;br /&gt;
|arms || hands&lt;br /&gt;
|-&lt;br /&gt;
|shield || hands&lt;br /&gt;
|-&lt;br /&gt;
|about || guts&lt;br /&gt;
|-&lt;br /&gt;
|waist || legs&lt;br /&gt;
|-&lt;br /&gt;
|wrist || hands&lt;br /&gt;
|-&lt;br /&gt;
|shoulders || head&lt;br /&gt;
|-&lt;br /&gt;
|wield || hands&lt;br /&gt;
|-&lt;br /&gt;
|hold || hands&lt;br /&gt;
|-&lt;br /&gt;
|nosac || not actually a wearloc&lt;br /&gt;
|-&lt;br /&gt;
|wearfloat || none&lt;br /&gt;
|-&lt;br /&gt;
|face || head&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.&lt;br /&gt;
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.&lt;br /&gt;
* A mob requires the brains part in order to take any damage from the Brainbuster spell.&lt;br /&gt;
* &#039;&#039;&#039;A mob without hands cannot hold items, use weapons, or equip shields.&#039;&#039;&#039;&lt;br /&gt;
* Items which do not have the Take flag can&#039;t be sacrificed, so it is redundant to put nosac on these items also.&lt;br /&gt;
* Items without a Take flag can&#039;t be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.&lt;br /&gt;
&lt;br /&gt;
====ACT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|sentinel || Mob won&#039;t wander between rooms (although it can still move if instructed to by an mprog).&lt;br /&gt;
|-&lt;br /&gt;
|scavenger || Mob will pick up takeable objects in the room, starting with the most valuable.&lt;br /&gt;
|-&lt;br /&gt;
|inert || Mob can&#039;t be seen in the room (but can still be interacted with).&lt;br /&gt;
|-&lt;br /&gt;
|omnisight || Mob can see everyone despite invisibility etc but can&#039;t necessarily see in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|aggressive || Doesn&#039;t do anything; the code for this function has been commented out.&lt;br /&gt;
|-&lt;br /&gt;
|stay_area || Mob won&#039;t wander outside the area it was reset into.&lt;br /&gt;
|-&lt;br /&gt;
|wimpy || Mob will try to flee from combat at 20% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|pet || Mob is a pet? Probably reserved for pet code. Don&#039;t use this.&lt;br /&gt;
|-&lt;br /&gt;
|train || Players can Train at this mob.&lt;br /&gt;
|-&lt;br /&gt;
|practice || Players can Practice at this mob.&lt;br /&gt;
|-&lt;br /&gt;
|passive || Mob doesn&#039;t fight back with autoattacks, its current health isn&#039;t visible when you &#039;look&#039; at it, nor will Peek work on it.&lt;br /&gt;
|-&lt;br /&gt;
|hyper || Mob wanders around real fast.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Mob can only be seen by immortals and can&#039;t be interacted with by players.&lt;br /&gt;
|-&lt;br /&gt;
|mage || Mob gets -5 to Saves&lt;br /&gt;
|-&lt;br /&gt;
|thief || Mob has the Smokescreen skill&lt;br /&gt;
|-&lt;br /&gt;
|warrior || Mob has the Shield Block skill&lt;br /&gt;
|-&lt;br /&gt;
|noalign || Mob won&#039;t affect player alignment at all when killed.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Mob can&#039;t be purged by immortals (the Mob Purge command from a mob can still affect these).&lt;br /&gt;
|-&lt;br /&gt;
|outdoors || Mob won&#039;t wander into Indoor flagged rooms.&lt;br /&gt;
|-&lt;br /&gt;
|indoors || Mob won&#039;t wander outdoors.&lt;br /&gt;
|-&lt;br /&gt;
|healer || Mob offers hardcoded heal-for-cash services (EG Selan).&lt;br /&gt;
|-&lt;br /&gt;
|gain || Doesn&#039;t do anything -- in stock ROM allows for gaining new skills.&lt;br /&gt;
|-&lt;br /&gt;
|update_always || Mob does things even when no player in the area.&lt;br /&gt;
|-&lt;br /&gt;
|changer || Mob is a banker.&lt;br /&gt;
|-&lt;br /&gt;
|hyper_res || Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it&#039;s vulnerable to (instead of 3/2).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes on wandering mobs:&lt;br /&gt;
* When mobs try to move, they make three attempts. Each attempt, they pick a random exit in the room and then look at it more closely. If they can&#039;t move, they try again. If they can move, they do.&lt;br /&gt;
* Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.&lt;br /&gt;
* Mobs with the stay_area flag will not wander between areas (which area its&#039; vnum is in doesn&#039;t matter).&lt;br /&gt;
* Mobs with the Outdoors flag won&#039;t wander into Indoors rooms. Mobs with the Indoors flag won&#039;t wander into rooms that aren&#039;t flagged Indoors.&lt;br /&gt;
* Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room. &lt;br /&gt;
** A mob without the Swim affect &#039;&#039;will&#039;&#039; attempt to move into a noswim sector room (and fail to move, unless it has a boat object), but will not even try to get into a swim sector room unless it has the affect (even though it would be allowed to move there if it tried). This doesn&#039;t make a lot of sense but that&#039;s how it is.&lt;br /&gt;
&lt;br /&gt;
====ACT2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|doublexp || Mob gives double XP.&lt;br /&gt;
|-&lt;br /&gt;
|halfxp || Mob gives half XP.&lt;br /&gt;
|-&lt;br /&gt;
|noxp || Mob gives no XP.&lt;br /&gt;
|-&lt;br /&gt;
|noparts || Mob leaves no parts when killed.&lt;br /&gt;
|-&lt;br /&gt;
|sociable || Mob talks to or slaps people that use socials on it.&lt;br /&gt;
|-&lt;br /&gt;
|aquatic || Mob won&#039;t wander outside water rooms.&lt;br /&gt;
|-&lt;br /&gt;
|xpandahalf || Mob gives 1.5x XP.&lt;br /&gt;
|-&lt;br /&gt;
|adept || Mob uses skills at 100% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|inept || Mob uses skills at 50% (instead of 75%).&lt;br /&gt;
|-&lt;br /&gt;
|carryall || Mob has no weight or item# limits.&lt;br /&gt;
|-&lt;br /&gt;
|priority || Mob will be targetted first by opponents with the AI_1 flag.&lt;br /&gt;
|-&lt;br /&gt;
|antihyper || Mob wanders especially slowly.&lt;br /&gt;
|-&lt;br /&gt;
|parsename || Mob will have a unique name as its first name when it resets.&lt;br /&gt;
|-&lt;br /&gt;
|noattack || Mob can&#039;t be attacked by anyone.&lt;br /&gt;
|-&lt;br /&gt;
|necromancer || Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.&lt;br /&gt;
|-&lt;br /&gt;
|raidmob || Mob can be attacked by anyone with no regard to &#039;kill stealing&#039;.&lt;br /&gt;
|-&lt;br /&gt;
|carrynone || Mob can&#039;t pick up or be given items&lt;br /&gt;
|-&lt;br /&gt;
|passivelite || Mob won&#039;t auto-attack but still has visible health and such&lt;br /&gt;
|-&lt;br /&gt;
|ally || Is treated as a PC for some attack-safety purposes -- EG Ally mobs won&#039;t hit other Ally mobs with area attacks&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====OFF FLAGS====&lt;br /&gt;
A lot of these are affected by the adept/inept Act flags&lt;br /&gt;
{|&lt;br /&gt;
|area_attack || Mob hits everything that&#039;s fighting it with its normal attacks.&lt;br /&gt;
|-&lt;br /&gt;
|backstab || Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don&#039;t aggro, so it does nothing.&lt;br /&gt;
|-&lt;br /&gt;
|bash || Mob has a 12.5% chance of using the bash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Mob has a 12.5% chance of using the berserk skill, if it&#039;s not lagged and isn&#039;t already berserk.&lt;br /&gt;
|-&lt;br /&gt;
|disarm || Mob has a 12.5% chance of using the disarm skill, if it&#039;s not lagged. The mob needs a [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|dodge || Mob can dodge melee attacks as a player with the dodge skill at 75%.&lt;br /&gt;
|-&lt;br /&gt;
|fade || Doesn&#039;t do anything.&lt;br /&gt;
|-&lt;br /&gt;
|fast || Mob attacks twice always, doesn&#039;t stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.&lt;br /&gt;
|-&lt;br /&gt;
|kick || Mob has a 12.5% chance of using the kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|dirt_kick || Mob has a 12.5% chance of using the dirt kick skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|parry || Mob can parry attacks; works half as often with no [[weapon]].&lt;br /&gt;
|-&lt;br /&gt;
|rescue || Mob will try to rescue the target of its target, if that target is at 50% hp or less.&lt;br /&gt;
|-&lt;br /&gt;
|tail || Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).&lt;br /&gt;
|-&lt;br /&gt;
|trip || Mob has a 12.5% chance of using the trip skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|crush || Mob has a 12.5% chance of using the smash skill, if it&#039;s not lagged.&lt;br /&gt;
|-&lt;br /&gt;
|assist_all || Mob will assist all other &#039;&#039;&#039;mobs&#039;&#039;&#039; that it sees fighting.&lt;br /&gt;
|-&lt;br /&gt;
|assist_align || Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.&lt;br /&gt;
|-&lt;br /&gt;
|assist_race || Mob will assist other mobs of the same race.&lt;br /&gt;
|-&lt;br /&gt;
|assist_players || Mob will assist players as long as the player isn&#039;t more than 5 levels above them. This has precedence over the other assist flags.&lt;br /&gt;
|-&lt;br /&gt;
|assist_guard || Doesn&#039;t do anything at all.&lt;br /&gt;
|-&lt;br /&gt;
|assist_vnum || Mob will assist mobs of the same vnum.&lt;br /&gt;
|-&lt;br /&gt;
|second_attack || Mob has the 2x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|third_attack || Mob has the 3x-Cut skill.&lt;br /&gt;
|-&lt;br /&gt;
|ai_retargeting || Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob&#039;s attacks are ineffective, it will re-target randomly to another member of the same group.&lt;br /&gt;
|-&lt;br /&gt;
|ai_flees || Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it&#039;s immune to the appropriate damage type.&lt;br /&gt;
|-&lt;br /&gt;
|ai_rests || Mob will rest when injured (hp&amp;lt;50%), stand up when it&#039;s recovered (hp&amp;gt;75%).&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
* Only one of the various 12.5% flags can trigger in any given round. A mob will all eight will try to use one (and only one) every single round.&lt;br /&gt;
&lt;br /&gt;
====BEHAV FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|random_innate || Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.&lt;br /&gt;
|-&lt;br /&gt;
|rand_phys_resist || Mob randomly resists one of bashing, slashing, or piercing.&lt;br /&gt;
|-&lt;br /&gt;
|rand_misc_resist || Mob randomly resists one or two non-physical elements.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====AFFECT FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|blind || Character can&#039;t see anything! Mobs ignore this flag so their mobprogs work&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|invisible || Character can only be seen and targetted by things with detect_invis.&lt;br /&gt;
|-&lt;br /&gt;
|detect_evil || Character sees evil objects and characters with a red aura.&lt;br /&gt;
|-&lt;br /&gt;
|detect_invis || Character can see invisible objects and characters, and knows they&#039;re invisible.&lt;br /&gt;
|-&lt;br /&gt;
|detect_magic || Character sees a blue aura around magical objects.&lt;br /&gt;
|-&lt;br /&gt;
|detect_hidden || Character can see hidden objects and characters, and knows they&#039;re hidden.&lt;br /&gt;
|-&lt;br /&gt;
|detect_good || Character sees good objects and characters with a gold aura.&lt;br /&gt;
|-&lt;br /&gt;
|sanctuary || Character is permanently under the effects of Nayru&#039;s Love (half damage from everything).&lt;br /&gt;
|-&lt;br /&gt;
|faerie_fire || Character has a pink aura. Negates invisibility.&lt;br /&gt;
|-&lt;br /&gt;
|infrared || Character can see warm_blood mobs in the dark.&lt;br /&gt;
|-&lt;br /&gt;
|curse || Character is flagged as cursed. All skill effectiveness is reduced by 15% while this flag is applied, but the character is immune to the Curse spell.&lt;br /&gt;
|-&lt;br /&gt;
|solidified || Character is completely frozen!&lt;br /&gt;
|-&lt;br /&gt;
|poison || Character is flagged as poisoned. This flag has no affect on stats but the character can&#039;t be poisoned again. Regeneration is decreased while this flag is applied, however.&lt;br /&gt;
|-&lt;br /&gt;
|protect_evil || Character takes 2/3 damage from evil foes.&lt;br /&gt;
|-&lt;br /&gt;
|protect_good || Character takes 2/3 damage from good foes.&lt;br /&gt;
|-&lt;br /&gt;
|sneak || Character doesn&#039;t generate echoes when moving from room to room. Triggers GRALL but not GREET progs.&lt;br /&gt;
|-&lt;br /&gt;
|hide || Character is hiding. Using any command removes this effect.&lt;br /&gt;
|-&lt;br /&gt;
|sleep || Character is under the effects of &#039;&#039;permanent&#039;&#039; magical sleep!!&lt;br /&gt;
|-&lt;br /&gt;
|charm || Character is under the effects of a Charm spell. Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|flying || Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn&#039;t need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.&lt;br /&gt;
|-&lt;br /&gt;
|pass_door || Character can walk through some closed doors.&lt;br /&gt;
|-&lt;br /&gt;
|haste || Character is under the effects of Haste: &#039;&#039;&#039;always&#039;&#039;&#039; gets exactly 1 extra attack in combat, but regenerates at half speed. &lt;br /&gt;
|-&lt;br /&gt;
|calm || Character is under the effects of the Calm spell. Character can&#039;t use berserk.&lt;br /&gt;
|-&lt;br /&gt;
|plague || Character is flagged as plagued. Regeneration is decreased but the player can&#039;t be hit with the Bio 2 spell.&lt;br /&gt;
|-&lt;br /&gt;
|locusts || Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|dark_vision || Character can see anything in any kind of darkness without a light source.&lt;br /&gt;
|-&lt;br /&gt;
|berserk || Character is under the effects of Berserk! Character can&#039;t cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.&lt;br /&gt;
|-&lt;br /&gt;
|swim || Character doesn&#039;t need a boat to enter noswim sector rooms.&lt;br /&gt;
|-&lt;br /&gt;
|regeneration || Character regenerates HP twice as fast!&lt;br /&gt;
|-&lt;br /&gt;
|slow || Character has a chance to simply not attack during combat. 2x-cut and 3x-cut chances are reduced dramatically. Ignored if the mob is flagged off_fast. Character also regenerates at half speed AND spends more MV when traveling.&lt;br /&gt;
|-&lt;br /&gt;
|scarecrow || Character is affected by the Scarecrow spell -- can&#039;t eat, drink, or move, and melee attacks do reduced damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====SHIELD FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|charge || Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.&lt;br /&gt;
|-&lt;br /&gt;
|sabotaged || Character takes damage when using skills or spells.&lt;br /&gt;
|-&lt;br /&gt;
|hallucinating || Character is under the effects of the Mushroomize spell; all MUD output turns wacky.&lt;br /&gt;
|-&lt;br /&gt;
|terrified || Character may cower helplessly in combat, with a greater chance is the foe&#039;s level is higher than the character&#039;s. Also makes the character try to flee.&lt;br /&gt;
|-&lt;br /&gt;
|haunted || Character is tormented by minighosts.&lt;br /&gt;
|-&lt;br /&gt;
|confused || Character hits itself sometimes in combat.&lt;br /&gt;
|-&lt;br /&gt;
|stat enhancement || Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can&#039;t be affected by another one.&lt;br /&gt;
|-&lt;br /&gt;
|ice shield || Returns 20 to 30% of melee damage as bash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|thorn shield || Returns 20 to 30% of melee damage as pierce-type damage&lt;br /&gt;
|-&lt;br /&gt;
|crystal shield || Returns 20 to 30% of melee damage as slash-type damage&lt;br /&gt;
|-&lt;br /&gt;
|osmosis || Character loses MP steadily. Also decreases MP regeneration.&lt;br /&gt;
|-&lt;br /&gt;
|volta || Character does not auto-attack but has double normal dodge chances.&lt;br /&gt;
|-&lt;br /&gt;
|manashield || Character has Mana Shield permanently up. It will give the &#039;your shield broke&#039; message with every attack if they&#039;re at 0MP but they&#039;ll still take full damage.&lt;br /&gt;
|-&lt;br /&gt;
|kamikaze || Character is going to Detonate. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|zeal || Character fails all saving throws but receives a bonus to damage for each bad affect&lt;br /&gt;
|-&lt;br /&gt;
|bleeding || Character loses HP steadily. Some types of bleeding make you bleed worse than others!&lt;br /&gt;
|-&lt;br /&gt;
|undead || Character is a zombie with a relentless hunger for delicious brains. All text is dark gray, healing spells do damage instead of healing, and the poor bastard doesn&#039;t necessarily die when they drop below 0hp! This is distinct from the undead form flag.&lt;br /&gt;
|-&lt;br /&gt;
|oozaru form || Character is an oozaru and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|double image || Character has a double image. It will take one attack and then vanish.&lt;br /&gt;
|-&lt;br /&gt;
|ink || Character has been inked. Display is all goofed up with large black splotches.&lt;br /&gt;
|-&lt;br /&gt;
|seraph form || Character has seraph form and can&#039;t cast spells.&lt;br /&gt;
|-&lt;br /&gt;
|reflect || Spells targetted at the character bounce back the wrong way&lt;br /&gt;
|-&lt;br /&gt;
|surefire casting || Character has surecasting on.&lt;br /&gt;
|-&lt;br /&gt;
|jinx || Character has a 33% chance of dropping any [[weapon]] they&#039;re wielding in any combat round.&lt;br /&gt;
|-&lt;br /&gt;
|leechseed || Character is under the effects of the Leech Seed spell. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bees || Character is covered in bees which obscure their display.&lt;br /&gt;
|-&lt;br /&gt;
|choke || Character is affected by Choke and casts spells at 3/4 the normal strength.&lt;br /&gt;
|-&lt;br /&gt;
|endure || Character cannot be reduced below 1hp.&lt;br /&gt;
|-&lt;br /&gt;
|sheltered || Character is being sheltered by a friendly Templar. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|-&lt;br /&gt;
|bide || Character is using the skill Bide. *Cannot be set on a mob&#039;s template or applied by an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some of these affects can&#039;t be applied to a mob&#039;s template, only by spells; homing attack, stat enhancement, extension, kamikaze, short term combat effect, oozaru form, double image, seraph form, Jumi empathy, surefire casting, and leechseed.&lt;br /&gt;
&lt;br /&gt;
===OBJ FLAGS===&lt;br /&gt;
For more details on object types see [[Flags Compendium/Obj Types]]&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[[light]] || Light sources, go in a special &#039;light&#039; slot when equipped no matter what wear flags you use&lt;br /&gt;
|-&lt;br /&gt;
|[[scroll]] || Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses [[Artifice]] skill.&lt;br /&gt;
|-&lt;br /&gt;
|[[wand]] || Can be zapped or used to cast 1 spell a set number of times on a target. Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[staff]] || Can be brandished or used to cast 1 spell a set number of times on all targets in a room! Must be equipped, any slot is OK. Uses [[Artifice]] skill. Explodes when out of charges unless NOEXPLODE extra flag is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[weapon]] || Changes wearer&#039;s melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.&lt;br /&gt;
|-&lt;br /&gt;
|[[treasure]] || No inherent properties, reserved for salable loot.&lt;br /&gt;
|-&lt;br /&gt;
|armor || Modifies wearer&#039;s armor values. Can be equipped anywhere.&lt;br /&gt;
|-&lt;br /&gt;
|[[potion]] || Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|-&lt;br /&gt;
|[[furniture]] || Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.&lt;br /&gt;
|-&lt;br /&gt;
|[[trash]] || No inherent properties, reserved for nonsalable loot.&lt;br /&gt;
|-&lt;br /&gt;
|[[container]] || Object that holds other objects. Can be closable/lockable like a door.&lt;br /&gt;
|-&lt;br /&gt;
|[[drinkcontainer]] || Holds a set quantity of a certain [[liquid]]. Liquids can be replaced with different liquids. Disappears when empty unless NOEXPLODE is set.&lt;br /&gt;
|-&lt;br /&gt;
|[[key]] || Object vanishes on logout. Has no other properties.&lt;br /&gt;
|- &lt;br /&gt;
|[[food]] || Can be eaten for food/full value and cast 1 spell on the eater.&lt;br /&gt;
|- &lt;br /&gt;
|[[money]] || Is abstracted into current wealth when picked up by a player. Dropped wealth turns into a money object. The Priest class can sacrifice money to recover mana for 1 MP per 50 silver.&lt;br /&gt;
|- &lt;br /&gt;
|boat || Can be equipped or in base inventory for players to move in water rooms. Defunct.&lt;br /&gt;
|- &lt;br /&gt;
|npccorpse || NPC [[Corpse]]. Reserved.&lt;br /&gt;
|- &lt;br /&gt;
|[[fountain]] || Like a drinkcontainer but the [[liquid]] inside can&#039;t be poisoned. Drinkcontainers can also be &#039;fill&#039;ed from it.&lt;br /&gt;
|- &lt;br /&gt;
|[[pill]] || Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.&lt;br /&gt;
|- &lt;br /&gt;
|protect || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|map || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[portal]] || Objects that can be &#039;entered&#039; to take the character to a set room. Can be closable/lockable like a door.&lt;br /&gt;
|- &lt;br /&gt;
|warpstone || Used to be necessary for the Nexus spell.&lt;br /&gt;
|- &lt;br /&gt;
|roomkey || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|gem || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[jewelry]] || No inherent properties. Used for equippables that aren&#039;t armor.&lt;br /&gt;
|- &lt;br /&gt;
|[[Event Item|event]] || An object with both charges and cooldown capability, which executes an mprog when &#039;zap&#039;ped or &#039;use&#039;d. Uses [[Artifice]] skill.&lt;br /&gt;
|- &lt;br /&gt;
|slotmachine || Type &amp;quot;Game slots&amp;quot; at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.&lt;br /&gt;
|- &lt;br /&gt;
|gun || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|ammo || Uncoded junk. Don&#039;t use.&lt;br /&gt;
|- &lt;br /&gt;
|[[vehicle]] || Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can&#039;t enter on foot.&lt;br /&gt;
|- &lt;br /&gt;
|exit || Uncoded junk. Don&#039;t use. Not the same as a real [[exit]].&lt;br /&gt;
|- &lt;br /&gt;
|[[rod]] || Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses [[Artifice]] skill.&lt;br /&gt;
|}&lt;br /&gt;
====EXTRA FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|glow || Item can be seen in the dark, shows (glowing) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|hum || Item shows (Humming) before its short desc&lt;br /&gt;
|-&lt;br /&gt;
|norecharge || Wand, staff, rod, or event can&#039;t be recharged with the Recharge spell.&lt;br /&gt;
|-&lt;br /&gt;
|autoconsume || Item is automatically used as soon as it&#039;s picked up off the ground. Works with [[potions]], [[pills]], and [[artifice]] items.&lt;br /&gt;
|-&lt;br /&gt;
|evil || Item has a red aura if you can detect evil, can be removed with Bless.&lt;br /&gt;
|-&lt;br /&gt;
|invis || Item can only be seen if you have detect invis, and shows (Invis) if you can&lt;br /&gt;
|-&lt;br /&gt;
|magic || Item shows as magic if you can detect magic&lt;br /&gt;
|-&lt;br /&gt;
|nodrop || Item can&#039;t be dropped, can be removed with Bless&lt;br /&gt;
|-&lt;br /&gt;
|bless || Item has a blue aura if you can detect good, can&#039;t be poisoned, and is a little easier to enchant. Is removed by Curse.&lt;br /&gt;
|-&lt;br /&gt;
|noremove || Item can&#039;t be removed. This flag is removed by uncursing&lt;br /&gt;
|-&lt;br /&gt;
|inventory || Item is part of a shopkeeper&#039;s inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.&lt;br /&gt;
|-&lt;br /&gt;
|nopurge || Item can&#039;t be purged. Use sparingly!&lt;br /&gt;
|-&lt;br /&gt;
|rotdeath || Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.&lt;br /&gt;
|-&lt;br /&gt;
|visdeath || Item can only be seen by immortals&lt;br /&gt;
|-&lt;br /&gt;
|uncounted || Item doesn&#039;t count against the holder&#039;s carry number or weight capacities.&lt;br /&gt;
|-&lt;br /&gt;
|nonmetal || Item is unaffected by Heat Metal&lt;br /&gt;
|-&lt;br /&gt;
|meltdrop || Item poofs when dropped or stolen. If a mob dies with one of these, it will appear in the room. &lt;br /&gt;
|-&lt;br /&gt;
|hadtimer || ? Don&#039;t use.&lt;br /&gt;
|-&lt;br /&gt;
|sellextract || Item poofs when sold to shopkeeper -- doesn&#039;t show up in their inventory&lt;br /&gt;
|-&lt;br /&gt;
|nodestroy || (AKA burn_proof in the code for some reason) Item can&#039;t be poisoned, and can&#039;t be destroyed by various item-destroying affects (which I think are disabled)&lt;br /&gt;
|-&lt;br /&gt;
|nouncurse || Item can&#039;t be uncursed. (nodrop, noremove flags)&lt;br /&gt;
|-&lt;br /&gt;
|runic || Item absorbs magic spells. THIS FLAG WILL NOT WEAR OFF UNLESS IT IS APPLIED BY THE RUNIC SKILL.&lt;br /&gt;
|-&lt;br /&gt;
|adhesive || Item stays with a player, not on their corpse&lt;br /&gt;
|-&lt;br /&gt;
|nochk || [[Wand]], [[Scroll]], [[Staff]], [[Rod]], and [[Event Item|Event]] items with this flag won&#039;t check a character&#039;s [[artifice]] skill when used, but just always work&lt;br /&gt;
|-&lt;br /&gt;
|noremort || Item can&#039;t be carried through a remort&lt;br /&gt;
|-&lt;br /&gt;
|inert || Item doesn&#039;t appear in rooms its in&lt;br /&gt;
|-&lt;br /&gt;
|noexplode || Wand and staff type item won&#039;t disintegrate when their charges are used up. Drinkcontainers won&#039;t poof when empty.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====EXTRA2 FLAGS====&lt;br /&gt;
{|&lt;br /&gt;
|antihuman || Can&#039;t be equipped by Human race&lt;br /&gt;
|-&lt;br /&gt;
|antimoogle || Can&#039;t be equipped by Moogle race&lt;br /&gt;
|-&lt;br /&gt;
|antisaiyan || Can&#039;t be equipped by Saiyan race&lt;br /&gt;
|-&lt;br /&gt;
|antiesper || Can&#039;t be equipped by Esper race&lt;br /&gt;
|-&lt;br /&gt;
|antihylian || Can&#039;t be equipped by Hylian race&lt;br /&gt;
|-&lt;br /&gt;
|antigiganto || Can&#039;t be equipped by Giganto race&lt;br /&gt;
|-&lt;br /&gt;
|antimatango || Can&#039;t be equipped by Matango race&lt;br /&gt;
|-&lt;br /&gt;
|antireploid || Can&#039;t be equipped by Reploid race&lt;br /&gt;
|-&lt;br /&gt;
|antikoopa || Can&#039;t be equipped by Koopa race&lt;br /&gt;
|-&lt;br /&gt;
|antipmpkn || Can&#039;t be equipped by Pumpkinhead race&lt;br /&gt;
|-&lt;br /&gt;
|antiknight || Can&#039;t be equipped by Knight class&lt;br /&gt;
|-&lt;br /&gt;
|antiwarrior || Can&#039;t be equipped by Warrior class&lt;br /&gt;
|-&lt;br /&gt;
|antithief || Can&#039;t be equipped by Thief class&lt;br /&gt;
|-&lt;br /&gt;
|antiwizard || Can&#039;t be equipped by Wizard class&lt;br /&gt;
|-&lt;br /&gt;
|antipriest || Can&#039;t be equipped by Priest class&lt;br /&gt;
|-&lt;br /&gt;
|antigeomancer || Can&#039;t be equipped by Geomancer class&lt;br /&gt;
|-&lt;br /&gt;
|antisummoner || Can&#039;t be equipped by Summoner class&lt;br /&gt;
|-&lt;br /&gt;
|antifemale || Can&#039;t be equipped by female characters&lt;br /&gt;
|-&lt;br /&gt;
|antimale || Can&#039;t be equipped by male characters&lt;br /&gt;
|-&lt;br /&gt;
|antineuter || Can&#039;t be equipped by sexless characters&lt;br /&gt;
|-&lt;br /&gt;
|cursed || Item becomes noremove when equipped&lt;br /&gt;
|-&lt;br /&gt;
|unique || Characters can&#039;t pick up one of these if they already have one.&lt;br /&gt;
|-&lt;br /&gt;
|remortable || Item was carried through a remort and won&#039;t vanish on logout if it&#039;s out of the player&#039;s level range.&lt;br /&gt;
|-&lt;br /&gt;
|antinu || Can&#039;t be equipped by Nu race&lt;br /&gt;
|-&lt;br /&gt;
|antikirby || Can&#039;t be equipped by Kirby race&lt;br /&gt;
|-&lt;br /&gt;
|antilobsterman || Can&#039;t be equipped by Lobster race&lt;br /&gt;
|-&lt;br /&gt;
|antiranboob || Can&#039;t be equipped by Ranboob race&lt;br /&gt;
|-&lt;br /&gt;
|antijumi || Can&#039;t be equipped by Jumi race&lt;br /&gt;
|-&lt;br /&gt;
|antidancer || Can&#039;t be equipped by Dancer class&lt;br /&gt;
|-&lt;br /&gt;
|antimob || Can&#039;t be equipped by mobs&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.&lt;br /&gt;
&lt;br /&gt;
[[Category:Technical Information]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Saiyans&amp;diff=1454</id>
		<title>Saiyans</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Saiyans&amp;diff=1454"/>
		<updated>2013-11-09T13:40:50Z</updated>

		<summary type="html">&lt;p&gt;Benamas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Dbzchar3.jpg|right|thumb|200px|King Vegeta of the planet Vegeta. His son is also named Vegeta so you can get some idea of the creativity of your average Saiyan.]]&lt;br /&gt;
&lt;br /&gt;
Saiyans are violent people with dark hair and an monkey tail. They can turn into giant apes.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities between [[humans]] and Saiyans, Saiyans are in fact SPACE ALIENS from the planet Vegeta. Nevertheless, Saiyans-human hybrids exist, and the Saiyan gene pool has probably been slowly diluted because of this. These cross-breeds tend to have all the normal abilities of normal Saiyans.&lt;br /&gt;
&lt;br /&gt;
For whatever reason, a pure-blooded adult Saiyan is doomed to have the same hairstyle for life. Once reaching a certain length (peculiar to each Saiyan), their hair will simply stop growing unless it gets cut somehow.&lt;br /&gt;
&lt;br /&gt;
===Oozaru===&lt;br /&gt;
The hallmark of the Saiyan race is their ability to change into a giant ape when looking at a full moon. On planets where there are multiple moons or the lunar cycle is rapid, this would give them a huge advantage. Fortunately for the rest of civilization, the Cleft only has one moon which runs on a [[Time#Lunar_Cycle|27-day cycle]].&lt;br /&gt;
&lt;br /&gt;
A Saiyan&#039;s tail is key to this ability; if the tail is severed they can&#039;t transform, although the tail will slowly regrow unless it is pulled out by the root. (There&#039;s no in-game way to lose your tail though so don&#039;t worry about this too much as a player.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Long ago: A contingent of Saiyans falls into the Cleft. They immediately commence pillaging and murdering and stealing everyone&#039;s women.&lt;br /&gt;
&lt;br /&gt;
Later: Various Saiyans set themselves up as minor but powerful warlords and national governments are forced to dispatch armies deal with them.&lt;br /&gt;
&lt;br /&gt;
Later Still: Several generations of interbreeding with the local population and the violent deaths of the most powerful Saiyans reduces the power level of the average Saiyan to a fraction of its former glory.&lt;br /&gt;
&lt;br /&gt;
Modern Day: Saiyans have mostly integrated themselves into normal society and can be found here and there across the world.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
                 STR INT WIS DEX CON&lt;br /&gt;
 Starting Stats: 15  11  11  14  14&lt;br /&gt;
 Maximum Stats:  21  16  16  19  19&lt;br /&gt;
&lt;br /&gt;
Saiyans can access their Oozaru form for (40 + level/5) pulses by looking at the sky (&#039;&#039;&#039;&#039;&#039;&#039;look sky&#039;&#039;&#039;&#039;&#039;&#039;) when the moon is full or mostly full. This gives them 20% more HP, +4 to Strength, gives them an extra attack in combat (which stacks with Haste), and makes all normal attacks do 25% more damage. Transforming prevents them from casting spells until it wears off, however.&lt;br /&gt;
&lt;br /&gt;
Saiyans also [[hunger]] twice as fast as other races.&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
&lt;br /&gt;
*Although Saiyans become hungry faster than other races, their fullness decreases at the same rate! This makes it more important to select more nutritious food, with a higher satiation-to-fullness ratio.&lt;br /&gt;
&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Saiyans&amp;diff=1453</id>
		<title>Saiyans</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Saiyans&amp;diff=1453"/>
		<updated>2013-11-09T13:38:09Z</updated>

		<summary type="html">&lt;p&gt;Benamas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Dbzchar3.jpg|right|thumb|200px|King Vegeta of the planet Vegeta. His son is also named Vegeta so you can get some idea of the creativity of your average Saiyan.]]&lt;br /&gt;
&lt;br /&gt;
Saiyans are violent people with dark hair and an monkey tail. They can turn into giant apes.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities between [[humans]] and Saiyans, Saiyans are in fact SPACE ALIENS from the planet Vegeta. Nevertheless, Saiyans-human hybrids exist, and the Saiyan gene pool has probably been slowly diluted because of this. These cross-breeds tend to have all the normal abilities of normal Saiyans.&lt;br /&gt;
&lt;br /&gt;
For whatever reason, a pure-blooded adult Saiyan is doomed to have the same hairstyle for life. Once reaching a certain length (peculiar to each Saiyan), their hair will simply stop growing unless it gets cut somehow.&lt;br /&gt;
&lt;br /&gt;
===Oozaru===&lt;br /&gt;
The hallmark of the Saiyan race is their ability to change into a giant ape when looking at a full moon. On planets where there are multiple moons or the lunar cycle is rapid, this would give them a huge advantage over everyone, but fortunately for the rest of civilization, the Cleft only has one moon which runs on a 27-day cycle.&lt;br /&gt;
&lt;br /&gt;
A Saiyan&#039;s tail is for some reason key to this ability, and if the tail is severed then they can&#039;t power-up, although the tail will slowly regrow unless it is pulled out by the root. (There&#039;s no in-game way to lose your tail though so don&#039;t worry about this too much as a player.)&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Long ago: A contingent of Saiyans falls into the Cleft. They immediately commence pillaging and murdering and stealing everyone&#039;s women.&lt;br /&gt;
&lt;br /&gt;
Later: Various Saiyans set themselves up as minor but powerful warlords and national governments are forced to dispatch armies deal with them.&lt;br /&gt;
&lt;br /&gt;
Later Still: Several generations of interbreeding with the local population and the violent deaths of the most powerful Saiyans reduces the power level of the average Saiyan to a fraction of its former glory.&lt;br /&gt;
&lt;br /&gt;
Modern Day: Saiyans have mostly integrated themselves into normal society and can be found here and there across the world.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
                 STR INT WIS DEX CON&lt;br /&gt;
 Starting Stats: 15  11  11  14  14&lt;br /&gt;
 Maximum Stats:  21  16  16  19  19&lt;br /&gt;
&lt;br /&gt;
Saiyans can access their Oozaru form for (40 + level/5) pulses by looking at the sky (&#039;&#039;&#039;&#039;&#039;&#039;look sky&#039;&#039;&#039;&#039;&#039;&#039;) when the moon is full or mostly full. This gives them 20% more HP, +4 to Strength, gives them an extra attack in combat (which stacks with Haste), and makes all normal attacks do 25% more damage. Transforming prevents them from casting spells until it wears off, however.&lt;br /&gt;
&lt;br /&gt;
Saiyans also [[hunger]] twice as fast as other races.&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
&lt;br /&gt;
*Although Saiyans become hungry faster than other races, their fullness decreases at the same rate! This makes it more important to select more nutritious food, with a higher satiation-to-fullness ratio.&lt;br /&gt;
&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
	<entry>
		<id>http://wiki.cleftofdimensions.net/index.php?title=Giganto&amp;diff=1452</id>
		<title>Giganto</title>
		<link rel="alternate" type="text/html" href="http://wiki.cleftofdimensions.net/index.php?title=Giganto&amp;diff=1452"/>
		<updated>2013-11-09T13:36:07Z</updated>

		<summary type="html">&lt;p&gt;Benamas: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[image:Giganto.jpg|right|thumb|200px|Normal horses not suitable for riding]]&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Giganto once coexisted in [[Iktoa]] with the [[Gerudo]]. At some point, the [[Mana Stones|Mana Stone of Earth]] turned this place into the desert but they decided to stay for some reason.&lt;br /&gt;
&lt;br /&gt;
Giganto are somewhat rare these days, and most of them are in [[Gigan Hold]].&lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
                 STR INT WIS DEX CON&lt;br /&gt;
 Starting Stats: 13  11  13  11  17&lt;br /&gt;
 Maximum Stats:  19  16  17  16  21&lt;br /&gt;
&lt;br /&gt;
Giganto have a resistance to Earth-type attacks, but are vulnerable to Cold. They are also the only playable Large-sized race.&lt;br /&gt;
&lt;br /&gt;
They have the unique ability to wield two-handed weapons in one hand due to their large size, leaving the other hand free for a shield, held item, or dual-wielded weapon (although the secondary weapon cannot also be two-handed).&lt;br /&gt;
&lt;br /&gt;
Giganto [[thirst]] about 1/3 slower than other races.&lt;br /&gt;
&lt;br /&gt;
==Hints==&lt;br /&gt;
* Giganto make exceptional [[Knight|Knights]] due to their ability to use high-damage two-handed weapons along with a shield.&lt;br /&gt;
* Giganto are also excellent [[Warlord|Warlords]] as they can dual-wield weapon types (and thus use those types&#039; associated weapon skills) that other races can&#039;t use together.&lt;br /&gt;
&lt;br /&gt;
{{Races}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>Benamas</name></author>
	</entry>
</feed>