Letter | Name | Explanation |
---|---|---|
A | AFF_BLIND | Mob can't see. |
B | AFF_INVISIBLE | Mob cannot be seen by characters not affected by detect invisible. |
C | AFF_DETECT_EVIL |
Mob sees a red aura around evil characters and items.
Has no effect on mob behavior. |
D | AFF_DETECT_INVIS | Mob is able to see (and attack, steal from, etc.) invisible characters. |
E | AFF_DETECT_MAGIC |
Mob sees a magic flag on items.
Has no effect on mob behavior. |
F | AFF_DETECT_HIDDEN | Mob is able to see (and attack, steal from, etc.) invisible characters. |
G | AFF_DETECT_GOOD |
Mob sees a golden aura on characters and items.
Has no effect on mob behavior. |
H | AFF_SANCTUARY | Any damage to mob is halved. |
I | AFF_FAERIE_FIRE |
Surrounds mob with a pretty pink aura.
Has no effect on its armor class. Prevents anyone from casting another faerie fire spell on it. |
J | AFF_INFRARED | Mob can see in the dark. |
K | AFF_CURSE |
Prevents the mob from recalling and using nocurse portals.
Has no effect on hit roll or saves. Prevents anyone from casting another curse spell on it. |
L | AFF_FEAR |
Makes the mob more prone to flee.
Makes the mob unable to start a fight. Makes the mob unable to cast offensive spells. Has no effect on hit roll, dam roll or saves. Prevents anyone from casting another fear spell on it. |
M | AFF_POISON |
Slows the mob's regeneration.
Does not continuously do damage to the mob. |
N | AFF_PROTECT_EVIL |
Reduces damage to the mob from evil attackers by one quarter.
Improves the mob's save vs spell by -1. |
O | AFF_PROTECT_GOOD |
Reduces damage to the mob from good attackers by one quarter.
Improves the mob's save vs spell by -1. |
P | AFF_SNEAK | Allows the mob to enter a room undetected by characters not affected by detect hidden and reduces its chance of being seen. |
Q | AFF_HIDE | Makes the mob hard to see for characters not affected by detect hidden. |
R | AFF_SLEEP |
Makes the mob look very asleep. Seems to have no other effect.
Code position as sleeping to achieve effects on AC and fight damage. |
S | AFF_CHARM | Makes the mob look cute and cuddly and almost impossible to attack. |
T | AFF_FLYING |
Makes the mob able to cross water and air on foot.
Makes the mob unable to dirt kick. Makes the mob immune against trip. |
U | AFF_PASS_DOOR |
Gives the mob a translucent aura.
Makes the mob able to pass through doors having no pass proof flag. |
V | AFF_HASTE |
Improves a mob's Dex by +1 to +4 depending on level.
Slows down the mob's regeneration. Increases hits per round for the mob. Makes it harder to hit the mob. Mob has a better chance of bashing and tripping. It is harder to bash or trip the mob. Converts a slow spell directed against the mob into a dispel haste, which has a much lower chance of success. |
W | AFF_CALM |
Prevents a mob from berserking.
Prevents anyone from casting another calm spell on the mob. |
X | AFF_PLAGUE |
Considerably reduces a mob's regeneration rate.
Makes the mob likely to infect other characters in the same room. |
Y | AFF_STEEL (steel mist) |
Halves damage to equipment worn by the mob.
Has no effect on the mob's AC. |
Z | AFF_DIVINEREGEN | Quadruples the mob's HP regeneration, doubles mana regen. |
a | AFF_BERSERK |
Improves save vs spell.
Protects the mob from the calm spell. Prevents the mob from berserking (any more) and the frenzy spell. |
b | AFF_FLAMESHIELD |
Causes damage to mob's attacker on each hit if attacker's saves not sufficient.
Surrounds the mob with a flaming aura. Has no effect on the mob's AC. |
c | AFF_REGENERATION | Doubles the mob's HP regeneration. |
d | AFF_SLOW |
Reduces or eliminates the effect of poison on the mob.
Reduces the mob's chance of hitting an opponent in a fight. Prevents the mob from carrying out a third attack. Prevents the mob from fleeing. |
e | AFF_TALON | Saves the mob from being disarmed. |
This page was last updated May 15, 2001. |