Affect Flag Table

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.

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  This page was last updated May 15, 2001