Doesn't do anything -- in stock ROM allows for gaining new skills.
Mob does things even when no player in the area.
Mob is a banker.
Mob takes 1/4 damage from sources it resists (instead of 2/3) and double damage from sources it's vulnerable to (instead of 3/2).
Notes on wandering mobs:
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't move, they try again. If they can move, they do.
Mobs will not wander through closed doors (even if affected by pass_door) or into no_mob rooms.
Mobs with the stay_area flag will not wander between areas (which area its' vnum is in doesn't matter).
Mobs with the Outdoors flag won't wander into Indoors rooms. Mobs with the Indoors flag won't wander into rooms that aren't flagged Indoors.
Only Flying mobs will move into Air sector rooms. Only mobs with the Swim affect will move into any sort of water room.
A mob without the Swim affect will 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't make a lot of sense but that's how it is.
Mob gives double XP.
Mob gives half XP.
Mob gives no XP.
Mob leaves no parts when killed.
Mob talks to or slaps people that use socials on it.
Mob won't wander outside water rooms.
Mob gives 1.5x XP.
Mob uses skills at 100% (instead of 75%).
Mob uses skills at 50% (instead of 75%).
Mob has no weight or item# limits.
Mob will be targetted first by opponents with the AI_1 flag.
Mob wanders especially slowly.
Mob will have a unique name as its first name when it resets.
Mob can't be attacked by anyone.
Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.
Mob can be attacked by anyone with no regard to 'kill stealing'.
Mob can't pick up or be given items
Mob won't auto-attack but still has visible health and such
Is treated as a PC for some attack-safety purposes -- EG Ally mobs won't hit other Ally mobs with area attacks
A lot of these are affected by the adept/inept Act flags
Mob hits everything that's fighting it with its normal attacks.
Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don't aggro, so it does nothing.
Mob has a 12.5% chance of using the bash skill, if it's not lagged.
Mob has a 12.5% chance of using the berserk skill, if it's not lagged and isn't already berserk.
Mob has a 12.5% chance of using the disarm skill, if it's not lagged. The mob needs a weapon.
Mob can dodge melee attacks as a player with the dodge skill at 75%.
Doesn't do anything.
Mob attacks twice always, doesn't stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.
Mob has a 12.5% chance of using the kick skill, if it's not lagged.
Mob has a 12.5% chance of using the dirt kick skill, if it's not lagged.
Mob can parry attacks; works half as often with no weapon.
Mob will try to rescue the target of its target, if that target is at 50% hp or less.
Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).
Mob has a 12.5% chance of using the trip skill, if it's not lagged.
Mob has a 12.5% chance of using the smash skill, if it's not lagged.
Mob will assist all other mobs that it sees fighting.
Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.
Mob will assist other mobs of the same race.
Mob will assist players as long as the player isn't more than 5 levels above them. This has precedence over the other assist flags.
Doesn't do anything at all.
Mob will assist mobs of the same vnum.
Mob has the 2x-Cut skill.
Mob has the 3x-Cut skill.
Mob will aggro onto players that have recently fled from it, and selectively hit targets with the Priority act flag. If the mob's attacks are ineffective, it will re-target randomly to another member of the same group.
Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it's immune to the appropriate damage type.
Mob will rest when injured (hp<50%), stand up when it's recovered (hp>75%).
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.
Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.
Mob randomly resists one of bashing, slashing, or piercing.
Mob randomly resists one or two non-physical elements.
Character can't see anything! Mobs ignore this flag so their mobprogs work
Character can only be seen and targetted by things with detect_invis.
Character sees evil objects and characters with a red aura.
Character can see invisible objects and characters, and knows they're invisible.
Character sees a blue aura around magical objects.
Character can see hidden objects and characters, and knows they're hidden.
Character sees good objects and characters with a gold aura.
Character is permanently under the effects of Nayru's Love (half damage from everything).
Character has a pink aura. Negates invisibility.
Character can see warm_blood mobs in the dark.
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.
Character is completely frozen!
Character is flagged as poisoned. This flag has no affect on stats but the character can't be poisoned again. Regeneration is decreased while this flag is applied, however.
Character takes 2/3 damage from evil foes.
Character takes 2/3 damage from good foes.
Character doesn't generate echoes when moving from room to room. Triggers GRALL but not GREET progs.
Character is hiding. Using any command removes this effect.
Character is under the effects of permanent magical sleep!!
Character is under the effects of a Charm spell. Don't use.
Character is flying: reduced MV costs everywhere (by 1 per room), can travel into air sector rooms, and doesn't need a boat to travel into noswim sector rooms. Also immune to Trip and Earthquake.
Character can walk through some closed doors.
Character is under the effects of Haste: always gets exactly 1 extra attack in combat, but regenerates at half speed.
Character is under the effects of the Calm spell. Character can't use berserk.
Character is flagged as plagued. Regeneration is decreased but the player can't be hit with the Bio 2 spell.
Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob's template or applied by an item.
Character can see anything in any kind of darkness without a light source.
Character is under the effects of Berserk! Character can't cast spells, everything the character sees is red, and they get a 50% penalty to all saving throws.
Character doesn't need a boat to enter noswim sector rooms.
Character regenerates HP twice as fast!
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.
Character is affected by the Scarecrow spell -- can't eat, drink, or move, and melee attacks do reduced damage.
Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.
Character takes damage when using skills or spells.
Character is under the effects of the Mushroomize spell; all MUD output turns wacky.
Character may cower helplessly in combat, with a greater chance is the foe's level is higher than the character's. Also makes the character try to flee.
Character is tormented by minighosts.
Character hits itself sometimes in combat.
Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can't be affected by another one.
Returns 20 to 30% of melee damage as bash-type damage
Returns 20 to 30% of melee damage as pierce-type damage
Returns 20 to 30% of melee damage as slash-type damage
Character loses MP steadily. Also decreases MP regeneration.
Character does not auto-attack but has double normal dodge chances.
Character has Mana Shield permanently up. It will give the 'your shield broke' message with every attack if they're at 0MP but they'll still take full damage.
Character is going to Detonate. *Cannot be set on a mob's template or applied by an item.
Character fails all saving throws but receives a bonus to damage for each bad affect
Character loses HP steadily. Some types of bleeding make you bleed worse than others!
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't necessarily die when they drop below 0hp! This is distinct from the undead form flag.
Character is an oozaru and can't cast spells.
Character has a double image. It will take one attack and then vanish.
Character has been inked. Display is all goofed up with large black splotches.
Character has seraph form and can't cast spells.
Spells targetted at the character bounce back the wrong way
Character has surecasting on.
Character has a 33% chance of dropping any weapon they're wielding in any combat round.
Character is under the effects of the Leech Seed spell. *Cannot be set on a mob's template or applied by an item.
Character is covered in bees which obscure their display.
Character is affected by Choke and casts spells at 3/4 the normal strength.
Character cannot be reduced below 1hp.
Character is being sheltered by a friendly Templar. *Cannot be set on a mob's template or applied by an item.
Character is using the skill Bide. *Cannot be set on a mob's template or applied by an item.
Some of these affects can't be applied to a mob'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.
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.