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.
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.
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 cold-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.
Light sources, go in a special 'light' slot when equipped no matter what wear flags you use
Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses Artifice skill.
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.
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.
Changes wearer's melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.
No inherent properties, reserved for salable loot.
Modifies wearer's armor values. Can be equipped anywhere.
Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.
Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.
No inherent properties, reserved for nonsalable loot.
Object that holds other objects. Can be closable/lockable like a door.
Holds a set quantity of a certain liquid. Liquids can be replaced with different liquids.
Objects must be this type when set to be a key to a door or container. They can be changed afterwards. This object type vanishes on logout.
Can be eaten for food/full value and cast 1 spell on the eater.
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.
Must be equipped or in base inventory for players to move in water rooms.
NPC Corpse. Reserved.
Like a drinkcontainer but the liquid inside can't be poisoned. Drinkcontainers can also be 'fill'ed from it.
Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.
Uncoded junk. Don't use.
Uncoded junk. Don't use.
Objects that can be 'entered' to take the character to a set room. Can be closable/lockable like a door.
Used to be necessary for the Nexus spell.
Uncoded junk. Don't use.
Uncoded junk. Don't use.
No inherent properties. Used for equippables that aren't armor.
An object with both charges and cooldown capability, which executes an mprog when 'zap'ped or 'use'd.
Type "Game slots" at a slot machine to spin the wheel. Slot machines can have their cost and jackpot size specified in the object template.