Attributes

Thanks to Locke Cole and MMEdit, we now have a list of those terms used in the various lists and what they mean. See if this helps you decipher the stats presented on the spells, items, and monsters on this site and others.

AC Modifies the AC value specified by the parameter, this AC is NOT affected by the targets weight. Used in barkskin and stoneskin.
Accuracy Increases the targets accuracy by the value specified in the parameter. (bless increases this value by 3, divine favour increases it by 10)
Affects Animals Used in spells to make it ONLY affect animals.
AffectsLiving Used in spells to limit their abilities to only living players or monsters. See "NonLiving"
Affects Undead Used to make a spell ONLY work on undead monsters.
Agility Increases or decreases the Agility stat by the value specified in the parameter.
Animal Used in monster attributes to flag a monster as an animal. See "Affects Animals".
AntiMagic Used in the Witchunter class definition, apperently the only effect being that Magic Resistance effects beneficial as well as combat spells cast on the target.
BS Accu Used in items to specify the backstab accuracy for the weapon. A positive value increases the chance to hit, a negative value decreases the chance to hit.
BS MaxDmg Used in items to specify a higher (or lower) maximum backstab damage for the weapon when armed.
BS MinDmg Used in items to specify a higher (or lower) minimum backstab damage for the weapon when armed.
Blind user Blinds the target.
CastsSp Casts the spell when an item is 'used', or, with the %Spell attribute, this is the spell that is cast when the % chance is met.
Chaotic Evil The evil that attacks everything, no matter what alignment you are.
Charm Increases or decreases the Charm stat by the value specified in the parameter.
ClassOk Used in items to make the item equippable by classes they aren't intended to be used with. For example, staffs are flagged at the least as 2H Blunt, but Mages/Priests may only use staffs. ClassOk allows them to use these items. The parameter is the specific class that can use the item.
Confusion Confuses the target, making them fumble in the % specified by the parameter. A parameter of +50 would make them fumble 50% of the time-- most "stun" spells use this with a value of +100, which makes the target fumble 100% of the time.
Crits Increases or decreases the targets critical hit chance by the value specified in the parameter.
Cure Poison Cures poison (cure poison has a parameter of 8, as does antidote).
Cursed Used on items, once worn, a Cursed item can't be removed, except by spells or death.
Damage (on armour) Does damage which takes into account the targets Damage Resistance.
Damage (No AC) Does damage in the amount specified by the parameter.
DR Modifies the Damage Resistance value specified by the parameter. Note that DR is expressed in multiples of 10. So to make someone have an extra 5 DR, you'd make the parameter 50. To make them LOSE 2 DR, you'd make the parameter -20.
DamageShield Used to setup a shockshield for the player. Shockshield uses this.
Del@Maint Used in items to delete the item, hidden or not, at cleanup.
Detect Magic Detects the magic in an item.
Dodge Increases or decreases the targets ability to Dodge by the % value specified in the parameter. For example, +10 in the parameter grants an ADDITIONAL 10% Dodge, -5 in the parameter REMOVES 5% of the targets Dodge ability.
Drain Drains HP from the target to the caster.
Encum Increases or decreases the targets encumberance % by the value specified in the parameter.
Enslave Charms the target.
Evil In spells and items, makes the spell/item useable only by Evil aligned characters.
Evil in Combat Used in spells to generate evil warnings and give EP when used.
Fear Makes the target flee in fear. Used in duration spells.
Freedom Frees the target from holding spells and spells that alter the targets speed.
Good In spells and items, makes the spell/item useable only by Good aligned characters.
Heal Heals damage specified by the value in the parameter.
HealMana Regenerates mana back by the value specified in the parameter.
Health Increases or decreases the Health stat by the value specified in the parameter.
HitMagic Seen in weapons (and possibly could be used in spells) and used to make them hit magical creatures of the value specified in the parameter or LOWER. HitMagic +5 for example would let the target hit monsters with a magical attribute of 5 or lower.
HP Regen Used in any object to modify the targets Hit Point regen rate. The Druid spell "Rapid Healing" and the module-1 quest rings use this attribute.
Hold Person Holds the target in the room. Used with duration spells. Entangle and Hold Person use this attribute.
Illu Increases or decreases the light value for the target ONLY by the value specified in the parameter.
ImmuPoison Used in duration spells to make the target immune to poison.
Intel Increases or decreases the Intel stat by the value specified in the parameter.
JumpKick Used in the Mystic class definition to grant the JumpKick ability. A parameter of +1 is used in their definition.
JumpKDmg Increases jumpkick damage for the Mystic jumpkick attack.
Kick Used in the Mystic class definition to grant the Kick ability. A parameter of +1 is used in their definition.
KickDmg Increases kick damage for the Mystic kick attack.
Lawful Evil Evils that attack everything but other evils. (Duergars are set to Lawful Evil.)
LoyalItem Makes the item stay with the player even into death. Seen in items.
MR Increases or decreases the targets Magic Resistance by the value specified in the parameter.
Magical Defines the magical potency of an item. Witchunters cannot use items with this flag.
ManaRgn Used in objects to increase or decrease the targets mana regen by the percent specified in the parameter. A value of +25 would increase the targets mana regen by 25%. A value of +100 would increase the targets mana regen by 100% (double).
Max Damage Modifies max damage to the value specified by the parameter.
MaxLevel Typically seen in items to restrict them to players ONLY of the level specified or LOWER. The value in the parameter is the maximum level.
MaxMana Increases or decreases the targets maximum mana by the value specified in the parameter.
MinLevel Typically seen in items (useless for spells since they have their own internal Minimum level field) to restrict them to players ONLY of the level specified or higher. The value in the parameter is the minimum level.
MonsGuards Used in monster definitions to define a monster that protects this one. The parameter points to an entry in the monster database that will protect this one. Multiple MonsGuards can be used to make the monster be protected by different monsters.
Mute Strikes the target mute, making them unable to talk in rooms, etc.
Negate Ability Negates spells/items with this ability, but does not remove the spell that the ability was found in. EG: sunstone wristband's use this in their 'use' spell to remove the effects of the 'Confusion' ability, but all other effects of the spell remain in place. The ability negated is specified in the parameter and corrosponds to the abilities in this very list.
Neutral In spells and items, makes the spell/item useable only by Neutral aligned characters.
NonLiving Used in monster attributes to flag the monster as being Non Living which makes it impossible to cast spells flagged as AffectsLiving on them. See "AffectsLiving"
NonMagical Spell Flags the spell as non-magical, thus making it immune to Magic Resistance.
NotEvil Used in items/spells to flag the object as being useable by any alignment EXCEPT Evil. (Lawful, Saint, Good, Neutral and Seedy can use it, but Outlaw, Criminal, Villain and FIEND cannot.)
NotGood Used in items/spells to flag the object as being useable by any alignment EXCEPT Good. (Neutral, Seedy, Outlaw, Criminal, Villain and FIEND can use it, but Good, Saint, Lawful cannot.)
NotNeutral Used in items/spells to flag the object as being useable by any alignment EXCEPT Neutral. (Lawful, Saint, Good, Outlaw, Criminal, Villain and FIEND can use it, but Neutral and Seedy cannot.)
Percep Increases or decreases the targets perception by the value specified in the parameter.
Picklocks In Race and Class definitions, this grants the ability to Picklock, in items, this can be used to enhance the ability.
Poison Poisons the target doing damage specified by the value in the parameter.
Prev Protection from evil.
Prgd Protection from good.
Punch Used in the Mystic class definition to grant the Punch ability. A parameter of +1 is used in their definition.
PunchDmg Increases punch damage for the Mystic punch attack.
Quality Specifies an items "Quality". The only effect of this is to counter "Shatter". See "Shatter".
Recharge Used in items to specify the amount of "uses" to recharge at cleanup.
RCol Modifies resistance to cold by the value specified by the parameter.
RFir Modifies resistance to fire by the value specified by the parameter.
Resist Stone Modifies resistance to stone by the value specified by the parameter.
ResistWater Increases or decreases the targets resistance to Water by the value specified in the parameter.
Remove@Maint Used in items-- removes the item at cleanup, poofing it.
RCrs Remove curse. Seen in spells. The Priest spell "Remove Curse" uses this flag. Removes all cursed items.
ReqToHit - 1.1u+ Monsters with this flag require that weapons (and spells?) with this IDENTICAL flag (including parameter) be used to attack it. NOTHING else will work on these monsters. (Examples: Dao Lord and Pharaoh Rastep, which can only be hit by the various red iron weapons which all share ReqToHit +1.)
RLit Modifies resistance to lightning by the value specified by the parameter.
RoomIllu Increases or decreases the light value for the entire room by the value specified in the parameter.
ScatterItems - 1.1u+ Scatters the items in the room to the specified room(s).
See Hidden Grants the ability to see hidden players. For monsters, this allows them to see hidden players and attack them while they are sneaking or hiding. The monster will also follow even if the player escapes and re-sneaks.
Shatter Shatters the targets weapon. The parameter (in theory) specifies which "Quality" of weapons the spell affects and can shatter. The Druid sell "Shatter" specifies a parameter of 1, and thus will not work on items with a Quality of or greater than 1.
Shock Sets the Shockshield message for the spell/item. See "DmgShield".
Slowness Modifies the room movement time while not affecting stealth as a modified encumbrance would. The Mage spell "Slow" uses a parameter of +200 for this attribute.
Speed Increases or decreases the targets swing speed with their weapon or attack by the value specified in the parameter. The Mage spell "Speed" uses +85 for a parameter, the Mage spell "Slow" uses +125.
%Spell Used in items to make a "spell effect" occur on a percent chance on each hit or crit. The parameter specifies the % chance of the spell being cast. +25 is a 25% chance, +100 is a 100% chance. The spell cast is specified by the NEXT "CastsSp" attribute. See "CastsSp".
SC Incresaes or decreases the targets spell casting by the value specified in the parameter.
SpellImmu Used in objects to make the target immune to spells below or equal to the level specified in the parameter.
Stealth Modifies stealth by the value in the parameter.
Strength Increases or decreases the Strength stat by the value specified in the parameter.
Summon Summons a monster specified by the parameter. The value in parameter is the monster number.
Thievery In Race and Class definitions, this grants the ability to Rob, in items, this can be used to enhance the ability.
Tracking Used in Race and Class definitions to grant Tracking to a Race/Class.
Wisdom Increases or decreases the Wisdom/Willpower stat by the value specified in the parameter.


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