Flags Compendium

==FLAGS COMPENDIUM==
===ROOM FLAGS===
dark 	Need a light source
always_night	Room is always night; sun never rises, 'look sky' always shows stars.
no_mob 	Mobs won't wander in here. Mobs on scripts and charmies are unaffected
indoors 	Won't see weather or sunrise/set messages
private 	Two people at a time
arena 	Players don't leave corpses or lose XP when they die
safe 	No fighting allowed
solitary 	One person at a time
pet_shop 	Can buy pets here. Pet cost is the 'wealth' of the mob, but purchased pets will be flat broke. Builders should reset the pet mobs into next room vnum.
no_recall 	Can't recall from here
imp_only 	MTS only
gods_only 	Staff only
heroes_only 	Also Staff only
newbies_only	Level 5 or less only
law 	Prevents use of Charm, Tame, and Hypnotize spells (for some reason). Other stock ROM effects have been commented out.
nowhere 	Can't Scan into this room
wilderness 	Was supposed to involve some sort of overworld map? Doesn't do anything now.
overgrown_1 	Room has +1 level of overgrowth.
overgrown_2 	Room has +2 levels of overgrowth. This can stack with overgrown_1.
always_day 	Room is always day; sun never sets, 'look sky' shows the sun.
====SECTOR====
Sector 	Movement Rate	Properties 	Geomance Element	Dance Element
Inside 	4 	Stays lit at night 	Pierce 	No effect
City 	4 	Stays lit at night 	Bash 	No effect
Field 	4 	 	Slash 	Pierce
Forest 	6 	Has 1 level of overgrowth 	Wood 	Earth
Hills 	6 	 	Slash 	Pierce
Mountain 	8 	 	Earth 	Earth
Water (swim) 	4 	 	Water 	Water
Water (noswim)	8 	Can't enter without a boat or the Swim affect	Water 	Water
Unused 	1 	 	Wind 	No effect
Air 	4 	Can't enter without the Float affect 	Wind 	Wind
Desert 	8 	 	Earth 	Wind
Rock 	4 	 	Earth 	Earth
Road 	4 	 	Wind 	No effect
Enter 	4 	 	Wind 	No effect
Snow 	8 	 	Cold 	Cold
Swamp 	8 	 	Water 	Earth
Jungle 	8 	Has 1 level of overgrowth 	Wood 	Earth
Ruins 	4 	 	Bash 	No effect
Mount2 	16 	 	Earth 	No effect
Coastal 	4 	 	Earth 	Wind
Developed 	4 	 	Bash 	No effect
Void 	4 	 	Wind 	No effect
Lava 	8 	 	Fire 	Fire
====EXITS====
door 	Exit has a door -- Required for most other exit flags
closed 	Door resets to closed
locked 	Door resets to locked
pickproof 	Door can't be picked
nopass 	Door can't be Pass Door'd
easy 	Pick Lock doesn't take many tries
hard 	Pick Lock takes a few tries
infuriating	Keep pickin'
noclose 	Door can't be closed
nolock 	Door can't be locked
hidden 	Exit can't be seen by normal means
swim 	Only players who can fly or swim, or are on a flying or seaworthy vehicle can pass.
fly 	Only players who can fly or are on a flying vehicle can pass.
===MOB FLAGS===
*Mobs with the None damage type will randomly have Slash, Pound, or Pierce.
====FORM FLAGS====
Most of these don't do anything. The ones that have a coded effect are listed below!
edible 	Mob's parts are edible, and the corpse can be butchered into meat.
poison 	Mob's edible parts are poisonous, and meat butchered from the corpse will be poisoned. Bloodsucking will poison the bloodsucker.
instant_decay	Mob doesn't leave a corpse at all.
animal 	Mob is affected by the Tame spell
 	Mobs with any of the mammal, bird, reptile, amphibian, fish, or snake form flags can also be Tamed.
sentient 	Mob is affected by the Hypnotize spell and can be haggled with if it's a shopkeeper.
cold_blood 	Mob has blood that can be bloodsuck'd.
warm_blood 	Mob can be seen in the dark by characters with Infrared and can be bloodsuck'd.
====PART FLAGS / WEARLOCS====
Mob parts determine what equipment it can wear.
Wearloc 	Required Part flag
take 	none
finger 	fingers
neck 	head
body 	guts
head 	head
legs 	legs
feet 	feet
hands 	hands
arms 	hands
shield 	hands
about 	guts
waist 	legs
wrist 	hands
shoulders	head
wield 	hands
hold 	hands
nosac 	not actually a wearloc
wearfloat	none
face 	head
* The Brawling warrior style has special attacks that only execute if the opponent has certain parts; eye, tail, feet, or arms.
* The guts, head, heart, arms, legs, and brains parts can cause dismembered mob organs to be created when the mob dies.
* A mob requires the brains part in order to take any damage from the Brainbuster spell.
* A mob without hands cannot hold items, use weapons, or equip shields.
* Items which do not have the Take flag can't be sacrificed, so it is redundant to put nosac on these items also.
* Items without a Take flag can't be held by players or mobs at all. Avoid resetting these onto mobs or trying to have mobs oload them.
====ACT FLAGS====
sentinel 	Mob won't wander between rooms (although it can still move if instructed to by an mprog).
scavenger 	Mob will pick up takeable objects in the room, starting with the most valuable.
inert 	Mob can't be seen in the room (but can still be interacted with).
omnisight 	Mob can see everyone despite invisibility etc but can't necessarily see in the dark.
aggressive 	Doesn't do anything; the code for this function has been commented out.
stay_area 	Mob won't wander outside the area it was reset into.
wimpy 	Mob will try to flee from combat at 20% hp or less.
pet 	Mob is a pet? Probably reserved for pet code. Don't use this.
train 	Players can Train at this mob.
practice 	Players can Practice at this mob.
passive 	Mob doesn't fight back with autoattacks, its current health isn't visible when you 'look' at it, nor will Peek work on it.
hyper 	Mob wanders around real fast.
visdeath 	Mob can only be seen by immortals and can't be interacted with by players.
mage 	Mob gets -5 to Saves
thief 	Mob has the Smokescreen skill
warrior 	Mob has the Shield Block skill
noalign 	Mob won't affect player alignment at all when killed.
nopurge 	Mob can't be purged by immortals (the Mob Purge command from a mob can still affect these).
outdoors 	Mob won't wander into Indoor flagged rooms.
indoors 	Mob won't wander outdoors.
healer 	Mob offers hardcoded heal-for-cash services (EG Selan).
gain 	Doesn't do anything -- in stock ROM allows for gaining new skills.
update_always	Mob does things even when no player in the area.
changer 	Mob is a banker.
hyper_res 	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.
====ACT2 FLAGS====
doublexp 	Mob gives double XP.
halfxp 	Mob gives half XP.
noxp 	Mob gives no XP.
noparts 	Mob leaves no parts when killed.
sociable 	Mob talks to or slaps people that use socials on it.
aquatic 	Mob won't wander outside water rooms.
xpandahalf 	Mob gives 1.5x XP.
adept 	Mob uses skills at 100% (instead of 75%).
inept 	Mob uses skills at 50% (instead of 75%).
carryall 	Mob has no weight or item# limits.
priority 	Mob will be targetted first by opponents with the AI_1 flag.
antihyper 	Mob wanders especially slowly.
parsename 	Mob will have a unique name as its first name when it resets.
noattack 	Mob can't be attacked by anyone.
necromancer	
Mob offers corpse retrieval for cash services, as Xzar, Caroline, etc.
raidmob 	
Mob can be attacked by anyone with no regard to 'kill stealing'.
carrynone 	Mob can't pick up or be given items.
passivelite	Mob won't auto-attack but still has visible health and such.
ally 	
Is treated as a PC for some attack-safety purposes -- EG Ally mobs won't hit other Ally mobs with area attacks.
====OFF FLAGS====
A lot of these are affected by the adept/inept Act flags
area_attack 	Mob hits everything that's fighting it with its normal attacks.
backstab 	Mob is capable of using the Backstab skill, and would if it aggroed, but mobs don't aggro, so it does nothing.
bash 	Mob has a 12.5% chance of using the bash skill, if it's not lagged.
berserk 	Mob has a 12.5% chance of using the berserk skill, if it's not lagged and isn't already berserk.
disarm 	Mob has a 12.5% chance of using the disarm skill, if it's not lagged. The mob needs a weapon.
dodge 	Mob can dodge melee attacks as a player with the dodge skill at 75%.
fade 	Doesn't do anything.
fast 	Mob attacks twice always, doesn't stack with Haste. Mob will ignore Slow if affected. Mob gets +2 DEX when spawned.
kick 	Mob has a 12.5% chance of using the kick skill, if it's not lagged.
dirt_kick 	Mob has a 12.5% chance of using the dirt kick skill, if it's not lagged.
parry 	Mob can parry attacks; works half as often with no weapon.
rescue 	Mob will try to rescue the target of its target, if that target is at 50% hp or less.
tail 	Mob has a 12.5% chance of.. not doing anything (the code for this attack is commented out).
trip 	Mob has a 12.5% chance of using the trip skill, if it's not lagged.
crush 	Mob has a 12.5% chance of using the smash skill, if it's not lagged.
assist_all 	Mob will assist all other mobs that it sees fighting.
assist_align 	Mob will assist other mobs with a similar alignment, chunked out to good/neutral/evil.
assist_race 	Mob will assist other mobs of the same race.
assist_players	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.
assist_guard 	Doesn't do anything at all.
assist_vnum 	Mob will assist mobs of the same vnum.
second_attack 	Mob has the 2x-Cut skill.
third_attack 	Mob has the 3x-Cut skill.
ai_retargeting	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.
ai_flees 	Mob will flee from sandstorms, flurries, miasmas, wildfires, etc unless it's immune to the appropriate damage type.
ai_rests 	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.
====BEHAV FLAGS====
random_innate 	Mob randomly has one of the 6 elemental innates. This creates one resistance and one vulnerability.
rand_phys_resist	Mob randomly resists one of bashing, slashing, or piercing.
rand_misc_resist	Mob randomly resists one or two non-physical elements.
====AFFECT FLAGS====
blind 	Character can't see anything!
invisible 	Character can only be seen and targetted by things with detect_invis.
detect_evil 	Character sees evil objects and characters with a red aura.
detect_invis 	Character can see invisible objects and characters, and knows they're invisible.
detect_magic 	Character sees a blue aura around magical objects.
detect_hidden	Character can see hidden objects and characters, and knows they're hidden.
detect_good 	Character sees good objects and characters with a gold aura.
sanctuary 	Character is permanently under the effects of Nayru's Love (half damage from everything).
faerie_fire 	Character has a pink aura.
infrared 	Character can see warm_blood mobs in the dark.
curse 	Character is flagged as cursed. This flag has no affect on stats but the character can't be Cursed again. All skill effectiveness is halved while this flag is applied, however.
solidified 	Character is completely frozen!
poison 	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.
protect_evil 	Character takes 2/3 damage from evil foes. Gives an extra -1 to saves on a mob.
protect_good 	Character takes 2/3 damage from good foes. Gives an extra -1 to saves on a mob.
sneak 	Character doesn't generate echoes when moving from room to room. Triggers GRALL but not GREET progs.
hide 	Character is hiding. Using any command removes this effect.
sleep 	Character is under the effects of permanent magical sleep!!
charm 	Character is under the effects of a Charm spell. Don't use.
flying 	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.
pass_door 	Character can walk through some closed doors.
haste 	Character is under the effects of Haste: always gets exactly 1 extra attack in combat, but regenerates at half speed.
calm 	Character is under the effects of the Calm spell. Character can't use berserk.
plague 	Character is flagged as plagued. This flag has no affect on stats but the character can't be Plagued again. Regeneration is decreased while this flag is applied, however.
locusts 	Character is a swarm of locusts per the Plague Swarm spell. *Cannot be set on a mob's template or applied by an item.
dark_vision 	Character can see anything in any kind of darkness without a light source.
berserk 	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.
swim 	Character doesn't need a boat to enter noswim sector rooms.
regeneration 	Character regenerates HP twice as fast!
slow 	Character has a lower chance to use second and third attacks. Ignored if the mob is flagged off_fast. Also, the character regenerates at half speed AND spends more MV when travelling.
scarecrow 	Character is affected by the Scarecrow spell -- can't eat, drink, or move, and melee attacks do reduced damage.
====SHIELD FLAGS====
charge 	Character does 1.5x damage with all applicable spells. DOES NOT DISSIPATE UNLESS IT IS APPLIED BY THE CHARGE SPELL.
sabotaged 	Character takes damage when using skills or spells.
hallucinating 	Character is under the effects of the Mushroomize spell; all MUD output turns wacky.
terrified 	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.
haunted 	Character is tormented by minighosts.
confused 	Character hits itself sometimes in combat.
stat enhancement	Character is under the effects of one of Sage Aura, Brilliance, Limber, Valor, or Vigor/Warcry and can't be affected by another one.
ice shield 	Returns 20 to 30% of melee damage as cold-type damage
thorn shield 	Returns 20 to 30% of melee damage as pierce-type damage
crystal shield 	Returns 20 to 30% of melee damage as slash-type damage
osmosis 	Character loses MP steadily. Also decreases MP regeneration.
volta 	Character does not auto-attack but has double normal dodge chances.
manashield 	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.
kamikaze 	Character is going to Detonate. *Cannot be set on a mob's template or applied by an item.
zeal 	Character fails all saving throws but receives a bonus to damage for each bad affect
bleeding 	Character loses HP steadily. Some types of bleeding make you bleed worse than others!
undead 	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.
oozaru form 	Character is an oozaru and can't cast spells.
double image 	Character has a double image. It will take one attack and then vanish.
ink 	Character has been inked. Display is all goofed up with large black splotches.
seraph form 	Character has seraph form and can't cast spells.
reflect 	Spells targetted at the character bounce back the wrong way
surefire casting	Character has surecasting on.
jinx 	Character has a 33% chance of dropping any weapon they're wielding in any combat round.
leechseed 	Character is under the effects of the Leech Seed spell. *Cannot be set on a mob's template or applied by an item.
bees 	Character is covered in bees which obscure their display.
choke 	Character is affected by Choke and casts spells at 3/4 the normal strength.
endure 	Character cannot be reduced below 1hp.
sheltered 	Character is being sheltered by a friendly Templar. *Cannot be set on a mob's template or applied by an item.
bide 	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.
===OBJ FLAGS===
For more details on object types see Flags Compendium/Obj Types
light 	Light sources, go in a special 'light' slot when equipped no matter what wear flags you use
scroll 	Can be recited or read to cast 1-4 spells on a target. Works from base inventory, consumed when used, uses Artifice skill.
wand 	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.
staff 	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.
weapon 	Changes wearer's melee autoattack damage to the type and amount specified in the object. Must be in the Wield slot to work.
treasure 	No inherent properties, reserved for salable loot.
armor 	Modifies wearer's armor values. Can be equipped anywhere.
potion 	Can be quaffed or drunk to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.
furniture 	Various flags allow characters to sit, rest, stand, or sleep on, in, or at these objects. Recovery rates can be modified as well.
trash 	No inherent properties, reserved for nonsalable loot.
container 	Object that holds other objects. Can be closable/lockable like a door.
drinkcontainer	Holds a set quantity of a certain liquid. Liquids can be replaced with different liquids.
key 	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.
food 	Can be eaten for food/full value and cast 1 spell on the eater.
money 	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.
boat 	Must be equipped or in base inventory for players to move in water rooms.
npccorpse 	NPC Corpse. Reserved.
fountain 	Like a drinkcontainer but the liquid inside can't be poisoned. Drinkcontainers can also be 'fill'ed from it.
pill 	Can be eaten to cast 1-4 spells on the drinker. Works from base inventory, consumed when used.
protect 	Uncoded junk. Don't use.
map 	Uncoded junk. Don't use.
portal 	Objects that can be 'entered' to take the character to a set room. Can be closable/lockable like a door.
warpstone 	Used to be necessary for the Nexus spell.
roomkey 	Uncoded junk. Don't use.
gem 	Uncoded junk. Don't use.
jewelry 	No inherent properties. Used for equippables that aren't armor.
event 	An object with both charges and cooldown capability, which executes an mprog when 'zap'ped or 'use'd.
slotmachine 	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.
gun 	Uncoded junk. Don't use.
ammo 	Uncoded junk. Don't use.
vehicle 	Vehicles allow players to consume less movement points as they travel, move faster, and/or travel to rooms they can't enter on foot.
exit 	Uncoded junk. Don't use.
rod 	Can be zapped or used to cast 1 spell on a target with a set delay between uses. Must be equipped, any slot is OK. Uses Artifice skill.
====EXTRA FLAGS====
glow 	Item can be seen in the dark, shows (glowing) before its short desc
hum 	Item shows (Humming) before its short desc
norecharge 	Wand, staff, rod, or event can't be recharged with the Recharge spell.
autoconsume	Item is automatically used as soon as it's picked up off the ground. Works with potions, pills, and artifice items.
evil 	Item has a red aura if you can detect evil, can be removed with Bless.
invis 	Item can only be seen if you have detect invis, and shows (Invis) if you can
magic 	Item shows as magic if you can detect magic
nodrop 	Item can't be dropped, can be removed with Bless
bless 	Item has a blue aura if you can detect good, can't be poisoned, and is a little easier to enchant. Is removed by Curse.
noremove 	Item can't be removed. This flag is removed by uncursing
inventory 	Item is part of a shopkeeper's inventory and will be sold with infinite quantity left. Also evaporates when the holder dies, like rotdeath.
nopurge 	Item can't be purged. Use sparingly!
rotdeath 	Item poofs when whoever is holding it dies. If a mob dies with one of these, it will vanish.
visdeath 	Item can only be seen by immortals
uncounted 	Item doesn't count against the holder's carry number or weight capacities.
nonmetal 	Item is unaffected by Heat Metal
meltdrop 	Item poofs when dropped. If a mob dies with one of these, it will appear in the room.
hadtimer 	? Don't use.
sellextract	Item poofs when sold to shopkeeper -- doesn't show up in their inventory
nodestroy 	(AKA burn_proof in the code for some reason) Item can't be poisoned, and can't be destroyed by various item-destroying affects (which I think are disabled)
nouncurse 	Item can't be uncursed. (nodrop, noremove flags)
runic 	Item absorbs magic spells. THIS FLAG WILL NOT WEAR OFF UNLESS IT IS APPLIED BY THE RUNIC SKILL.
adhesive 	Item stays with a player, not on their corpse
nochk 	Wand, Scroll, Staff, and Wand items with this flag won't check a character's artifice skill when used, but just always work
noremort 	Item can't be carried through a remort.
inert 	Item doesn't appear in rooms its in
noexplode 	Wand and staff type item won't disintegrate when their charges are used up
====EXTRA2 FLAGS====
antihuman 	Can't be equipped by Human race
antimoogle 	Can't be equipped by Moogle race
antisaiyan 	Can't be equipped by Saiyan race
antiesper 	Can't be equipped by Esper race
antihylian 	Can't be equipped by Hylian race
antigiganto 	Can't be equipped by Giganto race
antimatango 	Can't be equipped by Matango race
antireploid 	Can't be equipped by Reploid race
antikoopa 	Can't be equipped by Koopa race
antipmpkn 	Can't be equipped by Pumpkinhead race
antiknight 	Can't be equipped by Knight class
antiwarrior 	Can't be equipped by Warrior class
antithief 	Can't be equipped by Thief class
antiwizard 	Can't be equipped by Wizard class
antipriest 	Can't be equipped by Priest class
antigeomancer 	Can't be equipped by Geomancer class
antisummoner 	Can't be equipped by Summoner class
antifemale 	Can't be equipped by female characters
antimale 	Can't be equipped by male characters
antineuter 	Can't be equipped by sexless characters
cursed 	Item becomes noremove when equipped
unique 	Characters can't pick up one of these if they already have one.
remortable 	Item was carried through a remort and won't vanish on logout if it's out of the player's level range.
antinu 	Can't be equipped by Nu race
antikirby 	Can't be equipped by Kirby race
antilobsterman	Can't be equipped by Lobster race
antiranboob 	Can't be equipped by Ranboob race
antijumi 	Can't be equipped by Jumi race
antidancer 	Can't be equipped by Dancer class
antimob 	Can't be equipped by mobs
* NOTE: Old classes are affected by antiwizard, etc, just as new ones are.
====WTYPE FLAGS====
flaming 	Deals extra fire damage per attack. May blind targets briefly.
frost 	Deals extra cold damage per attack. May freeze targets briefly.
vampiric 	Deals extra negative damage per attack and restores half that to the attacker. Only works on opponents with blood.
sharp 	has a skill/8% chance to do extra damage up to double.
vorpal 	Causes bleeding for two pulses. Can be resisted as the weapon's damage type. Only works on opponents with blood.
twohands 	Fills both hands when equipped. Giganto ignore this flag in the main hand but can't dual-wield twohanded weapons.
shocking 	Deals extra electric damage per attack. May daze targets briefly.
poison 	Weapon tries to apply the poison affect for two pulses.
leaf 	Damages the opponent's mana per attack, and restores that much mana to the attacker.
holy 	Procs extra Holy damage - Does more vs foes of evil alignment, doesn't work vs foes of good alignment
unholy 	Procs extra Negative damage - Does more vs foes of good alignment, doesn't work vs foes of evil alignment
barotraumatic	Damages the opponent's Movement points per attack. Has a small chance to drain movement completely (AKA Sprain).
enfeebling 	Temporarily lowers the foe's damroll with successive hits.
empowering 	Temporarily raises the attacker's damroll with successive hits.
featherweight	The weapon's weight is halved for the purposes of whether you can wield it (but not for determining second attacks, etc).
nervewracking	Does extra mental damage per attack with a chance to confuse for 2 to 4 pulses, depending on weapon level.
acidic 	Does 1 to (level/4)+1 acid damage per hit with a chance to cause osmosis for 10 pulses.
disrupting 	Causes extra non-elemental damage to mobs with the undead form flag or the Zombify affect.
earthy 	Deals extra earth damage per attack.
soulblade 	Deals extra holy or dark damage depending on the wielder's alignment.
tracer 	Temporarily raises the attacker's hitroll with each attack.
Category:Technical Information