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Mobs overview

A mob template defines a kind of game-controlled character. A loader or the builder-only /load mob command creates a live mob from that template. Editing the template does not replace copies that are already alive, so create a fresh copy when testing template changes.

Mobs can move, fight, carry items, teach skills, offer quests and services, and execute commands through reactions. Build the simplest version first, load a fresh copy, and then add one behavior at a time.

The top of the template page holds the mob’s identity and descriptions. The panels below it add behavior and relationships.

Area What to configure
Edit Info Name, level, gender, core faction, aggression, mob type, mob class, hit messages, invisibility, and Fights Back.
Description in Room The sentence players see in the room. If left blank, it defaults to “Mob name is here.”
Look Description Longer text shown when a player looks at the mob.
Targeted by Keywords Words used to select the mob with commands such as look, give, enquire, and kill. Name-derived keywords are used when this is blank.
Stats and Minor Factions Default or custom combat numbers, elite status, and non-core faction standings.
Reactions Event-driven command blocks. See Mob reactions.
Load Items Fixed or randomized spawn inventory and equipment. See Mob items.
Merchant Inventory, Crafting, and Upgrades Player-facing commerce and item services.
Mob Loaded By Loaders that create this template. The add button creates a room-targeted loader in the room currently selected in the editor.
Skills and Traits Combat abilities, combat scripts, teaching, unlearning, tracking, and stealth awareness.
Used by Quests Quests that reference the template. See Quests.
Advanced Merchant profit, regeneration rate, and roaming chance.

Leave Use Default Stats enabled when level, Mob Class, and Is Elite should determine the mob’s suggested combat values. Mob levels can range from 1 through 20. Disable default stats to edit health, mana, experience, attack power, spell power, crit, armor, dodge, and resilience directly. Suggest Stats gives a level-and-class baseline while you are working with custom values.

The standard calculations use the item level factor, written as L in the Formulas and Attributes reference:

L = ILF(mob level)

L is a scaling value, not the mob’s raw level. For a mob using the standard stat model, natural armor begins at:

natural armor = ceil(10.25 * L)

Warrior mobs receive three times that natural armor; classless mobs receive twice that amount.

A mob with no wielded weapon still gets a built-in weapon-damage term, but that term is not its total physical damage:

weaponless mob damage = L / 2 + attack power / 16

An equipped weapon replaces L / 2 with the weapon’s damage. Ability multipliers, critical hits, and the target’s defenses apply elsewhere in combat resolution.

With default stats, Is Elite applies the elite stat suggestions: six times the suggested health, four times most other suggested values, and no elite multiplier to suggested armor or resilience. With custom stats, set the values you want explicitly; the elite flag does not multiply them again at runtime.

Aggression decides whom the mob tries to attack. Fights Back separately controls whether it can make ordinary physical auto-attacks once involved in combat.

Aggression Behavior
Passive Never initiates an attack. This is usually the right starting point for merchants, teachers, and quest givers. A passive mob can still defend itself when Fights Back is enabled.
Normal Uses faction relationships. It attacks a character from a different core faction when both have core factions, and it attacks characters with negative standing toward one of the mob’s positive minor factions.
Players Initiates attacks against players.
All Initiates attacks against players and other mobs.
Friendly Cannot initiate attacks and cannot be attacked. Use this for protected noncombatants.

Faction-aware behavior depends on the Core Faction field and the Minor Factions panel. Test with characters from both friendly and hostile factions; a builder character’s faction state may not match that of a normal player.

Roaming scope comes from the loader that creates the live mob, not from the template alone:

  • A rule targeting a room creates a static mob unless a command moves it.
  • A rule targeting a zone lets the mob roam through connected eligible rooms in that zone.
  • A rule targeting a path constrains roaming to connected rooms that belong to that path.

Roam Chance in Advanced controls how likely an eligible mob is to move on a roaming cycle. Rooms marked No Roam cannot be entered or left by ordinary roaming. See Loading for target behavior and Paths for building a connected patrol area.

In Skills, enable Use Abilities to let the mob use more than its ordinary attack.

  • With a Combat Script, the mob executes one nonblank line per combat round, moves to the next line, and loops to the beginning after the last line.
  • Without a script, a mob with a standard Mob Class randomly chooses an available, off-cooldown ability for its class and level.
  • A classless mob has no standard class ability pool, so give it an explicit combat script if Use Abilities is enabled.

The Traits field is a space-separated list. The current editor exposes tracker, which lets a mob pursue a combat target through rooms within its zone, and keen, which lets it notice sneaking characters. For example:

tracker keen

The remaining template panels turn a mob into an interaction point:

  • Skills can expose custom skill codes through learn, restrict teaching with conditions, and allow selected skills—or all—to be unlearned for a configured gold cost. See Custom Skills.
  • Adding Merchant Inventory makes the mob a merchant. Stock it from an item template or a random item profile, and use Merchant Profits in Advanced to set its markup.
  • Is Crafter exposes the craft command and controls the cost multiplier and enchanted-item chance.
  • Is Upgrader exposes the upgrade command and controls cost, success chance, and optional commands for success or failure.

For the commands a mob can execute in reactions and scripts, use the canonical Mob and room commands reference.