Below is a list of the usable flags for immunities, resistances and vulnerabilities a mobile may have on Dawn. Please be sure to check the notes at the bottom of the list.
A | summon | Summoning and gating magic |
B | charm | Charm spells (the beguiling spell group) |
C | magic | All magic (be very careful using this flag) |
D | weapons | All physical attacks (be very careful using this flag) |
E | bash | Blunt weapons |
F | pierce | Piercing weapons |
G | slash | Slashing weapons |
H | fire | Flame and heat attacks and spells |
I | cold | Cold and ice attacks and spells |
J | lightning | Electrical attacks and spells |
K | acid | Corrosive attacks and spells |
L | poison | Venoms and toxic vapors |
M | negative | Life draining attacks and spells, or unholy energies |
N | holy | Holy or blessed attacks |
O | energy | Generic magical force (i.e. magic missile) |
P | mental | Mental attacks (such as a mind flayer's mind blasts) |
Q | disease | Disease, from the common cold to the black death |
R | drowning | Watery attacks and suffocation |
S | light | Light-based attacks, whether blinding or cutting |
T | sound | Sonic attacks and weapons, or deafening noises |
X | wood | Wooden weapons and creatures |
Y | silver | Silver or mithril weapons and creatures |
Z | iron | Iron and steel weapons and creatures |
Note: Resist the temptation to make "Achilles Heel" style mobiles, that is creatures that are immune (or almost immune) to all but a single attack type. Such mobiles are extremely boring to fight, and ultimately not very hard to defeat. Strive to make a balanced mobile, with no flags that aren't explainable by its nature.
Important Note: the two generic categories (weapon and magic) are merged with more specific flags, so that a mobile which is (for example) immune to magic but vulnerable to fire will take normal damage from fire. Example: a fire demon might be immune to fire and negative energy (HM), resistant to mental attacks and weapons (DP), and vulnerable to holy attacks as well as cold (IN).