Immunities, Resistances, and Vulnerabilities

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.

AsummonSummoning and gating magic
BcharmCharm spells (the beguiling spell group)
CmagicAll magic (be very careful using this flag)
DweaponsAll physical attacks (be very careful using this flag)
EbashBlunt weapons
FpiercePiercing weapons
GslashSlashing weapons
HfireFlame and heat attacks and spells
IcoldCold and ice attacks and spells
JlightningElectrical attacks and spells
KacidCorrosive attacks and spells
LpoisonVenoms and toxic vapors
MnegativeLife draining attacks and spells, or unholy energies
NholyHoly or blessed attacks
OenergyGeneric magical force (i.e. magic missile)
PmentalMental attacks (such as a mind flayer's mind blasts)
QdiseaseDisease, from the common cold to the black death
RdrowningWatery attacks and suffocation
SlightLight-based attacks, whether blinding or cutting
TsoundSonic attacks and weapons, or deafening noises
XwoodWooden weapons and creatures
YsilverSilver or mithril weapons and creatures
ZironIron 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).