
http://www.lysator.liu.se/~tomca/maps/1a_info.txt

Map file contents:
==================
Area name: <name>: <levels>, <creator> (<poptime-unvisited>/<poptime-visited>)  (<speedie>)
Find out:  Things in the area that still needs to be found out
Map:       The map
Area info: Special information about the area
           Min level 20:   You must be at least lvl 20 to enter
           Min level 0/20: You must be at least lvl 20 or multi to enter
           Max level 20:   You can not enter if above level 20
           Max level 0/20: You can not enter if above level 20 or multi
Mobs:      Mobs in the area


Map info:
=========
X   Entry point
o   room
-   east-west exit
|   north-south exit
/   up-down exit
+   door (east-west or north-south)
x   door (up-down)
->  one-way exit
RIP Death Trap
WM  Wild Magic
NM  No Magic
U   Up exit. Connected to a...
D   Down exit (usually used when an area has several larger floors)
Q   Quest master
M   Mirror - entrance to Mirror Beyond
C   Carriage stop
w   Water room (only used on the OC map to show rivers)

Mob info:
=========
Sorting: Level first, then name
Name: as seen in "<name> is in excellent condition."
Lvl: Level
Xp:  Mob Xp (see explanation below)
A: Alignment     G/N/E
S: Sanced        x/-
W: Walking       x/-
I: see Invis     x/-
D: see Darkness  x/-
M: Memory        x/-
X: Switch        0/1/2/... (max normal switches in a round)
#: Number        Max number of mobs of that type
Agg: Aggie       G/-, N/-, E/-. Example: "G-E" means aggressive against good & evil chars.
Hp: Hit points   <lowest hp seen>-<highest hp seen>. This is the mob's max-hp (the ones inside paranthesis when he does a "ps"). A "~" before the sum means hp has been calculated by killing and looking at total damage (ie, some healing-time may be included).
gold:            <lowest amount found>-<highest amount found>
special:         Miscellaneous useful information about the mob (see list below).

Mob XP:
=======
I don't have access to the code, so this is just my guess on how xp works. And
it seems to work like this:

XP gained = <mob xp> / <your level>
IF you are multi, divide XP by 3
If your level >= 65, divide XP by 4
IF your level > mob level AND your level > 50, lower XP by 1/3
IF mob is withered, lower XP by 1/3
IF you are in a group, multiply with your percentage (5% means *0.05). In
   addition to this, the xp is lowered a little more, but how much is still
   unknown to me.
IF you are templar, xp might be different for different mob aligns, but the
   numbers for this is unknown to me. And it looks like Templars do get the
   exact same xp as other classes.

So, the xp listed is what a single-classed lvl 1 non-templar would get for
killing the mob solo, without using wither. Since xp is only given in whole
numbers and I'll need calculations to get the original xp, there will be
some rounding errors - don't expect the values to be exact. I'm adding k/M/B
to the end, cutting the number to max 4 digits.

My guess is that you will get the actual xp the mob has (only visible by imm-
stat:ing the mob) by dividing this xp with the mob's level. But this is just
speculation.
When in groups, your share is shown correctly in the group listing, _except_
if the group contains pets. (have not bothered checking if charmies work or
not).
The xp is set by the creator, but it seems to go (VERY vaguely) around the
formula: Lvl^4*5

Special:
========
INFO, SUMMONER, VAPES EQ!, no-attack, xxx damage, NO irvs, vuln xxx[heal],
immune xxx, resist xxx, summoned, assist-equals, sleeping/sitting, protector,
shrugger, blocker, [X-Y] backstab [A-B dam], bash, kick, headbang, berserk,
(fire|gas|lightning|acid...) breath, [area] <spell>, X-Y spells,
X-Y attacks, +X coins, (random-)(delayed-)agg-(G?E|<align>|all|sleeper),
X-Y skills, pulsing-areadamage, flees, questmaster, guildmaster, cake,
shopkeeper, switch (X), no-charm (= thief?), walk-path, no-summon,
no-where, hunt, revenger, scavenger, corpse taker/eater, (no)switch, hide,
invis, summon <mob>, no-group, nofight-room, forceflee, avgdam X, thac0 X,
special-code[<comment>], +<nr> starthp, sneak, ignore-cop, aware,
water-living, mountable, corpseless (= insubstantial?)

Useful to know when checking:
=============================
Immune dark   => immune blindness  ("Your victim is immune to your spell.")
Immune unlife => immune wither     ("Your victim is immune to your spell.")
"somewhat resilient" to blindness => resist dark
Resistance to unlife will NOT give a warning when using wither on the mob.
It is possible to poison a mob that is immune to poison: No damage is taken
per tick and no "looks really sick" messages will show, but it's seen with
the "detect poison" spell and regen rate is slowed.
Wither on Resist unlife: 80% of old maxhp
Wither on Normal:        2/3 of old maxhp
Wither on Vuln unlife:   50% of old maxhp
no-charm & NOT thief     => immune blind
NOTE: Immune blind does not _HAVE_ to implicate immunity to dark
Agg-sleeper means the mob is agg-all and has a wimpy-flag (flees)
mountable => leadable
water-living => Can't enter non-water rooms even with fly
At lvl   69   cloudkill works on lvl 33 mobs but NOT on lvl 34 mobs
At lvl   70   cloudkill works on lvl 34 mobs but NOT on lvl 35 mobs
At lvl 74-75, cloudkill works on lvl 36 mobs but NOT on lvl 37 mobs
At lvl 76-77, cloudkill works on lvl 37 mobs but NOT on lvl 38 mobs
At lvl 74-77, charm     works on lvl 53 mobs but NOT on lvl 54 mobs
A successful energy drain gives you <target's level> * 3.75 mana, rounded
down (minus the casting cost of 20).
