Style Sheet (Rue's Rules)
Be sure the alias list matches up with the room description and the short description.  
Don't use A type mobs over level 60.
Write at least 3 lines for the long description, keep the room description to 72 viewable characters.
Check the mob table as a starting point for S type mobs stats.  The mob group will check your zone by comparing the stats of your mobs against this table.
DO NOT use "is here" in the room description.  

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Hints, ideas, general advice, miscellaneous
Give some thought to how your mobs will be distributed and how they may wander.   Check out mob chutes.  Read the Zone Coding section carefully!
Mobs play by the same rules as far as alignment goes on equipment. A "good" mob cannot wear equipment that is "anti-good".   Mobs can, however, wear equipment that is above their level, and they can wear equipment in places that a player cannot.  (For example, there once was a dryad who wore a tea cup on her body ... and a villager who wore his boots on his head.)
Alignment can be used to make a densely populated zone such as Tynstri or the new drow zone less of an experience pit. This is particularly true at the moment for zones where the mobs are "good".
Mobs are the core of the mud. Without them, there's nothing to do. This is why it is very important that the mobs you make are both useful and interesting.
Not every mob has to be killed. If you have space, add a few that add flavor to your zone. An example would be a few peasants in a medieval town, or the piranhas in the deep lagoon.
Don't go overkill with sanctuary. Too many muds have too many creatures running around, glowing, that don't need to be. If it doesn't make sense that a mob has sanctuary, don't give it to them. By the same token, give sanctuary to mobs you want to have importance in your zone. It sure makes them harder to kill.
Always, always consider alignment. Alignment dictates equipment, and therefore, who can run the zone. Make alignment make sense. An unspeakably evil murderer should not be -300 align (neutral w/evil tendencies), because players will be able to tell.
Be careful what spells you give. Spells can make a mob a lot tougher than it first seems.
"A" type mobs makes it easy to make quick critters, but for some levels, it isn't terribly effective. This means lots of  testing your mobs! One trick to make mobs that are balanced is to request a copy of mobs similar to them, and duplicate those files as "S" type mobs for you.
Wimpy mobs are annoying. Use them when necessary. A lot of people don't bother with wimpy mobs due to the amount of time they need to kill them, so you can use this to your advantage by combining good experience with wimpy mobs.
Don't make a mob det-invis or see-dark if there is no reason for this. I've seen rabbits that can see invisible people. This is a fantasy mud, but let's be reasonable.
Don't give the mobs more gold than you want the players to get.
Hiding and sneaking mobs are interesting, and if they are placed well, can be kept hidden from scout as well. You can do this by having a hiding mob in an up-down corridor. A good combination, if you want extremely sneaky mobs, is to make them wimpy and sneaky.
Remember, the percentages refer to how often a mob will choose to do that attack. The number of attacks a mob gets is set by the code, but you can change what attack it does each time it "swings", whether that is a fireball, a bite, a claw, a stab, and so on.
You can make your mob interact with other mobs in the same room using the mob actions. If there is a wolf den with several wolves in it, for example, the wolf might have an action that says "% 10 lick wolf". Don't overdo it, however, or make the % too high, as it gets very quickly very annoying!
Generally mobs are tougher than a player of the same level, i.e. they have lower ac and thac0, higher hp (even for mages).
HELPER and MEMORY flags can give a extra effect, which can be most interesting
Do not forget that you can give a mob both MR with the R-command and you can give it particular skill and spell resistances by setting then up in the resistance field.

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