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mrb

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Everything posted by mrb

  1. When facing and enemy with Reflection, Missile or Melee strikes are useful. If I'm not mistaken, only Magical attacks are reflected.
  2. So far I have experienced no problems with all party members walking speed set to 48. It does help considerably with the long walks that are needed to fulfill the numerous side quests.
  3. Actually, you can edit the av3itemchars,txt file. To be safe, you should copy the original file to a different directory first. There are a fairly large number of instances of the following line; cr_walk_speed = 24; You might try changing it for your main character first - if you are happy with the result you might change the walk speed of everyone in your party. Of course, if you do encounter any problem, you can just replace your edited file with the original. I have done this using a cr_walk_speed = 48; and have experienced no problems. Hope this is useful, Cheers!
  4. Understood and noted. Also, my apologies for posting directly to Strategy Central - I had forgotten that SC contains links to other posts. Sorry about that!
  5. The list of codices posted in the so-called Massive List is incomplete. By my count there are only 33. (Edited) I have previously posted many lists in the Avernum and Avadon forums - and they have all received considerable viewership, which is surely a measure of usefulness. Your premise is based on location in the game. As the new forum seems to have lost the index of older posts (when searching for a members posts), here is a reference to my previous posting in the Avadon series: http://spiderwebforu...-for-scripting/ In case it's not clear, these lists are designed to help people who wish to edit the game files or write scripts/editors. It seems that you wish to be the sole arbiter of what posts are acceptable in Strategy Central.. so be it. I will start a new thread for my posts. Although I have posted only rarely, I have been a member since 2003. Cheers!
  6. All Codices (36): Lynaeus The Pact The First Age The Black Age End of the Black Age The Third Age The Farlands Hanvar's Council Holklanda Kellemderiel Dharam The Kva The Wyldrylm Avadon Open Arms Within The Stone Wall Beyond The Keepers of Avadon Redbeard Eyes, Hands, and Hearts Khemeria The Tawon Empire Svorgald The Corruption The Titan Peaks Wretch Lands Dragons The Sack of Avadon The Beraza Woods The Contested Lands Report - Miranda Report - Dheless The Age of Chaos The Wyldrylm Rebellion The Monitor Bases Report - Protus Protus's Letter Working on Skills & Abilities.. after formatting will post those too, Cheers!
  7. Character Stats 0 | Strength 1 | Dexterity 2 | Intelligence 3 | Endurance Character Abilities: Resistances, Defensive and Offensive Bonuses 200 | Melee Damage Protection 201 | Action Points 202 | To Hit Chance 204 | Hostile Effects RES 205 | Energy RES 206 | Fire RES 207 | Poison RES 208 | Acid RES 209 | Curses RES 210 | Mind Effects RES 211 | Cold RES 212 | Chance to Evade (all) Effects? 214 | Less Time to Recharge Abilities 215 | Melee Damage 216 | Magical Damage 217 | Bonus to Blessings/Curses 219 | Healing 220 | Missile Damage 221 | Critical Hit Chance 222 | Chance to Parry 223 | Chance to Riposte Abilities - from av2objsmisc.txt file: 5 Heal Self 6 Heal Ally 7 Healing Touch 8 Haste 9 Healing Chant 15 Eat Food 16 Use Bandage 20 Dagger 21 Sword 22 Spear 23 Halberd 24 Punch 25 Blademaster Melee Attack 26 Shadowwalker Melee Attack 26 Tinkermage Melee Attack 30 Bite 31 Poison Bite 32 Claw 33 Ghoul Claw 34 Cleaving Blade 36 Stunning Claw 37 Crushing Bite 38 Redbeard's Blade 40 Bow 41 Blademaster Bow 42 Javelin 43 Razordisk 44 Shadowwalker Razordisk 45 Thrown Rock 46 Doubleshot Bow 47 Blinding Arrow 48 Fire Breath 49 Netted Javelin 50 Tinkermage RazorFlinger 51 Turret Steel Bolt 52 Turret Envenomed Bolt 53 Turret Steel Razor 54 Turret Searing Razor 60 Firebolt 61 Spirit Claw 62 Icy Lance 63 Berserk Leap 64 Searing Pot 65 Lightning Pot 66 Call the Winds 67 Charm Foe 68 Searing Spark 69 Dark Bolt 70 Gaze of Terror 71 Savage Pounce 72 Yankshot 73 Netshot 71 Charged Shot 75 Savage Blow 76 Disarming Blow 77 Stunning Bash 78 Shattering Blow 79 Hamstring 80 Bladelash 85 Razor Spray 86 Call the Storm 87 Lightning Wind 88 Steel Wind 89 Searing Spray 90 Cone of Fire 91 Cone of Ice 92 Cone of Lightning 93 Cone of Webs 94 Stinking Gas 95 Cone of Acid 96 Inferno (also used for turret) 97 Freezing Wind (also used for turret) 98 Basilisk Gaze 99 Breath of Shadows 100 Sharpshooter Spray 101 Spirit Charge 102 Poison Mist 103 Acid Mist 104 Ice Storm 105 Firestorm 106 Daze 107 Corrupting Cloud 108 Shrapnel Grenade 109 Caustic Grenade 115 Challenge 116 War Cry 117 Terrifying Howl 118 Blade Sweep 119 Berserker Slash 120 Blade Whirlwind 121 Steel Tornado 122 Flash Powder 123 Stunning Powder 124 Earthquake 125 Earthshatter 126 Arcane Curse 127 Slow 128 Cloud of Confusion 129 Biting Frenzy 130 Curse Howl 131 Mass Attraction 132 Explosion of Goo 133 Draining Wave 134 Demonic Pull 135 Second Wind 136 Healing Focus 137 Recovery 138 Warrior's Focus 139 Battle Frenzy 140 Shadowwalker's Focus 141 Bladeshield 142 Reflection 143 Shadow Charm 144 Revive Servant 145 Light Source 146 Recovery 147 Thorn Shield 148 Haste 150 Triumphant Roar 151 Call of the Frenzy 152 Group Heal 153 Group Cure 154 Group Mental Cure 160 Blessing of Thorns 161 Arcane Blessing 162 Assault Blessing 164 Speed Burst 165 Power Surge 166 Haste 167 Resurrection 168 Battle Blessing 170 Shadowstep 171 Cunning Decoy 172 Baffling Dash 173 Teleport 180 Call Wolf 181 Call Hellhound 182 Call Salamander 183 Call Drake 185 Call Spider 186 Call Rat 187 Call Widow 188 Call Big Rat 189 Call the Dead 190 Call Frenzied Imp 191 Call Warped Wolf 200 Cure 201 Battle Frenzy 202 Restore Vitality 203 Power Surge 204 Battle Brew 205 Burnout Brew 206 Radiate Fire 207 Radiate Ice 208 Radiate Lightning 209 Radiate Acid 210 Radiate Corruption 211 Rain of Corruption 212 Firelash 213 Nullity Field 215 Gremlin Wine 216 Many Guises 220 Big Club 221 Titan Club 222 Corrupting Bite 223 Icy Claws 224 Ghost Claws 225 Brutal Blow 226 Envenomed Blade 227 Titan Bash 228 Dizzying Swoop 235 Mighty Wind 236 Wild Magic 248 Call Minor Aid 249 idem 250 Call Aid 251 idem 252 Call Major Aid 253 idem 260 Charge Turrets 261 Run Earthquake 270 Build Bolt Flinger 271 Build Razor Flinger 272 Build Snare Turret 273 Build Temporal Pylon 274 Build Blessing Pylon 275 Build Healing Pylon 276 Build Freezing Turret 277 Build Inferno Turret 280 Turret Snare 281 Mine Snare 282 Mine Razors 283 Mine Explosion 284 Mine Freeze 285 Suppression Turret 286 Temporal Turret 287 Nullity Turret 288 Turret Barbed Snare 290 Turret Blessing 291 Turret Healing 292 Turret Reinforcement 293 Turret Strong Bless 295 Stalker's Blast 296 Suppression Gaze Character Stats and Skills: 0 Strength 1 Dexterity 2 Intelligence 3 Endurance 10 Melee Training 11 Archery Training 12 Hamstring 13 Path of the Shield 14 Path of the Blade 15 Path of the Berserker 16 Second Wind 17 War Cry 18 Warrior's Focus 19 Blade Sweep 20 Triumphant Roar 21 Challenge 22 Savage Blow 25 Blade Training 26 Razordisk Training 27 Searing Pot 28 Steel Discipline 29 Earth Discipline 30 Lightning Discipline 31 Healing Focus 32 Shadowstep 33 Shadowwalker's Focus 34 Shattering Blow 35 Flash Powder 36 Locksmith 37 Disarming Blow 40 Spirit Claw 41 Poison Mist 42 Call the Winds 43 Hardiness 44 Beast Focus 45 Nature Mastery 46 Call Wolf 47 Healing Touch 48 Blessing of Thorns 49 Earthquake 50 Call Salamander 51 Revive Servant 52 Healing Chant 55 Firebolt 56 Lightning Wind 57 Ice Storm 58 Ward Mastery 59 Focus Mastery 60 Magical Mastery 61 Daze 62 Arcane Blessing 63 Arcane Curse 64 Searing Spray 65 Cloud of Confusion 66 Unlock Charm 67 Shadow Charm 70 Blade Training 71 Wristfling Training 72 Yankshot 73 Blade Craft 74 Armor Craft 75 Turret Craft 76 Build Boltflinger 77 Build Snare Turret 78 Build Blessing Pylon 79 Shrapnel Grenade 80 Freezing Turret 81 Tool Use 82 Charge Turrets Cheers!
  8. @circe27 Beraza Deep Woods: Hand Gavin should first give you the quest to kill the Huntress. After you accomplish that and report back to him, Gavin will agree to show you how to get back to the Castle. If I'm not mistaken, I also killed Varoche and party, even before getting the Huntress quest - after that, Gavin showed up at the rendezvous spot and we proceeded toward the Castle.
  9. @Critical Infinity (your alias lends itself to numerous anagrams and interpretations) If the Basic Attack is not hard-coded, what is the criteria to apply these, other than the class of the character equipping it? For Basic Attack and Damage type, it seems to be that way. For Damage Effects, it seems to be related to the skill-tree of the character's class. I've been experimenting with the skills and abilities, trying to nail down some definitions/descriptions. Some abilities are linked to specific class skills, i.e. 7 | Healing Touch ab_skill_ability_linked_to = 47;//Healing Touch 9 Healing Chant ab_skill_ability_linked_to = 52;//Healing Chant These are linked to ability types but I'm still guessing at what some of the ab_abil_type(s) do. 5 Heal Self ab_abil_type = 21;//Self Heals/Blesses? 6 Heal Ally ab_abil_type = 10;//Ally-Group Heals/Blesses? Ah well, I don't have a lot of time available for this right now, but I'll pursue it some more in a few days. I'd like to accurately describe all the new Avadon script elements, as a reference for anyone wanting to delve deeper. Usually I don't have a problem working out what these scripts mean - but there are a number of similar and seeming related elements that are still opaque to me. I might compile the obvious ones first, including those that are present in both Avadon and AvernumScript. My current problem set: Opaque: ab_abil_type [null-3] = num;//Listed, but not all clear. ab_node_type [0-4] = [num];//as above. ab_when_use = [0-16];//as above. ab_node_percent_per_level = [num: ?]; ab_node_prob_per_train_level = [num: ?]; ab_node_probability = [num: ?]; ab_when_use = [num: ?]; Obvious - but not clear how they are applied by game engine: ab_node_base_amount = [num]; ab_node_amount_per_level = [num]; ab_node_effect_range = [num]; ab_node_sound = [num: sound]; ab_node_hold_abil = [num: 1 = yes]; ab_node_min_training = [num: level to advance]; ab_skill_ability_linked_to = [num: class skill]; ab_name = [text]; ab_uses_weapon = [num: 1 = yes]; ab_ability_sound = [num: sound]; ab_base_cooldown = [num: turns to wait]; ab_fatigue_cost = [num: reduction to vitality]; ab_range = [num: radius of effect]; Known: it_variety = [1-21];//Posted above. it_ability = [5-253];//Posted above. Any insight would be appreciated! Cheers! mrb
  10. Avadon Script Class Restrictions for Weapons or Armor: it_shaman[or BM or SW or SR] = 0;//class can use it_shaman = 1;//class cannot use it_shaman = 2;//restricted to this class Basic Attack is hard-coded, based on Class/Equipment Slot: If you edit the avitemschars.txt file and remove the class restriction, then equip one of those other classes with that weapon - the Basic Attack changes to match the class using the weapon. This is hard-coded, so it is probably the equipment slot, by class, that determines the Basic Attack Type. An example: begindefineitem 165; import = 0; it_name = "Shortbow"; it_variety = 19;//Missile Weapon it_ability = 41;//Blademaster Bow it_shaman = 1;//Shaman cannot use it_shadowwalker = 1;//Shadowwalker cannot use Basic Attack: Bow. Damage Type - Effect: Missile - Physical. If you comment out the last two lines: //it_shaman = 1; //it_shadowwalker = 1; Equip Shaman Jenell with this weapon: Basic Attack: Javelin. Damage Type - Effect is the same. Equip SW Shima with this weapon: Basic Attack: Razordisk. Damage Typ - Effects is the same. The Basic Attacks are all Missile weapons, but it's not just the name that is changing - the abilities and damage - effect types of the class also change, and the sound effect when the weapon is used. Another example, where Damage Effects change: Apprentice Rod begindefineitem 110; it_name = "Apprentice Rod"; it_variety = 3;//1-handed weapon it_ability = 60;//Firebolt it_blademaster = 1;//cannot use it_shadowwalker = 1;//cannot use When equipped by Sorceress: Basic Attack: Firebolt Damage Type: Magical Missile - Fire When equipped by Shaman: Basic Attack: Spirit Claw Damage Type: Magical Missile - Energy In this case, both Basic Attack and Damage Effect are changed.
  11. @Trenton Uchiba... First, copy the text below: begindefineitem 181; // imported for all rings import = 0; it_name = "Gold Ring"; it_graphic_sheet = 2; it_which_icon_ground = 4; it_which_icon_inven = 6; it_variety = 5; it_weight = 1; it_value = 100; it_stats_to_affect 0 = 2; it_stats_addition 0 = 10; it_can_augment = 1; Open the gf5itemschars.txt file, and locate the "Gold Ring" definition. Select the entire entry and paste the text. Save... Voila! Of course, you need to find and wear a gold ring for this to be useful... :-) Don't forget to backup the gf5itemschars.txt file first. Cheers!
  12. Items 1 | Coins 2 | Coins 3 | Coins 4 | Sapphire 5 | Ruby 6 | Emerald 7 | Lovely Crystal 8 | Animal Skin 9 | Drake Skin 14 | Lockpick 15 | Candle 16 | Lamp 17 | Lamp 20 | Heavy Cloak 21 | Fine Cloak 22 | Soft Leather Cloak 23 | Drakescale Mantle 24 | Bladesman's Mantle 25 | Focusing Wrap 26 | Shadow Shroud 27 | Spidersilk Cloak 28 | Sharpshooter's Mantle 29 | Shroud of the Depths 30 | Enveloping Wrap 31 | Cloak of Enchantments 32 | Trueshield Wrap 35 | Tunic 36 | Fine Tunic 37 | Chirurgeon's Tunic 38 | Spidersilk Tunic 39 | Robe 40 | Student's Robe 41 | Angevine's Robe 42 | Robe of the Sorceress 45 | Leather Jerkin 46 | Studded Leather Armor 47 | Drakeskin Leather Armor 48 | Quicksilver Vest 49 | Jerkin of the Wilds 50 | Beastmaster's Jerkin 51 | Vest of the Shaman//mrb 52 | Belda's Jerkin 55 | Chainmail 56 | Fine Chainmail 57 | Titansteel Chainmail 58 | Deadeye Chainmail 59 | Skystar Chainmail 60 | Hammering Mail 61 | Resilient Mesh 62 | Runed Steel Mesh 63 | Shadowwalker's Mesh 67 | Iron Breastplate 68 | Steel Breastplate 69 | Titansteel Breastplate 70 | Enduring Breastplate 71 | Breastplate of the Tower 73 | Resilient Guard 74 | Breastplate of the Anvil 75 | Dreadnought Breastplate 76 | Blademaster's Bulwark 80 | Dagger 81 | Steel Dagger 82 | Assassin's Dirk 84 | Iron Shortsword 85 | Steel Shortsword 86 | Titansteel Shortsword 87 | Raider's Cutlass 88 | Lightning Shortsword 89 | Flametooth Blade 90 | Shadowwalker's Blade 95 | Iron Broadsword 96 | Steel Broadsword 97 | Titansteel Broadsword 98 | Emerald Saber 99 | Truestroke Broadsword 100 | Scimitar of Subtlety 101 | Corrupted Broadsword 102 | Broadsword of the Tower 103 | Blademaster's Steel 110 | Apprentice Rod 111 | Sage's Rod 112 | Mage's Staff 113 | Wizard's Staff 114 | Staff of Recovery 115 | Sleetcaller's Staff 116 | Summoner's Stave 117 | Black Birch Staff 118 | Rod of the Deep Woods 119 | Rod of the Elder Oak 120 | Ivy-Entwined Rod 121 | The Sun's Rod 122 | Shaman's Stave 123 | Staff of the Sorceress 130 | Iron Spear 131 | Steel Spear 132 | Titansteel Spear 133 | Barbed Trident 134 | Seeking Lance 135 | Veneth's Spear 136 | Shadowwalker's Lance 140 | Iron Glaive 141 | Steel Halberd 142 | Titansteel Halberd 143 | Rune-Etched Glaive 144 | Corrupted Glaive 145 | Jade Halberd 146 | Hero's Halberd 150 | Iron Javelin 151 | Steel Javelin 152 | Titansteel Javelin 153 | Lightning Javelin 157 | Iron Razordisk 158 | Steel Razordisk 159 | Titansteel Razordisk 160 | Searing Razordisk 165 | Shortbow 166 | Longbow 167 | Composite Bow 168 | Black Oak Bow 169 | Bow 170 | Sage's Bow 171 | Bow of the Tower 172 | Titan's Longbow 173 | Wizard's Bow 180 | Wooden Shield 181 | Iron Shield 182 | Steel Shield 183 | Titansteel Shield 184 | Buckler of Agility 185 | Tainted Buckler 186 | Sheltering Buckler 187 | Rune-Etched Buckler 188 | War Chant Shield 189 | Shield of Recovery 190 | Battle-Worn Shelter 191 | Bonecleaver Shield 192 | Shock Troop Shield 193 | Warrior's Shelter 197 | Pants 198 | Wool Pants 199 | Spider Silk Pants 200 | Titansteel-Weave Pants 201 | Enchanted Pantaloons 203 | Leather Greaves 204 | Drakescale Greaves 205 | Greaves of the Vale 206 | Belda's Greaves 207 | Chain Greaves 208 | Smoky Greaves 209 | Avenger's Greaves 211 | Iron Greaves 212 | Steel Greaves 213 | Scorched Greaves 214 | Corrupted Greaves 215 | Greaves of the Ramparts 220 | Leather Cap 221 | Etched Leather Cap 222 | Wishing Crest 223 | Sage's Tiara 224 | Shadow Crest 225 | Cap of the Deep Woods 230 | Bronze Helm 231 | Steel Helm 232 | Trueblade Crest 233 | Helm of the Wind 234 | Nightblade Helm 235 | Dreadnought Helm 238 | Leather Shoes 239 | Blessed Sandals 240 | Runesoled Shoes 241 | Incantor's Shoes 243 | Boots 244 | Fleetfoot Boots 245 | Brushstrider Boots 247 | Chainmail Boots 248 | Lodestone Chain Boots 249 | Dragonscale-Lined Boots 250 | Shadowwalker's Boots 252 | Plate Boots 253 | Stomping Boots 254 | Titansteel Boots 258 | Leather Belt 259 | Onyx Studded Belt 260 | Sash of the Breeze 261 | Silk-Woven Cord 262 | Spellweaver Sash 265 | Bronze Girdle 266 | Scorched Girdle 267 | Belt of Battle 268 | Deadeye Belt 269 | Titansteel Girdle 273 | Leather Gloves 274 | Impskin Gloves 275 | Runeweave Gloves 276 | Archer's Gloves 277 | Iron Gauntlets 278 | Ogrish Gauntlets 279 | Titan's Gauntlets 280 | Steel Bracers 281 | Bracers of the Hawk 282 | Crude Skin Bracelet 283 | Bracelet of Truth 284 | Truefoot Bracelet 285 | Enchanter's Bracelet 286 | Bracelet of Opportunity 288 | Silver Necklace 289 | Gold Necklace 290 | Tribal Fetish 291 | Charm of Power 292 | Charm of Nimbleness 293 | Charm of Insight 294 | Charm of Endurance 295 | Fetish of the Claw Clan 296 | Pendant of Power 297 | Pendant of Nimbleness 298 | Pendant of Insight 299 | Pendant of Endurance 300 | Radiant Choker 301 | Bronze Circlet 304 | Gold Ring 305 | Platinum Ring 306 | Ruby Ring 307 | Mica Ring 308 | Opal Ring 309 | Sapphire Ring 310 | Shadowstone Ring 311 | Crusher's Band 312 | Farsight Band 313 | Greenspirit Band 314 | Ring of the Lovelorn 315 | Corrupted Circle 316 | Wizard's Loop 320 | Truesight Scarab 321 | Life Symbol Scarab 322 | Scarab of the Void 323 | Spiny Scarab 324 | Scarab of Warfare 325 | Opaline Scarab 326 | Translucent Scarab 327 | Searing Scarab 328 | Scarab of Subtlety 329 | Amethyst Scarab 330 | Malachite Scarab 331 | Corrupted Scarab 332 | Scarab of Evasion 333 | Scarab of Pure Clarity 334 | Fleetfoot Scarab 335 | Frost-Rimed Scarab 336 | Scarab of Tenacity 337 | Polished Bone Scarab 338 | Timewalk Scarab 339 | Pulsating Scarab 344 | Ivory Skull 345 | Lucky Horseshoe 346 | Tinker's Satchel 347 | Sentient Eyestalk 348 | Dragon's Fang 351 | Potion of Health 352 | Potion of Recovery 353 | Potion of Vitality 354 | Potion of Speed 355 | Potion of Battle 356 | Elixir of Health 357 | Elixir of Recovery 358 | Elixir of Vitality 359 | Elixir of Speed 360 | Elixir of Battle 361 | Curing Brew 367 | Wand of Fire 368 | Wand of Venom 369 | Wand of Ice 370 | Wand of Calling 371 | Wand of Lightning 372 | Wand of Corruption 377 | Blessing Crystal 378 | Recuperation Crystal 379 | Assault Crystal 380 | Shard of the Phoenix 385 | Scroll: Lightning 386 | Scroll: Charm Foe 387 | Scroll: Circle of Fire 388 | Scroll: Group Heal 389 | Scroll: Speed Burst 390 | Scroll: Resurrection 400 | Alchemical Equipment 401 | Alchemical Equipment 402 | Ale 403 | Amphora 404 | Bag of Meal 405 | Bandages 406 | Bar of Iron 407 | Basket 408 | Blanket 409 | Board 410 | Board Game 411 | Bolt of Cloth 412 | Bones 413 | Bowl 414 | Broken Clay 415 | Broken Clay 416 | Broken Pot 417 | Broken Sword 418 | Broom 419 | Bucket 420 | Bucket of Water 421 | Cauldron 422 | Ceramic Pot 423 | Clay Bowl 424 | Clay Brick 425 | Clay Jug 426 | Clay Pot 427 | Dice 428 | Dry Bone 429 | Eggshell 430 | Fishing Pole 431 | Fork 432 | Goblet 433 | Gold Bar 434 | Golden Goblet 435 | Hammer 436 | Hatchet 437 | Horn 438 | Horseshoe 439 | Incense 440 | Knife 441 | Lamp 442 | Limb 443 | Mallet 444 | Metal Bowl 445 | Mop 446 | Mortar and Pestle 447 | Mug 448 | Pen and Ink 449 | Pick 450 | Pillow 451 | Pincers 452 | Pipe 453 | Pitcher 454 | Pot 455 | Metal Pitcher 456 | Plate 457 | Pot 458 | Potted Plant 459 | Research Notes 460 | Rock 461 | Rolling Pin 462 | Rope 463 | Saw 464 | Scales 465 | Scalpel 466 | Scissors 467 | Shackles 468 | Sheet of Paper 469 | Shovel 470 | Skull 471 | Spoon 472 | Spoon 473 | Stein 474 | Stick 475 | Stone Block 476 | Stone Blocks 477 | Teacup 478 | Teapot 479 | Thread 480 | Tongs 481 | Tools 482 | Towel 483 | Trash 484 | Trash 485 | Trash 486 | Trowel 487 | Vase 488 | Vise 489 | Whip 490 | Wine 497 | Arcane Scroll 510 | Bread 511 | Cake 512 | Dried Meat 513 | Egg 514 | Fish 515 | Fruit 516 | Meat 517 | Mushroom 518 | Mushrooms 519 | Roll 525 | Blessed Runestone 526 | Emerald Runestone 527 | Battle Runestone 528 | Incantor's Runestone 529 | Deep Runestone 530 | Icy Runestone 531 | Runestone of Purity 532 | Pulsing Runestone 533 | Glowing Runestone 534 | Golden Runestone 540 | Rod of Attraction 541 | Blinking Pants 542 | Gremlin Wine 543 | Zombie Bones 544 | Bundle of Rat Tails 545 | Wand of Many Guises 546 | Scroll - Shooting Stars 547 | Burnout Brew 548 | Reproducing Bulwark 550 | Runed Ore of Anger 551 | Runed Ore of Vitality 552 | Runed Ore of Aim 553 | Runed Ore of Evasion
  13. @Infinite Clarity... I'll check that out - unlikelier things have been known to occur. It would be good if it's something so simple... Yep, missing New Courier Bold font - after replacing it's all ok again! Good call, Slarty! Cheers! mrb
  14. @Slartie... Thanks, I'll give it a try... Code: Description | Units | Unit Cost | Totaldescr | unit | ucost | tot It's like a monotype font, with evenly sized spaces regardless of letter, so in this case it suits. Now I'll try some other formatting within the code box. Bold does have an effect - it shows up as both bold and italicized text. Huh? Code: Description | Units | Unit Cost | Totaldescr | unit | ucost | tot This is Red and Bold (with Italic as a bonus, I guess). Code: Description | Units | Unit Cost | Totaldescript | unit | uni cost | totally I'll experiment some more - in the meantime, thanks again for the tip! Cheers, Razid
  15. @The Ratt AFAIK, here are still a number of items that can be added. @Trenton... I didn't even notice the posting date! @Ganduv (who may or may not be present...) Remember to create a backup of the original files before you make any edits to the scripts. I just copy, then rename the original to e.g. gf5itemschars-O.txt. That message was a reference to the fact that you can also add stats to your shaped creations, for example: it_pet_stats_to_affect 0 = 210; it_pet_stats_addition 0 = 10; So, it's up to 4 stats for the item and 4 more for the creations. A Solution: Just find another item, let's say a gold ring, then add the two lines in bold: begindefineitem 181; // imported for all rings import = 0; it_name = "Gold Ring"; it_graphic_sheet = 2; it_which_icon_ground = 4; it_which_icon_inven = 6; it_variety = 5; it_weight = 1; it_value = 100; it_stats_to_affect 0 = 2; it_stats_addition 0 = 10; it_can_augment = 1; That should do it - unless you can't find a gold ring.
  16. Does anyone know if it's possible to insert non-breaking spaces using bbcode? I'd like to provide better formatting for the lists I'm adding. I don't have any luck with tabs, sometimes they work, but mostly not. Thanks!
  17. Avadon Script Reference This is the first script reference I'm submitting, and it's not in any particular order, so this one, and others to come, will have to be organized into appropriate categories later. Source: avitemschars.txt it_variety = [num] This indicates an item's type - which determines the character slot where an item can be equipped, or whether an item is consumable, usable, or can hold an ability. 1 | Body: Cloak, Mantle, Wrap, Shroud 2 | Armor: Robes, Tunics, Chainmail etc 3 | 1-Handed Weapons: Dagger, Rod, Sword etc 4 | Shields 5 | Fingers: Rings, Bands 6 | Feet: Boots, Shoes, Sandals 7 | Waist: Belts, Sashes, Girdles 8 | Hand/Forearm: Gloves, Bracelet, Bracers, Gauntlets 9 | Usable items: Potions, Scrolls, Food 11 | Charms, Runestones, Gems and Junk items 13 | Tools: Lockpicks, Lamp, Candle 14 | Coins 15 | Wands 16 | Neck: Necklace, Circlet etc 17 | Legs: Pants, Pantaloons, Greaves 18 | 2-Handed Weapons: Staff, Spear, Halberd 19 | Missile Weapons: Javelins, Bows, Razordisks 20 | Head: Cap, Crest, Helm etc 21 | Scarabs The Avadon Script Reference will be a work in progress. There are new skill node-related items that are still opaque, to me at least. More time and experimentation will be needed to write accurate references for those. A lot of the Avernum Script is still used or is usable, and that should probably by summarized and described for the sake of completeness. Help is always appreciated! Cheers! Razid
  18. mrb

    The Codex

    The Codex Lynaeus Lynaeus is the name given to all of the known lands, surrounded by endless sea. The history of Lynaeus is the history of all living things. Nothing lies past the shore but ocean. Well, actually, there are legends of lands beyond the sea. Centuries ago, supposedly, some brave mariners departed and returned, bearing proof of other lands far beyond. But that was long ago, and any such 'evidence' is lost. If it ever existed. Which it almost assuredly didn't. There are other tales of mad mariners who tried to discover lands across the sea. They have never returned. The dominant power in Lynaeus is the Midlands Pact, more commonly known as The Pact. These five nations are located in the center of the continent. They stand united against the Farlands, the many small, squabbling powers that occupy the outer peninsulas of Lynaeus. The Pact The Pact is an alliance of five nations, occupying the central lands of Lynaeus. Though these countries have wildly different cultures, governments and histories, one thing brought them together: mutual resolve to end centuries of raiding and devastation wreaked by the Farlands, the small powers that surround the Pact. The lands of the Pact are rich and pleasant. They are also flat and difficult to defend. Barbarians, wretches, and titans from the small states at the edge of Lynaeus wreaked devastation for countless years. Then came the rise of Overlord Hanvar of Holklanda, the warrior and diplomat who united the five Pact states in their uneasy peace. There are three distinct periods in the history of the Pact: the First Age, the Black Age, when the Pact was torn apart in Civil War, and the Third Age, when the Pact was reformed under the supervision and enforcement of the fortress of Avadon. The First Age The treaty that formed the Pact was signed by representatives of the five member states in Cycle 6000, three-hundred and twelve years before the current date. Overlord Hanvar of Holklanda, architect of the Pact, was present at the signing. He even had several years to appreciate the triumph before his assassination. There were several years of predictable tumult after the signing. Each member state had its own little civil war, as proud citizens who refused to surrender any sovereignty to outsiders emerged and were crushed. Of course, Hanvar was so associated with the creation of the alliance that assorted bounty hunters, assassins, and shadowwalkers were falling over themselves to be the one to kill him first. Eventually, of course, someone succeeded. Once those who objected to this new order were safely dead, a new and unprecedented period of peace and prosperity came to the Pact's members. The Pact members no longer spent valuable resources fighting each other. Instead, they were free to defend themselves from the Farlands. These states, in turn, were never united, and their raids and barbarian incursions were met by powerful defenders. Within decades, these scattered and demoralized states did little without the permission of the Pact. Alas, the five Pact states remained proud. On the surface, they were united and strong. Underneath, national pride and ancient grudges conspired to break the alliance apart. Resentment turned to violence in Cycle 6203, and the Black Age began. The Black Age The Black Age, which began in Cycle 6203, was a long series of wars between Pact states. For over thirty years, while Hanvar's Council met and pretended things were well, the states they represented fought each other constantly and viciously. The Black Age had many causes. Trade disputes. Old grudges. Patches of miserable land whose ownership had been disputed for centuries. The belief of all parties involved that their culture and beliefs were superior to those of everyone else. The result was chaos. First, raids, waylaid caravans, punishing tariffs, and minor incursions of troops over the borders of others. But things escalated. The Black Age's official beginning was marked by Holklanda sending over a thousand warriors into Beraza Woods, land long claimed by neighboring Kellemderiel. Many soldiers on both sides died. This triggered a variety of treaties and informal agreements, some centuries old. Soon, the western half of the Pact (Holklanda and the Wyldrylm) were in an informal war with the eastern half (The Kva and Kellemderiel). Dharam, on the east coast, tried not to pick sides. In turn, they found themselves unsupported when the raiders of Svorgald came calling. And, of course, the Farlands wasted no time in taking advantage of the chaos. For the first time in over a century, raiding wretches and barbarians took a bloody toll on the lands of the Pact. End of the Black Age In the years before Cycle 6237, the members of the Pact realized the extent of their mistake. The Black Age, over three decades of civil war, had erased all gains of the First Age. The Farlands ran wild. Hanvar's Council still met regularly, but it had no power or influence. And then, as before, a lone hero rose to save them. A woman named Telera, one of the representatives of Dharam in Hanvar's Council, left the council and became a neutral diplomat. A neutral, bloodthirsty diplomat, who worked to negotiate a peace and used her massive private fortune to hire a host of assassins. Those who opposed her work in the name of peace tended to die mysteriously. Telera's work was actually fairly easy in some ways. All members of the Pact wanted a face-saving way to end their conflict. They were eager to stop fighting, but how would peace, once attained, be maintained? Telera's stroke of genius was the creation of Avadon. A fortress and enforcer, independent and impartial, staffed with her own assassins, who would stand apart and crush all who acted against the stability of the Pact. The Treaty of the Five Powers was signed in Cycle 6237. It ended the war and compelled the five states of the pact to provide money and resources to form Avadon. Now an independent force would watch them and reign them in, for their own good. The Third Age Once The Treaty of the Five Powers was signed in Cycle 6237, ending the Black Age and decades of civil war, the Pact powers returned to their favorite activity: crushing the Farlands. Within a few years, the barbarians and outsiders had been beaten back. This was the beginning of the Third Age, a new time of peace and prosperity. This time, the Pact had Avadon to watch over it. Telera, the first master of Avadon, was impartial, cunning, and ruthless. None who would disrupt the Pact escaped her wrath. But, of course, a war of the size and scale of the Black Age invariably left a variety of grudges, unpunished crimes, and blood debts. Many resented the Pact for denying them the lost lands or bloody revenge they felt was their due. But these aggrieved parties soon learned to stay quiet, or attract the attention of Avadon. The current year is Cycle 6312. All who fought in the Black Age are safely dead, sometimes even of old age. The old days of prosperity and security have returned. It is hoped that many of the old grudges are forgotten. The five powers of the Pact are unlikely allies, each disliking and fearing the others, each united by a common need to band together for strength. They are united by fear and necessity. It is hoped that this terror, combined with the power of Avadon, will keep the Pact together for many years to come. The Farlands The Farlands are the small states and regions on the outer peninsulas and islands of Lynaeus. They are the old foes of, and now dominated by, the Midlands Pact. They are spread out around the edges of the known world and not generally allied in any way. The main thing they have in common is many merry years raiding, invading, and just generally harassing the nations of the Pact. Some of these states are actual, recognizable political entities, like the loose aggregation of tribes that forms Svorgald, or the pitiful shreds of the Tawon Empire. Other Farlands are true barbarian territories, like the Titan Peaks or the Wretch Lands: harsh, wild territory, occupied by monsters and savages, that are not worth the effort to tame them. And then there is the Corruption, that is simply too bizarre for description. One of the primary reasons for the Pact to exist at all is to provide a united front against the Farlands. And to control them as much as possible, using diplomacy and harsher methods. The Pact rules Lynaeus based on two principles: Open Arms Within and The Stone Wall Beyond. Hanvar's Council The five states of the Midlands Pact are fiercely independent. They have their own cultures, beliefs, and goals. And, to be frank, they don't generally like each other. The alliance is highly productive, but it does not come from love. The Pact states mostly see to their own affairs. They have their own laws, taxes, and so on. The business of the Pact itself is run by Hanvar's Council. This body has sixteen members. Each nation of the Pact chooses and sends three, and these fifteen, in turn, select a leader, called the Imperator. The Council ,and in particular, the Imperator, speak for the Pact as a whole. Hanvar's Council decides what the five states will contribute to the Pact in wealth and warriors. It commands the Legion and the Mariners, the army and navy of the Pact as a whole. It resolves the many, many disputes between the five member states. It decides how to deal with the Farlands and when one of them should be crushed (again). And Hanvar's Council selects the Master of Avadon. Though, once the Master is chosen, the council is subject to Avadon's rulings. Of course, a wise Master will not anger the council overmuch. Hanvar's Council has met continuously during the entire existence of the Pact. Of course, during the civil war of the Black Age, the council was powerless. Its words were ignored. Now the council is strong, and those who mock it or ignore its words risk attracting the attention of Avadon. Holklanda Holklanda, one of the five nations of the pact, is the _Land of the Folk._ Centuries of warfare left Holklanda with an understandably paranoid outlook. To them, there are _The Folk,_ good, loyal Holklandans who can be trusted and valued, and _The Outsiders,_ who are to be regarded with mistrust, at best. Outsiders are, of course, anyone who is not of the Folk. Holklandan society is highly stratified. Every member of the Folk undergoes a rigorous period of testing, mental and physical. The results of this trial determine that citizen's unalterable life path. The talented child of a peasant farmer might become a lord, but he will stay a lord for life. Families in Holklanda are tightly-knit clans, and ties of blood demand unquestionable support in any conflict. But, at the same time, members of the same army, wing of the bureaucracy, or other social unit are also supposed to stand together against outsiders. These two obligations can frequently come into conflict. To manage divided loyalties, Holklandans have a dizzying web of customs, etiquette, and rules of warfare. The countless laws that govern Holklandan life, many unwritten, some even unspoken, are frequently impenetrable to Outsiders (and sometimes to the Folk as well). Holklanda's membership in the Pact is not without difficulties. For example, in the Black Age, Holklanda took the Beraza Woods from Kellemderiel. It is now a disputed territory. Some Holklandans would rather destroy the Pact than lose this land. Kellemderiel The people of Kellemderiel have the most advanced, sophisticated culture in all of Lynaeus. And they take great pains to make sure that nobody ever forgets it. Their food, their music, their literature, all have a complexity and quality unknown outside any state but, perhaps, Dharam. Kellemderiel's culture is a subtle melding of the customs of all of the peoples who have invaded it over the centuries. Because of the breadth of its lands and difficulty defending them, Kellemderiel has rarely been able to hold off an invader. Instead, it takes the hordes in, seduces them with their way of life, and, in the end, assimilates them. But this has long been a painful and trying process, with much death and devastation. And thus, the current rulers of Kellemderiel had no difficulty deciding to join the Pact when membership was offered. In the centuries since, some things changed in Kellemderiel. Like their military, which has grown far stronger. And their ruling nobles, who have, in their new safety, engaged in baroque political struggles, court intrigues, and campaigns of quiet assassination. The culture, on the other hand, remains. A bit stagnant and codified, perhaps, but still the envy of the known world. Few are as pleased with the security of the Midlands Pact as the people of Kellemderiel. Their constant attitude of superiority frequently causes anger, but rarely violence. Only their lasting argument with Holklanda over the ownership of the contested Beraza Woods threatens to erupt into violence. Dharam Dharam is the easternmost member of the Midlands Pact. It crawls up most of the eastern coast of Lynaeus. It is a sea power. Its merchant fleets can be found in all four seas, North, South, East, and West. Dharam, despite its awkward location, is a hub for goods (and ideas) of all the lands of Lynaeus. Dharamites are a pleasant, tolerant, philosophical people, loving long conversations, leisurely meals, and an absence of warfare. They were the first to fully subscribe to the idea of forming the Midlands Pact, especially since it gave them, at last, protection from the constant flow of vicious raiders from Svorgald. The people of Dharam have a very unusual way of selecting leaders, one that makes the other lands of Lynaeus see them as quite eccentric. All of Dharam is split up into Bands, groups of people between 500 and 1000 strong, divided up by village or neighborhood. Every five years, the Bands gather for a Speaking, where they choose a Speaker. The Speaker is the one who has the support of the largest number of members of the Band. Then the Speakers gather in groups, and each of these groups chooses a single member to represent it. This process continues upwards until a Council, of about ten or fifteen honored Dharamites, is assembled to lead the nation for the rest of the five year period. Thus, in a very real sense, even the poorest and lowliest has a voice in selecting the highest powers in Dharam. It is a very strange practice. Fortunately, it has shown few signs of infecting the other states of Lynaeus. The Kva The Kva is a member of the Midlands Pact, a nation of harsh people in a harsh landscape. Maintaining life on its wide expanses of scrubland and rocky plains was difficult enough even before dealing with constant raids from wretches and the barbarians of Svorgald, so the emperor of The Kva leaped at the chance to join Hanvar's Alliance. Those outside The Kva often joke that this land has two kings: their emperor, and a bunch of rocks. This is pretty close to the truth. It is true that The Kva is primarily a hereditary monarchy. Each dynasty leads absolutely until it is deposed by some violent civil war or other. But The Kva is also ruled by the Stone Code. This is a code of laws, first written a millennium ago and greatly expanded since. These laws provide the structure of life in The Kva. Even the emperor must obey them. A leader who ignores the Stone Code is seen as power-mad and faces destruction. The core of the Stone Code can be found in the middle of every city and village in The Kva, carved into four pillars of rock, there for all to see. Actually, there is a lot of the code that is written on papyrus. The Stone Code grew too large to be practically carved onto stone about five centuries back. However, the core principles of the code are always visible, and that is what is important. The Stone Code is a harsh set of laws. There are a lot of punishments, many gruesome, and few outlets for pardon. But it applies to all, rich or poor, mighty or humble, and it has given structure to life in The Kva for centuries. The Wyldrylm In terms of land, the Wyldrylm is the largest of the five states in the Midlands Pact. In population, it is, by a narrow margin, the smallest. Of course, that is only counting human population. If you count the drakes, war wolves, and other lethal pets of the Wyldrylm's tribes, the number goes way up. Ignoring the tamed beasts of the western tribes is a lethal mistake. The Wyldrylm is not so much a nation as a loose (very loose) confederation of barbarian tribes. They are not insulted by the word _barbarian_. In fact, they claim it with great pride. As the rest of Lynaeus moved into stone cities with thick walls, the tribesfolk of the Wyldrylm continued to roam their vast plains and woods. Normally, in any conflict between cities and tribes, the cities win. But the shamans of the Wyldrylm, with their powerful chants and lethal reptilian servants, have done well maintaining their independence. Though the tribes love to fight each other (for land, for supplies, for artifacts), they will unite in an instant to deal with invaders. The Wyldrylm's time in the Pact has not been without strife. The individual tribes fiercely claim absolute control over their lands. They tend to demand tolls from soldiers and merchants from the rest of the Pact who wish to cross, a violation of the terms of the Pact. This has led to bloodshed, and it will doubtless continue to. Avadon The mighty fortress of Avadon is both place and symbol. It represents the Pact and everything it is willing to do to survive. Everyone in Lynaeus fears Avadon, its warriors and assassins. The attention of Avadon can be lethal. There is nothing its agents will not do to maintain the stability of the Pact. The Black Age, a brutal civil war that lasted over thirty years, showed that the five nations of the Pact had little in common beyond their desire for safety. They could hang together, allied and strong, but there had to be a force counteracting those who would pull it apart. Thus, the Keep of Avadon. It has one Master, selected by Hanvar's Council, who rules for life. Though, considering how many enemies that master makes and how many assassins he or she attracts, that life can be shortened dramatically. Avadon stands independent from the Council. It is its own law. The Council and individuals can petition it for aid, but it primarily watches on its own for threats to the stability of the Pact, inside and out. A leader rises in the Farlands who might rise to true power? He disappears. A brigand in The Kva who is angering Holklanda by raiding over the border? She is stopped. Even members of Hanvar's Council itself can be removed, jailed, or even killed, if they attempt to do serious harm to the stability of the Pact. Many fear and hate Avadon, not trusting it with the power it holds. Many grudges remain from the Black Age, but few are acted upon. A wise Master of Avadon knows that humility is absolutely necessary. After all, assassins are always waiting to be sent. Open Arms Within There are two principles the Pact relies upon to guide it in its laws and actions. The first of these is, _Open Arms Within._ This means that all members of the Pact are supposed to greet each other with open arms, acting, at least on the surface, like they are all brothers and sisters. Of course, the reality is more complicated. Kellemderiel thinks that Holklanda is a hopelessly repressed land. Holklanda thinks that The Kva is a wild, savage place. The people of The Kva regard the folk of the Wyldrylm as mere barbarians. And so on. But, in any public dealings, such matters are ignored. The members of the Pact are supposed to act like all other members, no matter how distasteful, are valued, worthy allies in the difficult quest for survival. And this is, of course, the case. The Stone Wall Beyond There are two principles the Pact relies upon to guide it in its laws and actions. The second of these is, _The Stone Wall Beyond._ This means that all members of the Pact, when dealing with outsiders, should be cold, emotionless, and unbreakable. Like a stone wall. When dealing with the barbarians and creatures that inhabit the Farlands, a true member of the Midlands Pact acts only for the good of the Pact, untouched by sentimentality. When in the presence of a human from, say, the Tawon Empire, it is easy to be tempted by sentimentality. Pity. Undue emotional attachment. The Stone Wall Beyond ever reminds the Pact that these outsiders are, at the heart of it, the enemy. They have raided the Pact before. They will again. Empathy has its place in many parts of life. But, when dealing with an outsider, be like stone. The Keepers of Avadon The leader of Avadon is its Keeper. Chosen by Hanvar's Council, he or she serves for life. How long that life actually is can be a matter of some unpredictability. The first Keeper of Avadon was Telera, who ascended to its throne when the fortress itself was completed in Cycle 6240. She served for five tumultuous years, rooting out and destroying many who could not accept the treaty that ended the Black Age. Of course, in this process, she attracted many enemies. One of them finally got poison in her wine in 6245. Avadon was leaderless for two years, while the Council debated whether it was still necessary. In the end, they answered in the affirmative. They selected Herom of the Kva to be Keeper. He rooted out the foes of the Pact for eight years before he started showing an undue interest in the members of Hanvar's Council itself. He disappeared in 6257 and no trace of him was never found. The next four Keepers proved unable to master the power of Avadon. Confused and without allies, they fell to ambitious underlings, who tended to become Keeper and die not long after. Disturbed by all of this chaos, in 6265, the council chose Redbeard to be Keeper. He seemed, at first, to be affable and easily controlled. As long as he did all the Council required, he would be protected. Redbeard turned out, however, to be far more cunning than expected. Almost fifty years later, he still holds his post. Redbeard Redbeard is the current Master of Avadon, a post he has held for an unthinkable term of almost fifty years. He was originally selected by Hanvar's Council as a compromise candidate, weak and dependent on them, who would preside over the slow decline of Avadon. His servile exterior turned out to be a ruse. Once he was Keeper, he proved to be a master at trading favors and accumulating influence and power. Instead of weakening Avadon, he made it stronger than ever. Redbeard was a true believer in its purpose: To be an impartial, lethal foe of anyone who would weaken the Pact. As a result, Redbeard is responsible for countless deaths during the years of his term, all caused (or so he would claim) in the name of peace and stability. He has shown an uncanny ability to recognize the limits of his power, only arresting or destroying a powerful figure when he senses that it is safe to do so. Despite his dread purpose, Redbeard is a jolly figure, eager to drink, joke, and sing. To some, this pleasant exterior only makes him more terrifying. Nobody knows Redbeard's age, or what strange techniques he uses to extend his life. He doesn't seem to have aged in decades. All wonder who or what will fill the vacuum of power left when he dies. Others wonder if he can, in fact, die at all. Eyes, Hands, and Hearts The power of Avadon looms over all of Lynaeus. Its word is law. Its attention brings judgment. And, of course, such force needs control and organization to be properly deployed. For that reason, the warriors and agents of Avadon are divided into four factions. The Eyes are spies. They wander silently through the lands of Lynaeus, looking for signs of chaos. When the Eyes discover someone who would disrupt the peace of the Pact, they call the wrath of Avadon. The identity of the Master's spies is a guarded secret. Only Redbeard knows the names of the most effective Eyes. The Hands are the largest faction. They are warriors, shadowwalkers, and mages. They are the ones who openly investigate signs of chaos and who inflict the judgment of Avadon. Unlike the Eyes, the identities of the most effective Hands are known far and wide. The Hearts are the researchers and advisors. They are the sages who monitor the libraries of Avadon, answer the Master's questions, and provide advice. Only the Hearts can say their minds to Redbeard without fear. In fact, that is their most important purpose. And, finally, there is the Master. Redbeard, the one who decides who is spared and who is destroyed. Khemeria Khemeria is one of the Farlands, occupying much of the northwest corner of Lynaeus. A land of fierce barbarian tribes, an outsider might at first consider it identical to the Wyldrylm, to the south. This would be a mistake. Once, centuries past, Khemeria was the northern expanse of the Wyldrylm, to the extent that this huge swath of fiercely independent people could be considered one entity. Then the northern tribes looked east, saw the huge stone cities, and became envious. The southern tribes stuck to the old ways, and the northern tribes began to build stone towers and halls. These tribes began to unite into larger alliances called Steads, each with a city at its corner. By the standards, of, say, Kellemderiel, these settlements are miserably provincial and humble. And, if you spent a few years searching, you might find someone in Khemeria who cares what Kellemderiel thinks. Then Khemeria learned other tricks from the east. Like the building of Empires. The ways of constant war. The occasional utility of the massacre. The tribes of the west always had their skirmishes, but then the Steads of Khemeria banded together and brought a new way of war to the tribal lands. One that caused great suffering and loss in the Wyldrylm. But now the Wyldrylm is part of the Pact. Khemeria pays yearly tribute to them. The traders of the Pact roam Khemeria freely, untroubled by tolls or bandits. And the Steads of Khemeria count up the insults and dream of a gruesome vengeance. The Tawon Empire There is little sadder than a crumbling empire, a shadow of its former self, unable to embrace new ways or engage in any effort beyond futile and desultory efforts to regain old glories. Three centuries previous, the Tawon Empire controlled all of eastern Lynaeus. Even the wild raiders of Svorgald paid tribute, which is pretty amazing considering how crazy they are. Holklanda was forced to yield to those not of the Folk. Kellemderiel finally found a culture it could not absorb and overwhelm. The people of Dharam continued to gather for the Speaking, but their words were meaningless. But with age and wealth came complacency. The Tawon Empire grew fat, bloated, and consumed with the viciousness of its own internal politics. And then, one by one, their client states began to rebel and throw off its control. By the time the Tawon Empire realized what their lassitude had cost them, it was too late. The Midlands Pact was formed. The Tawon were forced to pay tribute to the Pact. Hanvar's Council provided edicts to the Empire, and failure to obey them meant bloody retribution. Now the Tawon Empire is an empire in name only. A collection of crumbling cities, full of old art and reminders of past glory. But, after centuries of trial, the Empire is growing hungry again. Some of its people have sharp eyes and big dreams. But first, they must shake off the hand that holds them down. They must rid themselves of the Pact. Svorgald Svorgald is one of the Farlands, a rocky and cold island off the southeast corner of Lynaeus. The known lands have seen many proud warrior cultures throughout written history. But few have been as fervent and single-minded as that bred by the remote crags of Svorgald. The people of Svorgald are pirates and raiders. Only the ships of Dharam can sail farther or faster. And when the sails of Svorgald are visible on the horizon, only suffering can follow them. Their custom, for over a thousand years, has been that a youngling of Svorgald cannot truly be a man until the blood of an outsider is on his blade. Thus, it is unfortunate for them that the Midlands Pact has brought their raiding days to an end. Their attacks invited retribution from the warriors of Dharam and The Kva harsh enough to give pause to the Vik. Now the only thing the mainland receives from Svorgald is tribute. Fine ships, mainly. No raids meant no victories. And no victories meant no slain enemies and no full men. And thus the culture of Svorgald suffered a dreadful shock, which it has not dealt with well. Their violent natures turned within. Young warriors attained their manhood using the blood of their own people. This state of affairs, of course, suited the Pact very well. But all of the Vik are told, almost from birth, the tales of the old days. And they all dream, even in the midst of their self-made nightmare, of the day that they can raid the soft peoples of the Pact once again. The Corruption The Corruption is one of the Farlands, the outer regions that the Pact was formed to hold at bay. Of the Farlands, however, the Corruption is the one that is least like a nation or territory. It is better described as a mad swirl of uncontrolled magic, hideous monsters, and burned, dead land. Actually, the Corruption serves best as a cautionary tale of what happens when magic is not properly controlled. Nobody knows what the wizards up in those mountains were trying to do roughly five centuries ago. All that we know is the result: A wave of raw, devastating chaos that engulfed all of the peninsula before it faded. There were cities and settlements out there once. Some tribes from the Wyldrylm and the Kva were expanding into those barren hills. When the disaster occurred, however, only those who fled immediately made it to the border alive. The survivors were taken by spectral nightmares and the walking dead. Since then, the dread magic that holds the Corruption has showed no signs of fading. Nothing grows, and only those unpleasant entities who don't actually need food to survive dwell there. And reproduce there. And send the occasional horde of zombies or whatnot north to cause trouble. Fortunately, fending off the random incursions from the Corruption is not difficult. And, since the dark power there stays within its border, few efforts have been taken to reclaim the area. But nobody knows the source of the Corruption. Or what infernal master might secretly rule it. And thus, that dark place remains a constant threat. The Titan Peaks Titans are, in many ways, similar to humans, but very stocky, powerfully muscled, and much taller. Some specimens are as much as twelve feet tall. Perhaps titans are a race of humans who grew much taller and stronger. Or maybe the opposite is true. All that is known is that the Titan Peaks is the last land controlled by these proud, powerful creatures. These mountains are one of the Farlands, a rocky peninsula on the southern coast of Lynaeus. The titans are penned in there by the Pact. Ending the raids of these powerful warriors was one of the main reasons The Kva joined the alliance. Titans are very strong and fearsome in battle. They wield war clubs and huge iron swords, and they fling rocks at their foes with deadly speed and accuracy. They are not long-lived creatures. Their bulk weighs them down and wears them out at an early age. And they are not stupid. Some see their tribal lifestyle and fur garments and think that they are simple creatures. A dangerous mistake. The titans of the peaks belong to tribes, lead by elders and shamans. In a way, it is not that different from the Wyldrylm. But most titans are warriors, ever ready to fend off potential assaults by humans greedy for land. The peaks themselves are jagged and painfully difficult terrain for invaders. In a fair fight, one titan is a match for ten human warriors. But the Pact is organized, and there are many humans. Thus, the titans stay in their mountains, staring jealously at the fertile plains to the north. And they hope for the day when the Pact will be gone and they can emerge. Wretch Lands There are two sorts of humanoids residing in the remote areas of Lynaeus. There are the titans: tall, strong, proud, and cunning. And the wretches, who are in all ways the opposite. Wretches are small humanoids, five foot tall at the most, and all of it wiry muscle. They are usually simple, dirty creatures, content to breed (rapidly), eat, and spread into any unoccupied space they can reach. And, when anyone tries to dislodge them, they can grow very violent. Of course, wretches are not evil. When you think about it, they are not that different from humans, except for stature and frequency of bathing. The Pact has never tried to eradicate them, only drive them out of its territory. Thus, the Wretch Lands exist. A rocky, unpleasant southern peninsula which has been set aside as the refuge for these creatures. There they form tribes, grow scraggly crops, and form a much wilder version of the Wyldrylm. They have a mind-boggling array of alliances and grudges, and they spend much of their time avoiding hungry dragons and wandering titans. But no force in the world can keep the wretches in the Wretch Lands. Small tribes of them are always slipping out, looking for fertile lands or spacious sewers to settle into. Wretches are too small and disorganized to ever pose a threat to the Pact. Or, at least, that is what is generally believed. But, should the Midlands Pact ever weaken, a flood of small, savage immigrants will be soon to follow. Dragons Nobody knows how many dragons there are. At least fifty. Maybe hundreds. They live mostly on the southern peninsulas: The Wretch Lands, the Titan Peaks, and even (for the most solitary specimens) The Corruption. Dragons are the oldest, largest, most powerful of the intelligent races of Lynaeus. All of the rumors of legend are true. They live for centuries. They are passionate about collecting large quantities of wealth (as if humans aren't). They have powerful, natural magical abilities. They are deadly if angered. But they can also be patient. They have knowledge that stretches back centuries. And they are not suicidal. Thus, when the Midlands Pact formed, the dragons did not fight it. They made themselves useful. Since the Pact formed, many dragons have worked for it, finding an easy route to a far richer hoard. They work as mercenaries, sages, and magical consultants. Not to mention a bustling business in shed scales. This arrangement works very well. The dragons grow old and rich, and the Pact neutralizes a potentially deadly foe. But all dragons are proud. Some so much so that such accommodations are seen as a betrayal of their kind. These dragons keep such views quiet. They know that they are not outside the reach of Avadon. However, dragons have long memories. They remember all the slights, and they know what dragons have sold their birthright to the humans. And, should the Pact ever weaken, there will be a bloody reckoning.
  19. @The Turtle Moves Yep. Corrected. Thanks!
  20. Blademaster cr_abil_num 0 = 25;//Melee Attack cr_abil_num 1 = 41;//Blademaster Bow cr_abil_num 2 = 75;//Savage Blow cr_abil_num 3 = 115;//Challenge cr_abil_num 10 = 77;//Stunning Bash //left column cr_abil_num 13 = 100;//Sharpshooter Spray cr_abil_num 14 = 79;//Hamstring cr_abil_num 15 = 63;//Berserk Leap cr_abil_num 16 = 118;//Blade Sweep cr_abil_num 17 = 119;//Berserker Slash cr_abil_num 18 = 135;//Second Wind //right column cr_abil_num 19 = 137;//Recovery cr_abil_num 20 = 116;//War Cry cr_abil_num 21 = 117;//Terrifying Howl cr_abil_num 22 = 138;//Warrior's Focus cr_abil_num 23 = 139;//Battle Frenzy cr_abil_num 24 = 150;//Triumphant Roar cr_abil_num 25 = 151;//Call of the Frenzy Shadowwalker cr_abil_num 0 = 26;//Shadowwalker Melee Attack cr_abil_num 1 = 44;//Shadowwalker Razordisk cr_abil_num 2 = 76;//Disarming Blow cr_abil_num 10 = 120;//Blade Whirlwind //left column cr_abil_num 13 = 85;//Razor Spray cr_abil_num 14 = 64;//Searing Pot cr_abil_num 15 = 65;//Lightning Pot cr_abil_num 16 = 78;//Shattering Blow cr_abil_num 17 = 121;//Steel Tornado cr_abil_num 18 = 136//Healing Focus //right column cr_abil_num 19 = 146;//Recovery cr_abil_num 20 = 170;//shadowstep cr_abil_num 21 = 171;//Cunning Decoy cr_abil_num 22 = 140;//Shadowwalker's Focus cr_abil_num 23 = 141;//Bladeshield cr_abil_num 24 = 122;//flashstun powder cr_abil_num 25 = 123;//Stunning Powder Shaman cr_abil_num 0 = 61;//Spirit Claw cr_abil_num 1 = 42;//Javelin cr_abil_num 2 = 9;//Healing Chant cr_abil_num 3 = 144;//Revive Servant cr_abil_num 10 = 101;//Spirit Charge //left column cr_abil_num 12 = 102;//Poison Mist cr_abil_num 13 = 103;//Acid Mist cr_abil_num 14 = 66;//Call the Winds cr_abil_num 15 = 86;//Call the Storm cr_abil_num 16 = 124;//Earthquake cr_abil_num 17 = 125;//Earthshatter cr_abil_num 18 = 180;//Call Wolf //right column cr_abil_num 19 = 181;//Call Hellhound cr_abil_num 20 = 7;//Healing Touch cr_abil_num 21 = 152;//Group Heal cr_abil_num 22 = 160;//Blessing of Thorns cr_abil_num 23 = 142;//Reflection cr_abil_num 24 = 182;//Call Salamander cr_abil_num 25 = 183;//Call Drake Sorceress cr_abil_num 0 = 60;//Firebolt cr_abil_num 1 = 40;//Bow cr_abil_num 2 = 143;//Shadow Charm cr_abil_num 10 = 62;//Icy Lance //left column cr_abil_num 12 = 87;//Lightning Wind cr_abil_num 13 = 88;//Steel Wind cr_abil_num 14 = 104;//Ice Storm cr_abil_num 15 = 105;//Firestorm cr_abil_num 16 = 89;//Searing Spray cr_abil_num 17 = 107;//Corrupting Cloud cr_abil_num 18 = 106;//Daze //right column cr_abil_num 19 = 67;//Charm Foe cr_abil_num 20 = 161;//Arcane Blessing cr_abil_num 21 = 166;//Haste cr_abil_num 22 = 126;//Arcane Curse cr_abil_num 23 = 127;//Slow cr_abil_num 24 = 128;//Cloud of Confusion cr_abil_num 25 = 162;//Assault Blessing
  21. I'm hopeful someone has some insight into the meaning of the new Avadon script elements: These are from the avobjsmisc.txt file, where Abilities are defined. I've made a guess at the following one - if I'm on the right track I'll keep going: ab_node_type 0 = 6;//Missile Attack Anyone know? Thanks, Razid
  22. These two lines are the problem: it_stats_to_affect 4 = 2; it_stats_addition 4 = 10; You can only have 4 stats affected for a single item, numbered 0 to 3. Option 1: You'll have to change another item, possibly using one that only has 2 or 3 stats defined to begin with. There are a number of those. Option 2: You could also make an entirely new item, using: begindefineitem xxx;//pick an unused number import = 25; it_name = "Uber Robe";//for example it_protection = 24; it_value = 2000; it_stats_to_affect 0 = 15; it_stats_addition 0 = 1; it_stats_to_affect 1 = 16; it_stats_addition 1 = 1; it_stats_to_affect 2 = 17; it_stats_addition 2 = 1; it_stats_to_affect 3 = 2;//this is what you wanted it_stats_addition 3 = 10; Option 3: You can also just add the desired stat to a charm that works in your pack: it_abil_work_in_pack = 1;//this is what it says it_stats_to_affect 0 = 1; it_stats_addition 0 = 10; Charms often just affect one stat, so you could add the second stat line. it_stats_to_affect 1 = 2; it_stats_addition 1 = 10; Cheers, Razid
  23. @CRISIS... I have tested this with most items that can be equipped and found no problem so far - not to say that there couldn't be. Since any change to the standard scripts are capable of creating problems, keeping backups of the original scripts is vital. I usually just rename them: originalscript-O.txt and keep them in the Avadon Scripts directory, just in case there is a problem.
  24. Runestone Enhancement To allow items to be enhanced using runestones on the forge, add the following line in the appropriate section of the avitemschars.txt file: it_can_augment = 1; Note: Until one of the following lines are encountered below that entry: import = 0;//or any other numerical value OR it_can_augment = 0; ALL of the items that follow can be enhanced. Cheers, Razid
  25. I've posted what I was able to obtain. In fact, I did it the hard way - only just discovering the text lists that already exist in the Scripts directory. Ah well, it may still be useful to someone. :-) Cheers, Razid
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