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Posts posted by mrb
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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.
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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!
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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!
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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/
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!
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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!
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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!
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@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.
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@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
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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.
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@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!
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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
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@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
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@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
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@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.
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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!
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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
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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.
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@The Turtle Moves
Yep. Corrected. Thanks!
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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
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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
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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
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@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.
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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
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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
Finished Avadon 3; what I want to try for my 2nd play through
in Avadon Series
Posted
When facing and enemy with Reflection, Missile or Melee strikes are useful. If I'm not mistaken, only Magical attacks are reflected.