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mrb

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Posts posted by mrb

  1. 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!

  2. 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!

  3. 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!

  4. 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!

  5. @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.

  6. @Critical Infinity (your alias lends itself to numerous anagrams and interpretations) smile

     

    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

     

     

  7. 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.

  8. @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!

     

     

  9. 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

  10. @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? smile

    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

     

  11. @The Ratt

    AFAIK, here are still a number of items that can be added.

     

    @Trenton...

    I didn't even notice the posting date! smile

     

    @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. smile

     

     

  12. 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

     

  13. 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.

  14. 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

     

  15. 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

  16. @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. smile

     

    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.

     

     

     

     

  17. 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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