MMMMMMMMMMZ7 ,MMM MMMS MMM .MMM MMM MMMS MMM MMMS MMM MMMS MMM MMM MMM 0MMMMMMMMS XWMMMMMBMMMS ;MMMMMMMX aWMMMMMMM8 MMMMMMMMMMMM MMM MMMM MMM MMMMr SMMMMS 7MMM .XMMM iMMM MMM7 MMM .... MMMM MMM rMMM WMMM MMMS MMM 8MMM MMM2 MMM MMM MMM MMMMMMMMMMM SMMM MMMS MMMMMMMMMMMMM MMMMMMMMM MMM MMM MMM MMM MMM aMMM MMMS MMM . MMM0 MMM BMMM MMM MMM MMM ;MMM. .MMMS MMM@ MMMM MMM7 ZMM MMMMMMMMMMMMM ;MMM MMMS7XiMMMMMM. 7MMMM88MMMMM0 MMMMM,MMMMM MMM0rX;MMMB B@MMMMMMMMM ,MMM MMMMMM MMM MMMMM SMMX @MMMMM MMMMMMM :iMMMMMM 7 2WMMM MMMMMZB0MMMMM :MMM 2MMM8 MMMM MMM MMM. MMM MMMMMMMM BMMa MMM 0 MMM8 8 SMMM MMM MMMi 0MMZ MMM MMMS MMM MMM. MMMS 0MMMX MMMM MMMS MMMMM;X7@MMMM MMM2 S2MMMMMM;Z MMMM MZ80BBBBBBBBBM ,MMM MZM MMMMMMMMMMMMMM; BMMM MMM MMM MMM MMM MMM MMM MMMM MMMM 2MMM MMM MMMMMMMMMM MMMMMMMMMMMMM MMM@ XMMM MMM MMM MMMM ,MMM MMM MMMMMMM MMM MMM ;MMM iZZr MMMM MMM MMMMM MMM MMM MMM2MMMMMWaB2 MMM MMMMMMM MMM MMM ;MMM MMM MMMM aMMM MMM MMM MMMM 0MMMZ MMMMMMMMMMMMMM MMM@ @MMM ,MMM MMM 2ZMMMMMMWB --------------------------------------------------- -Winner of GameFAQ's January 2004 FAQ of the Month- --------------------------------------------------- Game: Blades of Exile/Exile Scenario Editor System: Computer Author: Paul "headbanger" E-Mail: headbanger1547 [at] gmail [dot] com FAQ Version: 1.28 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ To hop to a specific section, just hit CTRL + F and type in the code shown here. ___________________ |Table of Contents | |___________________| I. Introduction...................................8852 A. Introduction to this Guide...................1452 1. Version History............................4522 2. About/Contacting Me........................1856 3. Legal Information..........................7523 4. Getting the Most out of this Guide.........6666 B. Introduction to BoE..........................2058 1. Just what is Blades of Exile?..............3251 2. Where can I find Blades of Exile?..........8451 C. Basic Information............................0014 1. Controls...................................7535 2. Description of Scenario....................9985 II. Blades of Exile...............................1485 A. Description..................................3845 B. Helpful Files................................9584 1. Creating a Party...........................1548 2. Statistic Descriptions.....................3435 3. Trait Descriptions.........................1512 4. Spell Archive..............................8568 5. Alchemy Recipes............................7487 6. Conditions.................................0312 7. Combat Help................................2137 8. The Perfect Party..........................8467 C. Complete Walkthroughs........................4633 1. Valley of Dying Things.....................9400 2. A Mild Rebellion...........................9339 3. The Za-Khazi Run...........................5368 D. Playing Custom-Made Scenarios................6911 III. The Scenario Editor..........................9811 A. Basic Description............................2542 B. Overview.....................................0957 C. Constructing a Scenario......................0579 1. Help Files.................................8226 a) Stuff-Done Flags.......................9796 b) Special Nodes..........................1877 c) Constructing Towns and Outdoors........6931 d) Dialogue...............................0969 e) Creating Custom Monsters...............1776 f) Creating Custom Items..................5753 g) Modifying Terrain Types................0753 h) Customizing the Graphics...............6941 2. Suggestions................................8899 a) Building a Plot........................3072 b) How To Pre-Plan your Scenario..........3081 c) Making Your Scenario a Reality.........8343 E. Other Information............................1478 1. Testing Your Scenario......................3527 2. How to Distribute Your Scenario............1830 IV. Comments from Other Scenario Authors..........1921 A. Alec Kyras...................................8306 B. Thuryl.......................................3061 C. Drakefyre....................................8856 V. Other Information..............................1010 A. BoE Websites.................................8565 1. Scenario Downloads.........................1265 2. Information................................3652 B. Top 5 Custom Scenarios.......................8859 C. Closing Words................................6663 1. Credits....................................5548 2. Special Thanks.............................4925 \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\8852 I. Introduction <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>-A. Introduction to this Guide-><><><><><><><><><><><><><><><><><><><>1452<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Version History 4522 ------------------------------------------------------------------------------ Version: 1.28 Completed: 4/8/10 Changes: Small stuff here and there. Size: I dunno. Version: 1.27 Completed: 1/8/06 Changes: Updated the "Legal Information" section to reflect the new year... again. Size: Probably still 311k. Version: 1.26 Completed: 2/9/05 Changes: Updated the "Legal Information" section to reflect the new year. Size: 311k Version: 1.25 Completed: 11/28/04 Changes: Removed several ways of contacting me, bringing it down to just e-mail. Also made a few other changes here and there. Size: 311k Version: 1.24 Completed: 9/23/04 Changes: Ugh, changed my e-mail address AGAIN. This should be the last time. Or at least I hope it will be. Size: 310k Version: 1.23 Completed: 9/4/04 Changes: Changed my e-mail address once again. Also added in a link to my message boards as a way of contacting me. Size: 310k Version: 1.22 Completed: 8/16/04 Changes: Fixed my e-mail address to keep away spammers. Size: 310k Version: 1.21 Completed: 8/5/04 Changes: Updated the fact that I don't allow people to send me scenarios anymore. I just don't have that kind of time, and virus threats are there as well. I'm sorry. If you do have a scenario somewhere on some website, you can link to it and send it to me, although I really doubt I'll ever get around to playing it. I plan on making an HTML version of this guide fairly soon, to be hosted on my website. This will take a long time to be implemented, and may be rather pointless. We'll see. Oh yeah... I changed the intro ASCII as well. Size: 309k Version: 1.20 Completed: 7/21/04 Changes: Fixed up the ASCII borders and added a way to "hop" from one section to another. Size: 310k Version: 1.12 Completed: 7/6/04 Changes: Changed Legal Information and updated my AIM and MSN. Size: 304k Version: 1.10 Completed: 6/27/04 Changes: Added in the comments made on the SpiderWeb software forums. Size: ? Version: 1.05 Completed: 6/15/04 Changes: Modified the "Rate this FAQ!" link. Size: ? Version: 1.04 Completed: 5/28/04 Changes: Added my AIM address and changed my e-mail address. Size: ? Version: 1.03 Completed: 4/4/04 Changes: Added my new IM address and added that this guide won FAQ of the Month on GameFAQs. Size: ? Version: 1.02 Completed: 1/31/04 Changes: Added some sites that can post this guide. Size: ? Version: 1.00 Completed: 1/22/04 Changes: Walkthroughs on all three scenarios that come with BoE, in-depth BoE and Scenario Editor help. Size: ? ______________________________________________________________________________ 2. About/Contacting Me 1856 ------------------------------------------------------------------------------ If you have a desire to contact me, just send an e-mail. My e-mail address is headbanger1547 [at] gmail [dot] com. ______________________________________________________________________________ 3. Legal Information 7523 ------------------------------------------------------------------------------ This document copyright 2003-2010 Paul Buzbee. Well, after thinking things out a bit, I decided to lax up my rules on letting other sites post this guide. I decided that I'm not running a business with these FAQs, so why should I be demanding in who can use them? There are a lot of gamers out there who need help, and they should be able to get that help. So, I decided that ANY site may post this, or any of my other FAQs, so long as they keep to the following guidelines: 1. Try to keep this guide updated the best you are able to. It's a real pain receiving e-mails asking questions that you have answered already. So, if you want to post this guide on your site, try to keep it updated. The most recent version can ALWAYS be found at http://www.gamefaqs.com/. 2. Post this guide as a .txt page, not as a .html page. Also, the whole guide should be on one page. If you are unsure as to what this means, check out the version of this guide posted at http://www.gamefaqs.com/. That is what I mean by a .txt page. 3. Give me full credit. Honestly, it's not that hard to do. All you really have to do is just post the full guide, not clip it or anything. In this guide it says I wrote it, and that's all that I'm asking for. Sure, if you give me credit in a bigger way I will be grateful, but you don't have to do that. Just give me credit. My guide, my work, so give me my credit. That's the only reason I write FAQs anyways. Don't take away my hobby from me. 4. If you plan to make any sort of profit from this guide, ask for my permission first. I will say yes, almost guaranteed. 5. I ask that you e-mail me the name of the site this guide will be posted on. This is for my own personal reasons, and I doubt I'll ever do anything with the information. I'd just like to know how many sites are getting use out of my guide. My e-mail address is headbanger1547 [at] gmail [dot] com. These regulations are not hard to follow. I'm not asking a lot. So, please, just follow them. And thank you. ______________________________________________________________________________ 4. Getting the Most out of this Guide 6666 ------------------------------------------------------------------------------ Before reading any further, know this. Throughout the entire FAQ, I assume that you have general simple knowledge about Blades of Exile and have played it. I am not going to act as an instruction manual. You should know what Spell Points, PCs (<-not talking about the computer), HP, resting, and all of that good stuff are before reading further. If you have no clue what I'm ranting about, get yourself a copy of the game and play it a bit to see what I'm talking about. Another thing to do before reading any further is to find the word in this ASCII art: /\/\/\/\/\/\/+/\+\/+++\/\+\/\/\+\/\/\/\++++++/\/\/\/\/\/ \/\/\/\/\/\/\+\/+/\+\/\/\+\/\/\+\/\/\/\+\/\/+/\/\/\/\/\/ /\/\/\/\/\/\/++++\/+/\/\/+/\/\/+/\/\/\/+/\/\+\/\/\/\/\/\ \/\/\/\/\/\/\+\/+/\++++/\+\/\/\+\/\/\/\+\/\/+/\/\/\/\/\/ /\/\/\/\/\/\/+/\+\/+/\/\/+/\/\/+/\/\/\/+/\/\+\/\/\/\/\/\ \/\/\/\/\/\/\+\/+/\++++/\++++/\++++/\/\++++++/\/\/\/\/\/ Parts of this FAQ are made up of ASCII charts. If you cannot read the word, you must switch your browser to a fixed-width font. Otherwise, you will have a hard time viewing parts of this FAQ. If you can read the word, you will be in the clear for the entire FAQ. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Introduction to BoE-><><><><><><><><><><><><><><><><><><><><><><><>2058<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Just what is Blades of Exile? 3251 ------------------------------------------------------------------------------ If you are one of the many who have played at least one of the three games that make up the Exile Trilogy, then you know just how much fun they are. If you are also one of the many who have beaten the entire Exile Trilogy, then you know that beating Exile III left you wanting more. That's why Blades of Exile was created. Blades of Exile ("BoE" for short) is a scenario-based role-playing game created by the good folks at Spiderweb Software. Using a registered version of the game, you can create and play custom scenarios and download from a large amount off of the Internet. The game also comes with three scenarios which are pretty in-depth. I, being kind, have provided walkthroughs for each. Anyways, in other words, Blades of Exile is a game which can never truly end. ______________________________________________________________________________ 2. Where can I find Blades of Exile? 8451 ------------------------------------------------------------------------------ You can download a package off of http://www.spiderwebsoftware.com/ that contains the following: 1) A demo (unregistered) version of Blades of Exile. Only the first scenario, Valley of Dying Things, is playable until the game is registered. 2) An unregistered version of the Blades Character Editor. This program alters your party to become stronger/weaker. 3) A free version of the Exile Scenario Editor. This is used to create custom scenarios. Note, however, that BoE must be registered before you can play your own custom scenario. You can register your copy in several ways which are listed in the documentation that comes with the game. If you are debating on whether or not to buy this game, you can read my review on the game that is posted at gamefaqs.com. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>C. Basic Information<><><><><><><><><><><><><><><><><><><><><><><><><>0014<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Controls 7535 ------------------------------------------------------------------------------ The controls for BoE are pretty simple and basic. 9 (keypad): move northeast 8 (keypad): move north 7 (keypad): move northwest 6 (keypad): move east 5 (keypad): pause, in combat: stand ready 4 (keypad): move west 3 (keypad): move southeast 2 (keypad): move south 1 (keypad): move southwest p (lower-case): choose priest spell to cast m (lower-case): choose mage spell to cast P (capital letter): cast most recent priest spell M (capital letter): cast most recent mage spell g: get nearby items r: rest w: wait (in combat, go last) a: bring up map d: parry (dodge all attacks) x: become active PC (in combat) t: shoot arrows/throw missiles (in combat mode) e: end combat (in town, in outdoor combat mode) f: begin combat (in town) l: look u: use Clicking in any direction moves you that direction. I think that is it, but if I missed anything, make sure to inform me via e-mail. ______________________________________________________________________________ 2. Description of Scenario 9985 ------------------------------------------------------------------------------ As I mentioned earlier, BoE is a scenario-based game. A scenario is a situation that your party is put into and must get out of. Not like a little battle, but an entire storyline complete with monsters, specials, towns, and dialogue. The average scenario is a little bit smaller than one of the Exile Trilogy, but some of the ones out there are bigger than any of the Exile epics. Each one is also rated based on its content, so if you don't want to or don't want your kids to play scenarios that might be offensive, you can easily sift through them due to content. Scenarios are also rated by difficulty. You can get an easy one, or a hard one. Depends on what you feel like playing. Note that difficulty is based on the level of the combat, not the puzzles. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\1485 II. Blades of Exile BoE is where you PLAY the game. The scenario editor is where you MAKE the game. Just so you know and don't get confused. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Description<><><><><><><><><><><><><><><><><><><><><><><><><><><><>3845<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> As I said above, BoE is where you play the game. BoE runs off of scenarios, which are described in the previous section. You can create scenarios for others to play with BoE (see Scenario Editor), but you yourself must be registered before you are able to play them. It is in BoE that you create a party. BoE comes with three scenarios: 1) Valley of Dying Things-"The crops have withered, the children are dying, and even the water burns. Can you find the source of the sickness before the entire valley dies?" 2) A Mild Rebellion-"The enemy - a secret band of deadly rebels. The job - infiltrate them, win their trust, and find their leader. The question - are you fighting on the right side?" 3) The Za-Khazi Run-"A fortress is under siege, and only you can get them the weapons they need to survive. You have 20 days to find your way through the nastiest caves in Exile, or all will be lost." Walkthroughs to all of the scenarios are provided a little ways below. Now, on to creating a party. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Helpful Files<><><><><><><><><><><><><><><><><><><><><><><><><><><>9584<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Creating a Party 1548 ------------------------------------------------------------------------------ Your party is 1-6 characters that you play the game with. They are the ones who attack, cast spells, etc. I will guide you into making an effective party. The way I see it, there are 3 types of characters: Thieves: Thieves are the ones who pick locks, disarm traps, perform alchemy, and, if you're me, tend to use archery and thrown missiles. Spellcasters: Spellcasters are people who, well, cast spells (huge 'ol discovery). They cast mage & priest spells. Warriors: Warriors excel only in hand-to-hand combat. All they're good for is hacking foes to pieces. Even still, they are the most needed type of character in the game. A party is generally a 6-man combination of the three. Here are some common combinations: _____________________________________________________________________________ |Party A |This is an even mix of the three. I do not recommend this one as |____________|much as some of the others because one thief is usually enough. |Warrior |Thieves don't do much offensively, making two sort of redundant. |Warrior | |Thief | |Thief | |Spellcaster | |Spellcaster | |____________|________________________________________________________________ _____________________________________________________________________________ |Party B |This version is more effective than Party A. Triple spellcasters |____________|helps in long battles and means you are a lot less likely to run |Warrior |low on spell points. |Warrior |However, having triple spellcasters means fighting monsters with |Spellcaster |magical resistances will become a lot harder. |Spellcaster | |Spellcaster | |Thief | |____________|________________________________________________________________ _____________________________________________________________________________ |Party C |Three warriors makes hand-to-hand combat a breeze. Two |____________|spellcasters is much better than just one, but not as effective |Warrior |as three. You may find yourself running low on spell points |Warrior |sometimes. |Warrior |All that aside, I recommend playing with this party. |Spellcaster |This is also the party I use. |Spellcaster |I'm going to assume, in this FAQ, that this is the party you |Thief |possess. |____________|________________________________________________________________ Whenever you create your party, remember that you don't have to follow mine to the word. Feel free to change it whenever (and please e-mail me with your ideas) Creating a Warrior A warrior (at least mine) possesses the following traits: Race: Slithzeraki Advantages: Toughness Optional: Ambidextrous, Exceptional Strength, Good Constitution (recommended) A warrior should be trained to the following: Health: 22 Strength: 7 Dexterity: 5 Intelligence: 1 Pole OR Bashing OR Edged weapons: 10 Defense: 1 Once you are done, your strength will be boosted by 2, your IQ by 1. As time goes by, fill up Strength, Dex, and one or two Weapon types. Slowly work up Defense and Assassination. After you reach level 30 or 35, work upwards on Luck. Creating a Spellcaster A spellcaster should possess the following traits: Race: Slithzeraki Advantages: Toughness, Magically Apt Optional: Highly Alert, Recuperation, Good Constitution A spellcaster should be trained to the following: Health: 9 Spell Points: 3 Strength: 2 Dexterity: 1 Intelligence: 5 Mage AND Priest Spells: 3 each Once you are done, your strength will be boosted by 2, your IQ by 1. Having both 3 in Mage and Priest Spells will add to your spell points. As you gain your first few level, raise strength by one and then fill up your health a bit. Until you reach level 6, only work on HP. Then, fill up IQ, Mage Spells, and Priest Spells. As time goes by, fill up Mage Lore. After you reach level 40, you can start worrying about luck. Creating a Thief Give a thief the following traits: Race: Slithzeraki Advantages: Cave Lore, Woodsman, Nimble Fingers, Toughness. Optional: Highly Alert, Ambidextrous, Good Constitution Train a thief to the following: Health: 18 Strength: 2 Dexterity: 5 Intelligence: 3 Archery/Some Other Weapon Type: 7 Disarm Traps: 4 Lockpicking: 2 As time passes, work up Disarm Traps, Lockpicking, Item Lore, Archery (or whatever weapon type you used), Intelligence, Dexterity, and Strength all evenly. Over time, you might want to look into adding a normal weapon type if you didn't do so in the beginning. At level 40, look into luck. As I said earlier, feel free to alter from this. And, should you have a better idea of the best way to start off, be it party combination or creating a character, feel free to let me know. ______________________________________________________________________________ 2. Statistic Descriptions 3435 ------------------------------------------------------------------------------ Here is a description of all of the statistics in Blades of Exile. Use them as you need them. Health Points (HP): This is how much damage your character can take before being mortally wounded. The higher this is, the more damage you can withstand before dying. This regenerates over time. Maxes out at 250. Spell Points (SP): This is how many magic power you have at your discretion. Each spell uses up a certain amount of this. When you do not have enough SP left, you cannot cast any spells without a wand or scroll of that spell. Only people who cast spells should invest in this, because otherwise it is pointless. Regenerates over time. Maxes out at 150. Strength: A measure of how much base damage you do. The higher this is, the more damage you will be guaranteed for every blow that connects (the weapon you are using affects your damage a lot too). Also, based on how high this is, more HP is added per each level you gain. This is a key stat and should not be overlooked by any class of adventurer. Maxes out at 20. Dexterity: A measure of accuracy. Needs to be high for archers and anyone who must lockpick, disarm traps, etc. Warriors will only ever need 10, and even that might be too much. Anyone who participates in hand-to-hand combat should have this at least at 5. Anyone who uses missile weapons should have this at at least 10, and anyone who disarms traps and all that good stuff needs this at least at 15. This stat maxes out at 20. Intelligence: Does two things: Increases the effectiveness of spells and the skill of all thievery stats. Any spellcaster should have this at a minimum of 15 by the time they reach level 50. Any thief should work this up to at least 10. This stat maxes out at 20. Pole, Bashing, Edged: Those are the three types of melee weapons. Edged weapons are weapons with a true blade, like swords and sabers. Bashing weapons are like maces and axes. Pole weapons are like spears and halberds and tend to be the most powerful type of weapon. Anyways, these three stats tell your skill and accuracy with these types of weapons. The higher it is, the more likely you are to hit your mark with one of those types of weapons equipped. Anyone who uses hand-to-hand combat should at least have ten in the type of weapon they are using. Each of these stats max out at twenty. Archery, Thrown: These two are missile weapons, which means they are thrown/launched from one place to another. They tend to be weaker and less accurate than the melee weapons. These stats are to missile weapons what the melee stats are to hand-to-hand combat. These two stats max out at 20. Defense: A very useful skill. This does three things: 1) When parrying (dodging), your chance of evading blows is increased by having a high number in this stat. 2) It increases your chances of dodging attacks when you are not parrying. 3) Gives you a chance of casting Mage spells when your encumbrance is at 2. This skill is handy, and thus necessary to be at least at five on all of your characters. It reaches its top at 20. Mage Spells, Priest Spells: These two stats allow you to use Mage/Priest spells of the level that your stat is. (ex: If you have a 6 in Mage Spells, you can use all level 6 Mage Spells you know). You need to know that you must have learned the spells to be able to use them also. This skill just allows you to use your knowledge. Obviously, these skills are necessary for all spellcasters, and should always reach 7, its max, eventually. Mage Lore: Sometimes, Blades of Exile has special nodes that give you spells or other magical knowledge/items. The higher this is, the better your chances of getting that item/knowledge. Basically, this skill tells of your magical knowledge of the world. This skill is very important to the "free-upgrading" of your PC. This skill should be spread out rather evenly throughout the entire party. It maxes out at 20. Alchemy: Sort of like Mage and Priest Spells, Alchemy determines what potions you can make. The higher this is, the more potions you will be able to create. Only one character in your party should be given this stat. I never really bother with alchemy, but since there are people who do, I guess I can say it does have its uses. Alchemy reaches its highest level at 20. Item Lore: Most items in Blades of Exile come to you as unidentified, and you have to cast a spell or pay for them to be identified. The higher this skill, the more likely your character will be able to interpret what the item is when you come across it, and so you will not have to pay/cast anything for the identification of your items. I only recommend this stat in 6-PC parties where you have extra Skill Points to spread around. Maxes out at 10. Disarm Traps: This skill, which should only be given to thieves, determines, along with Dexterity and Intelligence, your talent at disarming traps. At times, this skill is crucial, and so your thief should have at least 10 in this. Disarm Traps maxes out at 20. Lockpicking: I never really bother with this skill as I usually just unlock doors by using the Unlock spell. Anyone whose party has a Mage Level 3 spellcaster should not bother with this skill either. What this skill does, though, is increase your talent at picking the locks on doors. Your chance of unlocking the doors depends on several things: Your IQ, your Dexterity, the lockpicks you are using, the door you are picking the lock of, and, of course, this stat. If you decide to give this stat to anyone in your party, give it to the thief. Lockpicking is at its highest level at 20. Poison Use: I have never once used this. What it does, though, is increase your ability to self-poison your weapons. I think that it is far easier to just cast Envenom on your weapons if you want to poison them. However, this skill is, I believe, used by some people. Only give this max-out-at-20 skill to thieves. Assassination: A handy skill that can help eliminate and shorten many tiresome combats. Assassination gives you a chance of doing extra damage to monsters. The chance depends on the following: 1) The level of your PC. Your level needs to be higher than the enemy for Assassination to work. 2) The level of the monster. The lower it is, the better the chance Assassination will occur. 3) The level of this stat. The higher it is, the better the chance of Assassination and the higher the level of the monsters you can use it on. This is a skill that should only be given to PCs that use hand-to-hand combat. It is a waste of Skill Points for all other characters. But know that this skill is extremely useful and that it maxes out at 20. Luck: Arguably the most useful skill, Luck minimizes your chance of dying. When you are hit with your would-be death blow, Luck lowers the chances that that blow will kill you. The higher that Luck is, the more that chance of death is lowered. When this skill is at 20, its top, it will take about twenty near-deaths before even one of your PCs is killed. But don't invest in Luck until other stats have been supported enough. Skill Points should go elsewhere first. ______________________________________________________________________________ 3. Trait Descriptions 1512 ------------------------------------------------------------------------------ When you create a character in Blades of Exile, you will first be forced to choose between that character's traits. It is important to make sure you know exactly what each one does, seeing as once you make your selections you are stuck with them. Of course, you could always follow my guide to creating a party, but maybe you want to try it on your own. And what's wrong with that? Here is an in-depth list of all of the possible traits in BoE. You must first choose what species your character is to be. You may only select one. Human (adds 0% to experience to the next level): Nothing special, just keeps the traits it is given. Not recommended because the bonuses in the beginning are actually very helpful. Nephilim (adds 12% to experience to the next level): After you create your character, your Dexterity is boosted by one. Any thieves or archers in your party should probably be chosen as Nephils. But don't make spellcasters and warriors Nephil. Slithzeraki (adds 20% to experience to the next level): All spellcasters and warriors should be sliths, despite the high experience requirement boost. All slithzeraki gain a boost of two to Strength and one to Intelligence after the character is created. The next section of traits are your character's bonuses. You may select as many as you want. Toughness (adds 10% to the required experience for the next level): Nothing hurts you as much as it would normally because you are more resistant to damage. In my opinion, everybody in your party should possess this attribute, the warriors in particular. Magically Apt (adds 20% to the required experience for the next level): If your character is most likely not going to cast spells at all, then do not bother to give them this trait, as it is pointless. Magically Apt boosts the power of your spells. In my opinion, any character who is fully a spellcaster should possess this trait to boost their power. Ambidextrous (adds 8% to the required experience for the next level): Normally, you can equip two one-handed weapons at a time. But there is a penalty to the damage you do because of that. If you select Ambidextrous, there will be no penalty. This is handy for the most "hardcore" warrior in your party, but no one else really. Most of the weapons you use will be two-handed, making this kind of useless and a waste of experience. Nimble Fingers (adds 10% to the required experience for the next level): Only one character in your party should have this trait, and that character is your party's thief. Nimble Fingers boosts your effectiveness at disarming traps and picking locks, and these boosts can be quite handy at times. Just make sure than no more than one character in your party has this stat. Cave Lore (adds 4% to the required experience for the next level): Cave Lore tells of how well you know how to survive and of the life in the caves. This attribute has no direct effect, but it can be helpful. In some special nodes, you will not receive the desired effect without this trait. Example of what might happen with Cave Lore: "Your Cave Lore comes in handy as you find an alchemy ingredient underground.". Example of what might happen without Cave Lore: "You find an odd, familiar-looking plant lying on the ground, but you cannot remember if it is safe or dangerous, so you walk on." At least one person in your party should have this trait. Cave Lore generally affects only specials that are underground. Woodsman (adds 6% to the required number of experience for the next level): This skill is identical to Cave Lore in every way but two: (1) It affects what is above ground instead of what is below ground, and (2) the experience per level is added to more than with Cave Lore. As with Cave Lore, only one person in your party should possess this, but it is crucial that one person possess it. Good Constitution (adds 10% to the required number of experience for the next level): Helps the PC who possesses this trait to resist Poisoning and Disease. It is generally up to you if you should add this to a PC or not, but I think you should judge it by how much exp. it looks like they will need to the next level. Play it as you feel. But know that this trait is useful. Highly Alert (adds 7% to the required number of experience for the next level): All I know is that this trait helps you to resist sleep. I never select it, but maybe you will. Exceptional Strength (adds 12% to the required number of experience for the next level): This trait increases the amount of damage you do with melee weapons. I find it useful to give to all of my warriors because it makes combat a lot faster. Recuperation (adds 15% to the required number of experience for the next level): This stat increases your PCs ability to regenerate health (I don't think it gives you a boost on regenerating SP). It is useful to give to spellcasters because when you create them, they will have little health to spare. Now choose the negative bonuses for your character. In my opinion, you should never select any of these, so I will give no recommendations for these traits. Sluggish (decreases the amount of experience to the next level by 10%): Your character gets one less action point each turn. Magically Inept (decreases the amount of experience to the next level by 8%): The PC this is used on can never cast spells or use certain magical items. Frail (decreases the amount of experience to the next level by 8%): Your character is more sensitive to damage and dies easier. Chronic Disease (decreases the amount of experience to the next level by 20%): Disease and poison are a lot more effective on your PC. Bad Back (decreases the amount of experience to the next level by 8%): Your PC cannot carry as much weight as they would normally be able to carry. Always remember that once you choose a trait, you are stuck with it. The only way to switch between traits is by using the Editor that comes with the game. ______________________________________________________________________________ 4. Spell Archive 8568 ------------------------------------------------------------------------------ Blades of Exile contains a lot of spells (124 in all), and half of them are Mage, the other half are Priest. Some spells are more useful than others, and it takes a lot of time playing Blades of Exile for you to realize which spells are better than others. Fortunately, I am going to tell you what each spell does along with some other information I have discovered. Here is an example: Spell Name: <-the name of the spell that this part is about Casting Cost: <-how much SP it takes to cast the spell Spell Range: <-if it applies, how many spaces away from the caster this spell can be targeted. I found this out by using the document that comes with Blades of Exile. Description: <-what the spell actually does. Nothing else is put here. Rating: <-my rating of the usefulness of the spell. Out of five. Comments: <-my comments on the spell. A couple of things to know: ->You start knowing all Mage and Priest spells up to level 3. You must find additional spells in the game. ->To use these spells, you must have learned the spell itself. You must also have the stat Mage/Priest spells up to the level that the spell is. Spells are sorted from lowest level to highest level, and Priest spells come after Mage. Let us begin, shall we? Mage Spells ->Level 1: Spell Name: Light Casting Cost: 1 Spell Range: N/A Description: Creates a weak light. Rating: 1/5 Comments: I have never once used this spell. The only spell I use for light is Long Light because it lasts longer. Just forget about this spell. It sucks. A lot. Spell Name: Spark Casting Cost: 1 Spell Range: 6 Description: Does a small amount of damage to the selected monster. Rating: 0/5 Comments: This spell really sucks. It does like 2 damage to the selected monster, if even that. Never cast this spell because it is a waste of Spell Points. Spell Name: Minor Haste Casting Cost: 1 Spell Range: N/A Description: Weakly hastes the selected PC. Rating: 1/5 Comments: The hasting effect is very weak, and doesn't last very long. I recommend using Haste or Major Haste, or something better than this. I find that this spell is very little help, and I can think of very few instances in which I have used this spell. Spell Name: Strength Casting Cost: 1 Spell Range: N/A Description: Blesses the selected PC. Rating: 2/5 Comments: The bless is weak, and it wears off fast. I think that you would have a lot better of luck casting the priest spell Bless. This spell doesn't have enough of an effect to be really useful. Spell Name: Scare Casting Cost: 1 Spell Range: 6 Description: Reduces the morale of the selected monster. When the morale becomes low enough, the monster will flee from your party. Rating: 1/5 Comments: Since I prefer just to kill all of the monsters, I detest this spell and anyone who uses it. Spell Name: Flame Cloud Casting Cost: 2 Spell Range: 7 Description: Creates a small field of flame. Rating: 1/5 Comments: Yet another one of those spells that I have never really used. Don't waste your time on weak spells like this. Spell Name: Identify Casting Cost: 50 Spell Range: N/A Description: When cast, this spell identifies all of the items your party has. Rating: 4/5 Comments: Good when you have like 50 unidentified items and you need to identify them. Also good when you want to know if you have an item of a certain kind when you are in the heart of some massive dungeon. Spell Name: Scry Monster Casting Cost: 2 Spell Range: 14 Description: When casted on a monster, a box appears showing the monsters stats. The monster also appears in the "Monster" menu at the top of the screen. Rating: 5/5 Comments: When you are fighting a single hard enemy, this spell is useful as it tells you just what you are up against, as well as how much harder you will have to fight to win. Being able to see the monster in the menu isn't a very big help, but it is pretty cool, actually. Spell Name: Goo Casting Cost: 1 Spell Range: 8 Description: Webs the selected area. Rating: 1/5 Comments: Gosh, a lot of these low-level spells really suck. I hate this spell. There are much better low-level spells out there, like Fireball, that you could be using instead. Spell Name: True Sight Casting Cost: 3 Spell Range: N/A Description: Displays all of the area within several spaces of the caster. Rating: 3/5 Comments: Although this spell becomes useless with Magic Map, it is quite useful to the low-level party. It is good for finding secret passages and what not. ->Level 2: Spell Name: Minor Poison Casting Cost: 2 Spell Range: 6 Description: Weakly poisons the selected monster. Rating: 2/5 Comments: Weak, and the poison will have little (if any) effect. You will have better luck by hacking the monster to pieces. Spell Name: Flame Casting Cost: 3 Spell Range: 8 Description: Does fire damage to the selected monster. Rating: 4/5 Comments: The first good offensive Mage spell. This one isn't as good as Fireball or Wound, but it is a start. The casting cost is a bit high for the effect you get, but it is still better than nothing. Cast this when you are fighting against a single monster. Spell Name: Slow Casting Cost: 2 Spell Range: 7 Description: Slows the selected monster Rating: 3/5 Comments: Useful when fighting a single powerful monster. This is actually useless against a lot of monsters. When fighting multiple monsters, opt for Slow Group instead. Spell Name: Dumbfound Casting Cost: 2 Spell Range: 10 Description: Dumbfounds whatever monster you select. Rating: 2/5 Comments: Useful against very high level and powerful mages and priests. Other that, this spell has little real use, and you would be better of not using it. Spell Name: Envenom Casting Cost: 2 Spell Range: N/A Description: Poisons the weapon of the selected PC Rating: 2/5 Comments: The only time I ever really bother with poisoned weapons is when I cast Major Blessing. I find that Envenom has little use, and is a prefect waste of a turn. I prefer to just cast Poison on the monster I want poisoned. Spell Name: Stinking Cloud Casting Cost: 2 Spell Range: 8 Description: Creates an area that curses all monsters who walk into it. Rating: 2/5 Comments: Sort of useful. There have actually been times when I have casted this spell, although those occasions were admittedly rare. Don't overlook this spell, but don't worship it either. Spell Name: Summon Beast Casting Cost: 4 Spell Range: N/A Description: Summons a weak monster to fight on your side Rating: 1/5 Comments: All I can say is that you should NEVER bother to cast this spell. The monsters it generates are weak and you will find yourself regretting that you ever casted this spell. Spell Name: Conflagration Casting Cost: 4 Spell Range: 8 Description: Creates Flame fields over a fairly large area. Rating: 2/5 Comments: Sort of like an upgrade to Flame Cloud. But I still hate this spell as it is weak and a waste of a turn. Spell Name: Dispel Field Casting Cost: 2 Spell Range: 10 Description: Can dispel magical fields like fire, ice, blades, etc. Does NOT work on magical barriers. Rating: 1/5 Comments: Another one of those spells that I never use. I have little more to say than that. Spell Name: Sleep Cloud Casting Cost: 6 Spell Range: N/A Description: Creates a cloud that has a chance of putting any monsters who enter it to sleep. Rating: 1/5 Comments: Another one of those spells that I never use. I have little more to say than that. ->Level 3: Spell Name: Unlock Casting Cost: 3 Spell Range: N/A Description: Has a chance of unlocking locked doors. Rating: 5/5 Comments: If a door is locked, this is the only way I try to unlock it. Forget lockpick. Forget bashing the door. This spell is better than both of those ways combined, and it becomes more effective the higher the level that the caster is. If the door doesn't open the first time, just try it a couple more times. That should tell you if the door can be unlocked or not. Spell Name: Haste Casting Cost: 3 Spell Range: N/A Description: Increases the Action Points of the selected PC for a short period of time. Rating: 3/5 Comments: There are better hasting spells out there, but, until you learn them, this spell is pretty handy. I liked to haste my most powerful warrior and then have him run in and wreak havoc. This is handy, but there are, as I mentioned, better hasting spells out there like Major Haste and Major Blessing. Spell Name: Fireball Casting Cost: 5 Spell Range: 12 Description: Does fire damage. Here is how it is layed out: xxx +=targeted square x+x x=damaged areas xxx Rating: 4/5 Comments: When you first start off with a new party, this spell will be the best thing ever. It does a fair amount of damage for a fair casting cost. It is a fairly low level and so you can practically always use it. Once you learn more powerful spells like Divine Thud and Death Arrows, though, this spell becomes sort of useless. Spell Name: Long Light Casting Cost: 3 Spell Range: N/A Description: Identical to the level-one spell Light, but this spell lasts longer. Rating: 5/5 Comments: Considering its use, this spell is the best source of light. It lasts for a good amount of time and has a low casting cost. This is the only spell I ever use for light. Ignore the other light spells and use this one instead. Spell Name: Fear Casting Cost: 3 Spell Range: 10 Description: Increases the fear (lowers the morale) of the selected monster Rating: 1/5 Comments: As I've said, I detest fear-inducing spells and anyone who happens to use them. Spell Name: Wall of Force Casting Cost: 5 Spell Range: 12 Description: Creates a force wall that affects monsters who walk through it. Rating: 2/5 Comments: I never bother with any wall spell except Wall of Blades. I find that Wall of Force is relatively effective, but it is not effective enough to justify the use of it and the loss of a turn. Spell Name: Weak Summoning Casting Cost: 6 Spell Range: 4 Description: Summons several weak monsters to fight for you. Monsters disappear after a while. Rating: 1/5 Comments: The monsters are so weak, this spell becomes practically pointless. I have probably only used this spell once or twice, ever. Don't waste your time with it. Spell Name: Flame Arrows Casting Cost: 4 Spell Range: 10 Description: Casts multiple Flame spells. Rating: 2/5 Comments: Of all of the arrow spells, I feel this one is the worst. The effect is actually less than a Flame spell, and so I would rather just cast Fireball or something like it to have a better and bigger effect. This spell isn't terrible, but there are just better spells out there to choose from. Spell Name: Web Casting Cost: 6 Spell Range: 8 Description: Creates webs over a large area. Rating: 2/5 Comments: This spell is effective, but once enough monsters come through your webs, they will no longer do any good. This spell will eventually be replaced by Slow Group. Spell Name: Resist Magic Casting Cost: 4 Spell Range: N/A Description: Makes the selected PC magic resistant for a short while. Rating: 2/5 Comments: Although this may sound like a useful spell, you will soon find that there are few times when you will actually use it. When those happy occasions come, though, this spell is pretty handy to have. ->Level 4: Spell Name: Poison Casting Cost: 4 Spell Range: 8 Description: Poisons the selected monster. Rating: 2/5 Comments: I only poison my enemies by using poisoned weapons, not by spells. I practically never use this spell anymore, but it is useful when you are at a lower level and have little more firepower than this. Spell Name: Ice Bolt Casting Cost: 5 Spell Range: 12 Description: Does cold damage to the selected monster. Rating: 3/5 Comments: Few monsters are immune/resistant to cold, so there are some monsters on whom this spell will be effective. But otherwise, cast Fireball or Kill for damage. This spell is good, but I rarely use it as I have more powerful spells in my arsenal. Spell Name: Slow Group Casting Cost: 4 Spell Range: 12 Description: Casts a "Slow" spell on all monsters within 12 spaces of the caster. Rating: 4/5 Comments: Useful to make would-be long combats short. You can cut down the attacks of your enemies and up yours with this. Not bad, but there are a few better spells out there to make combat easier. Spell Name: Magic Map Casting Cost: 8 Spell Range: N/A Description: Completes the map for wherever you are. Know that you must have a sapphire to cast this spell. Rating: 5/5 Comments: Very useful. With the whole map, you can find secret passages, locations where you might have a mission at, etc. This is one spell to learn, and, once you learn it, you should always make sure you have a steady supply of sapphires with you. Spell Name: Capture Soul Casting Cost: 30 Spell Range: 10 Description: Preserves the selected monster into your party. It can then be summoned up with the following spell. However, this spell isn't guaranteed to succeed. Rating: -Varies- Comments: This spell can be useful or pointless. It all depends on which monsters you capture. Spell Name: Simulacrum Casting Cost: -Varies- Spell Range: N/A Description: Remember the monsters you captured with Capture Soul? Well, with this spell, you can summon them. The casting cost depends on the monster you are summoning. Rating: -Varies- Comments: As with Capture Soul, this spell all depends on which monsters you capture. Capturing a rat will do you little good, but capturing something like a Golem will do a lot of help. As long as you capture good monsters, this spell is extremely great. Spell Name: Venom Arrows Casting Cost: 8 Spell Range: 8 Description: Casts multiple Poison spells. Rating: 3/5 Comments: A lot better than Flame Arrows. This spell is when you are fighting a lot of hostile mages/priests. It will poison them all and so you will have a much easier time of winning the battle. Spell Name: Wall of Ice Casting Cost: 6 Spell Range: 8 Description: Creates an ice wall. They are more damaging and last longer than a wall of force. Rating: Comments: Even though this spell is one step up from the Wall of Force, I still never really use it. If you want a wall spell, I recommend Wall of Blades. But until you learn that spell, this spell should do enough for you. ->Level 5: Spell Name: Stealth Casting Cost: 5 Spell Range: N/A Description: Makes you sneaky for a little while. Monsters will see you less, and so you can sneak by them and enter your destination a lot faster. Rating: 3/5 Comments: I use this in dungeons where I want/need to avoid combat. It saves me a lot of pointless combat. This is yet another one of those useful spells that I rarely use at all, mainly because I forget about its existence. Spell Name: Major Haste Casting Cost: 8 Spell Range: N/A Description: Casts Haste on every PC in your party. Rating: 4/5 Comments: Useful. The group-haste effect is extremely handy before entering large combats. This is one spell that should be cast before every battle, and never be overlooked. However, once you learn Major Blessing, you can forget about ever using this spell again. Spell Name: Firestorm Casting Cost: 8 Spell Range: 14 Description: Does fire damage like the following: xxx xxxxx xx+xx +=Targeted Square xxxxx x=Affected Area xxx Rating: 5/5 Comments: Pretty much an upgrade to Fireball. This spell does just as much damage, just over a larger area. It is extremely useful, especially when you just learn it and have no spells that are more powerful. However, this spell loses practically all of its luster once you learn Divine Thud, which is a lot better. Spell Name: Dispel Barrier Casting Cost: 6 Spell Range: N/A Description: Has a chance of dispelling magical barriers (fire or force) in your path. Rating: 5/5 Comments: Once you get this spell, you will immediately notice that a lot more of the scenario is now available to you. This is a spell handy only in that way. Spell Name: Fire Barrier Casting Cost: 9 Spell Range: N/A Description: Creates a Fire Barrier. Fire Barriers last until you dispel them or a monster breaks through it. You can also walk through Fire Barriers. Rating: 4/5 Comments: The only real use of this spell is to block Quickfire from killing you. Fire Barriers are easy for monsters to break down, and so useless from that respect. But as I said, they are useful for using to stopping Quickfire. Spell Name: Summoning Casting Cost: 10 Spell Range: N/A Description: Like Weak Summoning, but the monsters that you summon will be stronger. Rating: 2/5 Comments: Better than Weak Summoning, but this spell still isn't anything special. There are better spells for summoning out there. Spell Name: Shockstorm Casting Cost: 6 Spell Range: 10 Description: Creates a lot of Force Walls in the shape of a circle. Rating: 2/5 Comments: Pretty much just an upgrade to Forcefield. The increase in the affected area is nice, though. Spell Name: Spray Fields Casting Cost: 6 Spell Range: 12 Description: Like an arrow spell, but this one shoots out a randomly-selected field. Rating: 3/5 Comments: Sometimes useful. Sometimes not. It actually depends on which fields are summoned. ->Level 6: Spell Name: Major Poison Casting Cost: 7 Spell Range: 8 Description: Greatly poisons the selected monster. Rating: 5/5 Comments: The effect of the poison is great and will do a lot of damage. A great spell to cast on powerful enemies. Just make sure that they are not resistant or immune to poison. Spell Name: Group Fear Casting Cost: 6 Spell Range: 12 Description: Reduces the morale of all monsters within several spaces of the caster. Rating: 3/5 Comments: If you are going to use a fear spell, just make sure you use this one. The effect will actually do some good, and you can avoid combat pretty well using this spell. Still, I never use this spell. Spell Name: Kill Casting Cost: 8 Spell Range: 6 Description: Does a good bit of damage to the selected monster Rating: 5/5 Comments: Because this spell does like 70 damage, it is a great spell to cast for damage. You should buy this spell the first chance you get. You will not regret it. I promise. Spell Name: Paralyze Casting Cost: 8 Spell Range: 6 Description: Like an arrows spell, but each monster you target has a chance of being paralyzed. Rating: 3/5 Comments: Useful against a ton of powerful monsters. In combats against weaker monsters, this is a useless spell. Spell Name: Daemon Casting Cost: 12 Spell Range: N/A Description: Summons a demon to fight on your side. Rating: 4/5 Comments: Preferable to Summon Guardian as you can see the demon. The demon will cast a lot of spells and so help you in that respect. Spell Name: Antimagic Cloud Casting Cost: 10 Spell Range: 12 Description: Creates an area where magic can not enter/exit. Rating: 4/5 Comments: Useful when you are fighting a large group of enemy mages/priests. But if the monsters you are fighting do not cast spells, make sure that you do not use this spell! Spell Name: Mindduel Casting Cost: 12 (I think) Spell Range: N/A Description: The caster enters a mindduel with the targeted monster. Leads to loss/gain of Spell Points, and, eventually, death. Requires a Smoky Crystal to cast. Rating: 4/5 Comments: A great way to kill powerful monsters. If you are at a high enough level, it will be easy, and you will find yourself victorious. Spell Name: Flight Casting Cost: 20 Spell Range: N/A Description: Allows the party to fly for about three spaces. Rating: 1/5 Comments: Unless you are not given an item to allow you to fly, I find this spell useless. The short flight distance almost guarantees that you will not reach your goal in time. I usually do not use this spell. ->Level 7: Spell Name: Shockwave Casting Cost: 10 Spell Range: N/A Description: Sends out a wave of power damaging all creatures, hostile, PC, or friendly, within ten spaces of the caster. More damage is done for the farther away the creature is from the caster. Rating: 4/5 Comments: Useful in debug mode to clear out all of those annoying monsters. Also useful when you enter combat and the entire party is on one square. This spell is handy, but there are better combat spells out there. Spell Name: Major Blessing Casting Cost: 8 Spell Range: N/A Description: Blesses, Hastes, and mildly poisons weapons for every PC. Rating: 5/5 Comments: Another one of the greatest spells in the game. For only eight Spell Points, you get the equivalent of: Six Haste spells, six Bless spells, and six Envenom spells. Using this spell before a huge combat will at least quadruple your chances of victory. It can also shorten those annoying combats against weaker monsters. This is one of those must-have spells. Get it the first chance you get it. Spell Name: Mass Paralysis Casting Cost: 20 Spell Range: 8 Description: Paralyzes all monsters within about 8 spaces of the caster. Rating: 4/5 Comments: About as useful as Paralyze, but able to affect a lot more monsters. Spell Name: Protection Casting Cost: 10 Spell Range: N/A Description: Makes the selected PC invulnerable for a little while, and the entire party magically resistant. Rating: 4/5 Comments: This is a useful spell, but I often find myself never using it. You will sometimes find uses for it, though. Spell Name: Major Summoning Casting Cost: 14 Spell Range: N/A Description: Summons up several powerful monsters to fight on your side temporarily. Rating: 4/5 Comments: One of the few summoning spells I actually use. This one actually gives you powerful monsters that will do some damage. It is great to cast in large combats to make it go by faster. Spell Name: Force Barrier Casting Cost: 10 Spell Range: N/A Description: Creates a Force Barrier. Force Barriers cannot be walked through. Rating: 5/5 Comments: Preferable to Fire Barriers (unless you are boxing in quickfire), and are great for blocking the monsters from you. This is a useful spell. Don't forget it exists. Spell Name: Quickfire Casting Cost: 50 Spell Range: N/A Description: Creates Quickfire, which will spread to cover almost all areas. Rating: 5/5 Comments: Useful, so long as you don't ever touch the quickfire. Quickfire will not travel diagonally or through Force or Fire barriers, so, when you cast it, make sure you know what you are doing. Spell Name: Death Arrows Casting Cost: 10 Spell Range: 6 Description: Casts multiple Kill spells at once. Rating: 5/5 Comments: It's Kill x2-6! This spell saves a lot of time, and the only other offensive spell as good as this one is Divine Thud. Also, when you cast this spell on monsters who take up more than one square, you can place a target on each square, so they will get blasted more than once! This is undoubtedly a must-have spell, and if ever you get the chance to get it, go for it! Priest Spells ->Level 1: Spell Name: Minor Bless Casting Cost: 1 Spell Range: N/A Description: Gives the selected PC a weak bless. Rating: 2/5 Comments: Blessing is effective, but this spell doesn't give you a whole lot of power. You will be much better off with the spell Bless. Spell Name: Minor Heal Casting Cost: 1 Spell Range: N/A Description: Lightly heals the selected PC from anywhere from 1-25 HP. Rating: 2/5 Comments: Useful when you really need to heal a PC and you have little Spell Points left. Spell Name: Weaken Poison Casting Cost: 1 Spell Range: N/A Description: Weakens the poison of the selected PC. Rating: 1/5 Comments: Useless, considering you already have Cure Poison! I recommend that over this any day, as the former is much more powerful and effective. Spell Name: Turn Undead Casting Cost: 2 Spell Range: 8 Description: Does damage to the monsters who are undead. If the monster is not undead, the spell does no damage. Rating: 3/5 Comments: The amount of damage is decent (though not as good as Dispel Undead), and it can make your undead troubles a lot smaller. When you are fighting undead, don't forget about the presence of this spell. Spell Name: Location Casting Cost: 1 Spell Range: N/A Description: Gives your party's coordinates. X is the horizontal location and increases as you travel to the right (east). Y is the vertical location and increases as you travel down (south). I use this spell to describe locations in my walkthroughs. Rating: 2/5 Comments: The only purpose of this spell is so that you can communicate with people in real life where you went (like in my walkthrough). Other than that, this spell has no use, no purpose. Spell Name: Sanctuary Casting Cost: 1 Spell Range: N/A Description: Makes the selected PC invisible for a little while. Rating: 2/5 Comments: Useful when one PC is nearly dead. Just remember that if they attack a monster, they will be seen. Spell Name: Symbiosis Casting Cost: 3 Spell Range: N/A Description: You heal the selected PC, but you end up taking some damage yourself. Rating: 0/5 Comments: Kill your caster to revive a PC?! For three spell points?! Forget that! Don't waste your time with this spell. Spell Name: Minor Manna Casting Cost: 5 Spell Range: N/A Description: Gives the party a little food. Rating: 3/5 Comments: Useful when you are extremely low on food, out in the middle of nowhere, and have Spell Points to spare. The spell "Manna" is better, though. Spell Name: Ritual of Sanctification Casting Cost: 50 Spell Range: N/A Description: Sometimes, this spell must be casted on an area for you to do something in the scenario. Rating: 5/5 Comments: Only gets a five-out-of-five because some scenarios require that this spell be cast on a certain area for you to pass the scenario. Spell Name: Stumble Casting Cost: 1 Spell Range: N/A Description: Webs the targeted monster. Rating: 1/5 Comments: Weak. You will be better off with the Mage spell Slow. ->Level 2: Spell Name: Bless Casting Cost: 2 Spell Range: N/A Description: Blesses the selected PC, making them more effective for a little while. Rating: 3/5 Comments: Blessing is useful, especially when done with this spell. The effect here is good and will actually make a difference. Cast this on your most powerful PC and watch them unleash some hell! Spell Name: Cure Poison Casting Cost: 2 Spell Range: N/A Description: Cures the poison of the selected PC Rating: 4/5 Comments: Poison is a pain, and can easily kill a PC. With this spell, you can eliminate poison quickly. It is a great thing that you start off knowing this spell, otherwise you would be screwed over. Spell Name: Curse Casting Cost: 2 Spell Range: 10 Description: Makes the selected enemy less effective in all ways for a little while. Rating: 3/5 Comments: Good when fighting a single tough enemy and you have hardly any SP left. If you do have a lot of SP left, cast Holy Scourge. It is a lot more effective. Spell Name: Light Casting Cost: 2 Spell Range: N/A Description: Does the same thing of the Mage spell of the same name. Rating: 1/5 Comments: I never really use this spell. I only use Long Light to create light. Spell Name: Wound Casting Cost: 3 Spell Range: 5 Description: Does damage of no kind to an enemy. Rating: 4/5 Comments: Because the damage is of no kind, it damages all enemies that don't have the trait "Invulnerable". Very handy against enemies with tons of resistances, despite the fact that it only does like 20 damage. Spell Name: Summon Spirit Casting Cost: 5 Spell Range: N/A Description: Summons a shade to fight alongside you. Rating: 1/5 Comments: Shades are pretty weak and die quick. You will have more luck with Summon Host. Spell Name: Move Mountains Casting Cost: 8 Spell Range: N/A Description: Some terrains are weak/crumbling/moldy and can be destroyed. This spell blasts the targeted area, and if it can be destroyed, it will be. Rating: 4/5 Comments: Useful to allow you to access hidden areas that are usually very hard to access. This is a handy spell, but rarely is it required to reach certain areas. Spell Name: Charm Foe Casting Cost: 6 Spell Range: 6 Description: Has a chance of getting the targeted monster to join your side. Rating: 2/5 Comments: Charming is useful, but only being able to charm one monster is little help (unless the monster you are charming is very powerful). Spell Name: Disease Casting Cost: 4 Spell Range: N/A Description: Diseases the selected monster. Rating: 1/5 Comments: I prefer not to bother with disease, as by the time it starts to truly take effect, I have usually killed the monster. You will probably quickly discover this if you try out this spell. Spell Name: Awaken Casting Cost: 2 Spell Range: N/A Description: Wakes the selected PC from their snoozing. Rating: 1/5 Comments: I just wait out sleep, and never cast this spell. ->Level 3: Spell Name: Heal Casting Cost: 3 Spell Range: N/A Description: Restores some of the Hit Points on the selected PC. Has an effect greater than that of Minor Heal. Rating: 3/5 Comments: Heals about 20-40 damage. Useful, but usually you will have more than one damaged PC. Spell Name: Minor Heal All Casting Cost: 4 Spell Range: N/A Description: Casts "Minor Heal" on ever PC in your party. Rating: 4/5 Comments: Whenever I cast this spell, it heals as much damage as the spell "Heal" does, and it does it on every member of the party. This is one useful spell when all PCs are damaged. Spell Name: Holy Scourge Casting Cost: 3 Spell Range: 8 Description: Heavily curses the selected monster. Rating: 4/5 Comments: Great to cast on a single very powerful monster. It will make things a lot easier because they will be weaker and less effective. Spell Name: Detect Life Casting Cost: 3 Spell Range: N/A Description: Displays, for a short time, all of the monsters in regions you have explored on your map. Rating: 4/5 Comments: Useful after you cast Magic Map to find out the best way to get to your destination. Also helps you find that one crucial monster that got away from you. Spell Name: Cure Paralysis Casting Cost: 3 Spell Range: N/A Description: Cures the paralysis of the selected PC. Rating: 1/5 Comments: I cannot think of very many occasions where I have been paralyzed. And I can guarantee you I didn't use this spell then. Spell Name: Manna Casting Cost: 10 Spell Range: N/A Description: Identical to the spell "Minor Manna", but the casting cost is greater and so is the effect. Rating: 4/5 Comments: Yes! Now you will practically never have to buy food again. This spell is useful, especially to parties who have a lot of spellcasters. Spell Name: Forcefield Casting Cost: 5 Spell Range: 8 Description: Creates a 3x3 area of Force Walls. Rating: 3/5 Comments: Good because it continues to remain there even after you place it. Fairly useful. Spell Name: Cure Disease Casting Cost: 3 Spell Range: N/A Description: Cures the disease on the selected PC. Rating: 5/5 Comments: The easiest way to get rid of disease. This is one of those spells that you need, and will use often. Being diseased is a pain in the ass, and you can avoid/end it with this spell. Spell Name: Restore Mind Casting Cost: 4 Spell Range: N/A Description: Helps to remove Dumbfounding from the selected character. Rating: 5/5 Comments: I can only think of one really bad thing about this spell: It has a high spell level, so sometimes you will not be able to cast it due to the condition you are trying to remove! That can cause some real headaches sometimes, and can suck. But otherwise, this spell is very useful to your party as it is the only spell that removes dumbfounding. Otherwise, you need a potion, a healer, or the Editor to get rid of dumbfounding. Spell Name: Smite Casting Cost: 6 Spell Range: 8 Description: Should be called "Ice Arrows". This spell just fires cold damage at several targets. Rating: 2/5 Comments: As bad as Flame Arrows. I didn't even know what this spell did until I wrote this part of the guide. Just goes to show that you can live without this spell. ->Level 4: Spell Name: Cure All Poison Casting Cost: 5 Spell Range: N/A Description: Cures the poison from the entire party Rating: 4/5 Comments: Great when your entire party is heavily poisoned. Saves a lot of time and Spell Points. For its class, this is a great spell to use. Spell Name: Curse All Casting Cost: 5 Spell Range: 10 Description: Curses all enemies within about eight spaces of the caster. Rating: 4/5 Comments: Handy in massive combat against a lot of enemies. But when fighting against only like 2 or 3 enemies, do not cast this spell. Spell Name: Dispel Undead Casting Cost: 5 Spell Range: 8 Description: Like Turn Undead, but with a much stronger effect. Rating: 4/5 Comments: In difficult scenarios, undead are not common, but in lower-level scenarios where you are most likely low-level, this spell will be quite handy. Don't overlook its presence. Spell Name: Remove Curse Casting Cost: 15 Spell Range: N/A Description: Has a chance of removing the curse from a cursed item. Rating: 2/5 Comments: I always just toss/sell my cursed item, so I can't really talk too much about this spell.... Spell Name: Sticks to Snakes Casting Cost: 6 Spell Range: N/A Description: Summons a lot of snakes and asps Rating: 4/5 Comments: Another one of the useful summoning spells. This one is good because it creates a lot of monsters, and you can use those monsters as a distraction, and so sneak by/kill easier your enemy. Spell Name: Martyr's Shield Casting Cost: 5 Spell Range: N/A Description: Puts a Martyr's Shield on the selected PC (see the Conditions section for more info.) Rating: 4/5 Comments: The effect is useful, yes, but there are few occasions when it is "right" to cast this spell. If you want a Martyr's Shield, you will have better luck casting Avatar. Spell Name: Cleanse Casting Cost: 5 Spell Range: N/A Description: Cleans the selected PC of disease and webs. Rating: 1/5 Comments: Disease can be easier removed by "Cure Disease", and webs can be removed by pausing in place. This is one spell to ignore. Major Cleansing is a lot better, and actually useful. Spell Name: Firewalk Casting Cost: 8 Spell Range: N/A Description: Allows the party to walk over lava without taking damage for a short while. Rating: 5/5 Comments: Saves you A LOT of damage for little Spell Points. This is a spell that will make the game a lot easier. ->Level 5: Spell Name: Bless Party Casting Cost: 6 Spell Range: N/A Description: Blesses your entire party. Rating: 4/5 Comments: Handy when you only know spells up to level 6. The bless effect is noticeable, and it will actually help you out. The Mage spell Major Blessing is better, though. Spell Name: Major Heal Casting Cost: 7 Spell Range: N/A Description: Greatly heals the selected PC. Rating: 3/5 Comments: Useful when only one PC in your party is in need of healing. The effect is good, and you will actually find it useful. Spell Name: Raise Dead Casting Cost: 25 Spell Range: N/A Description: With a Resurrection Balm, has a chance of reviving a dead person. If it fails, the person will be reduced to dust, and then they cannot be revived with this spell. Rating: 1/5 Comments: My PCs rarely die anymore (being humble :D), so this spell is never used by me. If my PCs do die, and I decide to use a spell to revive them, then I will cast Resurrection instead. Spell Name: Flamestrike Casting Cost: 8 Spell Range: 9 Description: Identical to the Mage Spell "Fireball", but more powerful. Rating: 5/5 Comments: The first great offensive Priest Spell. This is better than Fireball because it does about 20-30 more damage. Spell Name: Mass Sanctuary Casting Cost: 10 Spell Range: N/A Description: Makes the entire party invisible for a period of time. Rating: From 2/5 to 5/5 Comments: If you combine this spell with Major Blessing and enter combat mode, this spell kicks enough ass to earn its five-out-of-five rating. If you just cast this and walk straight through the dungeon, it will only get a two-out-of-five. This spell is handy as your entire party will not be attacked by monsters for a while. Just remember that attacking a monster removes the Invisible effect. Spell Name: Summon Host Casting Cost: 12 Spell Range: N/A Description: Summons up a Deva and 4 Spirits to fight for you. Rating: 4/5 Comments: Useful for low-level spellcasters as this spell always summons the same amount of monsters. Spell Name: Shatter Casting Cost: 12 Spell Range: N/A Description: Casts Move Mountains on all areas immediately next to your party. Rating: 4/5 Comments: Just saves the time of casting Move Mountains on all the areas next to you. That's all this spell really does. Spell Name: Dispel Fields Casting Cost: 6 Spell Range: N/A Description: Dispels the magical fields in a large area. Rating: 2/5 Comments: I usually just tough the magical fields out. Using this spell is a waste of a turn and SP. ->Level 6: Spell Name: Heal All Casting Cost: 8 Spell Range: N/A Description: Casts "Heal" on the entire party. Rating: 4/5 Comments: Useful, but becomes redundant when you learn Revive All. However, until that happy day comes, this spell is amazingly useful for healing your party. Spell Name: Revive Casting Cost: 7 Spell Range: N/A Description: Completely heals and cures the selected PC of damage and most conditions. Rating: 4/5 Comments: Extremely awesome for one-PC parties or parties where only one character is in need of healing. Good because it completely heals them, saving a lot of worry. Spell Name: Hyperactivity Casting Cost: 8 Spell Range: N/A Description: Wakes up all sleeping characters and, if any PCs are slowed, sets them back to normal. Rating: 2/5 Comments: If my whole party is slowed, I will counter-act it with a Major Haste/Blessing! But, if my whole party is asleep, I will cast this spell. Spell Name: Destone Casting Cost: 8 Spell Range: N/A Description: If one of your PCs has been turned to stone by a Basilisk or something else, this spell will turn them back to normal. Rating: 4/5 Comments: It is rare that you become stoned (not talking about wasted :D), but when you do, this is a handy spell to know as it will help to restore you immediately. Spell Name: Summon Guardian Casting Cost: 14 Spell Range: N/A Description: Summons one Guardian (who are invisible) to fight on your side. Rating: 3/5 Comments: It is, in my opinion, a bad idea to summon guardians. This is because they are invisible, and, by accident, you could attack them physically or hit them with a spell. If you are sure that this will not happen, this spell is fine to cast as Guardians are quite effective as bodyguards. Spell Name: Mass Charm Casting Cost: 17 Spell Range: N/A Description: Has a chance of getting all hostile monsters within close proximity to your party to become friendly and fight on your side. Rating: 4/5 Comments: I very rarely use this spell, but when I have used it, I have had no bad experiences. This is just one of those spells that are actually quite useful, but you just forget about its presence. One thing I have used it for, though, is in an outdoor combat with weaker monsters. I cast it, and, since all monsters become on my side, I can than end the combat. This is a good spell; make sure you don't forget it like I do. Spell Name: Protective Circle Casting Cost: 8 Spell Range: N/A Description: Creates a circle in which you will not take damage, so long as you do not attack any monsters. Rating: 1/5 Comments: Very useless. You are only protected in the circle, so, seeing as this spell is used primarily to avoid/escape combat, the moment you leave the circle as you escape or whatever, you will be vulnerable to attack. Never, ever use this spell. Spell Name: Pestilence Casting Cost: 7 Spell Range: N/A Description: Inflicts a powerful disease on all monsters within eight spaces of the caster. Rating: 1/5 Comments: I never bother with this spell, primarily because by the time the disease starts to take effect, the combat is almost finished. I suppose this spell has its uses, but I do not know them... ->Level 7: Spell Name: Revive All Casting Cost: 10 Spell Range: N/A Description: Despite the name, this spell does not cast Revive on the entire party. Instead, it has the effect of several Healing spells casted on each member of the party. Rating: 5/5 Comments: Useful after things where the entire party was massively damaged, like large combats or walking through a huge pool of lava. The effect is great. Spell Name: Ravage Spirit Casting Cost: 10 Spell Range: 4 Description: Does like 70-150 damage to all members of demonkind Rating: 4/5 Comments: Finally a spell that works on demonkind! Useful against the pain-in-the-ass Haakai's and all of there henchmen. Saves a lot of time and hard combat. However, if you are not at high enough level, the demons will resist the spell and no damage will be done to them. Spell Name: Resurrect Casting Cost: 35 Spell Range: N/A Description: This spell requires a Resurrection Balm to cast. It revives the selected dead member of your party, even if they were reduced to dust. Rating: 3/5 Comments: It has been a very long time since I have used a low-level party, and so my PCs rarely die. When they do, I just go to a healer. I have no real comments on this spell. Spell Name: Divine Thud Casting Cost: 10 Spell Range: 12 Description: This spell does Magic damage in the following pattern: xxx xxxxx +=targeted space xx+xx x=affected areas xxxxx xxx Rating: 5/5 Comments: Arguably the best damage spell in the game, Divine Thud is very handy. Fewer monsters are resistant to magic than fire, so more monsters will be affected by this spell. It has a high range and does anywhere from 20-70 damage, and does more when you are at a higher level. If ever you have an opportunity to get this spell, go for it. Spell Name: Avatar Casting Cost: 12 Spell Range: N/A Description: In one spell, you are blessed, made invulnerable, hasted, given magic resistance, and given a martyr's shield. Rating: 5/5 Comments: Very useful for single-PC parties, Avatar is like the super-boost spell that is great for your spellcasters to cast before a large combat. A lot is done for a mere 12 Spell Points, and the effects = last a good amount of time. With single-PC parties, they find themselves completely prepared for a huge battle, and will have a much easier time than normal. Spell Name: Wall of Blades Casting Cost: 12 Spell Range: 10 Description: Creates a Wall of Blades, the most damaging of all of the wall types. Rating: 3/5 Comments: Good to cast when a lot of monsters are coming after you. The spell will weaken them before they even touch you. I rarely use the wall spells, and so I know little about tactics with this spell. I do know that it has its uses and does a fair bit of damage. Spell Name: Word of Recall Casting Cost: 30 Spell Range: N/A Description: Returns the party to the starting location of the scenario they are in. Rating: -Varies- Comments: The rating varies because in some scenarios, it is bad to teleport to the beginning of the scenario (like the Za-Khazi run). That can trap you there and make the scenario unbeatable. But in other scenarios where that doesn't apply, this spell is relatively handy, despite the high casting cost. I only really use this spell to save the time of traveling from place to place. Spell Name: Major Cleansing Casting Cost: 10 Spell Range: N/A Description: Cleans the entire party of webbing and disease. Rating: 4/5 Comments: Useful unless you are dumbfounded. Tossing everybody's disease at once saves both Spell Points and time, and tossing webs is just an added bonus. This is a handy spell to buy. Well, those are all of the spells in Blades of Exile. Please let me know if there are any errors with the information regarding the above spells. ______________________________________________________________________________ 5. Alchemy Recipes 7487 ------------------------------------------------------------------------------ Blades of Exile contains about 20 potions, and, although I never really use alchemy, you might. And, if you do, here is a description of each recipe. If you happen to know the ingredients required to make any potion or have any tips/corrections to make, please let me know. Recipe Name: Weak Curing Potion Required Skill to Make: 1 Description: Helps to cure you off your poison. Recipe Name: Weak Healing Potion Required Skill to Make: 1 Description: Restores some of your HP. Recipe Name: Weak Poison Required Skill to Make: 1 Description: Can be used on weapons. Effect is weak. Recipe Name: Weak Speed Potion Required Skill to Make: 3 Description: Will weakly haste whoever drinks this potion. Recipe Name: Medium Potion Required Skill to Make: 3 Description: Like Weak Curing Potion, but with a greater effect. Recipe Name: Medium Heal Potion Required Skill to Make: 4 Description: Like Weak Healing Potion, but this has a greater and more useful effect. Recipe Name: Strong Curing Required Skill to Make: 5 Description: Like Medium Potion, but completely cures you. Recipe Name: Medium Speed Potion Required Skill to Make: 5 Description: Hastes you stronger than the Weak Speed Potion. Recipe Name: Graymold Salve Required Skill to Make: 7 Description: A healing potion of great power. Recipe Name: Weak Power Potion Required Skill to Make: 9 Description: Increases your skill temporarily. Recipe Name: Potion of Clarity Required Skill to Make: 9 Description: A Potion of Clarity is one potion that any party with spellcasters should always carry at least one of. It automatically cures you of dumbfounding. Recipe Name: Strong Poison Required Skill to Make: 10 Description: A powerful weapon poison. Recipe Name: Strong Heal Potion Required Skill to Make: 12 Description: Greatly heals the drinker. Recipe Name: Killer Poison Required Skill to Make: 12 Description: A very powerful and potent weapon poison. Recipe Name: Resurrection Balm Required Skill to Make: 9 Description: Required if you are going to cast the spells Raise Dead or Resurrect. Recipe Name: Knowledge Brew Required Skill to Make: 19 Description: Increases the drinker's skill points a little bit. Recipe Name: Strong Strength Required Skill to Make: 10 Description: Greatly increases your strength temporarily. Useful if you can find one of these. Recipe Name: Bliss Required Skill to Make: 18 Description: I believe that this potion prepares you perfectly for battle by hasting and blessing you. I am not sure on this. Please let me know if I am wrong. Recipe Name: Strong Power Required Skill to Make: 20 Description: Greatly increases your skill in battle temporarily. Useful if you can find one of these, and I have, on very rare occasions, made this potion myself. ______________________________________________________________________________ 6. Conditions 0312 ------------------------------------------------------------------------------ Aside from just having HP and Spell points, your character also can gain a condition. Each condition has a different effect on your character. Some of these effects are positive, and others are negative. Poisoned: Your character takes damage every couple of turns. This can be cured by waiting for it to go away, or by casting Cure Poison. Its icon is green goo with a white P in the middle. Very Poisoned: This is similar to Poisoned, but your character takes more damage more often. It is also harder to get rid of. If you are waiting around, it will take a lot longer, and if you are casting a spell, it may take 2. Its icon is a red P in the middle of green goo. Hasted: Your PC gets more Action Points. I think the highest you can get without any help is 12. What I mean by help is by wearing a ring of speed, helmet of speed, boots of speed, etc. I think you can get up to around 18 this way. By hasting your party, you can shorten many would-be long battles to just a few turns. Casting multiple times makes the hasting last longer. Wears off after a while, though. Notice the icon (when your PC is normal) where there is a person with two arrows coming out of it. When hasted, it turns yellow and three arrows come out of it. Slowed: The opposite of haste. Your PC has fewer action points if hasted, and otherwise they will miss a turn. Counter with Haste. Being slowed several times makes your PC miss more turns in a row. Wears off after a while, though. The icon is like Haste's, but with one arrow and a brown body. Blessed: This is handy, and the more times it is casted, the more the effect. Basically, being blessed has several benefits: In physical combat, you hit your target more and do more damage, your spells are better, and your enemies can't hit you as well. Plus, I think this also boosts all of your stats (except the things like Mage/Priest Spells, HP, and Spell Points) by 1. Combine with Haste to wreak major havoc. A bless wears off after a while. The icon is a blue B with a yellow # right next to it. Cursed: The opposite of a bless. Your spells are worse, your stats get worse (I think), you do less damage, and hit your foe less. Also wears off, and multiple curses have a greater effect. The icon is the same as Bless, but with a C instead of a B. Webbed: This, unlike the above conditions, does not wear off after a while. The only way to eliminate it is to cast Cleanse, or just pause where you are. Your PC's will clean there webs. It usually takes several times, though. When webbed, your PC will have less AP's, one less for each time you are webbed. Your spell's range also is reduced. The icon is a spider web. Disease: This is like a combination. When diseased, it acts on a time basis, like Poison. When it acts, you might be Dumbfounded, Cursed, Slowed, or Poisoned. The only way to get rid of this is to cast Cure Disease; but I think it wears off in time. The icon is a frowny face. Dumbfounded: This condition only affects people who are casting spells. When dumbfounded, you cannot cast spells of high level. More levels become off-limits to you when you get dumbfounded worse. The only cure is to cast Restore Mind or drink a Potion of Clarity. I think (don't take my word) that this wears off after a LONG time. The icon is a gray question mark. Invulnerable: When invulnerable, you cannot take damage. Obviously, its very handy because of that. You can get this, among others, when casting Avatar. Invulnerability can also come to you by the way of a scroll. Unfortunately, it does wear off fast. Way too fast. The icon is an I with a gray shield around it. Invisible: When invisible, you cannot take physical damage. This wears off with time and also if you attack someone else. Useful for sneaking through dungeons. The icon is a gray body. Weapon Poisoned: When this is present, your weapon is poisoned. This means that it may poisoned the attacked monster. I don't use this much except for when I cast Major Blessing. I usually just cast Poison on the monster. The only exception is that the spell Poison has bad range. So I poison my archer's arrows and shoot the person, which poisons them. The icon is a PW with a blade dripping poison. Magic Resistant: When Magic Resistant, you cannot take damage from Magic. I don't use this much, so I can't really say anything about it. The icon is a body leaving a yellow shadow. Martyr's Shield: If you have this, when you are attacked, the person who attacked you will receive as much damage as they did to you. Useful on golems. The icon is a M with a red shield behind it. Asleep: To be perfectly honest, I do not know just what this one does. Please let me know if you should find out. ______________________________________________________________________________ 7. Combat Help 2137 ------------------------------------------------------------------------------ Blades of Exile generally revolves around two things: puzzles and combat. I cannot help you with the first one, but I can help you with the second. Combat is a major part of BoE, and it really helps to know what you are doing. In this part, I will describe how to survive in several situations. I do this in a step-by-step program. I assume that you have the following. If you do not, you will have to look for alternatives to the ways I say: 1) A six-person party with 2 spellcasters and 4 warriors. 2) Spell knowledge and ability up to level 7. ->Killing a Single Powerful Monster<- 1. Enter combat mode. 2. Hit "wait" on all of your warriors, and have each spellcaster cast "Major Blessing". 3. Send my warriors to attack and block off the primary route to my spellcasters. That should have ended the first turn. Now, on the second turn, I do/consider the following: 4. Attack the monster with my warriors. 5. Have a spellcaster cast "Scry Monster" and discover its health and everything. 6. If the monster does a lot of damage or can cast spells, I will cast "Slow" on that monster. Otherwise I will cast "Curse" on it. 7. Have my other spellcaster bash it with "Kill" spells. If the monster is immune to magic, I will cast Major Summoning around the monster. You are generally now prepared to last out this monster. Some things to do: 1. Alternate between casting Major Blessing, Slow, and Curse. 2. Cast Revive [All] if the situation calls for it. 3. Cast Major Summoning or Daemon every once in a while. 4. If you run low on spell points and you are fighting a spellcaster, use your last bits of energy to cast Antimagic Cloud on the monster. This should work when fighting that single monster. Of course, the monster could just plain be stronger than you and could kill you. ->Killing Many Monsters<- 1. Enter combat mode. 2. Hit "wait" on all of your warriors, and have each spellcaster cast "Major Blessing". 3. Send out my warriors to attack the monsters. That will end the first turn. On the next few: 4. Cast "Slow Group" a couple of times. This can really shorten your battle. 5. Cast spells like Divine Thud and Death Arrows. This will greatly reduce the number of monsters left. 6. If there are any enemy mages/priests, send a warrior out to busy them. 7. Summon a lot of monsters with either Sticks to Snakes or Major Summoning. Each one will have a great effect. All you really have to do is repeat steps 2, 4, 5, 6, and 7. That should last you through the battle. If the situation calls for it, cast Revive [All]. A few tips: 1. When casting spells, think before you cast. Consider the good and bad effects of your spell (of course, this is only in difficult combats). Choose the one that will benefit you the most, not the one that will have the most devastating effect. 2. Take out enemy spellcasters first. They will build up a large amount of damage and summonings to fight you. 3. Send multiple warriors onto hard targets. They will have a greater effect than one and will be better in the long run. 4. If the situation calls for it, consider a Wall spell. Example: -------------|--------**-*- -:Empty Space. -----x-------|-----*--*---* x:One of your PCs. ----x--------|---*--*--*--* *:Hostile Monster ---x---------|---**-*-*-*-* |:Place to put the wall. ---x---------|+-*-**-*-*-*- ----x--------|*-*-**---**-- -----x-------|--*--*----*-* -------------|**-*-*-*-*-*- 5. If you find yourself hopelessly outnumbered, just cast Quickfire and make a run for it. ______________________________________________________________________________ 8. The Perfect Party 8467 ------------------------------------------------------------------------------ When I say "The Perfect Party", I am, of course, referring to mine. Yes, that is right, you are blessed. I am going to share with you my ultimate and perfect party! Some things to know: ->Of course, every PC has full stats and complete spell knowledge. ->There are six PCs. ->To make this party, just make a custom scenario with the items I use, and use the Editor/your scenario to boost stats and things like that. Here are the items. The items that each PC has equipped is a combination of the following. Note that all of these items are made from scratch and have nothing to do with the default items which have similar names. DeathBlade: 1-Handed Weapon ->Ability: Soulsucker ->Comments: Good for automatic restoration of HP. DoomBlade: 1-Handed Weapon ->Ability: Poisoned Weapon ->Comments: Poisoning the monster makes combat a lot shorter. Sickness Plate: Armor ->Ability: Full Protection ->Comments: This is practically the perfect armor. Regeneration Amulet: Necklace ->Ability: Regeneration ->Comments: Enhances regeneration, reducing the risk that I will die. Speed Ring: Ring ->Ability: Speed ->Comments: Adds to my speed. Strength Ring: Ring ->Ability: Giant Strength ->Comments: Adding to strength means more damage. Speed Helmet: Helm ->Ability: Speed ->Comments: One more AP is always nice.... Boots of Strength: Boots ->Ability: Giant Strength ->Comments: Adds to the damage I do. Gloves of Spells: Gloves ->Ability: Intelligence ->Comments: Increases the effectiveness of spells. Thieving Gloves: Gloves ->Ability: Thievery ->Comments: Boosts my skill at working away at traps and such. Hasting Gloves: Gloves ->Ability: Occasional Haste ->Comments: The occasional hasting along with lots of extra AP means tons of AP. First PC: Name: Kavon Used As: Warrior Weapons: DoomBlade, DeathBlade Armor: Sickness Plate Helm: Speed Helmet Gloves: Hasting Gloves Boots: Boots of Strength Amulets: Regeneration Amulet Rings: Speed Ring, Strength Ring Comments: Leading off in combat is a warrior. He rushes up and strikes all who dare oppose me. Second PC: Name: Dylan Used As: Warrior Weapons: DoomBlade, DeathBlade Armor: Sickness Plate Helm: Speed Helmet Gloves: Hasting Gloves Boots: Boots of Strength Amulets: Regeneration Amulet Rings: Strength Ring, Speed Ring Comments: If my first warrior did not finish of all of the monsters, Dylan rushes in to do his part. Third PC: Name: Johnny Used As: Warrior, Thief Weapons: DoomBlade, DeathBlade Armor: Sickness Plate Helm: Speed Helmet Gloves: Thieving Gloves Boots: Boots of Strength Amulets: Regeneration Amulet Rings: Strength Ring, Speed Ring Comments: My third warrior also acts as a thief. Every party needs a thief, and mine just so happens to double as a warrior. As a warrior, Johnny is there to do what Dylan and Kavon could not. Fourth PC: Name: Lance Used As: Primarily Warrior, but sometimes Spellcaster Weapons: DoomBlade, DeathBlade Armor: Sickness Plate Helm: Speed Helmet Gloves: Hasting Gloves Boots: Boots of Strength Amulets: Regeneration Amulet Rings: Speed Ring, Strength Ring Comments: Sometimes you need more than two spellcasters in certain combats. Sometimes you need more than three warriors in certain combats. That's what Lance is for. He is usually a Warrior, but sometimes he is a spellcaster, and sends out extra spells when the party is in need of some help. Fifth PC: Name: Paul Used As: 1st Spellcaster Weapons: DoomBlade, DeathBlade Armor: Sickness Plate Helm: Speed Helmet Gloves: Gloves of Spells Boots: Strength Ring Amulets: Regeneration Amulet Rings: Speed Ring, Strength Ring Comments: Yeah, this is me. I am the most powerful PC in the party :D. I act as the first real spellcaster, and I usually unleash the offensive spells like Divine Thud and Death Arrows. Also, if the situation calls for it, my character will run forward and hack the monsters to bits with my Death and Doom Blades. Sixth PC: Name: Kyle Used As: 2nd Spellcaster Weapons: DoomBlade, DeathBlade Armor: Sickness Plate Helm: Speed Helmet Gloves: Gloves of Spells Boots: Strength Ring Amulets: Regeneration Amulet Rings: Speed Ring, Strength Ring Comments: The second spellcaster usually does the little side spells like cursing, slowing, healing, and Major Blessing. This is generally the behind-the-scenes guy that ends up actually doing a lot. Although Kyle's position is not as crucial as Paul's, this is still a necessary character. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>C. Complete Walkthroughs<><><><><><><><><><><><><><><><><><><><><><><>4633<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> As I stated earlier, Blades of Exile comes with three scenarios: Valley of Dying Things, A Mild Rebellion, and the Za-Khazi Run. I have provided walkthroughs on all three. Be aware, though, that, in my walkthroughs, I say the quickest way to beat the game. I leave out all of the detail that I can to give you the shortest and fastest way to end that scenario. In future updates I might add more detail and information about each scenario, but for now, you'll just have to stick with this. But feel free to stray from the guide to pick up more of the plot. And, should I have made an error typing the information, e-mail me to let me know. ______________________________________________________________________________ 1. Valley of Dying Things 9400 ------------------------------------------------------------------------------ You start in Fort Talrus. Leave to the north and follow the road into Sweetgrove City. Once you are in Sweetgrove, pick the lock of the abandoned shop with "Avizo" written on the sign. Inside, walk across the rune and attempt to disarm the trap. After that, search the potted plant and take the stone. Leave Sweetgrove and go north until you reach the round mountain. All four sides (east, west, north, and south) have entrances. Enter each (the west entrance is across a river that you have to ford) and place the stone into each slot. When you place the stone into the fourth hole, the portcullises will open and you will have access to the School of Magery. Walk in and go to the middle of the level. Walk down the path. Once on the second level, go south through the magic barrier. Then walk through one of the barriers on the east side of the room. Follow the hallway around both corners and go north until you find the Goblin Eater (it's a big monster). Kill it. Leave the room to the west. From there, go north until you find the wall on the west side that has green mold on it. Cast Move Mountain on it. Walk through the hole in the wall and look around until you come across a stairway. Go down it. On this level, walk south until the dragon gives you a vision. From there, go into the western passage just south of you. Walk over the runes and around until you come into the dragon's chamber. Ask the dragon about "word". She will tell you that the word to set her free is "quark". After talking to the dragon, go back up the stairway. Cast Move Mountain on the same spot as before and again walk through the hole in the wall. Walk north and then east as the walkway bends. Go south and then down the stairway. If you have done everything right so far, you should be at the Holding Cells. Follow the path around, across the rune, until you reach the part with the odd-colored walls. Go north and then turn into the eastern hallway. Keep going east until you reach the very end of the hallway. At (46,26[<-cast the Priest spell "Location" to find out. First number is horizontal location, second is vertical location]) there is a secret passage. Walk into the control room and sit at the northwest panel. Type in "quark" to set the dragon free. After that, leave the control room and walk as if you were going back to the School of Magery's 2nd level. But when you come across the sign on the south side of the hallway that says "Administrative Level". Go down that staircase. At the Administrative Level, work your way to (27,35). You should receive a message about spiders. Search around until you find the spider standing still guarding the passage to the "yummy bugs". Say "gnats" to the spider and he'll skidaddle. Fight your way to (59,4) and grab the gnat eggs. After grabbing the eggs, go back to the Spider Caves. In the Spider Caves, ask every spider about their job until you find one that tells you he is the chief. Ask him about "rock" until you see a message, at the bottom of the dialogue, that says "you take note of this". Go back into the gnat caves and search the filth at (25,3) to find the opening stone. When used, the opening stone opens those damned green glowing portcullises. After getting the Opening Stone, leave the gnats & spider caves by going to the heart of the Administrative Level. Go through the doors at (11,48) and kill the two Haunts. Leave the Administrative Level to the south of the room. When you leave the level, you will be outdoors in an underground passage. At the west side of this passage is a cavern that takes you back to the surface. I advise going through it because it will save you time going through the levels of the School of Magery. Anyways, in the outdoor cavern, follow the road south across the diseasing bridge. Follow the road into the Lower School. It should be known that past a secret door in the Apothecary (which is in the northwestern part of this level) is a scepter that can cure your disease when used. But that's beside the point. Upon entering this level, go through the western door. Follow the hallway south. Unlock the door of the room that has a sign reading "PROVOST" right next to it. Search the bookshelves to find a key you need. After getting the key, go back to the entrance to this level. This time, go through the eastern door in the level. Go through the hole in the southern wall and then through the door at the south side of the room. Go west down the hallway and use your key to get through the door. In this room, go down the stairway on the east side. It will take you to the Library. Go east, past the main library entrance with the glowing portcullis. After crossing the Library entrance, go through the first door on the north. Then go through the second door. Go down the passage to the Vahnatai Caverns. In the Vahnatai Caverns, follow the passage to the room with three Vahnatai sitting in it. Ask the southwestern one about "stone". Then go back to the library. In the library level, go back out both doors into the heart of the level. Go east and then down the staircase. Go through the doors at (36,9) and at (40,11). Kill the Spirit and grab the School Textbook. Again, go back to the Library level. At the Library level, use the Opening Stone to open all of the glowing portcullises. Once in the library, go to (43,6). Place the School Textbook on the pedestal. A key will be given to you. Go back down the stairway to the Experiment Halls (where you found the textbook). Go straight south and follow the hallway back to the surface. You are to find a man called "Pangle". Starting right next to the town Marralis, go southwest until you are alongside the mountains. Go south until you find a passage within the mountains that pops up a message "this land is doing better than the rest of the Vale" or whatever it says. Go into the hut. Ask Pangle about "papers". You will spend 500 gold and buy a scroll. Go out into his shed and search the southern chest to get your scrolls. Go back into the Experiment Halls the way you came out. Once in the Experiment Halls, work your way west to (14,16). Follow the hallway until you can't go west anymore. Then go south until you can't go south anymore. Then go east until you can't go east anymore. Then go north until you can't go north anymore (I think that covers every direction...). Unlock the doors right to the east of you and go south down the path to leave the level. In this outdoor cavern, follow the path until you reach the cave (the Control Chamber). Upon entering, use the Opening Stone. Then walk into the building. Go south and stick alongside the western wall. As it bends, stick alongside it, no matter what. When you turn north, go north until you reach the pit. Sit in the chair at (34,20). Leave this town/dungeon/thingie and go all the way back to the first outdoor cavern (where there is also an exit to the surface). This means you have to go through the experiment halls, the library, and one other floor. Once in that cavern, follow the road going EAST. Enter the cave you find. In the cave, don't enter the actual building yet. Go east until you come across the cracked wall. Cast Move Mountain on it. Go north through the rooms. At the farthest north one, go west into the "WASTE ARRIVAL" room. Go through the gap in the western wall and then go south. Keep going south until a fight with demons occurs. After killing all of the demons, go through a portcullis in the eastern wall. This takes you to the Control Chamber. Use the Opening Stone to get rid of the glowing portcullis and sit in the chair. Push the button and insert the crystal. After the quickfire starts, go east until you are teleported. And, viola! You have finished this scenario! ______________________________________________________________________________ 2. A Mild Rebellion 9339 ------------------------------------------------------------------------------ You start this scenario in Selanthi. Go north until you are off of the dock than go east until you reach the inn. Go in the inn and talk to the dude in the blue. Ask him about "contact". Leave Selanthi and follow the road going east. You should get a message from the Hill Runners asking you to join them. Ignore the note-for now. Instead, follow the road until you get to Willow. Enter Willow from the west side and go through the secret passage at (x6 y26). Go down the stairway. Follow the path until you reach the chair. Sit in the chair and say "yes" to its question. Now, go to where that note from the Hill Runners told you to go to. The town is east of Willow. Go into the alchemy shop and ask the wizard about "mission". He will give you a scroll telling you what to do. Head back to Selanthi, but don't go in the town. Instead, go northwest until you reach the mountains. Go in the cavern/fort thingie. Kill the ogres on the way to the stairway at (x9 y18). Go down the stairway, and get ready for a few good fights. Follow the ice tunnel path thing around until you reach the Drake at the end. When you talk to the drake, click the buttons in this order: wait, yes, yes. That will get you the scroll and you will avoid a fight. Once you leave the fort, go back into Selanthi. Go into the storage room at (x9 y50). Walk around in there until you find a place to put the scrolls. Go back to the dude who gave you the scroll mission in Liam and ask him about "mission" again. Go to the town of Muck. It is a little ways north of Selanthi in a large swamp. Walk into the barracks and ask the dervish about "rebellion". Then ask him about "test". Go back to Willow and go down that hidden stairway. Sit in the chair once more. Then go back to Selanthi and ask the chick in the store at (x48 y41) about "saintwood". Then ask her about "chest." Go into the room she is talking about. It is at (x40 y7). Break in and search the dresser to take the chest. Leave Selanthi and go north to Zaskiva. It is on the way to Muck, but then turn left at the bridge. Follow the path until you get to the ferry. Take the ferry and go into the town. Once in Zaskiva. ask the man at (x33 y13) about "statue". He will unlock the door for you to enter. Go into the room and place the box in the square where it gives you that option. That square is on the west side of the room. Once you are in the sewers, go and follow the path as it generally heads north. Don't cross the bridge over the water. At the end of the path, jack one of the the boats and row it over to (x22 y11). Get off and search the chest in the southeast corner of the room to find a key. Get back in the boat and row over to (x4 y34). Go into the little path in the cave and open the door. Follow the path around. There is one secret passage, but it is easy to find as it is right at the end of the first bridge. At the end of the path, you will be right next to a chasm. At the chasm, turn south and follow this path around, past the roaches and everything. There is a secret passage at (x47 y23). Go through it. Go south and search the body at (x60 y28). Take the key. Go back through the secret passage and the roach caves until you come to the building. Use the key you found to open the door. Inside, pull the lever. Leave the control room and this time, go south and follow the path is it turns back north. Keep going north and turn at (x21 y38). Go into the undead lair and kill all of the undead. Loot the place and leave the way you came in. Once on the path, go north and follow the path around and into the building. Search the far eastern desk to find Sewer Key 3. Now, backtrack all the way back to the place were you picked up Sewer Key 2 (on the dead body, remember?). In the little nook with the dead body, go through the southern door. Go south until you reach the water and then go along the east side of the water. Follow the path along until you get to the ghost. Ask it about "revenge". If you killed all of the undead in that one lair, then the ghost will help you escape. If you killed the undead, backtrack until you find the newly-finished bridge at (x60 y55). Cross it and hop in the boat. Boat over to the dock at (x42 y56). Go west onto dry land, kill the basilisks, and go up the stairs. In the safehouse, kill the Empire soldiers and flee the safehouse. Once you're outside, go to the ferry that leaves the island. At the dialog box, select "yes". Go back and sit in the chair in the hidden place under Willow. Now, go to the northeast part of the isle, into the mountains. Enter the town of Buzzard from the south. Search the plant at (x22 y18). Go through the newly-opened secret passage and down the staircase. Sit in the chair at (x10 y11). Here, unfortunately, you must make a decision: Do you want to join the Hill Runners and help the strike against the Empire, or continue to secretly work for the Empire against the Hill Runners? If you want to truly join the Hill Runners, read on. Otherwise, skip down a ways until I skip a line. So, you decided to join the Hill Runners. First, leave Buzzard and then leave the Hill Runner lands. Walk alongside the mountainside and cross the bridge. Follow the southside of the mountain around until you come across the cavern. That is the Empire's fort. Walk into it. Once inside, go due north, through the mountain. Even though the portcullises close when you walk in, just keep going north. They will open up. Still, keep going north and click "approach" at the next dialog box that appears that has that option. Now all of the soldiers in the fort will attack you. Follow the path around and through the laboratory, killing soldiers as you go. In the room where the quickfire tries to kill you, go through the secret passage at (x26 y17). Wait it out there. Walk back out and kill the new soldiers. Go through the door on the western wall. When you get the message about the door being locked, go through the northeastern path. Open the chest and run south. The door is now blown away. Go down the hallway and go through the door on the west wall. Try to pull the lever. When the quickfire comes, flee through the secret passage at (x1 y4). Go through the secret passage in the south wall and kill the soldiers there, especially the Empire Dervish. After killing the soldiers, go through a secret passage at (x18 y11) and pull the lever. Backtrack all the way into the chamber where you set off the alarm and pull the lever at (x16 y36). Now run out of the fort. Go back to the chair underneath Buzzard and sit down. You will be told to go see Stalker. Leave Buzzard to the south and head southeast from there. Follow the path along until you come across the rebels that want to kill you. Do not surrender, and kill all of them in the combat. Keep going north after killing the rebels and go into Stalker's fort. Follow the path along and go into the north door from the courtyard. Go into one of the doors in the western wall and then talk to Stalker. He is sitting in that room. Ask him about "mission" to receive your final mission. After that, go towards Liam. Instead of entering the town, stand one square north of it. Go straight north until you reach Jaen's fortress. Ask the dude in the blue about "enter" to receive some information. Then go down the hole. Follow the path and head north until you get a chance to enter the fort. Go in and prepare yourself for a fight. Walk in and kill Jaen. Then, run outside and leave the fort to the east. Go back up to Stalker's fort and walk back into his throne room. Ask him about "mission" to receive your reward. Go through the door at the north side of his throne room and go down the stairs. Walk to the end of the dock and leave Morrow's Isle. Congratulations! You have finished this scenario! So you've decided to still work against Stalker. Here's what you do: From the chair, go back to the chair in Willow. Sit in it. You will be sent back to the chair under Buzzard. In Buzzard's chair, tell them that you wish to see Stalker. Go to where they tell you: the far east side of the isle. Go due north alongside the coast. Keep going along the path until you enter the Pit of Plentiful Goo. Once in the Pit of Plentiful Goo, follow the path around, killing slimes as you go. Enter the subterranean building. Go through the secret passage at (x26 y7). In this room of levers, pull all of them except the one farthest east. Go back out into the hall of portcullises and go through the one second from the right. Search the body at (x24 y44) and get the key. Go back into the hall of portcullises. Go through the second door on the left this time. Wander around until you find the bodies of the dead magi. Search them until you find the one with the key. Go back into the subterranean building and use one of your two new keys to get through the door at (x25 y1). Keep going west until you grab the exploding box. Now, go back through the portcullis on the far left. Follow the path around until you reach the closed portcullis. Place the exploding box right next to it and leave to the west after it explodes. Walk down the mountain path and surrender to O' Grady and his soldiers. You will awake in a cell. Hit the "w" key until you are set free by Jaen's troops. Talk to the man in blue and then head north, out of the cell block. Once you receive the message that the game is now timed, head due west and kill the troops in there. Leave this area at (x41 y43). Then, work your way around and go through another secret passage at (x21 y43). Go through the portal. Go north and into the barracks-like area. Leave the room you enter and then go north in the hallway. Follow it as it turns west and go into the most western door available to you. In the western wall of this room is a secret passage you are to go through. Walk into the dining room and kill the guards. Then, go into Stalker's throne room. Kill everyone there, including Stalker himself. After assassinating Stalker, go through the secret door at (x7 y7). Go through the secret door at (x8 y5) and then the door northeast from there. Follow that path and go downstairs. At the docks, search the chest and then walk north to the end of the dock. Say you want to leave the island. Congratulations! You beat this scenario! ______________________________________________________________________________ 3. The Za-Khazi Run 5368 ------------------------------------------------------------------------------ You start this mission in Fort Goodling. Head into the main dining room and go into the commanderÕs office. The door is in the southeast corner of the room. Ask the woman sitting there about ÒacceptÓ. Then go back into the dining room. Look for the guy in purple robes. His name is Seletine. When you find him, ask him about ÒbundleÓ. After getting the wands, go through the doors in the northwest corner of the room. Get the food and hop into one of the boats. Leave Fort Goodling and follow the river, even through the waterfalls, until you reach the first fork in it. At this fork, go north. This puts you in a large lake. You are to leave it through the north, but there are five rivers to choose from! You are to go through the middle one. In the next lake that the game puts you on, go northwest to the fairly big island. Go into the cave. Go straight into the room. Here, check if you have 1,200 gold. If so, ask the slith on the left in the chair about ÒgoldÓ. Answer ÒyesÓ to his question. Leave the cave and hop back into your boat. Keep going northwest and go through the narrow passage between the obelisks. Follow this river around. Keep following the river until the game tells you that you must continue on foot. From there, walk onto shore and go northwest through the cave passage. Once you enter the huge cave, go west. In the southwest corner of the cave is a unicorn cave. In there, talk to the unicorn named ÒAetheriusÓ. The unicorn is in the northwest corner of the unicorn place. Ask the unicorn about ÒacceptÓ. Then leave the cave to the north. Backtrack towards where you left your boat. This time, cross the bridge that crosses the river. Kill the giants that you are forced to do combat with. Follow the road into the giantsÕ cave. In the northwest corner of this cave is a stairway that you are to go down. At (x5 y37) there is a secret passage. Walk through it and go through the door. Search the chests until you find the horn. Leave this cave the way you came in. Go back to the Unicorn Citadel and talk to Aetherius about Òhorn". Leave this dungeon and head north, out of the unicorn caves. Enter the unicorn gate and walk up the portcullis. It will open. Leave the unicorn gate and walk north. When the specters ask for the password, tell them "calamity". Go north in this cave and walk into the cave caldera and enter Morog's Castle. Go south and talk to the lich. Ask her about "mission". Then go through the portal at (x42 y57). Then go through the portal at (x46 y41). Once in this cavern, go through the secret passage at (x24 y4). Go straight east through another secret passage. Go into the northeast corner of this room and grab the mushrooms. Go back through the all of the portals you came in. Talk to the lich about "mushrooms". Say "no" to both of her offers. Then leave this castle. Leave the lich's caves to the northwest. You will now be in the poppy caves. Work your way through the caves slowly. You want to head northeast, but there are less poppys in the southeast, so kinda curve that way. In this next outdoor section, you will be told that you need another boat. Go west into the Spiraling Cave. Fight your way into the corners of the level and climb the stairway. On this level, step on the runes at (x15 y3), (x19 y3), (x3 y11), and (x15 y27). You have to do this fast. If you get a message that the colors have changed, then you will have to start over. After stepping on those four runes, step on one of the runes in the large corner rooms. Then go back downstairs. At (x13 y10) a passage has opened up. Grab one of the boats. Go north until you reach the lake, and go to the north shore of the lake. Take this path north. Navigate to the eastern part of these paths and into the Broken Fang Clan dungeon. Pull the levers at (x33 y6) and (x34 y40). Now go back to your boat and navigate your way through the water back to the Broken Fang Clan. This time, go straight through the place, only this time on water. Keep going on the river until you find the castle. Go in it. This castle is a maze of conveyor belts that even I do not know by heart how to pass. What you must first do, though, is work your way to the southeast corner of the dungeon and tell the statue "yes". After a lot of hard work, you will find yourself in the Pillar Hall. Slay the golems and move on. Work your way into Khoth's chambers. Ask the mighty dragon about "payment". He will allow you to leave this tower to the northeast. Go through the obvious secret passage in the cave wall. Now, all you have to do is merely walk to Fort Cavalier. Kill the Sliths in the combat, and then walk into Fort Cavalier. If you made it, you will know it. Go through the Emergency Exit in the east part of the fort after talking to the fort commander to exit this scenario. Congratulations! You have beaten this scenario! <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>D. Playing Custom-Made Scenarios<><><><><><><><><><><><><><><><><><><>6911<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> BoE would not be nearly as good as it is if it weren't for one thing: You can play custom-made scenarios. It's not that hard, really. Here is what you have to do: A) Get/make a scenario to play. This is the hardest part. B) Place the scenario in the Blades of Exile Scenarios folder. The scenario is an 8-character-or-less name and then a .exs C) If there is also a custom graphics file, that must also be in the folder. If you are using a Windows computer, it will end with .bmp. If you are using a Macintosh, it will end with .meg. D) Launch Blades of Exile E) Load/Create a party that isn't in a scenario. F) Select Custom Scenario. G) Select your scenario. At least that's how you do it on a Macintosh computer. If it is different on a Windows, please E-mail me the steps to playing a custom scenario on it. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\9811 III. The Scenario Editor <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Basic Description<><><><><><><><><><><><><><><><><><><><><><><><><>2542<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> You have reached the heart of this guide. Congratulations. The Exile Scenario Editor comes with BoE (at least it did for me). This program is free (at least it is as far as I know anyways). It has only one purpose: to make and/or edit scenarios. Keep in mind, though, that those scenarios cannot be played without a registered version of BoE. Anyways, the Exile Scenario Editor (which I will sometimes call "ESE") is a complex program capable, pretty much, of making an Exile-sized game to play. Be warned, though, that scenario making isn't for everyone. It takes months of hard work and thought to make a large scenario, and at least a week to make a small one. And that's not including time it might take to test your scenario. At times it can get pretty boring, but you will just have to stick through it. This section describes how to use different parts of the editor. It gives information and explains what things are and how to do them. Further info can be found in the file, "Blades Scenario Editor Docs", which comes with the Scenario Editor. You will, however, learn best through the classic methods of trial and error. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Overview><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>0957<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> This section covers what each menu item does. It also lists the numbers/information for the following: 1) Sounds 2) Mage Spells 3) Priest Spells 4) Alchemy Recipes 5) Statistics 6) Scenario Text Messages 7) Town Text Messages 8) Outdoor Text Messages "File" Menu 1) Open: Loads a different scenario. If scenario was given a password, you will be asked to type it in. 2) Save: Saves any changes you have made since the last time your scenario was saved. 3) New Scenario: Starts you from the beginning in making a new scenario. 4) Quit: Quits the Exile Scenario Editor. "Scenario" Menu 1) Create New Town: Makes another town. Your scenario must be saved to create a new town. 2) Scenario Details: Brings up a box which contains information on your scenario. Here is where you can change your version number (default is 1.00), your contact information (usually an e-mail address). You can also say who created the scenario and use one of the two boxes to describe your scenario. There are also buttons at the bottom to specify the content rating (G, PG, PG-13, R, NC-17) and the scenario's difficulty (this refers to what level the party should be). 3) Scenario Intro Text: This is where you set the text that is to appear when you begin your scenario. It is also where you choose the icon for your scenario. 4) Set Starting Location: This is where you set where the party begins its adventure. The game asks for the X and Y coordinates, as well as a town number referring to where the party starts. If done right, the word START will appear where the party is to start. 5) Change Password: This where you change your scenario's password. If you set the password at 0, then ESE will not ask for a password. 6) Edit Special Nodes: This is where you can edit the 255 special nodes that run for the whole scenario, not just a town or outdoors. You can edit a special item's ability here. Just click on the node to change. See the section on special nodes to find out just what these are. 7) Edit Scenario Text: You can edit all of your the basic scenario text messages here. Just click on one and type it the way it should have been typed (for more info, see Scenario Text Messages later on in this section). 8) Import Town: If there is a town in a different scenario you would like to put in yours, select this. It asks for the number of the town you want and that scenario's password. Make sure you have both handy. This is useful when you are making a series of scenarios that use the same towns. It saves a lot of time. Be warned, though, that the personalities will not match the town's range. 9) Edit Saved Item Rectangle: The game can remember your items in three different places (three different towns). This means that when you leave that town and come back God-knows-when later, all items you dropped in the area will still be there. You are to specify the town number. You also have to list the coordinates of each side (Top and Bottom are Y coordinates, Right and Left are X coordinates). 10) Edit Horses: A scenario can have up to 30 horses. I have no clue what the purpose of horses are, and, should anybody know, please e-mail me to tell me. Anyways, you list the STARTING x & y coordinates of the horse and the town it starts in. 11) Edit Boats: A scenario can also have up to 30 boats. These I know the purpose of. Boats allow you to move across water (just like in real life! Sorry to anybody who doesn't know what a boat is). As with horses, you must tell the program the X and Y coordinates and the town the boat will be in. 12) Set Variable Town Entry: If anybody has ever played Exile I, they know what I'm talking about. You would go to Fort Remote when it was hustling and bustling, all fine and dandy. Then, one day, it was destroyed. When you entered the town, it was different. It had rubble all over the place and everything. That's what this does. If a stuff-done flag (one you tell the game, more about them later) was set to one, you enter a specified town instead of a different specified town. 13) Set Scenario Event Timers: Using this tool, you can have something happen every so often. The first number (number of moves, I think) is where you specify how many times you move before the event happens (keep in mind that time goes by faster outdoors). The second number is where you list what happens. This is a scenario special node number that will happen no matter where you are. The game recommends, and I agree, not to have these happen too often as it does slow down the game. These are useful for things like regrowing alchemy ingredients and scenarios with a time limit. 14) Edit Item Placement Shortcuts: When you start creating towns, you will find that placing the basic dungeon loot can become very long and annoying. That's what this feature is for. You set what items are to appear on what terrain number and what the percentage chance of them appearing is. I recommend using this, of course, but not to have too many items or have too high of a percent chance (if you're over five, that's probably too much). This is a good way to decide what items should be in treasure chests, though. 15) Delete Last Town: Deletes the highest numbered town in your scenario (ex: you have towns numbered 0-43. Deletes town number 43). I think it would be better if you could delete any town you want, not just the last one. 16) Write Data To Text File: Creates a text file (called "scenario data") that lists the names of your terrains, monsters, and items. I usually do not bother with this at all. 17) Do Full Text Dump: Writes every single word in your scenario to a text file (called "scenario text"). You can then go through the file to find errors in things like spelling, grammar, or information. I recommend running this document under a spellchecker to correct your scenario's spelling mistakes. The "Outdoor" Menu 1) Outdoor Details: When you select this option, a box appears where you are to type in a basic description on an area (ex: "Near Erotu City", or something like that). This appears at the bottom of the screen when people play your scenario. 2) Outdoor Wandering Monsters: Don't get Wandering Monsters confused with Special Encounters, as the dialog box that comes up looks nearly identical. Anyways, Wandering Monsters are the monsters that appear on their own every so often when you're outdoors. These are the basic fights that occur. The window gives you the choice of adding people who will fight on your side, should you want it. The number ranges (ex: "15-30", [the monster's name here]) refer to how many will appear. So if you put "Soldier" next to the above example, a number between 15 and 30 would be chosen and that's how many soldiers you'd have to fight. The game also provides several other options: "Monster's Can't Flee Party" means that a monster group will never flee your party because you are too strong. "Encounter Is Forced" means (I believe) that right when the monsters are spawned, you will fight them. You can also set special nodes to be called when your party wins, flees, and when the encounter begins. You can use these to say things like, "After killing off all of the slith invaders, you find a nice sword." and then give the party a sword. You can also set a stuff-done flag (more about these later) that, when set to or above 1, causes the encounter to become non-existent. This is handy when, say, you fought your way deep into Nephil lands, killed their king, and all of the other Nephils fled. That way, it shows that they fled because you won't have to fight them anymore. In conclusion, I want to let you know that there are four encounter slots (0-3). Just remember that. 3) Outdoor Special Encounters: Special Encounters occur only when you do something. An example is this: "You walk into an ominous crypt, only to be ambushed by undead." Suddenly, a bunch of undead appear right next to your party that you're gonna have to fight. The dialog window is the same as above. I just want to say a few things: I recommend always having "Monsters Can't Flee Party" set. Otherwise, your encounter loses its flavor. You also shouldn't set a stuff-done flag unless you have good reason. Again, you still have four encounter choices. 4) Frill Up Terrain: Adds frills to the two basic terrain types (cave floor and grass). Random parts of grass will gain flowers, random parts of cave floor will gain mushrooms. Select multiple time to show that the land is very verdant and prosperous. 5) Remove Terrain Frills: Removes the frills you set in the above. All of them. 6) Edit Area Descriptions: You can make area description rectangles (see Constructing Towns & Outdoors). Here is where you edit/delete the text if you messed up or changed your mind regarding it. 7) Set Starting Location: For some reason, when you leave a town for the first time in your scenario, the game has to put you in this spot. You can only have one of these. 8) Edit Special Nodes: Allows you to edit the 60 (0-59) special nodes in the selected outdoor section. 9) Edit Outdoor Text: Allows you to edit the outdoor text messages (see Outdoor Text Messages later on in this section). The "Town" Menu 1) Town Details: Brings up a dialog box where you set the following things about your town: "Town Name": Every town needs one. Don't just stick with "Large Town" or whatever. "Day When Town Dies": When you reach this day in your scenario, the town will become abandoned. If -1, town will not be abandoned on a certain day. "Event Which Prevents Town Death": If there is a number here, when this event occurs (see General Special Nodes), the town will not be abandoned on the above date. "Lighting": How well lit the town is. Fully light means that it will always be bright and you can see everything. Dark (usually used on caves) means that you will have to use a light source (spell, torches, etc) to fully see the town. Very Dark means the same thing, just that it will get dark faster. Totally Dark means that it will always be dark, and there's nothing you can do about it. "Maximum Number of Monsters": When you've killed this many monsters in the town, all monsters (friendly or hostile) will leave for good and the town will be abandoned. "Difficulty": Supposed to set the difficulty of traps and doors and how fast wandering monsters appear, but I tend to see no difference. I do know one thing, though. This number affects the sound that is played when you enter a town. If 0 or 1, it is probably a friendly town because of the noise. 2) Town Wandering Monsters: Every so often, the monster numbers (the numbers refer to the monster, of course) will appear at the space you select (see Constructing Towns and Outdoors). If it is set to "empty", no monster will appear in that category. 3) Set Town Boundaries: You are to set the upper-left and lower-right corner of the town. When the white line it draws is crossed by your party in a scenario, they leave the town. 4) Frill Up Terrain: Does the same thing as in the outdoors. 5) Remove Terrain Frills: See Above 6) Edit Area Descriptions: See Above 7) Add Random Items: If you have set items to appear on a terrain number (See "Set Item Placement Shortcuts" in the scenario menu), they will then be randomly generated. 8) Set All Items Not Property: When this option is selected, all items you have placed in a town become nobody's property (party doesn't have to steal them) 9) Clear All Items: All items you have placed in a town are removed. 10) Edit Special Nodes: Change any of a town's 100 special nodes by clicking on it. 11) Edit Town Text: Edit a town's text messages (See "Town Text Messages" later on in this section). 12) Advanced Town Details: Brings up a dialog box that requests certain information. If you set a number into the "Exit Town Specials", a town special node will be called when you leave the town in the specified direction. "Town Entry" nodes are called when you enter the town when it's alive and kickin' and when you come when it's been abandoned. "Exit Town Locations" are where your party is placed when they try to leave the town in a certain direction. An example of this is the School of Magery in the scenario, Valley of Dying Things. If the button "Town Hidden" is pressed, that town is hidden and cannot be entered until a special node reveals it. An example of this is the two side exits to the School of Magery in Valley of Dying Things. 13) Set Town Event Timers: Every so often, you can have a town special node be called. Box works similar to the one in the "Scenario" menu. "Help" Menu This menu just provides more information on testing, distributing, and getting started on a scenario. It also provides info about a scenario contest held about 5 years ago. "'I1'-'I5'" Menus These menus list all of the items in your scenario. In towns, by selecting an item from these menus, you can place it in the town by clicking on the desired location. "'M1'-'M4'" Menus Works the same as the above, only with monsters instead of items. Main Menu OK, this isn't a menu. But when you first start editing a scenario, right from when you loaded it, these are the options given to you directly: 1) Edit Terrain Types: Allows you to edit the different terrains in your scenario. 2) Edit Monsters: Allows you to edit the different monsters in your scenario. 3) Edit Items: Allows you to edit the different items in your scenario. 4,5) Create New Town, Edit Scenario Text: Does the same things as the respective options in the Scenario menu. 6) Edit Special Items: Allows you to edit the 50 special items in your scenario. Brings up a dialog box that asks for the item's name, a description, if the item is with the party from when they start a scenario, if it can be used, and, if the item can be used, what scenario special node is to be called when it is used. 7) Load New Section: If you have your work saved in the current outdoor section, you can load another one to edit. 8) Edit Outdoor Terrain: Puts you in the terrain-editing window for the outdoor section you have selected. 9) Load Another Town: Same as Load New Section, only with towns. 10) Edit Town Terrain: See "Edit Outdoor Terrain", but this time it is for towns, not outdoor sections. 11) Edit Town Dialogue: Can edit/create the personalities and their responses for the 10 personalities the game gives you per town. And, finally, we have finished with the menus. Now, here is the list of all of the sounds and the numbers of each. Note that I have copied the wording from the document that comes with the editor. 0: High Beep 1: Low Beep 2: Sword Swish 3: Cough 4: Bless Noise 5: Explosion 6: Chewing 7: "Cool" 8: Bubbles 9: Lock click 10: Teleportation sound 11: 3 Fast Booms 12: Longbow 13: Party death sound 14: Thrown Missile 15: Cash Register 16: Town entry 17: Short cough 18: Drawing sword 19: Sword swish 20: Yawn 21: PC Dying 22: Opening Music (You can't call this sound) 23: Start Outdoor Combat 24: Cast Priest Spell 25: Cast Mage Spell 26: Gremlin Laugh 27: Monster dying 1 28: Waterfall29: Monster dying 2 30: Monster dying 3 31: Monster dying 4 32: getting hit 1 33: getting hit 2 34: Button press 135: Spider "Hi" 36: Spider "Hello" 37: Button press 2 38: Coins on counter 39: Coins jiggling 40: "Thank you" 41: "Darn" 42: "Dang" 43: Stoning noise 44: Monster Breathe 45: "On who?" 46: growl 47: Walk - gravel 48: Boat move 49: Step 1 50: Step 2 51: Magic noise 1 52: Magic noise 2 53: Magic noise 3 54: Scream 55: Walk - squish 56: Swallow 57: Special Noise 58: Open door 59: Close door 60: Small boom 61: Summoning 62: "Mmmmmmm" 63: "Ow" 64: Spit 65: Draining Noise 66: Disease 67: "Huh?" 68: Identify noise 69: Sword 1 70: Sword 2 71: Sword 3 72: Club 73: Fire Impact 74: Fireball Swoosh 75: Cold Damage 76: Chirp 1 77: Chirp 2 78: Drip 1 79: Drip 2 80: Bark 81: Meow 82: Baa 83: Moo 84: Neigh 85: Gallop 86: Attack - Claw 87: Attack - Bite 88: Attack - Slime 89: Attack - Zap 90: Paralyze 91: Chirp 3 92: Chicken 93: Sheathe sword 94: Lever 95: Enter Dungeon96: Sleep 97: Damage - "Uh" 98: Missile hit Here are the numbers for all of the Mage Spells that are Level 4+. 0: Poison 1: Ice Bolt 2: Slow Group 3: Magic Map 4: Capture Soul 5: Simulacrum 6: Venom Arrows 7: Wall of Ice 8: Stealth 9: Major Haste 10: Firestorm 11: Dispel Barrier 12: Fire Barrier 13: Summoning 14: Shockstorm 15: Spray Fields 16: Major Poison 17: Group Fear 18: Kill 19: Paralyze 20: Daemon 21: Antimagic Cloud 22: Mindduel 23: Flight 24: Shockwave 25: Major Blessing 26: Mass Paralysis 27: Protection 28: Major Summoning 29: Force Barrier 30: Quickfire 31: Death Arrows Here are the numbers for all of the Priest Spells that are Level 4+. 0: Cure Party Poison 1: Curse All 2: Dispel Undead 3: Remove Curse 4: Sticks to Snakes 5: Martyr's Shield 6: Cleanse 7: Firewalk 8: Bless Party 9: Major Heal 10: Raise Dead 11: Flamestrike 12: Mass Sanctuary 13: Summon Host 14: Shatter 15: Dispel Fields 16: Heal All 17: Revive 18: Hyperactivity 19: Destone 20: Summon Guardian 21: Mass Charm 22: Protective Circle 23: Pestilence 24: Revive All 25: Ravage Spirit 26: Resurrect 27: Divine Thud 28: Avatar 29: Wall of Blades 30: Word of Recall 31: Major Cleansing Here are all 20 alchemy recipes and their corresponding number. 0: Weak Curing 1: Weak Healing 2: Weak Poison 3: Weak Speed 4: Medium Poison 5: Medium Healing 6: Strong Curing 7: Medium Speed 8: Graymold Salve 9: Weak Power 10: Potion of Clarity 11: Strong Poison 12: Strong Healing 13: Killer Poison 14: Resurrection Balm 15: Medium Power 16: Knowledge Brew 17: Strong Strength 18: Bliss 19: Strong Power Here are the numbers for all of the statistics. A statistic is your PC's stat (strength, bashing, luck, etc.) 0: Strength 1: Dexterity 2: Intelligence 3: Edged 4: Bashing 5: Pole 6: Missile 7: Bow 8: Defense 9: Mage Spells 10: Priest Spells 11: Mage Lore 12: Alchemy 13: Item Lore 14: Disarm Traps 15: Lockpick 16: Assassination 17: Poison 18: Luck Here are all of the Scenario Text Messages. Info came from Blades Scenario Editor Docs. 0: Name of Scenario 1,2: Descriptive text and credits (each max. 60 characters long) 3: Contact Information 4-9: Intro Message (when scenario is started) 10-59: Currently unused 60-159: Name and description of 50 special items (60 is name of special item 0, 61 is description of special item 0, 62 is name of special item 1, and so on) 160-259: The 100 text messages for the scenario special nodes. The messages that begin with an * are unused special messages. Here are all of the Town Text Messages. Info came from Blades Scenario Editor Docs. 0: Name of Town 1-16: Descriptions of area rectangles 17-19: Private comments on the town (not used in scenario) 20-119: The 100 text messages for the town section special nodes 120:134: The text for the area's signs (string 120 is for sign 0) Here are all of the Outdoor Text Messages. Info came from Blades Scenario Editor Docs. 0: Name of area 1-8: Descriptions of area rectangles 9: A private comment on the section (not used in scenario) 10-99: the 90 text messages for the outdoor section special nodes. 100-107: The text for the area's signs (string 100 is for sign 0). Would you know it? It looks like we've finally finished with the overview. Read on to find out just HOW to make a scenario. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>C. Constructing a Scenario<><><><><><><><><><><><><><><><><><><><><><>0579<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> Before reading further, test out the Scenario Editor for a little while. I promise you that you won't regret it. ______________________________________________________________________________ 1. Help Files 8226 ------------------------------------------------------------------------------ Within this section is a bunch of information pertaining to individual parts of the Scenario Editor. /-------------------|------\ |a) Stuff-Done Flags| 9796 | \-------------------|------/ What are Stuff-Done Flags? If you have played any of the games of the Exile trilogy, you might remember things like the following happening: 1. You walked into a dungeon and killed the leader of the dungeon. You later returned to the same dungeon and found that that leader was not there again. 2. You walked into a room and a message appeared. You walked into the same room again, but no message appeared. So, how did these things happen only once? Well, with stuff-done flags, of course. A stuff-done flag (from now on called a SDF for short) is something that the game is supposed to remember in particular about your scenario. This next bit is kind of hard to explain, so you will just have to bear with me. In the computer's mind, there is a grid of all of the possible SDFs. This grid contains 10 columns (it is ten units wide. The numbering starts at zero, so it goes from 0-9. This is part A, or X, if you prefer, of a SDF) and has 300 rows (it is three hundred units tall. The numbering starts at zero, so it goes from 0-299. This is part B, or Y, if you prefer, of a SDF). So, in other words, an SDF is a coordinate pair. (<-told you it was confusing) Now, each SDF has a value, from 0-250. The value is what you use to tell the game if something has been done and doesn't need to be done again. Here is an example: You want someone in the game to reward you if you killed an evil Banshee, so you use an SDF. First, you decide that the SDF will be (x3, y16). Then, when the Banshee is killed, you set a value to it. Let's say you set it to 1. Then, in the dialogue, you make the game check if that value is 1 or higher (more about checking SDFs later). If so, you receive your reward and a message unlike if you hadn't killed the Banshee (because the SDF would still be one). Now, here are three common values of SDFs and their common uses in BoE: 0: All SDFs start as this by default. Zero usually means that you have not yet done the task, or that something has not occurred. Some circumstances change this, but that is very rare. 1: Usually means that something has been done, but the SDF can still be called upon. 250: Means that the flag is done. Used mainly for one-time things like dialog boxes and text messages (more about this later). One thing to know is that no scenario can be proper and fun without the use of at least 30 SDFs, and no scenario can be great without using at least 60 SDFs. For this reason, it is important to take notes on which SDFs you have used and which ones are free as to prevent the shared use of a SDF which could make th game unwinnable. /----------------|------\ |b) Special Nodes| 1877 | \----------------|------/ Oh boy. This section is long. In fact, it is probably longer than any other section of the FAQ. I mean, seriously, this could stand as its own FAQ. So, you should get ready for a lot of reading. If you are looking for a specific thing, I recommend that you search for it. If there is one thing in the scenario editor you must master, it is the use of special nodes. No one thing is more crucial to the running of a scenario. You might think that Stuff-Done Flags are more crucial, but how would you set any of those flags without special nodes? My point exactly. Anyways, special nodes are the way you get the game to do this or that. As I said, it is crucial to master the use of Special Nodes. Alas, I cannot teach you to be a master of special nodes. Only trial, error, and playing other scenarios can make you that. But I can put on that path. I will do this by describing every single different special node in the game. I will give examples of when it might be used. But still, I recommend that you make a test scenario and try out the special nodes there. It will give you a better feel for what special node chains work best. If you are a little bit confused by my description, I advise that you check the Scenario Editor documentation. There is a listing of the special nodes there as well. Here is how I describe each special node: Name: <-the name of the special node Description: <-a description of what the node really does Uses: <-an example of when you might use this node So, let's begin, shall we? Oh, and, by the way, the nodes are sorted by type. ------>General<-------- Name: No Special Description: This does nothing. However, if there is a node number in the Jump To box, then that node is called. Uses: When you mess up in the special node chain and can't start over. Just make all of the bad nodes this type. Name: Set Flag Description: Sets the specified stuff-done flag to the specified value. Uses: A simple way to mark that something has happened. Let's say that Jim sells you a club for 100 gold, and you only want him to sell it once. You mark that it has been bought by using this node. Name: Increment Flag Description: Changes the value of a Stuff-Done flag the desired amount. Uses: Let's say that the party has to find a sword, a crystal, and a shield to reach a certain point in the game. The order in which the party gets these items doesn't matter. So you increment the selected stuff-done flag by one every time the party gets one of the three items. Then have a special node checking if the flag is at the value of "3", and, if it is, the party can advance in your scenario. Name: Display Message Description: Brings up a dialog box containing either one or two messages. Uses: This is your simple way of giving text to the party. Use this when you want the party to know something or are describing something. This node will be used quite a lot in your scenario. Name: Secret Passage Description: I believe that I read somewhere that this has to be the first node in a chain, but I'm not sure....Anyways, this node only does something when the party steps on it. What it does, though, is allow the party to step on that space, even if they are not normally allowed to do it (for example, the party can walk through solid walls) Uses: When there is a terrain that the party is able to walk through. Name: Display Small Message Description: Places the selected message in the lower-right corner of the screen (where text is displayed). Uses: Seeing as there is no notification of the message being received, the only way the party will even know about it is if they happen to look down there. Use this node only when the text that is displayed is entirely optional as to whether or not the scenario player uses it. Name: Flip Flag Description: If the stuff-done flag that you specify has a value of 0 or 1, it is switched to 1 or 0 (respectively). Uses: I use this as a simple way of setting a stuff-done flag to zero. Other than that, I have used this flag for nothing else. I believe that you could probably use this for alchemy ingredients, though..... Name: Out Block Description: Ends the special node chain if the party is outdoors. Uses: Let's say that you have a special item whose effect should only work in a town. Use this node in the beginning of the chain to make sure that the special item only works in towns. Name: Town Block Description: Ends the special node chain if the party is in a town. Uses: Going with the above example, let's say that you have a special item whose effect should only work outdoors. Use this node in the beginning of the chain to make sure that the special item only works outdoors. Name: Combat Block Description: Ends the special node chain if the party is in combat mode. Uses: Let's say that, for example, in your town, you have a bunch of hostile nephil mages blast through a wall. When the party steps on the space where the wall used to be, it displays a message. This message shouldn't be displayed if the party is in combat, so you should use a combat block to prevent this from happening. Name: Looking Block Description: Just like all of the other blocks, this node ends the special chain if the party looks at the space with the node. Uses: When the node is on the border of a blocked off area and its content is based on the fact that the party has unlocked this area. Name: Can't Enter Description: The party cannot enter the space that this node is used on. Even if the party repeatedly tries to step on this space, it will do nothing for them. Uses: To block off certain parts of your map from the party. Also useful when the party can't enter certain areas unless they have done something. Name: Change Time Description: Adds to the number of ticks in your scenario. "Ticks" are the way that time is measured. One is added for every step you take in a town, and ten are added for every step you take outdoors. About 3,000 ticks equals one day. Uses: When the party triggers a special node that is supposed to take some time. Like, for example, "you awake three days later". Then follow up that message with one of these nodes, set to nine thousand ticks. Name: Start General Timer Description: Starts a timer that decreases by one for every move the party takes. When the timer runs out, a SCENARIO special is called. If you do not want a scenario special called, use the town special node with a similar name. Uses: When the party only has a limited time to do something. Name: Play a Sound Description: Plays one of Blades of Exiles sounds. See the "Overview" section for a listing of each sound's number. Uses: When you do something that should call a sound, use this node. Name: Change Horse Possession Description: Changes the possession of the horse number that you specify. If the horse belonged to the party, you can set it to not be the party's property. If it did not belong to the party, you can set it to be the party's property. Uses: Shouldn't this be obvious? You use this node when you want to set whether or not the party owns a specific horse. Name: Change Boat Possession Description: Changes the possession of the boat number that you specify. If the boat belonged to the party, you can set it to not be the party's property. If it did not belong to the party, you can set it to be the party's property. Uses: Shouldn't this be obvious? You use this node when you want to set whether or not the party owns a specific boat. Name: Show/Hide Town Description: If the town number you specify is hidden to the party, then that town is now revealed and the party can now enter it. If that town was revealed, it is now hidden. Uses: When you want to reveal the location of a town without using dialogue (there is a dialogue option that reveals towns, too) Name: Major Event Has Occurred Description: Each scenario has ten major events. They are used often, like in determining when monsters appear/disappear, when towns are abandoned, and in many more places. They are always referred to "events". As I said, you have ten. Use this node to mark if one has happened. Uses: If killing the evil assassin is a major event, use this node to mark if it has happened. Name: Forced Give Description: The selected item is placed in the party's inventory, no matter if it is too heavy for them. I do not believe that this node works if the entire inventory is filled. Uses: When the party finds an item outdoors and you give it to them by using nodes. This all but guarantees that the party receives the item. Name: Buy Items of Type Description: The party is able to purchase all items of the set special class. Uses: When, for example, all helmets have a special class of "2". You want the party to be able to buy all helmets, so you use this node and have the party by all items with a special class of 2. Name: Call Global Special Description: *Only works in Town or Outdoor Special Nodes* This node type calls a scenario special node that you specify the number of. Uses: If there is some big long scenario special node chain that you need the exact same thing for, just use this node to avoid recreating it. Name: Set Many Flags Description: Sets all flags with the same part A to the value that you set. Uses: When you have a set of stuff-done flags with the same A that all need to be set to a certain value (I use this node for alchemy ingredients) Name: Copy Flag Description: The value of a specified stuff-done flag becomes the same as a different stuff-done flag. Uses: When two flags are related in their use, and you just want to save time by using this node. Name: Ritual of Sanct. Block Description: The special node chain ends. The only way for it to continue is if the party casts "Ritual of Sanctification" on the space. Uses: When the party has a mission to cast Ritual of Sanctification on a certain space. Name: Have a Rest Description: The party takes a rest and the set amount of health and spell points are restored. Uses: When the party is forced to rest in your scenario, like when they walk into a room with lots of beds and choose to rest. Name: Wandering will fight Description: You can set if the wandering monsters will attack the party or not. Uses: When the outdoor wandering monsters only attack the party if they have done a certain deed. Name: End Scenario Description: Pretty straight-forward. This ends the scenario, and the only way for a party to re-enter it is to start over or load a save file. Uses: This is the node to call when the party beats your scenario. At no other time should it be called (except in special circumstances). ---------->One-Shot<---------- *When nodes of this type are given a stuff-done flag, then this node will only occur once because the stuff-done flag is set to 250. If no stuff-done flag is given, this node can occur over and over again.* Name: Give Item Description: An item is given to the first character in the party with room to carry it. You can also give the party gold or food. Uses: When you give the party an item in your scenario. Name: Give Special Item Description: Gives the party the selected special item. Uses: When you want the party to get a special item, and only once should they get it. For example, the party finds a key on the ground outdoors, and they take it with them as a special item. Name: One-Time do Nothing Description: Identical to "No Special", but with one difference: This node only does something if the stuff-done flags value is not at 250, so the Jump To: Value is done only once. Uses: This is how you make other one-time encounters in your scenario that are not listed in the One-Shot section. Name: One-Time and Set Description: I'm sorry, but I have no idea what the difference between this and the above node is. Please tell me if you know. Uses: ? Name: One-Time Text Message Description: Like a "Display Message" node, but it can only be called once. Uses: When a text message should only be displayed once, like with room descriptions. Name: Display Dialog (dialog pic) Description: Displays many text messages, and this node also can contain several buttons, each of which can call different special nodes. Also, a Dialog picture is displayed along with the text. Uses: You can use these nodes for situations where the party is given choices. These are also a useful way of displaying a lot of text. Name: Display Dialog (terrain pic) Description: Displays many text messages, and this node also can contain several buttons, each of which can call different special nodes. Also, a Terrain picture is displayed along with the text. Uses: You can use these nodes for situations where the party is given choices. These are also a useful way of displaying a lot of text. Name: Display Dialog (monster pic) Description: Displays many text messages, and this node also can contain several buttons, each of which can call different special nodes. Also, a Monster's picture is displayed along with the text. Uses: You can use these nodes for situations where the party is given choices. These are also a useful way of displaying a lot of text. Name: Give Item (dialog pic) Description: Like the "Display Dialog" nodes, this one displays multiple text messages, can contain several buttons, and shows a Dialog picture. In addition, though, it also gives the party an item. Uses: When you want to give the party an item along with display a lot of text. Name: Give Item (terrain pic) Description: The same as the above, but with a terrain picture instead of a dialog picture. Uses: See above. Name: Give Item (monster pic) Description: The same as the above two, but with a monster's picture instead of a dialog or a terrain picture. Uses: See the above two. Name: One-Time Place Outdoor Enc. Description: Remember how I said that each outdoor section can have several special encounters, which only appear when called with special nodes? This is how you spawn one of those encounters. Uses: When you want an outdoor special encounter monster group to appear and hunt the party down. Name: One-Time Place Town Enc. Description: Also, do you remember how I said how monsters in towns can belong to special encounter groups, and that they will only appear when you use a special node placing their special encounter group? This is how you do it. Uses: Did I just say that in "Description"? My bad.... Name: Trap Description: This space is a trap. You can set the effects of the trap, and how hard it is to disarm. This is a common and useful special node. Uses: When you have put a trap on a treasure chest and the party has to disarm it to get the goods inside of it. ------->Affect PC<-------- Name: Select a PC Description: The party selects a particular PC. Everything else in the special node chain only affects that one PC. Uses: When, for example, the party has to choose which one of its members will learn the particular mage spell. Name: Do Damage Description: The entire party is damaged. You can set the amount and type of damage to be done. Uses: An effective and useful way of doing damage to the party. Name: Affect Health Description: You can increase/decrease each PCs health. Note that it effects the CURRENT health, not the maximum health. Uses: This is a useful way of restoring health to a PC. It is also another method of doing damage to a PC. Name: Affect Spell Points Description: You can increase/decrease each PCs spell points. Note that it effects the CURRENT spell points, not the maximum spell points. Uses: A way of restoring a PC's spell points. Also a way of removing a PC's spell points. Name: Affect Experience Description: Adds/Decreases the set amount of experience from the party. Uses: As a reward for completing a mission. Make sure not to give out too much experience, and also make sure not to use this node type too often. Name: Affect Skill Points Description: Adds/Decreases the set amount of skill points from each member of the party. Uses: A way of rewarding party members. This node type is not used often. Name: Kill/Raise Dead Description: Kills/Resurrects the party. Uses: This is the node to use when the entire party dies, one way or another. An example of when to use this is when the party is robbing the nation's treasury. An explosion goes off and burns the party to dust. You then set this node to kill, and the party dies. However, you should usually run the node twice in case any members of the party have items that are lifesaving. Name: Affect Poison Description: Poisons/Removes the poison on the party. Uses: When, just for example, the party is walking in an area and a poisonous gas fills the room and poisons the entire party. Name: Affect Slow/Haste Description: You can slow or haste the entire party. Uses: Useful when the party is about to enter a large combat, and, still running off of an example, you step across some runes and the party is slowed (in case you were wondering, that "example" is off of the scenario "A Mild Rebellion"). Name: Affect Invulnerability Description: Affects whether the PCs are invulnerable or not. Uses: Here's an example I thought up: The party is walking into a massive combat against some demon. Then, a spiritual guardian of the party comes in and makes them temporarily invincible for a while. This node type isn't used very much. Name: Affect Magic Resistance Description: Affects whether magic can hurt PCs or not. Uses: You can use a node of this type and link it to a special item that makes the party temporarily resistant to magic. Name: Affect Webs Description: Affects the amount of webbing on each PC in the party. Uses: Some scenarios have used this node in dungeons where there are lots of opportunities to get webbed. They have a "Cleansing Area", where the party press a button or pulls a lever and they are cleansed of all webs. Name: Affect Disease Description: Affects whether or not PCs are diseased. Uses: This can be used as a defense mechanism (like with the "Affect Poison" node), or like with the "Affect Webs" node (which would be an example of curing the disease). Name: Affect Sanctuary Description: Affects whether or not PCs are invisible. Uses: Here is one way that I have used this node: The party has just defeated a powerful demon, and now they must escape the crumbling fortress. A guardian angel comes down and makes the entire party invisible (using this node). Name: Affect Curse/Bless Description: Use this node to curse or to bless the party. Uses: Used almost exactly as the "Affect Slow/Haste" node. However, there are times that this node is very preferable to that node. Name: Affect Dumbfounding Description: Affects the amount of dumbfounding in the party (you can remove or add dumbfounding). Uses: Usually used as a defense mechanism (as with the "Affect Disease" and "Affect Poison" nodes) or as a type of cleansing thing (like having a special item that calls this node when used). Name: Affect Sleep Description: Affects whether or not PCs are asleep. Uses: Can be used similar to cursing/slowing the party. This node is used generally like all others of this type. Name: Affect Paralysis Description: Affects whether or not PCs are paralyzed. Uses: Pretty much like "Affect Sleep", but this paralyzes instead of putting to sleep. This is like a step-up on the intensity scale from "Affect Sleep". Name: Affect Statistic Description: Affects any of the parties statistics ("statistics" are like Dexterity, Strength, Mage Spells, Item Lore, etc.) Uses: What it says in the Editor documentation is pretty true: Don't use this node too much, and don't take away too much from party stats. You should avoid using these nodes more than five times in your scenario (unless the party has to pay for improvement) when improving PCs, and you should avoid using the nodes more than six times when taking away from PCs stats. Name: Give Mage Spell Description: Gives the selected Mage Spell to the party. Uses: This is a useful node, but don't use it too often. This is how you give spells to the party for free. Let's say that they search a bookshelf and find a book that teaches them a spell. You use this node to give them that spell. Name: Give Priest Spell Description: Gives the selected Priest Spell to the party. Uses: The same uses as "Give Mage Spell" (if you don't get the hint, that means to look at the uses of "Give Mage Spell" :D). Name: Affect Gold Description: Affects how much gold the party has. Uses: When things in your scenario give/take away gold, mainly as a reward/checkpoint (like some statues jump out and demand your gold for you to pass). Name: Affect Food Description: Affects how much food the party has. Uses: Pretty much the same uses as "Affect Gold". Use this either as a way of rewarding the party or as a way of taking things from the party. Name: Affect Alchemy Description: Gives the party an alchemy recipe that you specify. Uses: As with "Give Mage Spell", this is useful when, say, the party reads a book in a library and it teaches them how to make a specific potion. Name: Affect Stealth Description: Affects whether or not the party is in stealth mode. Uses: Here is one way that I have used this node: The party enters a large building, and a message pops up saying that there are guards all around, and that the party had better be sneaky. As you walk into the room, this node is called making the party enter stealth mode. Name: Affect Firewalk Description: Affects whether or not the party is in firewalking mode. Uses: For example, let's say that you have a demon who lives in a huge fort. This fort just so conveniently happens to be across a huge path of lava, and the only way to get to the demon's fort is to cross the burning hot lava. So, most likely, the party will cast "Firewalk" and start walking across the lava. But, when they get about halfway, the demon appears and removes their firewalking status (by using this node). Of course, you would have to repeatedly use this node as the party could just cast "Firewalk" again. Name: Affect Flying Description: Affects whether or not the party is flying through the air. Uses: I don't think I ever really use this node, so there isn't really that much I can say about it. Sorry. If you ever use this node, let me know how. -------->If-Then<---------- Name: Stuff Done Flag? Description: If the selected stuff-done flag is at a certain value or higher, the selected special node is called. If it is less that another value, a different special node is called. If it is between the two values, then yet another node is called. Uses: This is the node you use to check stuff-done flags that end up having multiple values (like when its value is zero, the party hasn't started the mission. When its value is one, the party has started the mission. When the value is two, the party has finished the mission). If you only give a stuff-done flag two values (like zero for not being done and one for being done), than you should use the "Stuff-Done Equal?" node instead of this one. Name: Town Number? Description: If the party is in the specified town, then the node that you choose is called. Uses: The only node type that uses this is scenario special nodes. Even then, it is generally only used for items that work in certain towns only. Name: Random Number? Description: The game generates a random number between 1 and 100. If it is above the number you set, a certain special is called. If it is below the number that you set, a different special is called. Uses: This is how you have the game decide randomly whether or not an even occurs. This is a useful node, as there are no other way of randomly determining outcomes. Name: Have Special Item? Description: If the party has a certain special item, a node is called. If they do not have the special item, a different node is called. Uses: This is the node to use when you want to check whether or not the party has a certain special item before they can do a certain thing. For example, the party cannot enter the capitol city unless they have a pass (the pass is a special item). You then use this node to check whether or not the party has the pass when they enter the town. Name: Stuff-Done Compare? Description: Compares the values of two different stuff-done flag. The node that is called depends on he outcome of the node. Uses: To be honest, I didn't even know what this node did until I tried it out to type it here. In other words, that means that I never use it, and thus don't know why it exists. Let me know if you have a use for it. Name: Terrain this type? (town) Description: If the specified space in the town that you are in is the terrain that you select, the set special node is called. Uses: For example, the party pulls a lever. The lever reveals a secret passage (changing the terrain on the space). You then use this node to check if the terrain has changed. If it has, then you display a message telling that it would be pointless to pull the lever again. Name: Terrain this type? (out) Description: The same as the above, but the terrain that is checked is outdoors. Uses: Rarely do I check the terrain type outdoors. I usually use this to check to see if previously-hidden areas have been revealed or not. Name: Has gold? Description: If the party has the set amount of gold, then the specified special node is called. Uses: When the party is looking into buying an item of some sort and you need the game to first check if the party has enough money to afford it. Name: Has food? Description: If the party has enough food, the set special node is called. Uses: For example, a salesman only sells the party food if they have too little. Use this node to check if they have enough food. Name: Item Class on Space? Description: If an item with the selected special class is on the space that you set, then a certain special node is called. Otherwise, a different special node is called. Uses: The party has to place a unique item, like maybe an amulet, on a certain place, like a pedestal, before they can advance in the scenario. Name: Have Item with Class? Description: If the party has an item in their inventory with the specified special class, then a different node is called. Uses: To check if any members of the party have a certain item before they can go further. For example, a dead man's ghost jumps out and tells the party that they can go no further until they have the Sword of Waluba. Name: Equipped Item with Class? Description: The party has to have an item with the selected special class equipped for a certain node to be called. Uses: The same as the above example, but the party has to have the Sword of Waluba equipped, not just in their inventory. Name: Has Gold? (+take) Description: Every single special node with "(+take)" in it does the same thing as its counterpart without that addition, but with one difference: It takes the gold/food/item that it is checking to see if the party has. Uses: Use this node type when the party is buying something, like say a unique sword, through special nodes instead of the buy screen. Name: Has Food? (+take) Description: Every single special node with "(+take)" in it does the same thing as its counterpart without that addition, but with one difference: It takes the gold/food/item that it is checking to see if the party has. Uses: For example, a bunch of statues come out and will not let you pass unless you give them 2000 food. Use this node to check and take that much food from the party, allowing them to pass. Name: Item Class on Space? (+take) Description: Every single special node with "(+take)" in it does the same thing as its counterpart without that addition, but with one difference: It takes the gold/food/item that it is checking to see if the party has. Uses: The party has to place a certain item on a certain spot, and, when they do, that item is also taken away, so the party can never retrieve it. Name: Have Item W. Class? (+take) Description: Every single special node with "(+take)" in it does the same thing as its counterpart without that addition, but with one difference: It takes the gold/food/item that it is checking to see if the party has. Uses: For example, the party steals a sword from a crypt, but, as they are leaving, the tomb's security enchantments make the sword disappear from your inventory. Name: Equip Item W. Class? (+take) Description: Every single special node with "(+take)" in it does the same thing as its counterpart without that addition, but with one difference: It takes the gold/food/item that it is checking to see if the party has. Uses: To take all equipped items with a certain special class. For example, a demon does not want the party to fight using powerful items they may have found in the scenario. All of these powerful items have the same special class. You can say that the demon takes these items by using this node to take all items with that one special class. Name: Day Reached? Description: If the party has reached a certain day in your scenario, than a specified special node is called. Uses: When, say, the scenario will only tell a party certain information if they have been in a certain area for long enough (and since the party starts the scenario in that area, the day number reflects how long they have been in that area). Name: Any Barrels? Description: If there are any barrels in the selected town, then the set special node is called instead. Uses: As a puzzle, the party must push all of the barrels into the water to advance. Name: Any Crates? Description: If there are any crates in the selected town, then the set special node is called instead. Uses: As a puzzle, the party must push all of the crates into the water to advance. Name: Special Thing Happened? Description: If an event has occurred before the given day, than a specified special node is called. Uses: For example, the party has to kill the evil mage before day 20. You want to check sometimes if the party has killed the mage. So you use this node to check that. Name: Has Cave Lore? Description: If any living PCs in the party have Cave Lore, then the selected special node is called. Uses: Just so that you know, Cave Lore is to test whether or not the party is to know rare information BELOW ground. For example, the party might not know that that is graymold they're walking on, because graymold is rare and only those skilled in Cave Lore know what it is. So you use this node to check it. Name: Has Woodsman? Description: If any living PCs in the party have the Woodsman skill, then the selected special node is called. Uses: Just so that you know, Woodsman is to test whether or not the party is to know rare information ABOVE ground. For example, the party might not know that that is graymold they're walking on, because graymold is rare and only skilled Woodsmen usually know what it is. So you can use this node to check it. Name: Has Enough Mage Lore? Description: If the combined Mage Lore of every living PC in the party is a certain amount, than the given special node is called. Uses: For example, the party reads a book in a library and the book is in another language. The party only knows this language because their Mage Lore involves it. So use this node to check whether or not the party can read the book. You shouldn't set this higher than 20. Name: Text Response? Description: The party is given a blank text box, where they type in their response. If it is the same as the set SCENARIO (not outdoor or town) text message (see the Overview section for the numbers of scenario text messages), then a certain special node is called. Uses: This is how you ask the party riddles and passwords. Remember that this node is here, and also remember to check for a scenario special message. Name: Stuff Done Equal? Description: If a stuff-done flag has an EXACT value, then the specified special node is called. Uses: When you give one stuff-done flag multiple uses by using multiple values, and this node checks to see if you have done an exact deed by checking for the exact value. ----------->Town<---------- Name: Town Hostile Description: Makes all of the friendly monsters in the town hostile. Uses: For example, you have just stolen a dragon's treasure, and now all of his minions are out to attack you. Name: Change Terrain Description: Changes the set space to the set terrain. Uses: For example, the party pulls a lever that rolls up a portcullis and allows them to pass. Name: Swap Terrain Description: Switches the terrain of a space from one type to another or back. Uses: This is generally a more complicated way of using the "Change Terrain" node. I personally never really bother to use this node. Name: Transform Terrain Description: Changes the selected space to the "Transform To What" value (see the section on modifying terrain types for more information). Uses: Let's say that the "Transform To What" value of a portcullis is the same as that of an open portcullis. The party presses a button that opens that portcullis. You can use this node on that space to open/close that portcullis. Name: Move Party Description: If the party is not in combat, then they are moved to the selected location within the town. Uses: For example, the party wants to go see the king. The only way to get into the king's chambers is a portal. Use this node on the portal for the party to enter the king's chambers. Name: Hit Space Description: All monsters on the selected space take damage of the set type and amount. Uses: Use this for just about anything that does damage in your town that does not involve traps, monsters, or explosions. Name: Explosion on Space Description: Like "Hit Space", but affects a greater area and makes an explosion. Uses: For example, the party tries to pick the lock of a chest, but it fails. There is an explosion that badly damages the party. Name: Lock Space Description: If the terrain on the selected space is unlocked and has the ability to be locked, it will be locked. Uses: Use this when doors in your town get locked by the party's actions. Name: Unlock Space Description: If the terrain on the selected space is locked and has the ability to be unlocked, it will be unlocked. Uses: Use this when doors in your town get unlocked by the party's actions. Name: Do sfx Burst Description: There is a fire/electric/teleportation burst on the screen. This does nothing else. Uses: A way of displaying effects in your town, like explosions, and such. Name: Make Wandering Monster Description: Places one of the town's wandering monster groups at one of the designated arrival points. Uses: When you want the monsters to spawn a little bit early. Name: Place a Monster Description: Places the selected monster on the selected space. Uses: Used to spawn an individual monster in your town. If there is room in the Special Encounter groups for this monster, it is usually better to place the monster using one of those nodes instead of this. Name: Destroy Monster Description: Destroys all monsters of the selected type. Uses: To destroy all the monsters of the same kind all at once. Usually, nodes of this type are called when the party accomplishes a certain goal, and the monsters that are destroyed are hostile to the party. Name: Destroy All Monsters Description: Destroys all of the friendly, hostile, or both, types of monsters in your town. Uses: For example, you kill the boss of the town and his minions flee from you out of fear. Name: Generic Lever Description: A box appears saying that the party has found a lever. They have the choice of whether or not to pull it. A different special node is called depending on whether or not the party pulls the lever. Uses: For example, the party has to free a certain prisoner from his cage. If they pull the lever, a node is called that changes the terrain, freeing the prisoner. Name: Generic Portal Description: There is a portal that gives the party the choice of whether to leave or to enter. If the party enters the portal, they are taken to the selected space within the town. Uses: The party uses a portal to get to a different place within the town. Name: Generic Button Description: Same as "Generic Lever", but the text reflects that of a button instead of a lever. Uses: See what I put for "Generic Lever" instead. Name: Generic Stairway Description: Text appears telling the party that they have found a staircase. They are given a choice of whether or not to go up/down it. Uses: The simple staircase format, and, by far, the most common. Almost all scenarios use this node when they want the party to move up a story within the town or dungeon. Name: Lever Description: A more complicated form of "Generic Lever". In this node, you choose the text that appears. Uses: Use this whenever the text that pops up in "Generic Lever" is not what you are looking for. Name: Portal Description: A more complicated form of "Generic Portal". In this node, you choose the text that pops up. Uses: Use this node whenever the text that appears in "Generic Lever" is not quite what you wanted, and you need to be more in-depth. Name: Stairway Description: A more complicated form of "Generic Stairway." In this node, you can choose the text that pops up. You can also make the party go up the staircase, and no message will appear. Uses: Use this node whenever the text that comes up with "Generic Staircase" is not what you were looking for. Also use this in situations where the party is forced to go up/down the staircase. Name: Relocate Outdoors Description: Puts the party at the selected location in the selected outdoor section. Uses: This is how you move the party great distances throughout the scenario. For example, let's say that you have a portal that takes the party to right by a faraway town. Use this node to place them in the outdoor location right next to the town that you want them to be put into. Name: Place Item Description: Places the selected item on the selected space. Uses: For example, the party pays someone to forge an item for them. You want this item to appear on an anvil. So use this node with the X and Y coordinates set to that of the anvil. Name: Split Party Description: This node splits up the party, and only one PC can go on. Uses: You should make sure that the party can always be reunited when you use this node. But, generally, use this node in situations where you only want one PC to enter. Name: Reunite Party Description: Reunites a split-up party. Uses: Always use this node in situations where you split the party up. Name: Start General Timer Description: Starts a timer that, when it expires, a town special node is called. If the party leaves the town, the timer is ignored and no special node will be called. Uses: When the party must complete certain things within the town in a certain amount of time. Name: Unused Description: Why are this and the next four nodes even listed in the special node choices? Maybe Jeff Vogel messed up a bit.... Who knows. Uses: NOTHING! This node is useless and to select it would make you look like a complete idiot. Name: Unused Description: ? Uses: ? Name: Unused Description: ? Uses: ? Name: Unused Description: ? Uses: ? Name: Place Fire Wall Description: Fills the selected area with a wall of fire. Uses: Obvious. When you want a certain area filled with walls of fire. Name: Place Force Wall Description: Fills the selected area with a wall of force. Uses: Also obvious. When you want a certain area to be filled with force walls. Name: Place Ice Wall Description: Fills the selected area with a wall of ice. Uses: Again, obvious. Use this when you want a certain area to be filled with ice walls. Name: Place Blade Wall Description: Places walls of blades within the selected area. Uses: For the fourth time, obvious. Name: Place Stinking Cloud Description: Places clouds that curses anyone who enters it within the selected area. Uses: When you want a cloud with the power to curse anyone who enters it in a certain area. Name: Place Sleep Field Description: Places clouds that have a chance of putting to sleep anyone who enters it within the selected area. Uses: When you want a cloud with a chance of putting to sleep anyone who enters it in a certain part of your town. Name: Place Quickfire Description: Puts quickfire in the selected space. Uses: Be careful. Remember the properties of quickfire when you use this node. Otherwise you will end up making your scenario very frustrating, as the party will always die when they reach certain points with nodes of this type in it. Name: Place Fire Barrier Description: Puts a fire barrier in the selected area. Fire Barriers can be walked through, and are permanent. Uses: When you want walkthroughable barriers in certain parts of your dungeon. Name: Place Force Barrier Description: Puts a force barrier in the selected area. Force Barriers cannot be walked through at all, and are permanent. Uses: When you want certain areas to be blocked off. Note that these areas will be accessible if the party casts "Dispel Barrier" on most/all of the barriers. Name: Cleanse Rectangle Description: Removes all fields, walls, and clouds from the rectangular area you select. It can also be set to remove magical barriers, quickfire, crates, barrels, and webs as well. Uses: Usually used when the party reaches a certain point in the level that causes these annoying things to go away (sort of like a checkpoint). Name: Place SFX Description: Fills in the selected area with blood, slime, ashes, rocks, or bones. Uses: Obvious. When you want any of the above to fill in a certain area. Name: Place Barrels, Etc. Description: Use to place webs, crates, or barrels in selected areas. Uses: When you want to fill in a certain area with crates, barrels, or webs. Name: Move Items Description: Moves items within the rectangle to a space that you select. Uses: When you want the items to be removed from an area and brought to another. Name: Destroy Items Description: Destroys all of the items within the rectangle whose boundaries you set. Uses: When you want all of the items in a certain area to be destroyed. Name: Change Rectangle Terrain Description: Changes all of the terrain within the selected area to the specified terrain type. Uses: When you want an entire area to be changed to one terrain type. Name: Swap Rectangle Terrain Description: Switches all terrains of a certain type within the specified rectangle to the selected type. Uses: For example, you want all of the pillars in the room to be removed when the party pulls a lever. So you set the rectangle to the boundaries of the room, and set the terrain type to be changed to that of the pillar, and set it to be changed to normal floor. Name: Transform Rectangle Terrain Description: Switches all terrains in the selected rectangle to their "Transform To" value. Uses: When you want to use the "Transform To" values over a larger area. Name: Lock Rectangle Description: Locks all unlocked terrains that are capable of being locked in the selected rectangle. Uses: When, for example, you want to lock many doors throughout your town or dungeon. Name: Unlock Rectangle Description: Unlocks all locked terrains that are capable of being unlocked within the selected rectangle. Uses: When, for example, you want to unlock many locked doors throughout your town or dungeon. ------->Outdoor<----- Name: Make Outdoor Wandering Description: Makes one of your wandering monster groups appear at one of the designated arrival points. Uses: When you want to spawn one of your wandering monster groups a little bit early. Name: Change Out Terrain Description: Changes the terrain of the given space to the selected terrain type. Uses: When you want the terrain of the outdoor space to be switched to something else. Usually used when the party completes a certain task and is allowed to enter a certain space by way of changing terrains. Name: Place Outdoor Encounter Description: Places an outdoor special encounter monster group near the party. Uses: For example, the party enters a space and they are told that a band of slimes jumps out and attacks them. Then, you use this node to spawn that monster group right by the party. Name: Outdoor Move Party Description: Moves the party to the selected space outdoors. Uses: When you want to move the party to another space in the current outdoor section. For example, they near a hermit mage's hut, and he casts a spell that makes the party go away. Name: Outdoor Store Description: The party is put into shopping mode, and can buy the selected items from a store, all without ever entering a town. Uses: For example, there is a woman who lives in a small hut that sells items. You do not want to make an entire town for this one woman, so you can use this node instead. Those are all of the different special node types. I am sorry if my information was unclear or inaccurate at parts. Please let me know by e-mail if this is true, and I will make sure to look into it. Thank you. /----------------------------------|------\ |c) Constructing Towns and Outdoors| 6931 | \----------------------------------|------/ One thing that is unique to each scenario author is their design of towns and outdoors. Each designer seems to style theirs a different way, and I guess that that is a good thing. Taking your time when designing your towns and outdoors in a good way will, although you most likely will not notice it, add to the flavor, feel, and fun of the scenario. Not taking your time will lead to boring, wide-open landscapes filled with too many monsters and a lack of flavor. It will also make your scenario seem unrealistic. Here is how you edit the terrain: Starting at the main menu, decide if you want to edit outdoor terrains or town terrains. Click on the button for the one you decided to do. Now, a window changes to show a couple of things: 1. In a large square, the terrain. It shows what the land looks like for a zoomed in area (I will tell you how to zoom out a little bit later on). When you want to place something in here, all that you have to do is click on the desired location for it to go to. 2. All of the terrain types. There is a place to change them, but it is not here. Click on a terrain type to select it. 3. A bunch of buttons. Each one has a different function. Here is what they do, going from left to right and then top to bottom. Note that the names for each function thingie were copied out of the Blades Scenario Editor Docs. ->Draw Terrain: Places the selected terrain on whichever space that you click on. You can drag around to change multiple areas quicker. This one is really pretty obvious. ->Big Paintbrush: Fills in an area like the following with whatever terrain you have selected: xxxxx xxxxxxx x=all other areas changed xxxxxxxxx +=area you click on xxxxxxxxx xxxx+xxxx I know that it looks elongated, but in the xxxxxxxxx editor it is actually round. xxxxxxxxx xxxxxxx xxxxx The paintbrushes are useful when you want to fill in large areas that are not able to be filled with the "Full Rectangle" command. ->Small Paintbrush: Basically just a smaller form of the above. Fills in an area like the following with whatever terrain you have selected: xxx x=all other areas changed x+x +=area you clicked on xxx ->Large Spraycan: Remember the large area that the "Big Paintbrush" filled up? The Large Spraycan affects that area, but whether or not the chosen terrain is placed is chosen at random. So, let's go with this: xxxxx xxx-xxx x=all other areas that could have changed xx-xxx-xx +=area you click on -xx--xx-x -=areas changed x-xx+xx-x I know that it looks elongated, but in the xx-xxx-xx editor it is actually round. -xx-xxx-x xx-xx-x xx-xx ->Small Spraycan: Same as the above, but the area that has a chance of being affected is the same as that of the "Small Paintbrush". ->Eyedropper: Changes the selected terrain to whichever terrain you click on in the editing window. ->Empty Rectangle: Creates a hollow rectangle that the borders are the same as the selected terrain. So, in other words, only the outer edge of the area you select is changed to the terrain. Everything else stays the same as it was. This is useful when putting walls into your buildings. ->Full Rectangle: The same as the above, but the entire area that you select is changed to whichever terrain you currently have selected. Useful when filling in large areas of the map. ->Change View: If the editing window is zoomed in, you will zoom out. If the editing window is zoomed out, you will zoom in. Pretty simple, but also very useful. ->Eraser: Changes a fairly large amount of terrain back to what it is by default (which is usually grass or cave floor). It is generally better to fix your mistakes by hand than with this tool, but there are some exceptions. ->Edit Sign Text: If the area that you click on is a sign (you will no because the area will have a picture of a sign in its corner), than you will be able to edit the text that the sign displays when the party looks at it. ->Set Area Description: Works like the Rectangle options, but, when the party enters this area, the text in the bar at the bottom of the screen changes to match what you enter in here. Make this a description of the area (big discovery). For example, "Hal's Kitchen", "Ominous Dungeon", or, if you're outdoors, "Near Geata" (assuming that Geata is a town). You should be descriptive here. ->Place Wandering Monster Arrival Point: In towns and outdoors, you can have up to four spaces where wandering monsters appear at. When you click on this button, you will be asked to designate each point where they appear. If the situation calls for it, place each arrival point judging by the monsters that appear through it. Like you should place the slith point by the slith castle and the nephil point by the nephilim fort, not the other way around. ->Replace Terrain: Should be called "RANDOMLY Replace Terrain". This option gives you the choice of switching one type of terrain (specified by the number that you enter) to another type of terrain (specified by another terrain number) with the chance of the switch being a percentage that you set. Useful when filling up your outdoors. This will save a lot of time in certain parts of the editing window. And, should you make a mistake, it is quite easy to correct. ->Set Town Entry: *Only Works OUTDOORS* If the space that you click on is a town (it is a town if it has the little crown icon on the space), you will then be told to give a number of the town. When the party steps on this space, this is the number of the town that they will enter. It is here that you will link towns to their locations outdoors. Every scenario uses this button at least once. ->Edit Item: *Only Works in TOWN* Seeing as there are no items outdoors, this one is obvious as to why it only does something in towns. Anyways, if you have an item layed on whichever space you click on when this option is selected, a dialog window appears with several options to tweak the item you just placed: a) Amount or Charges: If this item is gold/food, then type in the amount of gold/food that this item is. If the item has charges, type in how many charges it has. b) Always Here: This item will always be here. If the party takes the item, leaves the town, and then comes back, the item will be back. No matter how many times the party takes the item, it will always appear there. c) Someone's Property: This item belongs to someone. If the party takes it and someone sees, the current town that the party is in will become hostile. Most items in towns have this option selected. d) Contained in Something: If the terrain that this item is placed on is a container and this option is selected, the only way the party will know of the existence of the item is if they search the container. If the item is in a treasure chest, dresser, etc. you should select this option. ->Duplicate Item: *Only works in TOWN* When this option is selected and you click on any space in the town, it places the last item that you edited/placed. So let's say you just placed a Bronze Broadsword. Then you click on this button and then on the space right next to the sword. Another Bronze Broadsword will appear there. Also, the item is given whatever features the last one had. So, going back to the Broadsword, let's say that, before clicking on the "Duplicate Item" button, you edited the item. You made it someone's property and set for the item to always be there. Then, you click on the "Duplicate Item" button and click on the space next to the sword. Now, a Bronze Broadsword will appear that has "Someone's Property" and "Always Here" selected. This is a very useful features when creating duplicate items that you changed a little bit. ->Erase Item: *Only works in TOWN* Deletes all of the items on whichever space that you click on. Not just one, but all. Useful when you realize that that item shouldn't be there at all. ->Create/Edit Special Encounter: This is where you put a special encounter into the town/outdoors. When you select this option and then click on a space in the town/outdoor, a special node box comes up. This is the special node that will be called whenever the party steps on this space. For example, you want a message to appear whenever the party steps on that one piece of flooring. So you use this option on that space, and then make a "Display Message" node displaying your message. Also, if there is already a special node encounter on the space you click on, you will now be able to edit the special node chain. Oh, and, by the way, the nodes that this option creates are outdoor or town, depending on which you are editing. It doesn't use any Scenario Special Nodes. ->Copy Special Encounter: Let's go with the above example. Let's say that you wanted that special node on another space, too. So you hit "Copy Special Encounter" and then click on the space with the node. This option just copys the node number of the space you select. It does nothing more. ->Paste Special Encounter: Continuing off the above example, you will notice that the node hasn't been placed on the space that you wanted! So now what? Well, then you click on "Paste Special Encounter" and then you select the square where you also want that message to be displayed! Pretty much, the Copy/Paste Special Encounter options work just like it would when you are editing text. These are useful features. ->Erase Special Encounter: Again, we'll go with the above example. Let's say that you realized that you didn't want the message to be displayed on both spaces. So what do you do? Well, you select this option and then click on the space where you do not want the node to be called upon when the party steps on that space. So, pretty much, this option deletes having the node called when the party steps on the space. Note that the nodes are unchanged by this option. ->Set Special Encounter: For the last freaking time, we will go with the above example. Let's say that, after erasing the "Display Message" node encounter thingie, you realized that you would be better off with it. So you have to put it back. But do you have to do the whole copy-paste procedure? Heck no you do not! If you know the special node number (let's say that it is 2), then all you have to do is select this option and then click on the space where you want that goddam special node at, and, when the box appears asking you for the node number, just type in whatever number your special node is (so for the example it would be two)! Note that this option is only useful if you know the special node number. Otherwise, it is faster just to use the copy-paste method. *****The rest of these options ONLY appear when editing a town's terrain.***** ->Edit Monster: If you have placed a monster on whichever space that you click on, a dialog box will pop up giving you several ways to tweak the monster. Here is what you can do: a) Creature Type: Let's say that you accidentally placed the wrong creature. Well, you can now edit that. Just select the button right by this and pick the monster that it should have been. b) Creature Starting Attitude: (for a description of what each attitude is, see the section on editing monsters) Sometimes the default attitude that your monster is set to is not what it should be for this individual monster. Rather than create an identical monster that has a different attitude, just select the one here that matches your needs. This is useful when, for example, you have a slith prisoner who will give you the information you seek. c) Creature Can Move?: Select "Yes" if the creature is able to walk around the town. Select "No" if the creature is stuck in the space that you place it. d) Personality: This and the next option are only important if the party is able to talk to this character. Anyway, this option is the personality number that is brought into dialogue when the party selects to talk to this character. Note that ANY personality can be placed here, not just ones within the town's range (if what I just said confuses you, see the "Dialogue" section for more help). e) Facial Graphic: When this character is brought into Dialogue mode, this is the graphic that appears as their face. f) Advanced Traits: Sometimes the above options aren't what you are looking for. If so, click on the button that says "Advanced". A dialog box comes up giving you a few more options: 1) When is creature here?: This is also what the next two value boxes depend upon. Select one of these options: a) Always Here: This character is always at the location you place it. b) Appear on Given Day: When the party reaches a certain day in your scenario, this character will appear. c) Disappear on day: When the party reaches a certain day in your scenario, this character will disappear and never return. d) Sometimes here A: This creature will be present on days 1, 4, 7, 10, 13, 16, 19, 22, etc. e) Sometimes here B: This creature will be present on days 2, 5, 8, 11, 14, 17, 20, 23, etc. f) Sometimes here C: This creature will be present on days 3, 6, 9, 12, 15, 18, 21, 24, etc. g) Appear when event: When a certain event occurs, then this character appears. h) Disappear when event: When a certain even occurs, this character disappears. 2) What special encounter group is this creature a part of?: There are 10 special encounter groups, and the monsters of each do not appear until the party triggers a special node that creates them (like a Place Town Encounter Node). These are used, for example, when a party destroys an altar and you have demons summoned. The demons, still going by example, would all be encounter 3, and when the altar was destroyed you called a special node that summoned all encounter 3 monsters. By the way, if you select "None", than the monster is always there and no special node is needed for it to appear. 3) Number of town special node to call when creature is killed: That is pretty self-explanatory, but I'll tell you what it means anyways. When this monster dies, a town special node will be called, the number of which you put here. For example, the king of the country dies from your party, and a special node is called that kills the party, saying that the guards do not allow for you to escape. Set this option to -1 if you do not want a special node called when this creature dies. 4) Stuff-Done Flag creature's life is linked to: The stuff-done flag that you specify will always be set to zero, until the creature is killed. For example, you set Stuff-Done Flag (x7, y8) here. That stuff-done flag is supposed to be linked to the Slith King's life (so later on you can check to see if the party killed him). So you would set "7" in the first box and "8" in the second. When the Slith King is killed, this stuff-done flag's value will be changed from zero to one. Note that if either box is at -1, then no stuff-done flag is set to the creature's life. ->Duplicate Monster: First read the option "Duplicate Item" a little ways above. Finished? Well this option is identical to that, except that it duplicates monsters instead of items. This is really handy when you are tweaking the settings of one monster a little bit but need a lot of monsters with the same settings. Just use this to avoid editing all of them. ->Delete Monster: Deletes the monster on whichever space you select. If more than one monster is on the space, then they will all be deleted. ->Set North Entry: When the party enters this town from the north side, whichever space you select after clicking on this option is the space that they will be placed within the town. ->Set West Entry: Same as the above, but the space the party is placed on when they enter from the west. ->Set South Entry: Same as the above, but the space the party is placed on when they enter from the south. ->Set East Entry: Same as the above, but the space the party is placed on when they enter from the east. ->Place Web: Places a web on the space you select. ->Place Crate: Places a crate on the space that you select. ->Place Barrel: Places a barrel on the space that you select. ->Place Fire Barrier: Places a Fire Barrier on the space that you select. Fire Barriers can be walked through, but the party will take damage. Fire Barriers are permanent until a monster breaks through them or the party casts "Dispel Barrier" on the space. ->Place Force Barrier: Places a Force Barrier on the space that you select. Force Barriers are identical to Fire Barriers, but they cannot be walked through. ->Place Quickfire: Places Quickfire on the space that you select. Remember that Quickfire spreads to fill up most/all of the level unless blocked off by a Fire/Force barrier or a wall. Use Quickfire with caution. ->Erase Space: Erases all of the special effects on the space that you select. Special effects include blood, slime, ash, bones, rocks, magical barriers, crates, barrels, webs, and quickfire. ->Place Blood: Places a small stain of blood on the space that you select. ->Place More Blood: Places an averaged-size stain of blood on the space that you select. ->Place Lots of Blood: Places a large amount of blood on the space that you select. ->Place Little Slime: Places a small pool of slime on the space that you select. ->Place Lots of Slime: Places a large amount of slime on the space that you select. ->Place Ash: Places an ash pit on the space that you click on. ->Place Bones: Places bones on the space that you click on. ->Place Rocks: Places a small pile of rocks on the space that you click on. Those are all of the terrain-editing options. But the terrain-editing windows also use some different symbols. What do they mean? Symbol: "START" in blue letters Description: Starting location What that means: This is where the party starts the scenario (if you are in a town), or were they are placed when they go outdoors for the first time (if you are outdoors). Only one town and one outdoor section contain this. Symbol: Purple arrow, pointing either up, down, right, or left. Description: Town entry point What that means: Only towns contain this. When the party enters the town from the relative direction, this is where they appear at in the town. Symbol: A brownish stick-figure of a dog Description: Wandering Monster Spawning Location What that means: When wandering monsters spawn, this is one of several locations that they spawn. Symbol: Black arrow, pointing either up, down, right, or left. Description: Conveyor Belt What that means: When the party steps on this space, they will be moved in the direction that the arrow points. Symbol: Red dot Description: Fire Damage What that means: When the party steps on this space, they will take fire damage. Symbol: Blue dot Description: Cold Damage What that means: When the party steps on this space, they will sustain cold damage. Symbol: Purple dot Description: Magical Damage What that means: When the party steps on this space, they will be hit with magical damage. Symbol: Treasure chest Description: Can contain items What that means: If an item is placed on one of these spaces, it will not appear unless the party searches the spot. This is usually used for things like treasure chests. Symbol: a green "G" Description: Grass walkway What that means: A walkway that exists on the surface. At the bends of the walkway, grass appears. Symbol: a blue-green "C" Description: Cave walkway What that means: A walkway that exists below the surface. At the bends of the walkway, cave floor appears. Symbol: A picture of a brown sign Description: Sign What that means: If the party searches one of these terrain types, a text message that you enter will appear. Symbol: A brown crown symbol Description: A town What that means: These terrains can be given a town number, and so, when the party steps on the space, they enter a town. Symbol: A black "S" Description: Special encounter What that means: When the party steps on this space, a special encounter that you set is called. Symbol: A light-green "L" Description: Locked What that means: This is a locked door, and can be opened by bashing, lockpicking, or casting "Unlock" on it. Symbol: A green "M" Description: Magically Locked What that means: This is a locked door, and can only be opened by casting "Unlock" on it. Symbol: A black "I" Description: Impenetrable What that means: This door cannot be opened by lockpicking, bashing, or by casting "Unlock" on it. The only way to open it is to call a special node that changes the terrain type. Symbol: A blue "S" Description: Secret Passage What that means: The party can walk through this space, even if it is solid (like a secret passage in a wall). Symbol: A light-green "P" Description: Poisons What that means: When the party steps on this space, they will have a chance of getting poisoned. Symbol: A green "D" Description: Diseases What that means: When the party steps on this space, they will have a chance of getting poisoned. Symbol: A blue "B" Description: Blocked to Monsters What that means: Non-PCs (monsters) cannot step on this space at all. Symbol: A blue "A" Description: Can be destroyed What that means: If the party casts "Move Mountains" or "Shatter" on this space, it will change to a different terrain (almost always cave floor or grass). Tips when building Towns & Outdoors: *Avoid wide, open, spaces. These make your scenario look really boring and drab. It also makes it look unrealistic. It is better to be too crammed than too spread out. *Stick to one thing. Except in some special circumstances, you will not switch between terrain types too much. For example, you should not have one kind of flooring in one room and a different one in the room right next to it. It will look fake, and, moreover, funky. *Include a lot of detail. Put things like they would be in real-life, not like they would be in a video game. This will add a lot of flavor to your scenario. *<OUTDOORS ONLY> Add in things like alchemy ingredients, outdoor shops, and special encounters. It will make the outdoors something that people will also remember about your scenario. *<TOWNS ONLY> Put in a lot of monsters. It is better to have too many than to have too few. /-----------|------\ |d) Dialogue| 0969 | \-----------|------/ Yet another major factor in most Blades of Exile scenarios is dialogue. I am referring, of course, to talking to other characters in the game. Without dialogue, your scenario is drab, simple, and yet a lot more boring. Nobody wants to play a scenario that lacks dialogue. To begin editing the dialogue, click on "Edit Town Dialogue" in the main menu. Before we begin, here are some things to know: Each town has 10 different personalities and 60 speech nodes. Every character has to have a personality. The personality is then linked to the nodes, which are your characters responses to whatever the scenario-players asks. The nodes are tied to the personalities. Let's start with editing personalities. First, click on a personality. They are at the top of the scroll box. A dialog box appears. It asks you several things: Character Name: This is what appears up top in the dialog box as your character's name. This should relate to the response for "Name". Don't Understand Response: What this character says if the party asks it about something in which it was not given a response to in the nodes. For example: This character is set to respond to: a) pain c) mayor b) evil d) wife But a party asks it about "death". What you type in this blank is what the character will respond with. Response to 'look': When someone who is playing your scenario clicks on "Look" in the dialogue box, this is the text that appears. This box is generally used to describe the physical appearance of this character. You should be descriptive when describing your character. Here is an example: "Sitting in this chair is a crusty elderly man who reminds you of a pirate. His face is covered with deep red scars, and he wears a gold necklace encrusted with diamonds. He eyes you suspiciously." Response to 'name': When someone who is playing your scenario clicks on "Name" in the dialogue box, this is the text that appears. In this box, your character should state his name. Here is something that you might enter into this box: "The crusty man looks up. 'My name is Roy, but most people call me Red.'" Response to 'job': When someone who is playing your scenario clicks on "Job" in the dialogue box, this is the text that appears, In this box, you should put your character's occupation and maybe a few other comments that could link to your character's speech nodes (more about this later). Here is an example of something you could put in the 'job' box: "Roy shakes his head. 'I used to be a pirate, the scourge of the seas.' He suddenly looks angry. 'That was until that damned king took the throne.'" So now that you have created a personality, it is time to add a few speech nodes to it. So click on a node number. A box comes up which asks you these things: For Personality: The personality number of the character whom these responses generate this answer. If this number is -1, then this node is pretty much inactive. If it is -2, then all personalities in your town will generate this response. Let's continue with my crusty man example. Let's say that his personality was, oh..., 15. Then I would put 15 in this box. Response to: What two words, that, when asked, generate this response. When someone who is playing your scenario clicks on "Ask" and they type in one of these two words, they get this node's response. Remember how I had the crusty dude say " 'That was until that damned king took the throne.'"? Let's use that. We'll assume that people will be interested in "that damned king". They will then ask the character about "king". So I type "king" in this box. By the way, you should have these responses be what you think that people are most likely to ask. Like for mine I would not put "that" in this box. Also note that everything in this box must be at least four letters and they may not have any caps whatsoever. If you only want one response, then just leave the other at "xxxx". Node Type: Choose what extra things this dialog does. Here are the choices: ->Regular Speech: Does no extra things. Just displays the text. Nothing more. ->Response depends on Flag: Sort of like an Stuff Done Flag? If-Then node. Pretty much, this means that if a stuff-done flag is a certain value, then a certain message will be displayed. If it is not, then a different message will be displayed. Useful when you want the game to check if/if not the party has done a certain thing, and, if they have, the character gives a different message. ->Set flag to 1: Sets the specified stuff-done flag's value to one. This is useful when, later on, you want the game to check to see if the party was given a certain response. For example, one character tells you that the hidden ring is under a rock. The party goes to that rock, and you have a special node check if the stuff-done flag is at one. If so, the party finds the ring. If not, then the party finds nothing at all. ->Inn: When the character you are talking to runs an inn and you pay to get a room. Just fill in the "Extra Values" boxes and the "Message" boxes. ->Depends on Day: If the party is past a certain day in the scenario, then a different message is displayed than if they were not. Useful when, for example, a bunch of sliths have sieged a fort. Before day 25, the fort commander says that they will fight back. After day 25, the commander says that they have begun to consider surrender. ->Depends on time (and event): If the party is past a certain day in the scenario and the specified event has not occurred, then a different message is displayed. Continuing off the above example: If you have not eliminated all of the slith troops sieging the fort (which you set to be event 3) by day 30, then the commander gives you an order to suggest surrender to the fort's council. ->Depends on town: Since you can give any character any personality, this is useful when you have the same character in two or more towns. For example, Mary Sue moves to Yima from Juk when Juk gets destroyed. In Juk, she says how happy she is where she lives. In Yima, she says how pissed she is that her hometown got destroyed. ->Buy Items: When the party can buy items from this personality, like with a shop. Just fill in the Extra Value boxes. ->Receive Training: This personality is a trainer, and will train the PC the party selects in the statistics that the party chooses. ->Mage Spell Shop: This personality sells Mage spells. Similar to "Buy Items", but with spells instead of items. ->Priest Spell Shop: The same as above, but for Priest spells instead of Mage Spells. ->Alchemy Shop: Similar to the above two, but sells Alchemy recipes instead of spells. ->Healer: This personality is capable of healing injured, poisoned, diseased, dead, etc. PCs for a cost. Useful when you have a town healer. ->Sell Weapons: The party can sell their weapons to this personality. Useful when Billy Bob needs swords, so you can sell him yours. ->Sell Armor: The party can sell their armor to this personality. Useful when Billy Bob needs armor now, so you can sell him yours. ->Sell All Items: The party is able to sell all of their items to this personality. Usually used for sages. ->Identify Items: This personality gives the party the choice to identify any unidentified items that they have. ->Enchant Weapons: This personality can magically augment/enchant/improve (whatever you call it) the party's non-magical weapons. Useful for really powerful characters who are capable of things like this. Don't use this too often because this option is supposed to be pretty rare. ->Pay for Response: The party has to pay to get the desired response. Useful when, for example, Jim won't tell you where he saw the ghost ship unless you pay him 250 gold. ->Buy Response, Change Flag: The party has to pay to get the desired response. If they get the desired response, the selected stuff-done flag is set to the value that you specify. Let's go with the above example. When the party nears the ghost ship, they do not see it unless the above flag is set to one. So they have to go through Jim first. ->Ship Shop: Used when the party is purchasing a boat. You can have the party buy one or more boats. This is useful when the town that the party is in sell boats and there is a boatshop. ->Horse Shop: Same as the above, but sells horses instead of boats. ->Buy Special Item: This personality is selling special items. When the party asks the character about whatever it is you want, they pay a set amount for a special item. If you do not want the party to pay for the special item, then set the cost to 0. This is good when, for example, Frank sells the party the Staff of Demon Summoning, which summons demons at will (assuming, of course, that the staff is a special item) ->Magic Shop: The party is offered several random (and often magical) items that they can buy. This should be called "Sell Random Items", but for some reason it is not. This is useful, but do not use too many of these. They are meant to be fairly rare. ->Reveal Town Location: Let's go back to that example with Jim and the ghost ship. Let's say that you set for the ghost ship not to appear unless the party has talked to Jim. In other words, even if you are right on top of where the ghost ship is, you will see no ship and will not enter it. When you ask Jim about whatever it is you set it to, though, he will describe the location of the ship and the ship will appear. You will be able to enter the ship as well as see it. This is a very useful dialogue node. ->Eliminate Creature: Ends the conversation, as with below, and gets rid of the creature. For example, you are talking to a Nephil sailor in a chair. This message type is called, and the conversation ends. But the Nephil is no longer in the chair! ->Force Conversation End: When the party asks the character about whatever it is you set, the dialogue options (which are like "Name","Look","Job", "Record", etc.) all disappear except for "Record" and "Done". In other words, the party has no choice but to end the conversation. Useful when, for example, you bring up a topic that the personality is very emotional about, and he gets sad/mad and turns away from you. ->Hostile Conversation End: The same as above, but, when the conversation ends, the character also becomes hostile. Using the above example, let's say that that dude got really mad when you brought up that topic. Now he wants to kill you. ->Town Hostile Conv. End: The same as the above, but, when the conversation ends, the entire town becomes hostile, along with that character. Useful, when, for example, you have an evil character that the party has to kill. His minions have surrounded you, but are not attacking. You have to talk to the evil character first, and he suddenly gives the order to kill you. He and his minions then attack you. ->Call Town Special: Calls the town special that you choose. This is really useful, and you can have a lot happen here. You can use this to do just about anything that the dialogue nodes can do (with a few exceptions, and, besides, to only use this is a waste of time). However, you end up with the added responsibility of perfecting your special node chain. This is useful, but just make sure that it is necessary. Here's an example of how you would use this. Let's go back to good-old Red, the crusty old fart. You tell Red: "king" Calls special node: "Display Dialog" (tells part of his story) Above node Jumps to: "Display Dialog" (tells more of his story) Above node Jumps to: "Display Message" (Red telling you that that is his story) As I've said, this is a very useful dialog node in situations like this. Other times to use this are when you are rewarding the party for their mission. Then it would look like this: Party's Response: "mission" | If-then node checking for mission-completed stuff-done flag. / \ Stuff-Done Flag Stuff-Done Flag not high enough. is high enough | | Display Message Affect Gold node node saying that | the party hasn't Affect Experience Node completed the | mission. Display Message As you can see, this is a very useful option. ->Call Scenario Special: The same as "Call Town Special", but this calls a scenario special instead of a town special. In some ways more useful than the above, but in others more limiting than the above. Anyways, those are all of the Node Types. Make sure you choose the one that fits this response best. Extra Values: Here is where you enter in the numbers that the dialogue nodes require. For example, if you used an "Inn" dialog node, then you would have to set the quality and cost of the inn along with where the party is placed. Message 1, Message 2: The text that appears when the party gives the response. The top part is basically the first half, the bottom part basically the second half. Some Node Types use these boxes in different ways than normal. When you select the Node Type, make sure that you know what you are doing. For example, that crusty-dude named Red says what he thinks of that "damned king" here. "Yep." He snarls. "The king was the one who lost me job." He suddenly looks really angry. "He also lost me my family." Note that, if the dialogue requires it, you should have some text here suggesting that the conversation goes on. For example, with the above message, after Red says this, the scenario player is then likely to ask Red about "family". You should then have a new dialogue node for "family". Of course, you do not need a response for everything, but for more major things like the example, you probably should. So, now you know how to edit Dialogue! Here are a few tips/pointers of mine: *You are not limited to ten talking characters per town. Although the personalities specified in the dialogue nodes have to match the town range (the personality numbers that are offered for that town), there is nothing stopping you from placing a Personality #64 in a town whose personality range is 10-19. You just have to make the dialogue nodes and personality in the town whose range is Personalities 60-69, and, when in the former town's editing window, place your monster and then go to "Edit Monster". Type in the personality there. This works, but only under one condition: The characters with those out-of-range personalities use no dialogue nodes that call upon specials, no matter if they are town specials or scenario specials. This feature is useful when you want to have the same character in two or more towns or you need more than 10 personalities in one town. *Always put a lot of dialogue in your town. It is best to fill up most/all of the towns personalities, and use most of your nodes. The more that one character says, usually, the better. It is much better to have too much dialogue nodes than too little, as talking is basically optional in this game. So, don't cut corners, and add a lot of dialogue. It will add to the overall quality of your scenario. /---------------------------|------\ |e) Creating Custom Monsters| 1776 | \---------------------------|------/ Sometimes, when creating a scenario, you will have a need to use a monster that is different from the default ones in one way or another. Maybe your scenario revolves around one really powerful monster. Maybe your scenario involves several shape-shifting blobs. Who knows. But a great thing about the Blades of Exile Scenario Editor is the ability to make/change the monsters used in your scenario. Read on for how to do it. First, at the main menu of the scenario, select "Edit Monsters". Now, scroll down until you find the monster slot in which your monster should be in (the slot generally doesn't matter, but if you already have special nodes depending on a certain monster number, than you will have to use that slot). Click on it. Now, a dialog box appears that asks you many things. Here is a description of the dialog box: Monster Type Name: The name of this monster. Make it something both general and specific. Monster Picture: The picture number that the monster will use as its graphic. In other words, what the monster looks like. If you are unsure of the number of the graphic you are going to use, click on "select icon" and scroll around until you find the picture suitable to you. Monster Level: A number that determines a lot of things, like how much experience your monster gives when killed, how hard it is to charm/capture/scare, and things like that. Monster Health: How much HP the monster has and how much damage it can take. Monster Armor: How resistant your monster is to blows and thus how hard it is to damage. Don't make this too high unless your scenario is supposed to be really hard. Otherwise would-be simple combats will take a lot of time. Monster Skill: Adds extra damage to your monsters attacks and acts as the accuracy rating. Monster Speed: How many action points your monster gets each turn. Monster magic/priest spells: The level of mage/priest spells that your monster has the ability to cast, if any. Monster Type: Select which classification that your monster most closely fits under. Attack 1 type: The text that appears when attack 1 hits your PC. Attack #2,3 type: The same as the above, but for both attacks 2 and 3. Default talking picture: In dialog, this is the picture that will be the default for your monster. It doesn't matter too much as to what is here because you can always change it later. Default Attitude: Choose one of these four: Friendly, Docile: This character will not attack the party or hostile monsters. Friendly, Will Fight: Will not attack the party, but it will attack hostile monsters. Hostile, Type A: Attacks all friendly and "Hostile, Type B" monsters. Hostile, Type B: Attacks all friendly and "Hostile, Type A" monsters. Attack 1-3 Number of Dice/Sides: This goes for all six boxes, and it might be kind of confusing. Damage is figured out by dices. What the game does is it rolls the number of dice for Attack 1 (so let's say you chose three). Each one picks a random number from 1 to what you put for number of sides (so lets say you chose ten sides, and the game rolls a one, an eight, and a six). It then combines what it rolls to give you the amount of damage for that attack (so this one would have done 15 damage). The game does this for each of the three attacks your monster can have (although I recommended that you only give each monster one attack to prevent excessively large damage rates). Monster Treasure: Each increasingly higher number means that your monster will dish out increasingly more treasure when it is killed. Don't set this too high, or your scenario will be giving out too much cash. Okay, this is all good and well, but what if you wanted to give your monster a special ability or two? Then what do you do? Well, then click on "Abilities" at the bottom of the screen. A dialog box appears that asks you some things: Monster Poison: The level of poison that your monster inflicts on any PC it hits. Monster Breath Weapon strength: Remember what I said about damage using dice and sides? That's what this is. You are setting the number of eight-sided dice to be rolled when the monster breathes. Breath weapon type: The type of damage that is done when your monster breaths. Special Ability: See below. Create monsters/fields: See below. Summon Type: Choose the one that fits your monster best. No Summon: This creature cannot be summoned. Type 1: Summoned with Weak Summoning. Type 2: Summoned with Summoning. Type 3: Summoned with Major Summoning. Item to drop when killed: The number of the item that your monster might drop when it is killed. For example, if you have a mage that always drops a certain amulet when it dies, you can enter in that amulet's item number here. Chance of dropping: The percentage chance that the item you set to drop will be dropped. Monster Resistances: The type of damage(s) that your monster is resistant or immune to. Choose carefully. ->Special Abilitys<- *can only choose one* No special ability: This monster has no special ability (what a discovery...) Throws darts (dam 1-6), Shoots arrows (dam 2-12), Throws spears (dam 3-18), Throws rocks (dam 4-24), Throws rocks (dam 5-30), Throws rocks (dam 6-36), Throws razordisks (4-24), Good archer (dam 7-42), Shoot spines (dam 7-42): All of these are what type of missile weapons your monster uses, and in parenthesis are its damage range. Choose the one that fits your monster the best. Petrification ray: Used in basilisks, this means that your monster can petrify PCs from a distance. Spell point drain ray: Monsters with this can drain PCs spell points from a distance. Heat ray: This monster can do fire damage from a distance. The difference between this and breathing fire is the text that appears. This one shows up as "heat ray". Invisible: Your monster cannot be seen. Whatever graphic you put does no effect. Splits when hit: Your monster splits in half when hit with most types of damage (physical included). Mindless (resists fear): Your monster will not have its Morale reduced, and so is unlikely to flee your party. Breathes stinking clouds: Breathes clouds that curse anyone who walks in them. Icy touch: Monster does extra ice damage when it makes physical contact with a PC. Experience draining touch: Your monster sucks experience when it makes contact with a PC. Icy and draining touch: Your monster does extra ice damage when it makes physical contact and it sucks some life out of them as well. Slowing touch: When it makes contact, your monster will slow whoever it hit. Shoots webs: Your monster can web from a distance. Steals food when hits: When your monster makes contact, it will steal some food as well as do damage. Permanent martyr's shield: Your monster always acts as if it had just been cast with a Martyr's Shield spell. Paralysis ray: Your monster can paralyze PCs from a distance. Dumbfounding touch: Your monster will dumbfound any monster it makes contact with. Disease touch: Your monster diseases any monster that it hits. Absorbs Spells: When hit with magic, your monster will absorb its power and become stronger. Web touch: When your monster hits someone, they will be automatically webbed. Sleep touch: Anything your monster hits will go to sleep. Paralysis touch: If your monster hits someone, they have a chance of being paralyzed. Petrification touch: Anything that your monster hits has a chance of being petrified. Acid touch: When your monster makes contact with something, it sprays acid all over them. Breathe sleep clouds: Your monster breathes out clouds that puts anyone who walks into them asleep. Acid spit: Like Acid touch, but is done from a distance instead of physical contact. Death Touch (use with care): That is right. Use this with care. If a monster has this, there is a chance that they will kill any monster they hit. It is not recommended that you put this on a monster that the party is supposed to kill. Invulnerable (use with care): Again, you should use this with care, and you should NEVER put this on a monster that the party is supposed to kill. That is because any monster who has this ability cannot be harmed in any way, and thus is virtually impossible to kill (the only way to kill them, I believe, is to use a special node that does unblockable damage or kills all monsters). Guard: Normally, this monster will not move, but when the party commits a crime, the monster gains more health and power and goes hunting after the party. ->Create monster/fields<- *only one may be selected* No ability: This monster does not radiate fields or automatically summon monsters. Radiate fire/ice/shock/antimagic/sleep/stink fields: Your monster will radiate a field of the type you select. The chance that your monster will radiate the fields is set in the blank when you hit OK. Summon (x% chance): Your monster will summon the monster number you select when you hit okay the percentage that is set in parenthesis. Death Triggers scen. Special: When your monster is killed, it will call a scenario special. This node number is chosen when you hit OK. /------------------------|------\ |f) Creating Custom Items| 5756 | \------------------------|------/ One pretty cool thing about making your scenarios is that you can customize the items. This is a good thing to know how to do. First, go to the main menu and click on "Edit Items". Then click on the item you wish to edit. Empty slots are at the bottom. Right now, a window pops up. It asks you for the following information: ->Name: What will this item be called when identified? Mages Staff? King Sword? You decide. ->Unidentified Name: If this item is not identified, what will it show up as in your inventory? It should be a simpler form of its full name. If you were going with the above examples, it could be like 'Staff' or 'Greatsword'. ->Item Picture: Select the "choose" button and scroll through the default pictures for the one that most closely matches your item. ->Item Type: Select what kind of item your item is. Make sure you are exact, because otherwise you could end up making something that is supposed to be a sword a piece armor by accident. It is usually very easy to find out the item type you are looking for, but, if you are unsure, go ahead and ask me. ->Item Level: Item Level only affects certain things. For armor, it affects how much damage is blocked. For weapons, it affects how much base damage it does. It also affects the default amount of gold/food. ->Awkwardness: The higher this is, the more is added to the PCs encumberance when this item is equipped. ->Bonus: Weapons and Armor only. For armor, it increases the number of damaged blocked. For weapons, it increases the amount of base damage the weapon does. ->Protection: If this item is equipped, it will reduce the amount of damage you take. ->Charges: The number of uses you can get out of something. Examples of this would be wands, some rings, potions, missiles, etc. ->Type Flag: Some items are identical and can be combined. Give these items a unique type flag. Know that the designers of Blades of Exiles have already used flags 0-100. ->Value: How much you can sell/buy the item for. ->Weight: How much weight the item has. The more, the more space it takes up in your inventory. Make it reasonable, not too light or too heavy, and relative to the item that it is (ex: swords are heavier than potions). ->Special Class: If you want the game to check sometime if the party has this item, give it a special class. You can than create a special node checking for this special class. Remember to take notes on the special classes you use and that the game deletes your party's items with a special class after you finish your scenario. ->Weapon Type: If your item is either a 1- or 2-Handed weapon, you must give it one of these types. Edged is generally for things like swords and sabers, Bashing is for weapons like maces and axes, and Pole is for things like Halberds and spears. If your item is not a weapon, the box that is selected will not matter. Abilities: You can give your item a special ability. To do so, select the button that reads "Abilities" at the lower portion of the screen. A box appears giving you the following options: ->Ability Strength: How strong is the special ability you gave the item? Ten is the highest, and zero is no effect at all. It is recommended that you relate this number to two things: How rare your item is, and how much it is worth. This is an important number. Make sure that you know what you are doing when you make it. ->Item Use Properties: This only affects items which can be used, not items that are equipped. Decide whether the item hurts/helps, and if it affects the PC who uses it, or if it affects the entire party. This is also important, but not as much as the Ability Strength. ->Item Treasure class: Pretty much decides how likely monsters are to drop this item. 1 is the least rare, and 4 is the most rare. 0 means that the item will not be dropped by monsters under any circumstances. ->Other Properties: "Always Identified" makes it so that the item will always be identified, no matter what your Item Lore is. This is useful for common items or for rare items that you hear about often in your scenario, and so it is common knowledge what the item is. "Magical" means that the item is already magical, and cannot be augmented for improvement. Useful for already too-powerful items. "Cursed" means that this item has a negative effect on the user/wielder. "Conceal Ability" means that the item, even when identified, will never tell its special ability. This is useful for powerful items that no one in your scenario seems to know about. Now you must also choose the ability in question. You do this by clicking on one of the six buttons. Each one brings up a box with different options. Here is what each option is: ->Weapon Abil<- *For melee weapons only* No Ability: This item has no special ability, and any other options which have to do with the special ability are ignored. Flaming Weapon: When you strike a monster with this weapon, it will do extra damage (fire damage, which is where it gets the "Flaming Weapon" name from). Demon Slayer: Does extra damage to the members of demonkind. Undead Slayer: Does extra damage to all of the undead monsters. Lizard Slayer: If a monster is of the "reptile" type, a weapon of this type will do extra damage to it. Giant Slayer: Does extra damage to giants. Mage Slayer: If your opponent is classified as a mage, a weapon of this type does more damage to it. Priest Slayer: If your opponent is classified as a priest, a weapon of this type does more damage to it. Bug Slayer: If the opposing monster is an insect and you strike it with one of these weapons, extra damage will be done. Acidic Weapon: Sprays acid all over the monster it hits. The acid will burn at the monster for several turns. Soulsucker: When you hit a monster, you will suck up some of their HP. Drain Missiles: If the opponent you hit has missiles of any kind, you will steal some of them. Weak Weapon: Does less damage than normal. The effect that the Weak Weapon ability has is based on the number you enter for Ability Strength. The higher, the less damage is done with this number. Causes Fear: Lowers the morale of any monster this weapon hits. Poisoned Weapon: When a monster is hit with this weapon, they will be poisoned. Consecutive hits will increase the effect of the poison. ->General Abil<- Protection: Helps protect whoever equips this item from damage. Full Protection: Helps protect whoever equips this item from everything, damage included. Fire Protection: Helps reduce the amount of damage fire does to the PC who equips this item. Cold Protection: Helps to reduce the amount of damage cold does to the PC who equips this item. Poison Protection: Reduces the effect of poison on whoever equips this. Magic Protection: Reduces damage from enemy magic on the PC who equips this item. Acid Protection: Reduces acid's effects on whoever equips this item. Skill: Increases the effectiveness of whoever equips this in hand-to-hand combat. Strength: Ups the strength stat of whoever equips this. Dexterity: Increases the dexterity stat of whoever equips this. Intelligence: Adds to the intelligence stat of whoever equips this. Accuracy: Makes the user of this item more accurate with combat weapons. Thieving: Makes the user more effective at thievery. Giant Strength: Like "strength", but with a much greater effect. Lighter Object: Object weighs less than it normally would. Heavier Object: Object weighs more than it normally would. Occasional Bless: Every once in a while, the PC who equips this item will be blessed. Occasional Haste: Every once in a while, the PC who equips this item will be hasted. Life Saving: If you die, this item will bring you back to life and restore you to full health once. Prot. From Petrify: The PC who equips this item will have a smaller chance of being petrified. Regenerate: Every PC regenerates health, although it happens slowly. With an item of this type equipped, then the PC will regenerate a lot faster. Poison Augment: If you are poisoned, this will make the effect a lot worse than it would normally be. Disease Party: Every once in a while, an item of this type that is held in a PC's inventory will disease the entire party. Will: The PC with one of these items equipped is harder to dumbfound and more effective in Mindduels. Free Action: Sorry, but I do not know what this item does. Speed: Increases the Action Points the PC with an item of this type equipped gets each turn. Slow Wearer: Read Occasional Haste. Done? This is like the opposite, slowing instead of hasting. Protection from Undead/Demons/Humanoids/Reptiles/Giants: Members of whichever classification of monster you choose will do less damage to a PC with an item of the respective type equipped. Prot. from Disease: Disease will have a smaller effect. ->Usable Ability (Not spell)<- *All effects occur when the item is used.* NOTE: Everything in here has a good/bad effect, Some items openly say it, like with "Add/Lose Web". Whether the effect is positive or negative depends on what you set it to in the "Item Use Properties". Pretty much everything here ends up being self-explanatory, but the items that are not are listed here. Poison Weapon: Poisons the weapon of the PC who uses this item. Bliss: I believe this has a random effect. Doom: Hurts the PC who uses this in one way or another. Light: Affects the light around your party. Stealth, Firewalk, Flying: Affects your party's current status with "Stealth". Major Healing: Greatly heals/hurts the party. ->Usable Ability (Spell)<- *All items of this type cast the selected spell when used. For info on the spells, see the Spell Archive.* ->Reagents<- *These abilities are always in effect* Holly/Toadstool, Comfrey Root, Glowing Nettle, Crypt Shroom/Wormgr., Asptongue Mold, Ember Flowers, Graymold, Mandrake: All of these have to do with alchemy, and whichever effect you choose ends up being the alchemy ingredient that your item stands for. Sapphire, Smoky Crystal, Resurrection Balm, Lockpicks: Acts as that item. ->Missiles<- Returning: This missile is infinite, and your amount of it will never decrease. Lightning: Extra electric damage is done when the missile hits home. Exploding: Makes a huge explosion that damages a large area and all monsters in it. Acid: Does acid damage to the monster it hits. Slay Undead/Demon: Does extra damage to Undead/Demons. Heal Target: Heals whoever you hit with this. Only should be shot at PCs. /--------------------------|------\ |g) Modifying Terrain Types| 0753 | \--------------------------|------/ One of the great things about the Scenario Editor is that you can change things about the terrains available to you. First of all, you should know that the only thing you can change for the first 90 terrains is the graphic. Other changes you make will not be saved. Terrain Picture: When you change the graphic, you have two choices: animated or basic. Basic terrains are just pictures that do not change at all. Animated terrains are terrains that seem to "move". Animated terrains go through a cycle of four different pictures over and over again. They look nicer, but there are few animated terrains available to you, so you will have to make do with what they give you. Terrain Blockage: There are 6 options here, and it is quite crucial to make sure you make the correct choice. a) Clear: You can see through this terrain, and you can walk onto it as well. This is your basic terrain type. b) Walkthrough, Opaque: You cannot see through these terrains, but you are able to walk onto/through them freely. Few terrains have this option, but you will undoubtedly find it useful at times. c) Clear, Special: Terrains of this type are identical to clear, but monsters cannot access these spaces. Useful for special encounters. d) Clear, Blocked: Your party can see through this terrain, but they cannot walk through it. e) Blocked, Obstructed: Your party cannot access the space. It is blocked to vision as well as movement. f) Blocked, Opaque: As far as I know, terrains of these type are identical to Blocked, Obstructed. Can fly/boat/horse over? Fly: If your character has casted Flight or used an item that gives them the ability of flight, they will be able to step onto this space in midair. Boat: If you are in a boat, you will still be able to boat over these terrains. Useful for water. Horses: If you do not want a party to be able to bring a horse onto the space, check the box. Shortcut Key: In the editing window, by typing a certain letter, you will be automatically given certain choices as to the terrain you are choosing. This option is the key that this terrain falls under. If you do not want a shortcut, leave the box empty. Light Radius: If your item is meant to give off light (like lamps or fire), than set this to how many spaces out from the terrain light is given off to. Transform to What?: When the special node "Transform Terrain to..." is used on a terrain of this type, this number is the terrain that it will be transformed to. Special Properties: None: Just your basic terrain, and it might be there for decoration or just to walk on. In other words, your terrain has no unique purpose. Change When Step On: When a party steps onto terrains of this type, it will transform to another terrain. Does fire Damage: Self-explanatory Does cold Damage: Self-explanatory Does magical Damage: Self-explanatory Poison Land: When a party steps on a terrain of this type, they have a chance of becoming poisoned to a set level. Disease Land: Same as the above, but this terrain type diseases you instead of poisoning you. Crumbling Terrain: If you cast Move Mountains or Shatter on a terrain of this type, it will transform to another terrain type that you specify below. Lockable Terrain: No clue what this is for, but it seems to be used for portcullises somehow. Unlockable Terrain: Your basic locked door. By setting the difficulty to 10, the door is impossible to unlock. Unlockable/bashable: Anything of this type is the same as the above, but it can be bashed open as well as lockpicked or magically opened. Is a Sign: You can create text to be displayed when the party views this terrain. Call Local Special: When terrains of these types are searched/stepped on, a town or outdoor special is called. Call Scenario Special: When terrains of these types are searched/stepped on, a scenario special of your choice is called. Conveyor north, south, east, west: When the party steps on a terrain of one of these types, they are moved one space in the direction shown in parenthesis. Blocked to Monsters: Monsters cannot step on spaces of this type under any circumstances. Used to block monsters from leaving/entering certain areas. Town Entrance: These spaces can be set to act as a town and when parties enter, the enter a town number that you set. Can be Used: If you select "use" and then click on a terrain of this type, it will be changed in one way or another. Call Special if Used: If you select "use" on this terrain, it will call a special node that you set. /---------------------------|------\ |h) Customizing the Graphics| 6941 | \---------------------------|------/ One of the coolest thing about making scenarios is that you can change the graphics to fit your scenario needs. Know that custom-graphic making is not for everyone and that it will take some time. Also know that the information I am about to give you will be a little confusing, and so it is helpful if you try it out yourself. I also got much of this information from the documentation that comes with the Scenario Editor, and little of it did I find out myself. This is very confusing, so please read this carefully. Each individual custom graphic is called a slot, and it must be 28 x 36 pixels. When you have created all of your custom graphics, they must be assembled on a single .BMP file (Windows users) or a PICT (Macintosh users). This huge graphic containing your small graphics must be 280 pixels wide (that is wide enough for 10 slots) and any multiple of 36 pixels high. This single large picture is called the custom sheet. In the first row (rows are horizontal) are slots 0-9, going from left to right. In the second row are slots 10-19, and so forth. If you are confused by this, I recommend you look into the custom graphics files that come with the scenarios that accompany BoE or the Scenario Editor documentation. As I've said, this is a confusing concept and will take a while to understand fully. If you are on a Macintosh computer, you will need to download a program called ResEdit. This program is free, and can be found at several websites. I believe that there is a link to it at spiderwebsoftware.com. You must first make all of your graphics (info about the graphics is below) into that one single custom sheet and make sure it fulfills the requirements. Then, open up ResEdit and create a new file. Then, name it the same as your scenario but end it with .meg instead of .exs. Create a PICT resource and then copy-paste your custom sheet into the PICT resource. Go to Get Info and give the resource a resource number of one. Save this file in the Blades of Exile Scenario Folder. If you are on a Windows computer, do the following: 1) Duplicate one of the Blades of Exile graphic files. 2) Give it the same name as your scenario, but end it with .bmp instead of .exs. 3) With your painting program, open up this file. 4) Change the size to the size of the custom sheet. Draw your graphic here. 5) Place your bitmap file in the BLDSSCEN folder. That is how you make the finished sheet work, but how do you specify what each graphic type will be? Terrain (not animated terrain): One 28 x 36 graphic. If you are going to make a terrain use this graphic, you must add 1000 to wherever it asks for a terrain number (usually modifying terrain types, but there are other places you might want to use your custom terrain as well) Terrain (animated this time): Animated terrains need four graphics, and they must be in consecutive slots. In case you are confused about what an animated terrain is, it is a terrain that changes what it looks like every couple of turns (usually to give the notion that it is moving, like water or fire). Add 2000 to the slot the first graphic is in to use it. Dialog Picture/Dialog Face: A 36x36 picture that must be split into two halves. Put each 18x36 half into two consecutive slots in your custom graphics sheet. To use this graphic in a "Display Dialog" node, add 1000 to the slot number the first part of the graphic is in. If you are using this graphic as a character's face, then you still add 1000 to the slot the first part of the graphic is in and place it in wherever it asks for a facial graphic. Item: Each item is a 28x36 picture. To give something this picture, add 150 to the slot number the item is in. A 1x1 Monster: You need 4 graphics, and they must be placed in this order: ->monster, normal, facing right ->monster, normal, facing left ->monster, attack picture, facing right ->monster, attack picture, facing left When giving monsters this picture, add 1000 to the first slot that the 4 graphics are in and put that number in wherever it asks for a monster pic. A 2x1 Monster: You need 8 pictures, and in this order: ->left half of monster facing right ->right half of monster facing right ->left half of monster facing left ->right half of monster facing left ->left half of monster attacking right ->right half of monster attacking right ->left half of monster attacking left ->right half of monster attacking left Add 2000 to the first slot the monster's graphics are in and place that number wherever it asks for a monster picture number. A 1x2 Monster: You need these 8 graphics, in this order: ->top of monster facing right ->bottom of monster facing right ->top of monster facing left ->bottom of monster facing left ->top of monster attacking right ->bottom of monster attacking right ->top of monster attacking left ->bottom of monster attacking left Add 3000 to the slot number of the first graphic, and place that resultant number wherever it asks you for your monster graphic number. A 2x2 Monster: You need to have a full sixteen graphics, and in this order: ->top-left of monster facing right ->top-right of monster facing right ->bottom-left of monster facing right ->bottom-right of monster facing right ->top-left of monster facing left ->top-right of monster facing left ->bottom-left of monster facing left ->bottom-right of monster facing left ->top-left of monster attacking right ->top-right of monster attacking right ->bottom-left of monster attacking right ->bottom-right of monster attacking right ->top-left of monster attacking left ->top-right of monster attacking left ->bottom-left of monster attacking left ->bottom-right of monster attacking left When asked to give the monster's number, add 4000 to the first slot that the monster's graphics are in. Place this number in wherever you are asked for it. So that is how you customize the graphics. Use this features to give your scenarios a personality all their own! ______________________________________________________________________________ 2. Suggestions 8899 ------------------------------------------------------------------------------ /------------------|------\ |a) Building a Plot| 3072 | \------------------|------/ To be good, every scenario must have this one thing. This one four-letter word: PLOT. Without a quality plot, a scenario will suck. Nobody wants to play a scenario without a story to go along with it. Period. When thinking of a plot, here are some things to think of: 1) The conditions of the setting of the story. If the story takes place on an island, how are things there? Are they miserable, wealthy, abandoned? This is very important as most characters in your scenario must reflect this decision. 2) Based on the conditions, what is the biggest problem? This is what most people in your scenario are focused on. In the Valley of the Dying Things, it is the plague. In A Mild Rebellion, it is the rebellion. 3) What is the party supposed to do? This is the whole point of the story. What problem is the party supposed to solve? Are they supposed to solve the biggest problem, or just a small thing? Once you have answered those three questions, move on to the next section. If you haven't answered them yet, read on. I know it is hard to answer those three questions. It took me a long time to think of a genius plot, and it still isn't even close to being perfected. But once you get an idea, answer those questions fast to get a good idea of what your scenario will form into. Remember, the plot is the heart of your story. If it sucks, your scenario sucks. Take your time deciding a plot. It is worth it. Here's some advice, though: 1) Take an event that happened in history. Reproduce it into a scenario, but make a few changes here and there. /--------------------------------|------\ |b) How to Pre-Plan your Scenario| 3081 | \--------------------------------|------/ 1) What you should first do is estimate how many outdoor sections there should be. If your scenario is a going to be a large epic, it might need a lot of sections. Otherwise, 10 or so sections will be enough. 2) After you decide how many sections there is going to be, then draw a grid on a piece of paper with that many sections within it. Then, ignoring the grid lines (except in some special circumstances), fill in the map for your scenario. Color in water and cave walls/mountains. 3) After you do this, place in the cities on your map where you think they should be placed. Place the cities most important to the plot down first. That will make them there and in the best space possible. Remember that if there are too few of cities, your scenario might become too boring. If there are too many, your scenario may seem overcrowded and it will take a lot longer to make your scenario. 4) After you decide on the amount and locations of the cities, then you should decide where the party starts your scenario. I think the party should start scenarios as far away from the ending place as possible, but that can definitely change based on the scenario's plot. 5) After deciding where the party is to start, go ahead and decide what parts of the quest are done where. Is the party supposed to talk to a poor beggar in this town? Or are they supposed to talk to the king of the land in the huge castle? This is important is it makes some things necessary right from the start. 6) Make a list of all of the towns in your scenario. Write down what number they are or will be. 7) Go ahead and launch the Exile Scenario Editor 8) Click on "Make a New Scenario". 9) Follow the steps filling in all of the information EXCEPT for the town numbers. Just keep that as it is. 10) Go on to the next section. /---------------------------------|------\ |c) Making Your Scenario a Reality| 8343 | \---------------------------------|------/ If you really want to make your scenario famous, popular, good, whatever, just remember this one thing: "Good scenario design takes time." That is really true. If you are going to make an epic like the Exile trilogy, expect to take at least three months to do it-and that's if you're lucky. Here are a few other tips: While making your scenario, take careful notes. On everything: The stuff-done flags you use, coordinates for something, special item numbers, etc. All of that is very important that you know it because otherwise, you will go looking for it and not be able to find the answer to your question. TAKE YOUR TIME. If you rush through your scenario, it will suck. Believe me, I found that out after building my first scenario. I only put the necessary characters in a town and maybe 1 or 2 others. My scenario was VERY boring because no one really had anything to say, and so my scenario turned out not only boring, but easy because I could find the right characters easier than I should have. If you take your time your scenario will be a lot more fun, more in-depth, and the storyline will seem amazing. Size doesn't ALWAYS matter. A 100k scenario could be a lot better than a 1000k scenario. The plot is more important than anything in your scenario, be it items, monsters, whatever. If one scenario has 200 towns, that doesn't make it better than one with 20 towns. But, if plot is of equal quality, a larger scenario is generally better. Always stick to your original plot. Don't change things around unless you will be able to change it everywhere you first put it. Otherwise, your scenario will become confusing, annoying, and, in some cases, unbeatable. Nobody wants to play a scenario like that. Don't give players too much loot. If you give them like 10,000 gold for one simple mission, it makes your scenario way to easy. Don't just hand out DoomBlades+50. Make the player earn it (if it is even in your scenario at all), and make them earn it well. On the same line, don't lower the cost of should-be expensive things too much because it makes your scenario too easy. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>E. Other Information<><><><><><><><><><><><><><><><><><><><><><><><><>1478<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Testing Your Scenario 3527 ------------------------------------------------------------------------------ If you are planning on releasing your scenario to the whole wide world, then make sure you test it. I found out a lot of errors in my scenarios when testing them that I had no clue even existed. My scenario would have been impossible to beat if I had not tested it. Although you may think that yours is perfect in every way known to mankind, it is probably not. Not to insult you or anything, but that is probably true. First, you yourself should test your scenario to look for major errors that make the scenario completely unbeatable. This might take a while, but it can go faster by using Debug mode. More information about Debug mode is available in the "Help" menu of the Scenario Editor. After that, give your friends a copy of your new scenario and have them play it. This will let you know if there is some information that only the author of the scenario (you) would know and no one else can find it and, conveniently, it is needed to beat the game. Make sure you don't give them any help whatsoever. If they can beat it (without editing it, that is), then your scenario is ready for release. If your friends could not beat it, then ask them where they got stuck. Fix whatever problem was there, and all of the others they found. Then have them try again. Once your scenario is thoroughly tested, go ahead and read on. ______________________________________________________________________________ 2. How to Distribute Your Scenario 1830 ------------------------------------------------------------------------------ I recommend submitting your TESTED scenario straight to spiderwebsoftware.com. They have a way of uploading your scenario into their database. I forgot the exact link, but I know it is there. Just make sure you follow their instructions. As far as I know, spiderwebsoftware.com is the best place to submit a scenario to. If you know of any others, feel free to e-mail them to me. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\1921 IV. Comments from Other Scenario Authors I would post most of this stuff throughout the FAQ where it belongs, but that would take me too long and I would have to filter out my errors and everything else...most of what is here I can say for sure is correct....these guys know more about the game then I do. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. Alec Kyras><><><><><><><><><><><><><><><><><><><><><><><><><><><><>8306<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> 1. Party Creation: I'd say that it's important to note that more than one NC character is unnecessary, and thus to steer well clear of Party 1. 2. Party Creation: It's worthy of note that parties can and do get created with fewer than 6 characters; this tends to be more challenging, but makes the division of loot and EXP among party members less harsh. 3. Party Creation: It's also worthy of note that the default party has many, many more points to work with than a scratch party. 4. Party Creation: I would personally discourage the use of nonspecialized spellcasters until the party hits a higher level; casters with both mage and priest tend to be weaker than just mages or just priests. 5. Character Archetypes: Luck is useful for ALL character archetypes, and best gotten early. At 20 luck, the character has a 95% chance to cheat death whenever killed. 5. Stats: Dexterity is an important statistic for warriors more than anyone else: it has NO impact on lockpick/disarm traps/&c. 6. Stats: Intelligence has NO impact on lockpick/disarm traps/&c. 7. Stats: The maximum encumberance a mage can cast spells with is 1, not 2. Defense does not change this, it merely makes it so that mages with 1 encumberance fail less. 8. It is worthy of note that ALL characters get all the spells of level 3 and below automatically, and can cast them whenever they get the skill. 9. Stats: Again, Disarm Traps is the ONLY skill which makes any difference in disarming traps. 10. Stats: Lockpicking skill, type of lockpicks, and TOWN DIFFICULTY (NOT type of door -- locked doors can be lockpicked, magically lock doors can't, and impervious doors can't be lockpicked or magically unlocked) determine chance of success in picking door locks. 11. Stats: I personally think one should get luck early, and lots of it, but that's a doctrine difference, really. 12. Attributes: Nephil also boosts either archery or thrown weapons, I forget which. I repeat, 'thief' characters do not benefit from extra int or dex unless they are also casters or warriors, respectively. 13. Attributes: Toughness removes exactly 1 point of damage. It is nearly worthless, IMO. 14. Attributes: Ambidextrous is a very valuable trait, actually -- all of the best late-game weapons are one-handed, and there are few good late-game shields or late-game 2-handers. 15. Attributes: Cave Lore and Woodsman are almost utterly worthless, given that no one seems to use them. 16. Attributes: Highly Alert is rather good for the simple fact that it's impossible to be immune to magic without complete invulnerability, and sleep and paralysis are devastating and dangerous effects. 17. Spells: It's worthy of note that no hasting spell is more effective than any other, they just affect more people and last longer. 18. Spells: Ignore Drakefyre's propaganda. Summoning spells are good for situations where you get chewed up if you don't have a lot of targets flying around. 19. Spells: Sleep Cloud is EXTREMELY useful against magic-weak monsters, which constitutes a lot of them. It stops them from acting and makes any melee damage you do to them more effective. 20. Spells: Wall of Force can be useful as a screening spell; monsters hate crossing fields even if they are immune to them, and it will do damage to quite a few monsters if used properly. 21. Spells: Anyone who's ever participated in the Arena will tell you you're dead wrong about Weak Summoning, for the same reason I gave a little bit ago for Summon Beast. 22. Spells: I find it vaguely ironic you give Web a 2 and Sleep Cloud a 1. 23. Spells: Paralysis is strong for the same reason Sleep is, only it's harder to resist (resistance to it is flat, not increasing by level), it increases extra damage done by more, and the monster doesn't have a chance to swing at you after being paralyzed. 24. Spells: I've never been able to use Mindduel to any great good since it was tied to Magic resistance in E3. 25. Spells: Both Shade-summoning spells are useful because undead pierce armor, which is rather common. 26. Spells: Cure Paralysis is good because being paralyzed stops the PC from acting and causes them to take scads more damage, as well as being rather hard to resist. 27. Potions: Potion of Power only changes physical combat skill, I think. 28. Potions: It is impossible to overemphasize how good Knowledge Brew is. 29. Potions: Liar -- you can't make Strong Power potions. 30. Conditions: Being blessed does not change your stats or your magical skill. 31. Conditions: Being cursed doesn't either. 32. Conditions: You are wrong on Dumbfound -- it's permanent. 33. Conditions: Sleep and paralysis wear off after some time -- paralysis takes longer to wear off -- and cause the character to be unable to act, and take much more damage in melee combat. Sleep looks like 3 'Z's, and Paralysis looks like a character icon with bars over it. 34. Combat with spellcasters: ALWAYS cast AM cloud if you can help it. Being anywhere near an AM cloud prevents mages and priests from casting, and they seldom have an attack much better than their spells. Monsters cannot breathe out of or into AM clouds, unless they use Darkness. 35. It is good to note that most types of monsters with ranged (NOT breath) attacks can be stopped from using these by closing into melee range with them with one character -- if a missile monster can attack at melee range, it will never shoot. 36. Judicious use of paralysis and Sleep Cloud on magic-weak monsters can really shorten combat. 37. Do note that BoE comes with 3 scenarios, but there are hundreds available for download free. 38. I'll let someone with editor experience look at the guide to the editor. 39. *coughs loudly* ONLY SW offers quality scenarios? Look up Alexandria and the Lyceum; they both offer a tremendous wealth of information about good scenarios and bad ones, as well as an accurate reviews system. 40. After you've seen some of the scenarios at Alexandria, you might change your Top 5 list a bit (I liked Tatterdemalion too, but I wouldn't call it my # 1 favorite) 41. Your spelling of 'awesome' makes me cry. On custom monsters: 1. It's important to note that skill doesn't change anything except chance to hit in melee. 2. It's also important to note that some types change things: slimes, stone, and undead are immune to sleep, demons and undead ignore armor, Importants cannot be copied with Capture Soul, and some monsters make different death sounds when killed. 3. It's important to note that a monster with 1d20 is more effective than a monster with 20d1, because a 20d1 monster will always do 20 (or, well, 22), whereas a 1d20 monster does an average of about 10; similarly, 20d1 20d1 20d1 is more effective than 20d3, because 20d1 * 3 does 60 (or, well, 66), whereas 20d3 only does an average of about 40. 4. It's also important to note that the number of dice that a monster will use is one MORE than the one entered -- e.g. a monster which is given 20d1 in the editor will do 21d1 in the game, and a monster given 0d50 in the editor will do 1d50 in the game. 5. Darkness breath is distinguished in that it damages everyone except invulnerable PCs and has even more awful AI than regular breath. It is notable that, on Windows BoE, regular breath costs 3 AP and darkness costs 5, whereas in Mac BoE, all breaths cost 4. 6. You neglected to mention resistances/immunities: monsters with cold/fire/poison resistance will take less damage from those sorts of damage, and with C/F/P immunities will take NO damage from those sorts of damage. Monsters with magic resistance will take reduced damage from magic damage and have a reduced chance of being harmed by special effects. Monsters with magic immunity will take no damage from magic damage and will be immune to nearly all special effects. Resistance and immunity can be stacked, but this is silly and pointless. 7. It is important to note that antimagic clouds do a horrible hatchet job on all monster spellcasters, both friendly and hostile to the user; and also, monsters are loath to cross fields they are weak to, and not even enthusiastic about crossing fields they resist or are immune to. 8. There is a BIG difference between Heat Ray and fire breath: heat ray costs only 1 AP, as opposed to 4 (Mac) or 3 (PC), has fewer crippling AI problems than Breath, and so on. A high-speed monster with heat ray will chew up a non- invulnerable party and spit it out. 9. It is important to note that Splits When Hit is ineffective on friendly monsters: the copy it creates is Hostile Type A no matter what. It's ALSO notable that the monsters created by Splits have as many HP as the monster who generated them did after being hit -- so eventually, it's possible to reduce a single strong monster to a crowd of weak ones. 10. It is important to note that Steals Food, both Drain Touch abilities, Spell Point Drain, and Permanent Martyr's Shield do not work monster-to- monster. 11. Specifically, when hit with non-poison, non-physical, non-darkness damage, a monster will gain as many HP as it would normally lose. This does not work if it is immune to those elements, and works less if it is resistant to them. It does NOT block paralysis or sleep, poison, darkness, or physical damage. 12. Petrification Touch does not work in any version of BoE. 13. Your description of Death Touch is inaccurate. It does tremendous amounts of what I believe to be Darkness damage on physical contact, but it does NOT instantly kill anything. 14. Invulnerable reduces physical, darkness, and poison damage by 90%, as well as rendering the monster completely immune to everything else, incl. all status effects. Wound counts as Darkness damage, apparently; the 90% comes with some kind of threshold, so it does NOT render a monster completely impervious to damage, although it takes very little. A monster with Invulnerable and ~30 HP would be an easy kill for a medium-level party. 15. Guard: This is an ability no sane scenario maker should have any truck with -- the monster gains 1000 HP a round (up to the 16-bit maximum, 32767) whenever it becomes Hostile Type A. This basically makes it immune to everything except superparties. 16. Incidentally, poison only strikes on the first attack -- a monster with poison 4 will not poison any more severely on a 3-hit barrage than on a 1-hit barrage. If the first hit of a barrage misses or does no damage, no poison will be inflicted. That should be all for that. EDIT: List of abilities in terms of AP cost: 0-REACTIVE: Field, summon (these abilities take place at the same time of any other action -- e.g. whenever a monster performs any action, they have a % chance to surround themselves with fields or summon one monster automatically). To an extent, touch specials are also reactive -- although they only work on melee attacks, NOT any other action. 1: Heat Ray, Move 2: Good Archer, Throw Razordisks, Shot Missile (PC?) 3: All remaining missile specials, non-dark Breath (Win), thrown missile (PC), Use Item (PC), all ray specials 4: Physical Attack (PC/Monster) (NOTE: This includes all physical attacks in the barrage and any associated touch specials; ambidextrous PCs have a two-hit barrage, and monsters can have two-or-three hit barrages), all breaths (Mac) 5: Priest (Monster?/PC), Mage (Monster?/PC), Dark Breath (Win) Note that abilities take that many AP or however many are left, whichever number is less. A monster with 5 speed can give two attack barrages, and so can a monster with speed 7, provided BOTH are at melee range when they start the combat. There's a list of what level mage monsters can cast what spells; I don't know where it is, or I'd repost it. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Thuryl><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>3061<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> quote:Immediate corrections: 1. Party Creation: I'd say that it's important to note that more than one NC character is unnecessary, and thus to steer well clear of Party 1. Agreed. I give one of my fighters 5 or 6 ranks of Disarm Traps to start with and then forget about it, and don't normally bother with alchemy or lockpicking at all. quote:3. Party Creation: It's also worthy of note that the default party has many, many more points to work with than a scratch party. Right. And more importantly, at character creation these points can be reallocated to other skills more useful than the ones they're in by default (Poison Use? Really, now...) This almost feels like cheating, though. quote:4. Party Creation: I would personally discourage the use of nonspecialized spellcasters until the party hits a higher level; casters with both mage and priest tend to be weaker than just mages or just priests. In the long run, the best way to make a spellcaster is to avoid investing too many points in intelligence or SP during character creation. There's no reason to start with more than 4 intelligence; at low levels, I find myself doing most of my damage with field spells (Conflagration, Wall of Force, etc.) anyway, which inflict damage not dependent on intelligence. As for spell points, those 3 free spell points for every starting spell level add up, and you'll be grateful for them at higher levels. I try to get all my spellcasters at least 12 total spell levels (mage + priest) right from the start. quote:5. Character Archetypes: Luck is useful for ALL character archetypes, and best gotten early. At 20 luck, the character has a 95% chance to cheat death whenever killed. Agreed. Start all characters with 1 luck if you can spare the points; it effectively allows you to get out of ANY situation by saving/reloading a few times. quote:5. Stats: Dexterity is an important statistic for warriors more than anyone else: it has NO impact on lockpick/disarm traps/&c. Weapon skills (Edged, Bashing, Pole, even Archery or Thrown if you're into that sort of thing) are much more effective than Dexterity, as long as you can decide early on what weapon type each fighter is going to be using. I don't bother putting Dexterity higher than 4. quote:7. Stats: The maximum encumberance a mage can cast spells with is 1, not 2. Defense does not change this, it merely makes it so that mages with 1 encumberance fail less. This just isn't true. My mages' spells never fail with 1 encumbrance and no defence; at 2 encumbrance, they always fail with no Defence and still fail fairly often with 5 or even 10 Defence. I'm not sure if it's possible to succeed with more than 2 encumbrance; I suspect not. I'd rather just keep my mages' encumbrance at 1 and not waste points in Defence. Defence may also reduce the chance of fighters losing AP due to high encumbrance. I'd still rather keep my fighters' encumbrance down to 2 or 3, though. quote:10. Stats: Lockpicking skill, type of lockpicks, and TOWN DIFFICULTY (NOT type of door -- locked doors can be lockpicked, magically lock doors can't, and impervious doors can't be lockpicked or magically unlocked) determine chance of success in picking door locks. Actually, there is a field in the editor with "Lock Difficulty" in it on locked door terrain types, that can be set to a number from 1 to 10. I think it has at least SOME effect in determining chance of success in picking the lock. quote:11. Stats: I personally think one should get luck early, and lots of it, but that's a doctrine difference, really. In my experience, 5 luck is enough to cheat death more than half the time. 10 luck is enough to cheat death nearly every time. More than that is excessive. quote:12. Attributes: Nephil also boosts either archery or thrown weapons, I forget which. It's an effective bonus, like the Slith bonus with polearms. It doesn't actually show up in stats, I don't think. quote:14. Attributes: Ambidextrous is a very valuable trait, actually -- all of the best late-game weapons are one-handed, and there are few good late- game shields or late-game 2-handers. I don't mind halberds, actually. Dual waveblades may theoretically do more damage, but most things you're likely to fight with a party that well-equipped are going to be armed. I'd recommend two polearm-wielders and one ambidextrous edged-wielder, or vice versa. Of course, all this balancing goes out the window when scenario designers fill their scenarios with 50+60 swords and the like, but if you're going to count that sort of thing you may as well just cut out the middleman and get your items from a cheat scenario. quote:15. Attributes: Cave Lore and Woodsman are almost utterly worthless, given that no one seems to use them. On the other hand, hey, 4% and 6%, and you only need them on one character each. It's not like they cost the world. quote:16. Attributes: Highly Alert is rather good for the simple fact that it's impossible to be immune to magic without complete invulnerability, and sleep and paralysis are devastating and dangerous effects. Highly Alert doesn't protect from paralysis -- or doesn't protect completely, at any rate. Immunity to sleep is still good fun, though. quote:17. Spells: It's worthy of note that no hasting spell is more effective than any other, they just affect more people and last longer. Well, if you haste yourself strongly enough, you can triple your AP instead of doubling it. Still, your basic point holds; this can be done by repeated castings of Minor Haste just as well as it can be done by one or two Major Blessings. quote:20. Spells: Wall of Force can be useful as a screening spell; monsters hate crossing fields even if they are immune to them, and it will do damage to quite a few monsters if used properly. Better still, trap them; surround them completely with walls as well as dropping one on their heads, so they're taking damage every round and can't step out of the field (or if they do, they take more damage in the process). This is how my low-level parties deal with most outdoor encounters in high- level scenarios. quote:22. Spells: I find it vaguely ironic you give Web a 2 and Sleep Cloud a 1. Webs do have one useful feature, in that 2 or 3 of them in a line will obscure vision. Good for stealing from shopkeepers before you get Fire or Force Barrier. quote:26. Spells: Cure Paralysis is good because being paralyzed stops the PC from acting and causes them to take scads more damage, as well as being rather hard to resist. Hee hee. Scads. You're right, though; paralysis takes hundreds of rounds to wear off and is generally bad, although getting paralysed isn't actually very common. quote:27. Potions: Potion of Power only changes physical combat skill, I think. There's no such thing as a Potion of Power. I think the alchemy screen calls energy potions power potions (or some of them, anyway). It's Strength potions that bless you (which increases your accuracy and damage inflicted with melee and missile weapons, and decreases opponents hit rate and damage against you). quote:28. Potions: It is impossible to overemphasize how good Knowledge Brew is. It takes almost 40 skill points invested in Alchemy to be able to make Knowledge Brew. Just to recoup the costs you'd therefore need about 40 of each of the ingredients. I doubt I've run across 40 mandrake roots in all the scenarios I've ever played... well, there are scenarios where you can buy the things, but eh. quote:35. It is good to note that most types of monsters with ranged (NOT breath) attacks can be stopped from using these by closing into melee range with them with one character -- if a missile monster can attack at melee range, it will never shoot. Shoots Spines is the exception to this. Regarding AP use for missile weapons used by player characters, I believe bows cost 2 AP per shot and crossbows cost 3 AP per shot. Poison also does a small amount of damage to invulnerables. It's a bit of a slow and inefficient way of doing things, and no use if the monster's also immune to poison, but worth knowing if you ever happen to be up against an invulnerable monster and you can't or don't want to fight it in melee or Quickfire it. Does anyone know if field spells other than Quickfire can damage invulnverables? I suspect they can. Ordinary damaging spells can't, though (not even Wound); a small amount of damage will sometimes appear in the "splash" when the spell hits, but Scry Monster reveals the damage hasn't actually been inflicted. Assassination and flaming/lightning weapon damage are definitely the best way to go, though, because they do full damage (not reduced!) against invulnerable monsters. Of course, to get that full bonus damage you have to damage the invulnerable monster with an ordinary hit... Regarding AP costs for monsters' missiles: I'm pretty sure it's 3 for everything except Razordisks and Good Archer. Regarding AP costs for mage spells: It seems to depend on the spell being cast and the caster's level (and intelligence?) for PCs, and the spell only for monsters. For both PCs and monsters, Major Haste, Major Blessing and Shockwave *always* seem to cost 6 AP. Summoning spells and lesser hasting spells also usually seem to cost 6 AP, especially for monsters. Regarding AP costs for priest spells: Always 5 for PCs, 4 or 5 for monsters. Avatar always costs 5, all other spells usually seem to cast 4. All results are for my copy of Blades on my Mac. YMMV. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>C. Drakefyre<><><><><><><><><><><><><><><><><><><><><><><><><><><><><>8856<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> I have all priest spells and low-level mage spells as 5, while higher level mage spells cost six, but at a lower level, even some lower level mage spells will cost six AP. Quickfire will not damage someone fire immune, though, and most invulnerables we run across are Fire Immune. Scenario Editor Section: 1. Scenario Details: Contact information box does not display on the scenario entering screen. 2. Variable Town Entry: Not exactly. You have an SDF for the town, and the value it's set to is a number you add to the town's number to find the new town. If town 6 has SDF 3,4 set to 5, town 11 will be the new town. 3. Events generally don't work as they're supposed to. This does not apply to the timers, which are a different kind of 'event'. 4. Writing data to a text file is useful when you need to put in the number of an item/terrain/monster and have it right there on paper. 5. Outdoor Special Encounters: it's also recommended that you check the box to have them fight the party right away. 6. 95: Enter Dungeon96: Sleep - should be a line break. 7. Show/Hide Town is extremely buggy in all aspects. 8. Major events - don't work. 9. If the inventory is full for a forced give, the item drops to the ground. 10. Buy All Items of Type - doesn't work like that. NPCs buy the items of that class from the party. 11. One Time Do Nothing vs. Do Nothing and Set - the 'do nothing' does not set the flag to 250 when it jumps to - another node is needed to do that. In 'do nothing and set', the flag is set to 250 when the next node is jumped to. 12. SFX Burst - Electricity and Teleportation are switched - the docs are wrong in the order. 13. Stairways are extremely useful for teleportation between towns. They're the only node that changes towns. 14. Some rectangle nodes only work in the upper left corner. I don't remember which ones those are. 15. Creature Can Move: If it sees a hostile creature, it will move no matter what this value is. 16. On Macs, dialogue that's too long is sometimes cut off at the bottom of the window. 17. Ability Strength for items doesn't work like it's supposed to. 18. Weak Weapons and Poisoned Weapons don't work like they're supposed to. 19. Accuracy only helps missile weapons. 20. Free Action protects from sleep, paralysis, and other movement-restricting status effects. 21. Bliss is a strong blessing. 22. You can also change the names of the first 90 terrain types, along with their graphics. 23. Lockable terrain is for opened doors/portcullises 24. Look at the Lyceum forums and TM's BoE Website List. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/  /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\1010 V. Other Information This section contains information that couldn't be placed into any other category. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>A. BoE Websites><><><><><><><><><><><><><><><><><><><><><><><><><><><>8565<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Scenario Downloads 1265 ------------------------------------------------------------------------------ Of all of the websites I have been to, only one actually gives you QUALITY scenarios available to download. I am talking, of course, about this website: http://www.spiderwebsoftware.com/ Here there are many scenarios available to download, and, as I've mentioned before, you can submit your own to this website as well. If you happen to know of any more download sites, please let me know via e-mail. ______________________________________________________________________________ 2. Information 3652 ------------------------------------------------------------------------------ These are websites that give you tips and help for making scenarios. They provide input from BoE users. I have only been to one, and it is really great. Here it is: http://www.spiderwebsoftware.com/ Man, this website seems to have everything. If you know of any more, please let me know soon. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>B. Top 5 Custom Scenarios><><><><><><><><><><><><><><><><><><><><><><>8859<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> As of today, these are the five best scenarios that I have played: 1. Tatterdemalion 2. Falling Stars 3. Shadow of the Stranger 4. Emulations 5. New Life All of these scenarios are available for download at spiderwebsoftware.com (where else). You should check them out today. If you have played a scenario that you think is really great, submit your rating of it to me. Your rating must follow these guidelines: 1. You cannot rate a scenario that you wrote, and the scenario must be posted at spiderwebsoftware.com. 2. Your ratings must be out of 10. No 11/10, 10.5/10 -1/10, etc. Decimal ratings are OK. Ex: 9.5/10 3. (optional, but strongly preferred) Give me a reason behind your rating. 4. Give me your name, so I can post your comments up here (if you don't want your comments posted, let me know that in the e-mail). Chances are I will look into your scenario to see just how great it is, unless, of course, I have already played it. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> <>C. Closing Words<><><><><><><><><><><><><><><><><><><><><><><><><><><>6663<> <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> ______________________________________________________________________________ 1. Credits 5548 ------------------------------------------------------------------------------ 1. The author of the documentation that came with Blades of Exile (I do not know who the author is). It is here that I found out the range of each spell and some of the info for the custom graphics. Thank you very much. 2. The program FIGlet, for the ASCII intro-text. Thank you. 3. Alec Kyras, Drakefyre, and Thuryl. Thank you for your input and corrections. Sorry I couldn't put them where they belong, but still, thank you very much. ______________________________________________________________________________ 2. Special Thanks 4925 ------------------------------------------------------------------------------ 1. All of the wonderful people in my life!