@DATABASE Evil @AUTHOR Kimmo Kasila @NODE MAIN "contents" Evil 1.21 ++++++++++++++++++++++++++ Introduction: @{" What kind of a game is this, anyway ?" link WHATSITLIKE } @{" Requirements " link REQUIREMENTS } @{" Installation " link INSTALL } Controls: @{" General " link CONTROLS } @{" Loading/Saving Game " link SAVE } Statistics: @{" Action Points " link APS } @{" Health " link HEALTH } @{" Mana " link MANA } Actions: @{" Combat " link COMBAT } @{" Magic " link MAGIC } Items: @{" Various Items " link ITEMS } Monsters: @{" Monster Attributes " link ATTRIBUTES } @{" List Of Monsters " link SUMMONS } @{" Independent Monsters " link KOMPIS } Credits and stuff: @{" Credits " link CREDITS } @{" Warning " link WARNING } @{" Spreading Evil" link SPREADING } @{" Future " link FUTURE } @{" History " link HISTORY } @{" Where To Get The Latest Version? " link LATEST } @ENDNODE ;-------------------------------------------------------------------------------------- @NODE KOMPIS "Independent Monsters" There are 3 different computer player allegiances in Evil. All of them are equally intelligent, but they attack each other just as if they were human players. These three allegiances include: @{"The normal independent monsters" link KOMPIS6} @{"The living dead zombies" link KOMPIS7} @{"The demongate gargoyles" link KOMPIS8} The independent monsters are able to use almost all available items for your doom. They can cast spells for their own benefit and your doom. Alone they are not very dangerous, but if they outnumber your troops, they can be a serious threat. Despite of the three allegiances, the computer monsters act as an individual monsters, they do not act in groups. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE KOMPIS6 "Normal Independent Monsters" These independent computer-controlled monsters are present in some scenarios. They take their turn immediately after the last participating human player. Their only objective is to kill everyone not of their own allegiance. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE KOMPIS7 "The Living Dead" This allegiance comes into the play when the @{"NIGHT OF THE LIVING DEAD" link B8} spell is cast. @{"The dead corpses" link CORPSES} rise to revenge, and their only purpose is to kill all monster not of their own rotten allegiance. They are almost harmless unless there are a great number of them. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE KOMPIS8 "The Grotesque Gargoyles" Independent monsters of this allegiance appear when a @{"demongate" link V7} is left uncontrolled, or controlled by a inadept monster. If a @{"gargoyle" link GARGOYLE} steps out of the gate without being instantly commanded, it becomes independent, and wants to kill all monsters not of its own allegiance. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ATTRIBUTES "Monster Attributes" In addition of Action Points, Health Value and Mana, all monsters have different physical attributes. STRENGTH: The ability to carry and throw things. Also, modifies inflicted damage. Varies from 1 to about 15 DEXTERITY: The ability to hit targets in all forms of combat. Varies from 0 to about 60 INTELLIGENCE: The ability to resist spells, and regenerate spent mana points. Varies from 0 to about 100. Monsters regenerate intelligence/10 points of mana every turn. MACHO BONUS: The ability to resist pain. Varies from 0 to about 10. The value of macho bonus is directly subtracted from battle damage. REGENERATION: The amount of hitpoints regenerated in a turn. Varies from 0 to about 40. MAGIC ABILITY: The spell casting knowledge of a monster. Varies from 0 to 6. (0=Can not cast spells, 6=Can cast up to the Violet level) @{"MAGIC RESISTANCE:" link MAGICPROT} The natural magic protection. Varies from 0 to 6. 0 means no protection at all. Protection levels beyond 3 can only be achieved via the use of magical consumables. SIGHT RANGE: The number of square the monster is able to see. Varies from 1 to 25 These attribute values can not be seen in the game, but they do affect it in many ways. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SAVE "Loading And Saving Game" Saving Game ----------- At the beginning of the player number 1's turn, you are granted an opportunity to save the current game. To do so, press 'S' when it is asked for. Then, enter a path and a name for the savegame, then press return when you are ready. If the save was succesful, you will see a 'OK' message, in case of an error, you will hear a sound signal, and get to edit the name again. Evil savegames are just like the scenario files, and are loaded in the same way. That is, when you want to resume a game, you will enter the name of the savegame instead of the name of the scenario. For example: Evil 3 Save/MySave ; Starts Evil for 3 players, and loads the 'mysave' from the Save directory. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ITEMS "Items" There are lots of different items in Evil. The purpose of some is obvious, but for some more peculiar items, it is not... @{" Consumables " link CONSUMABLES } @{" Armors " link ARMORS } @{" Weapons " link WEAPONS } @{" Mines and Shovel " link MINES } @{" Bugs " link BUGS } @{" Cauldrons&Compounds " link CAULDRONS } @{" Bombs and Grenades " link BOMBS } @{" Corpses " link CORPSES } @{" Treasure Items " link TREASURES } @{" Scrolls " link SCROLLS } @{" Magic Wand " link MAGIC } @{" Other Magic Stuff " link SPELLCASTERS } @ENDNODE ;-------------------------------------------------------------------------------------- @NODE CONSUMABLES "Consumable Stuff" Quite often, you are able to find stuff that can be somehow consumed. This includes everything between bananas and syringes. Some of these edibles heal your monster, while some of them might be serious intoxicants. Some consumables are magic, and they can give your monster a magic @{"state" link STATES}, for example,invisibility. Consumables are consumed using the right mousebutton over the consumable item, which is located in your monster's @{"hand" link ITEMBX}. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WEAPONS "Weapons" There are two different weapon categories in Evil. The melee weapons, and the long ranged weapons. Some of these items might be magic. If they are, the @{"level of the magic" link MAGIC} is shown after the name of the weapon. Non-magical items can also be magically @{"enchanted" link Y8}. The Melee Weapons ----------------- These are the basic melee weapons, such as swords, daggers and axes. They can require your monster to use either one or two hands to wield the weapon. The main purpose of these items is to kill your enemies. To do this, you should put these items in your @{"monster's hands" link ITEMBX}, and initiate @{"close combat" link CLOSEC}. The Long Ranged Weapons ----------------------- These inculde bows, crossbows and the hat. They are used in the normal way, just put the item in your monster's @{"hand-box" link ITEMBX}, and use the right mouse button over the weapon's image. NOTE: All items can be used as long ranged weapons. Just @{"throw" link ICONS} them at your enemies. Naturally, melee weapons inflict more damage than say, potions. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE MINES "Mines and Shovel" One of the most effective ways to block passage to a certain area is to use landmines. There are two different mines in Evil, the anti-personnel mine and the anti-tank mine. Both of these items are used in the @{"normal way" link ITEMBX}. This causes your monster to deploy the mine right in front of it. The mine is now active, and will detonate immediately when stepped on by a monster of ANY allegiance. Non-Material monsters will not detonate mines. Explosions will detonate all mines inside the blast radius. Most of the time, you will want your mines to be hidden. The shovel is a perfect item for this, for it allows you to hide items that are located in front of your monster. Use the shovel with the right mousebutton, and if the square is suitable for digging, the item(s) will disappear from the map. They are now hidden, and can be made visible using the @{"search-icon" link ICONS}. Naturally, you cannot make mines visible in this way, because when you enter the square where a mine is hidden and activated, it will immediately detonate. Another way to conceal mines is to use @{"magic" link O8}. Pioneers are experts with mines. When @{"summoned" link V8}, they appear with a shovel and a pile of mines. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BUGS "Throwable Magic Bugs" These special items are used to track the movements of the enemy monsters. The use of the bugs is easy, all you need to do is to @{"throw" link ICONS} it at your enemy. If your monster hits the enemy with a bug, the bug will attach itself into the enemy monster. Now, the enemy monster is permanently visible to your monsters, and you will ALWAYS know where it is located. The only way to get rid of these bugs is to get rid of the monster. When the monster dies, the bug becomes inactive. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE CAULDRONS "Cauldrons And Spell Compounds" These items work with the @{"CONFUSING COOKING OF COMPOUNDS" link G6} spell. The spell compounds can be found from a certain type of bushes, and the cauldron are usually found inside chests etc. A filled cauldron has unlimited charges, and generally stronger effects than the normal consumable items. The only way to get rid of a filled cauldron is to use the @{"throw icon" link ICONS}. When a filled cauldron is throwed it becomes empty. The effect of a cauldron depends of the spell compound you used to create it. Compound Cauldron -------- -------- Big Blue Berries Invisibility Cauldron Ominous Mushroom Protection Cauldron Weird Smelling Leaf Cannabis Cauldron Big Brown Nut Strength Cauldron Edelweiss Dexterity Cauldron Ominous Berries Macho Cauldron Nitro Explosive Cauldron - Cannot be consumed, explodes when thrown or used. (a trap) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BOMBS "Bombs and Grenades" Bombs ----- These items are simple explosives, that are @{"thrown" link ICONS} towards your enemies. They explode immediately on impact, i.e. when thrown. Grenades -------- Grenades are a bit more complex explosives than the Bombs. They need to be primed before they explode. If you wish to prime a grenade, you need to have it in your hand, and click right mouse button on top of it. Then use the arrow keys to set the timer, and left mouse button to activate the grenade. The timer counts the small sub-turns you and the participating players take. For example, if the timer is set to be 0, the grenade will explode immediately when you end your turn. If the timer was set to be 1, the grenade would explode when the next player ends his turn. Most often you propably want to set the timer to be 0, for the simpliest use. The @{"IMMEDIATE ITEM DELIVERY" link R5} spell works exceptionally well with the grenades... @ENDNODE ;-------------------------------------------------------------------------------------- @NODE CORPSES "- You wanna see em'? -The What? -The Cooorpseees" When the battle goes on, it is normal that lots of corpses start to appear. These stiffs might look harmless, because they are already dead, right ? Wrong. The dead might not stay dead for long, if the @{"NIGHT OF THE LIVING DEAD" link B8} spell should be cast. Also, corpses can be reanimated to serve you as zombies, with the use of the @{"ASTONISHING ANIMATION OF CORPSES" link Y7}-spell. Also, because the corpses are quite large items, they weight a lot. Thus they are deadly if throwed at enemies by strong monsters. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE TREASURES "Treasure Items" In some scenarios, there might be special items that might cause one of the participating sides to win the match. Sometimes these items are 'treasure items', that can not be transported by means of magic. Also, if your monster walks into a portal with a treasure-item in its backpack, the item is automatically dropped before entering the portal. The same happens with the use of teleportation spells. Treasure items were created, because the magic spells of Evil allow very quick transport of items around the map, and it would be almost impossible to design scenarios with important items as objectives. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SCROLLS "Scrolls" Scrolls are created by the @{"SCROLL OF SERIOUS SCRIBBLING" link R3}-spell. They are very useless, but good for sending taunts and threats to your enemies. Also, they can be used to appeal into your enemies curiousity. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SPELLCASTERS "Items That Contain Specific Spells" Some special items can cast spells. When your monster uses such an item, it is able to cast a spell inside the item without losing mana or without having any knowledge of magic. Spellcasting items are activated in the normal way. Some spellcating items might have spells in them that can not be found from the magic menu. Some spellcasters allow you to choose a target for the spell, while some might target yourself immediately. Some spellcasters tell you the name of the spell, which they contain, while some do not. A good example of a spellcaster that lets you know the name of the spell is the wand of missiles. Also, a good example of a spellcaster that does not tell you its spell are the anomalous ankhs. The use of such items can be dangerous, but also very beneficial. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE STATES "Magic States" During the play, your monsters can be affected by magic. They might quaff a strength potion, or be targetted by an invisibilty spell. When something like this happens, the monster is said to be under a specific state. This state is shown after the name of the monster in brackets. For example, if a brave knight drinks a bottle of booze, his new state would be 'drunken' and shown like this : BRAVE KNIGHT (DRUNKEN) The monsters of Evil may have only one magical state active at a time. If you try to use several state modifiers simultaneously, you will get an error message. If you happen to accidentally gain an unwanted state, you can cancel its effects via the use of the @{"SUDDEN SOBERING OF SERVANTS" link Y6}-spell. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE COMBAT "Combat" Monsters can kill their enemies in a number of ways: @{"Close Combat" link CLOSEC} @{"Long Range Combat" link LONGC} @{"Magic" link MAGIC} Monsters can also try to defend themselves: @{"Saving Action Points" link SAVINGPOINTS} @{"Magic Protection" link MAGICPROT} @{"Armors" link ARMORS} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE MAGIC "Magic" Magic in Evil is divided up into 6 different levels. These levels are represented by colors: Red, Orange, Yellow, Green, Blue and Violet. Red magic is the easiest to handle and Violet is the most difficult. Wizards and other spellcasters wear different colored robes. These colors usually indicate the highest level of magic the character can handle, i.e. a yellow colored mage could cast spells of red,orange and yellow level but no higher. Casting Spells : The spells are cast by using a magical wand. Put it into your character's hand and use right button to see the magic menu. Choose a spell by using the left mouse button, right button aborts. Note that some @{"wands or other items" link SPELLCASTERS} contain certain spells in them, and are only able to cast that spell only (but you don't lose any mana). Such items are usually named as 'wand of fireballs' or something similiar. We have tried to make every spell useful. In some games there's stupid spells nobody would never cast in serious combat. If we discover that none of us is using a certain spell, we'll do something to make it better... lower the manaprice or boost the effect, whatever. Obviously a master sorcerer doesn't cast red level spells very often, but the point is, that a red level illusionist finds all of them useful. (or at least FUN) Each spell level contains 8 spells. @{"Red" link REDSPELLS} @{"Orange" link ORANGESPELLS} @{"Yellow" link YELLOWSPELLS} @{"Green" link GREENSPELLS} @{"Blue" link BLUESPELLS} @{"Violet" link VIOLETSPELLS} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE REDSPELLS "Red Level Spells" @{"MAGIC MISSILE O'MASSIVE MAULING" link R1} @{"BANDAGE OF VERY SUDDEN HEALING " link R2} @{"SCROLL OF SERIOUS SCRIBBLING " link R3} @{"CREATION OF INSIDIOUS ILLUSIONS" link R4} @{"IMMEDIATE ITEM DELIVERING " link R5} @{"LONG RANGE OPEN OF OPENING " link R6} @{"BOSAUS OF INVISIBLE MONSTERS " link R7} @{"SUDDEN STRENGTH OF JAX " link R8} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ORANGESPELLS "Orange Level Spells" @{"PUNTTI OF INSTANT SET[L[ MODE " link O1} @{"FURIOUS FLAME O'FORMIDABLE FIRE" link O2} @{"MAGIC SHIELD OF SUDDEN SURVIVAL" link O3} @{"SURPRISING SPEED OF LIGHTNING " link O4} @{"SURPRISING SHAPE OF FOUL FOG " link O5} @{"GLOWING EYES O'SUDDEN IR-VISION" link O6} @{"CONFUSING CREATION OF ODD ITEMS" link O7} @{"DEVIOUS DISAPPEARANCE OF ITEMS " link O8} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE YELLOWSPELLS "Yellow Level Spells" @{"TELEPORTATION OF TRAVELLING " link Y1} @{"BIG BLAST OF COLOSSAL CHARRING " link Y2} @{"HEAVENLY HEALING O'WHOLE HEALTH" link Y3} @{"MAGIC MISSILE O'MEGA MUTILATION" link Y4} @{"SUDDEN BODILY DISAPPEARANCE " link Y5} @{"SUDDEN SOBERING OF SERVANTS " link Y6} @{"ASTONISHING ANIMATION O'CORPSES" link Y7} @{"ENCHANTING OF ENORMOUS EDGES " link Y8} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GREENSPELLS "Green Level Spells" @{"FIREBALL OF FURIOUS FLAMING " link G1} @{"SHIELD O'SUDDEN INVULNERABILITY" link G2} @{"PERPLEXING PORTAL O'PUNY PLACES" link G3} @{"MEGA MACULATION OF MAGGOT MINDS" link G4} @{"MEGA MASKING O'MASSIVE MONSTERS" link G5} @{"CONFUSING COOKING OF COMPOUNDS " link G6} @{"SHOCKING SNATCHING OF SWORDS " link G7} @{"MYSTERIOUS MELTING OF MATERIALS" link G8} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BLUESPELLS "Blue Level Spells" @{"SCATTERING OF SHOCKING SULUTE " link B1} @{"BLAST OF HUGE AREA CHARRING " link B2} @{"POSSESSION OF PATHETIC BASTARDS" link B3} @{"DEVIOUS DISAPPEARANCE OF ALLIES" link B4} @{"CONFUSING CONCEALING OF PORTALS" link B5} @{"INFERNOUS INDICATION OF THE IT " link B6} @{"ENORMOUS ERUPTION O'ELECTRICITY" link B7} @{"SUDDEN NIGHT OF THE LIVING DEAD" link B8} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE VIOLETSPELLS "Violet Level Spells" @{"DISPELLING OF DIMENSIONAL DOORS" link V1} @{"GIGANTIC GATE OF GREAT DISTANCE" link V2} @{"SUDDEN SLAYING OF SLIMY SUCKERS" link V3} @{"SUDDEN SUICIDAL NUCLEAR STRIKE " link V4} @{"CONFUSING CONQUESTING O'CORPSES" link V5} @{"RADIOACTIVE RADAR OF REVEALING " link V6} @{"GLUM GATE O'GROTESQUE GARGOYLES" link V7} @{"SUDDEN SUMMONING OF SLAVES " link V8} @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE R1 "SpellData" MAGIC MISSILE O'MASSIVE MAULING ------------------------------- This one is targetted against a single character. The targetted character suffers slight damage (20Pts) from the impact of the missile. The spell causes no damage against terrain, and cannot ignite fires. Illusionist's basic weapon with 100% hit. Shields and armors do not reduce the damage of this spell. The target must be visible. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R2 "SpellData" BANDAGE OF VERY SUDDEN HEALING ------------------------------ This one is like the magic missile, but has opposite effect, i.e. it heals a character. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R3 "SpellData" SCROLL OF SERIOUS SCRIBBLING ---------------------------- Creates a scroll. You need to have one hand free for this. Scrolls can be used to send obscene messages to your enemies, threats or pure malicious taunts and insults. We recommend that this is used frequently to annoy your enemies. (They do make more mistakes when annoyed, and are more likely to run right into your traps) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R4 "SpellData" CREATION OF INSIDIOUS ILLUSIONS ------------------------------- Creates an illusion of the spellcaster. The illusion is a non-material image and its able to slowly hover around. The Illusion can't attack, and it can't pick or use any items. The spellcaster is able to sense terrain trough the illusion, but only a few squares (so the illusion can actually 'see') The illusion is destroyed right after it suffers any damage. Its not protected by any magic. Needless to say, the main purpose of this spell is to attract enemy firepower. A fireball wasted at an illusion is a costly one... @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R5 "SpellData" IMMEDIATE ITEM DELIVERY ----------------------- This teleports the item in the mouse pointer to a place choosed by you. Very useful if you want to send equipment to your troops or scrolls to your enemies. Also useful for sending explosives. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R6 "SpellData" LONG RANGE OPEN OF OPENING -------------------------- Opens a door or a window, works just like the icon of opening but can be done from quite far away. Quite useful when you want to block the line of sight or to confuse your enemy. Note that you don't need to see the door to cast this spell. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R7 "SpellData" BOSAUS OF INVISIBLE MONSTERS ---------------------------- Makes invisible monsters visible from 10*10 area. The location you choose is the centre of the area. Exceptionally useful if you suspect infiltrators or notice mysterious deaths or wounds. (They might be right behind you, keep your las.. er.. sword handy) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE R8 "SpellData" SUDDEN STRENGTH OF JAX ---------------------- Makes one of your characters to become exceptionally strong. This should not be underestimated. It's a great advantage in combat and very useful if you're wearing armor and don't want to lose action points. @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE O1 "SpellData" _ _ PUNTTI OF INSTANT SETALA MODE ----------------------------- This creates a rather large and heavy object into your target's backpack. Your target needs to have space for this, too. This spell has a very low range and is meant for defensive purposes. It causes no damage but surely slows down your opponent. Two of these is usually enough to almost totally immobilize a character. The name of the spell comes from a certain invidual (who is very fat indeed, and moves around very slowly). @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O2 "SpellData" FURIOUS FLAME O'FORMIDABLE FIRE ------------------------------- Ignites a 2*2 area. Useful if you believe the bushes nearby are occupied by enemy warriors. Also useful if you think those damn bushes are going to slow you down too much. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O3 "SpellData" MAGIC SHIELD OF SUDDEN SURVIVAL ------------------------------- A useful spell, protects you from direct damage (swords, fire, etc). Reduces the damage by 13 points, making you hard to kill in combat. (But is little help when you face fireballs and about 150 points of damage...) Does not protect against magic missiles. Lasts 4 turns. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O4 "SpellData" SURPRISING SPEED OF LIGHTNING ----------------------------- Speeds up a character of your choice. Immediately adds 30 action points to the character, and maintains the bonus for the next 5 turns. (gain of 6*30=180 aps - a lot) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O5 "SpellData" SURPRISING SHAPE OF FOUL FOG ---------------------------- Makes somebody non-material. Useful if you want to do a sneak attack or just to escape quickly inside a wall. Note that when this spell wears off, its not good to be inside rock. (2 rounds) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O6 "SpellData" GLOWING EYES O'SUDDEN IR-VISION ------------------------------- Cast this spell and you're able to actually see those damned invisible enemies running around you. Very useful indeed. You can also see monsters who are hiding. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O7 "SpellData" CONFUSING CREATION OF ODD ITEMS ------------------------------- Casting this spell allows you to actually grab an item out of nowhere. But what item will that be? That's the chance you take, but usually you can expect a powerful weapon... You need a free hand for this spell, just as if you were about to cast the scroll spell. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE O8 "SpellData" DEVIOUS DISAPPEARANCE OF ITEMS ------------------------------ This spell conceals items. Exceptionally useful for making mines totally invisible. Also useful for protecting your cauldrons. The items hidden with this spell can be found normally by searching. @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE Y1 "SpellData" TELEPORTATION OF TRAVELLING --------------------------- Teleports your caster to a place choosed by you. The place must be a square which you have already seen, that is, visible on your map. Riders cannot teleport their horses, neither can horses teleport with their riders. (Like magic-user centaurs) You can not teleport inside solide substance, neither can you teleport on top of somebody. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y2 "SpellData" BIG BLAST OF COLOSSAL CHARRING ------------------------------ A tremendous explosion of a very wide area. The only drawback is the quite small amount of damage, but it doesn't decrease very quickly - making it almost as effective through its whole area. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y3 "SpellData" HEAVENLY HEALING O'WHOLE HEALTH ------------------------------- A quick way to regenerate your nearly dead warriors to face combat again. Or to avoid doom. And death. And destruction. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y4 "SpellData" MAGIC MISSILE O'MEGA MUTILATION ------------------------------- A stronger version of the red level missile. Inflicts more damage (40pts), is useful against non-material creatures and is not affected by armor or shields. The target must be visible. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y5 "SpellData" SUDDEN BODILY DISAPPEARANCE --------------------------- A defensive invisibility spell. Causes the spellcaster to become invisible for a short period of time. Hardly useful in offensive maneuvers, but good for quick escapes. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y6 "SpellData" SUDDEN SOBERING OF SERVANTS --------------------------- Sometimes it happens that somebody gets accidentally intoxicated so that he's unable to do anything... That's when this spell comes handy, it clears the target's head from intoxicating substances such as ethanol, LSD or THC. Handy... accidents (?) happen... Note that this spell can also be used to cancel spells... shields, strength spells etc. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y7 "SpellData" ASTONISHING ANIMATION O'CORPSES ------------------------------- The dead rise to serve you with this spell! All you need is a dead corpse... This spell awakens the dead, and makes them zombies. They lose their intelligence and all magical benefits. They also become slow and clumsy, but they do still have their strength... Very useful for creating zombies from large corpses. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE Y8 "SpellData" ENCHANTING OF ENORMOUS EDGES ---------------------------- This spell enchants the weapons you are holding in your hands. Non-magical axes turn into lethal magical blades which disrupt even the most evil spirits who are not affected by normal weapons. This spell is not cumulative, weapons which are already magical are not affected at all. The spell comes handy if you are unable to find magical weaponry and are facing a number of undead or other magically protected creatures. Enchanted weapons inflict a bit more damage too, so the spell is somewhat useful against normal creatures aswell. Encanting a weapon gives it a green magic level. @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE G1 "SpellData" FIREBALL OF FURIOUS FLAMING ---------------------------- A deadly fireball is launched towards your target. The fireball has a very impressive damage which can kill almost every character instantly. However, The damage decreases quite fast and does only little damage far from the centre of the explosion. The area of the fireball is 5*5. Notice that the fireball acts like a thrown weapon; it can possibly hit any obstacles between the caster and the target. If you shoot the fireball through a window, it might not fly through it and explode. Naturally bushes and trees have a higher chance to block the fireball. This spell is deadly, and very popular. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G2 "SpellData" SHIELD O'SUDDEN INVULNERABILITY ------------------------------- Just as the orange level shield, but absorbs up to 50 points of damage. This makes your characters almost impossible to kill. (a warrior wearing a platemail and under this spell can take up to 66 points of damage without losing a single hitpoint) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G3 "SpellData" PERPLEXING PORTAL O'PUNY PLACES ------------------------------- Creates a dimensional gate which allows very fast travel between two places. It can be used by both friendly and hostile creatures. Crossing the portal costs 4 action points. This version has a very limited range, and is useful for creating shortcuts mostly inside your controlled area. (or what you THINK you control...) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G4 "SpellData" MEGA MACULATION OF MAGGOT MINDS ------------------------------- Attacks a character of your choise mentally. The damage of this spell is calculated directly from the intelligence values of the caster and the defender. If the defender is mentally stronger, the attacker takes damage instead. Very useful against mindless undeads and stupid sword brandishers who don't understand to stay far from those of superior intelligence... The largest drawback is the limited range of this spell, only 5 squares. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G5 "SpellData" MEGA MASKING O'MASSIVE MONSTERS ------------------------------- This spell allows characters to appear as something they are not. Demons might look like puny goblins, and horses might appear to be master sorcerers. The main drawback of this spell is the fact that you'll never know what you are going to look like after the spell is cast. The spell never wears off - the change is permanent and the only thing you can do is to cast this spell again and hope for a better form... (This spell has no drawbacks, it merely changes your icon) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G6 "SpellData" CONFUSING COOKING OF COMPOUNDS ------------------------------ This spell brews magical liquids into your cauldrons. You'll need to find some magical herbs for this spell. Different herbs create different liquids. These liquids are usually far more effective than the normal potions found in chests. Note also, that the cauldrons never go empty by drinking; the only way to empty one is to throw it somewhere. (Do this to your enemies cauldrons...) Different spell compounds (herbs, mushrooms etc.) create different cauldrons. Ever tasted sweet, nice chockolade ??? @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G7 "SpellData" SHOCKING SNATCHING OF SWORDS ---------------------------- If your foes are armed with too powerful weapons, cast this spell to steal them from their hands. The items appear into the same square you are in. Wands are not affected by this spell (the ones used to bring up the magic menu; all the other wands are affected normally) Non-material items are also not affected. (Ethereal items or normal items carried by an non-material monster) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE G8 "SpellData" MYSTERIOUS MELTING OF MATERIALS ------------------------------- If your path is blocked by an annoying wall, you can melt it with this spell. This spell also works on boulders, stone walls and so on, but it can not be cast against non-solid targets. Good for creating shorcuts. @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE B1 "SpellData" SCATTERING OF SHOCKING SULUTE ----------------------------- Lets you deploy 2 antitank mines, and 5 anti personnel mines to the map. You must deploy the mines in 10' radius, but you do not have to see the square you wish to booby-trap. The antitank mines are left visible, but the antipersonnel mines are concealed. Also, if you should try to deploy a mine under someone's feet, you lose that mine. No message will tell you of this if, say, you try to put a mine in a square, which is occupied by an invisible enemy monster. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE B2 "SpellData" BLAST OF HUGE AREA CHARRING --------------------------- A more powerful version of the Yellow level blast. Inflicts more damage and has an ever wider area (be careful with this!) Very useful when facing lots of enemies. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE B3 "SpellData" POSSESSION OF PATHETIC BASTARDS ------------------------------- With this spell you are able to convert enemy characters into friendly ones! The ones you try to possess can try to resist this spell. The more intelligent they are, the more difficult they are to possess. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE B4 "SpellData" DEVIOUS DISAPPEARANCE OF ALLIES ------------------------------- Makes a character of your choice invisible. This lasts for a longer time than the yellow level version, and can be used more effectively in invasions. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE B5 "SpellData" CONFUSING CONCEALING OF PORTALS ------------------------------- Makes your portals invisible. This is very useful if you cast it immediately after opening a portal. A very useful spell, but quite expensive... @ENDNODE ;-------------------------------------------------------------------------------------- @NODE B6 "SpellData" INFERNOUS INDICATION OF THE IT ------------------------------ Useful only when there's independent creatures present in the scenario. This spell makes somebody the ultimate enemy, or the 'it', and every independent monsters wants to get him and only him. There can be only one IT at a time; if another it-spell is cast, all the previous spell lose effect. When a monster dies it of course is no longer it. The range of this spell is 30 squares. Your spellcaster does NOT have to see the target, it is enough when he is inside the range. Independent creatures are unaffected by this spell. It can not be used against them. (Yes, they are protected by laws of physics.) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE B7 "SpellData" ENORMOUS ERUPTION O'ELECTRICITY ------------------------------- Creates a 15 squares long lighting bolt. Every character in it's path suffers 100 points of damage, the effect does not fade and the bolt bounces off targets it can't destroy. It is not a good idea to cast this spell directly ahead towards a wall, because it changes it's direction by 180 degrees.... or right towards your conjurer. The spell is very useful if your foes are coming to get you in a line formation. @ENDNODE @NODE B8 "SpellData" ;-------------------------------------------------------------------------------------- SUDDEN NIGHT OF THE LIVING DEAD ------------------------------- The dead rise up and start massacring the living around them! The Zombies are controlled by the computer, and they attack everybody except their own. (That is, they don't attack zombies created by this spell, but they do attack zombies controlled by you or your foes) They are able to pick up weapons, drink bottles, throw bombs at you etc. so be careful with them. Again a very popular spell. @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE V1 "SpellData" DISPELLING OF DIMENSIONAL DOORS -------------------------------- A spell that closes a demongate or a portal. Good for closing enemy demongates, or closing dangerous portals. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V2 "SpellData" GIGANTIC GATE OF GREAT DISTANCE ------------------------------- Creates a portal similiar to the short one, but has a dramatically longer range. This allows you to open dimensional gates inside your opponent's base of power for deadly surprise invasions. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V3 "SpellData" SUDDEN SLAYING OF SLIMY SUCKERS ------------------------------- A simple spell, kills somebody. It has a rather good chance of success, much better than the possession spell. Only very intelligent characters can resist this spell. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V4 "SpellData" SUDDEN SUICIDAL NUCLEAR STRIKE ------------------------------ A desperate sorcerer's spell... the sorcerer detonates with the power of a nuclear warhead, causing sudden destruction. The price you pay for this spell is your life. (But the chances of taking other to hell with you are quite good...) @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V5 "SpellData" CONFUSING CONQUESTING O'CORPSES ------------------------------- Master sorcerers have one major flaw - they can't withstand physical damage. But what if they would leave that frail body and possess a stronger one? This spell makes this possible. All you need to do is to find a dead corpse (should not be too difficult), put it in your hand-box and cast this spell. However, your old body does not die, but it turns into a zombie, and it still has all your old equipment. So be prepared to kill your old body right after you possess a new one. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V6 "SpellData" RADIOACTIVE RADAR OF REVEALING ------------------------------- Enchants your birdmap to show all enemies. Very useful for spotting invisible monsters. Lasts only one turn. This spell is extremely effective when you have clearly gained the upper hand. This allows you to quickly root out those last enemies, who are propably hiding somewhere - only waiting to be killed. The manacost of this spell is high, but if you are already clearly victorious, you should not need that much mana anyway. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V7 "SpellData" GLUM GATE O'GROTESQUE GARGOYLES ------------------------------- Opens a gate straight to hell. Just wait a few turns and soon the most foul creatures of hell start crawling out of the gate... You can immediately try to possess these creatures, the only thing you need to do is to stand right next to the gate with one of your characters. If your character is smart enough, he can control the gargoyle and to force it fight on your side. (So it turns into a friendly character) But you can also fail to control ... If this happens, the demon tries to get you and everybody else. The possibility of succeeding depends from your character's intelligence. Stupid zombies have no possibility in controlling the demons, but Master Sorcerers succeed almost always. (Note: You DONT need to cast ANY spells to possess the gargoyles. Just stand next to the gate) If there's many characters around the gate, the most intelligent one may try the possession, no matter if he's a friend or a foe. The gates have no allegiance; anybody can try to possess the creatures coming out of it. And there's more: Controlling a gate costs you 3 points of mana per turn, which you must leave for your sorcerer before you end your turn. If you do not leave mana, your sorcerer loses control of the gate. Note that you can not possess gargoyles with the mana your sorcerer would regenerate. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE V8 "SpellData" SUDDEN SUMMONING OF SLAVES --------------------------- Propably the most important spell in the whole game. Only the most skilled magicians can cast this spell, and are able to create an endless horde of minions. Needless to say, this spell is the most important in the game. The spell opens another menu, where you can choose the monster you wish to summon. When you point at it, you can read some information about the monster, and see its mana price. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SAVINGPOINTS "Saving Action Points" If you suspect possible attack against your monsters, you can leave unused action points to them when you end your turn. The monsters will then automatically use these points to fight your enemies even if it is not your turn. You can leave points to your monsters for two different purposes: 1 - Close Combat ---------------- If you leave points to a monster, who is holding weapons in its hands, it will instantly attack any monster who comes within its reach. Also, when attacked from behind, your monster will use the points you left for it to do counter blows. It might even be able to kill the attacking foe. Because one attack costs 10 action points, you need to leave at least 10 points to a monster to allow fighting. Also, if the monster is attacked from behind, it will also need 4 points for turning around, that is, you should leave 14 points. You can also easily set up traps using this option. For example, you could walk over a cupboard, and use the hide-icon. Then, leave many action points to the hiding monster, and make sure, that its facing is to the direction where the enemy might be coming from. Now, when the enemy walks into the adjanced square, or, it comes inside your hiding monster's reach, the monster jumps from the cupboard and immediately initiates close combat. Narrow corridors can also be easily ambushed by one or more monsters. 2 - Long Range Combat --------------------- If you leave your monster armed with a bow and lots of action points, it will immediately open fire upon enemies it sees. Since shooting costs 10 action points, you must leave at leas 10 points behind. For example, if you leave 45 points to a monster with a bow, it can shoot 4 times at an enemy. The monster fires an arrow every time the enemy does an action and is still visible. Again example, let us assume that you have left 55 points to a bowman, and left him watching a corridor. Now, when your enemy takes his turn, and walks into the corridor, his monster is greeted by a friendly arrow. Now, if your enemy immediately walks away from the corridor, so that your bowman does not see him, he could not fire at the enemy anymore, but would still have 45 points left. On the other hand, if the enemy would do something else in the corridor, anything that costs action points, your bowman could shoot at it again. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ARMORS "Armors" Armors are the easiest way to avoid massive amounts of damage. Wearing a plate mail or a leather armor effectively decreases the damage you get during combat. The major drawback of armors is their weight, a plate armor is not designed to those who are not physically strong. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE MAGICPROT "Magic Protection" Some monsters are magically protected. There are 6 different @{"levels of magic" link MAGIC}, which means, that there are also six levels of protection. If you attack a monster with a weapon, which has worse level of magic than the protection, the weapon causes no damage at all. Example: You attack a skeleton warrior with a normal broadsword. Since the skeleton is naturally protected by a red level magic, and the broadsword is not magic at all, it can cause no damage. Another example: You possess a silver bow, which is of red magic level. The bow has the same level of magic with the protection, and works just fine. Also, if you had a weapon, with a magic level of orange or better, it would also work just as well. Some natural weapons are also magical. For example, the bite of a hellhound is of the green magic. Magic protection can also be achieved during the game. You might find a vial of protection and drink it, which would give your character a +2 level bonus! @ENDNODE ;-------------------------------------------------------------------------------------- @NODE LONGC "Long Range Combat" If you see enemies, that are too far for close combat, you can try to shoot them with bows, breath fire on them, or throw daggers. If you want to shoot arrows, you need a bow in your hands. Click right mouse on top of the bow, target the enemy, and fire. Bows have unlimited ammunition. Breathing fire is done by clicking on the 'breath' icon, and then targetting the enemy. Some monsters can only use their breath-attack only once a turn, while some may use it more often. Throwing items at your enemies is done by using the 'throw stuff' icon. The damage you inflict depends of the weapon you use, your strength, and the weigth of the item. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE CLOSEC "Close Combat" When you see enemy monsters, you naturally want to mutilate/murder/massacre them. The easiest way to do this is close combat. To attack an enemy monster you need to walk into the same square it is in. You also need 10 @{"action points" LINK APS } to do this. You should also have some melee weapons ready in your hands, like swords or axes. If you do not have items in your hands, your monster punches with that hand. Some monsters have natural weaponry. These weapons are used automatically in combat, after the weapons in hands. If one of the fighters takes too much damage, and his health drops below zero, that monster dies. If the enemy you attack has @{"saved action points" link SAVINGPOINTS} for close combat, the monster will propably defend itself. @{"Close Combat Advanced" link ADVCLOSE} @ENDNODE ;--------------------------------------------------------------------------------------- @NODE ADVCLOSE "Close Combat Advanced" Damage ------ The damage of one blow is calculated like this: The Base Damage Of The Weapon + Your Active Monster's Strength + A Random Number From 0 to 7 - The Macho Bonus Of The Enemy - The Armor Bonus Of The Enemy For Example, an one handed sword has a base damage of 10. You attack with a warrior, whose strength is 5. You get lucky and inflict full +7 random points of damage. Your enemy is a pathetic illusionist, with a lousy macho bonus of 1. The Illusionist is wearing a leather armor, with a protection of 3 points. A simple calculation : 10 + 5 + 7 - 1 - 3 = 18 points damage. 1-Handed weapons vs. 2-Handed weapons ------------------------------------- Let us assume, that you are attacking an illusionist with two one handed swords. Let us also assume, that the illusionist has no armor at all, and your random bonus for the blow is average, 4. Your strength is 5, and the base damage of the sword is 10. The illusionist has a macho bonus of 1. Damage: 10 + 5 + 4 - 1 = 18 points damage. Because you have two swords, you hit agan : Damage: 10 + 5 + 4 - 1 = 18 points damage. Summing these two up gives 36 points damage. Now, if you had a two handed sword, with a base damage of 27, and you again get the average random bonus of 4 : Damage: 24 + 5 + 4 - 1 = 32 Conclusion : If you get average random bonuses, 1-handed weapons are better. But what if you get random bonuses of 0 ? Damage 2*(10+5+0-1) = 30 points with the two swords, and Damage 1*(24+5+0-1) = 29 points with the two handed sword And if the random bonus is 7 : 2*(10+5+7-1) = 42 points with the two swords, and 1*(24+5+7-1) = 35 points with the two handed sword. Conclusion : It seems, that two one-handed weapons inflict more damage than one two-handed weapon. However, If your enemy is a knight with a plate armor, the situation is very different : A knight has a macho bonus of 4. The plate armor gives 12 points of protection. Let us assume, that you get average random bonuses of 4. Damage of the one-handed swords: 2*(10+5+4-4-12)=6 points of damage. Damage of the two-handed sword: 1*(24+5+4-4-12)=17 points of damage Conclusion: Two handed weapons are much better agains armors, than one-handed weapons. Again, if you get random bonuses of 0 : 1-handed swords: 2*(10+5+0-4-12)=-2 (no damage) 2-handed sword: 1*(24+5+0-4-12)=13 points of damage. And if you get maximum random bonus of 7 : 1-handed swords: 2*(10+5+7-4-12)=12 points of damage 2-handed sword: 1*(24+5+7-4-12)=20 points of damage Conclusion : Two handed weapons are indeed much effective against armored monsters! If you know what you are up against, you can try to select the most effective weaponry. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WHATSITLIKE "This kind of a game" If you have played Laser Squad or Lords of Chaos, you already know something about Evil. In this game, you control a number or characters, which we will refer to as 'monsters'. The most important objective of the game is to root out all monsters not controlled by you, the enemies. These enemies are of course, controlled by your friends, or in some scenarios, the computer. This game is at its best when played by 2-3 people. There are scenarios for 4 players, but they can last for days... The game enviroment is medieval, although there are exceptions. @ENDNODE ;------------------------------------------------------------------------------------- @NODE REQUIREMENTS "Requirements" To play this game, you need an aga-amiga, with at least 2+2 megs of memory. Audio equipment is also heavily recommended. The game uses lots of chip-memory, so if you have trouble with loading this game, try quitting workbench or closing screens you do not need. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE INSTALL "Installation" Installing Evil is quite simple. If you are reading this text, you have already unpacked the lzx-archive. Now, the only thing you need to do is to edit the first line of the 'start' file with your favourite text-editor. You need to give the correct path for the assign-command. If you do not know where your gamefiles are, you should read some beginner-manuals before attempting to play this game... Or, read about the assign-command if you have trouble .. which you propably don't have. Anyway, after completing the task, Evil is can be launched from WB normally. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE CONTROLS "Controls" The game is played with both the mouse and the keyboard. Mouse is used to point icons or monsters, and clicking the buttons. The monsters are moved around the map using the @{"arrow keys" link ARROWKEYS}. The Icons are used to do certain actions. Some @{"icons" link ICONS} have two actions, activated by the left or right mouse button. The Map-Window shows a small area of the map, monsters, items, portals etc. Your active monster is marked with a white border. Holding right mousebutton down on the map-window allows you to scroll it around. If you click left mousebutton on top of your own monster, it gets activated. If you click on an enemy, you get some info about that character. You can see its name, its face-picture, the armor it is wearing, and the items it holds in its hands. You do NOT see what it has in its backpack! Neither will you see if it is somehow magically altered, for example if it has drunk a protective potion or someting like it. The bottom of the game screen contains the @{"item-boxes" link ITEMBX}. These boxes are used to manipulate items. @ENDNODE @NODE ARROWKEYS "Arrow Keys" Arrow up - Monster takes one step forward Arrow down - Monster takes one step backwards Arrow left - Monster turns anti-clockwise Arrow right - Monster turns clockwise @ENDNODE @NODE ITEMBX "Item Manipulation" The game has 13 item boxes with different functions, that look something like this: +---+---+ +---+---+---+---+---+---+ +---+---+ <- | 1 | 1 | -> | 2 | 2 | 2 | 2 | 2 | 2 | | 3 | 3 | +---+ +---+---+ +---+---+---+---+---+---+ +---+---+ | 4 | | 3 | 3 | +---+ +---+---+ (1) GROUND-BOXES These two boxes are the 'ground-boxes'. If your monster is in a square, which also contains items, they are shown here. If the items are hidden, they are not shown. (or drawed on to the map) There are two blue arrows next to these two boxes. These arrows are used to browse the items, if there are more than 2 items on the ground. If you click left mousebutton on top of an item here, your active monster picks it up. (assuming that it has enough action points) When you pick something up, the item disappears from the ground-box, and the name of the item appears on the screen. The item is now 'in the mouse pointer'. Now you can click on top of the backpack-boxes (2), on top of the hand-boxes (3), or on top of the armor box (4). The picture of the item now appears into the box you clicked. If you try to wear armors that do not fit, you get an error-message, and the item stays in your mouse-pointer. (2) BACKPACK-BOXES These six boxes represent your active monster's backpack. You can place items into these boxes with the mouse. Later, when you need that certain item, you cat take it from the backpack with the mouse, just click on the top of the item's image you wish to manipulate. Now the image of the item disappears from your backpack, and the item is in your mouse-pointer. You can then place it, for example, on the ground, or put it in your hand. Clicking right mousebutton here shows you the name of the item you point at. (3) HAND-BOXES These four boxes represent your active monster's hands. There are four boxes, because some monsters might have more arms than two. If the monster does not have 4 arms, there are red crosses drawn in the boxes it may not use. Some monsters may not have arms at all, and have red crosses in all four boxes. Manipulating items here is done exactly like with the backpack-boxes. However, the use of these boxes does not cost any action points. When you have an item in your hand, you can use it simply just pressing the right mousebutton on top of the item. Most items can be used to do certain actions, while some items can not be used in this way. (4) ARMOR-BOX This box represents your armor. If your active monster has no armor, this box contains a picture of a torso. If it has an armor, the image can be seen here. Wearing armor is simple, just pick up an armor from a ground box, and then click left mouse button over this box. Clicking right mouse button here shows you the name of the armor you are wearing. @{"Ethereal Items" link ETHITEMS} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ETHITEMS "Ethereal Items And Natural Appendages" Some monsters possess ethereal items, or natural special functions which are shown in the place of the four hand-boxes. For example, a beholder has four spell casting eyes represented in the hand-boxes. Still, the beholder has no hands, and is therefore unable to do certain actions. Also, these special items can not be moved into other boxes. When you try to press left mousebutton on top of an ethereal item, it does not disappear from the hand-box, but you will see the name of the item on the screen. These 'ethereal' items also disappear when the monster is killed. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ICONS "Icons" +-------+ | | | 0. | | | +-------+ +------+------+ | | | | 1. | 2. | | | | +------+------+ | | | | 3. | 4. | | | | +------+------+ | | | | 5. | 6. | | | | +------+------+ | | | +-----+ | 7. | 8. | |ENEMY| | | | +-----+ +------+------+ | EndTurn | +------+------+ Icon number 0: Active monsters face image ----------------------------------------- This icon is actually a picture of your active monster (its face). This icon is only used when controlling a rider and its mount. Clicking left mousebutton on this icon changes your active monster between the rider or the mount. If your active monster is not currently riding or used as a mount, this icon has no effect. Icon number 1:Next / Previous monster ------------------------------------- Left Mousebutton: Activates next monster controlled by you. If you have only one monster alive, this icon has no effect. Good for checking if all the monsters have been used. Right Mousebutton: Does the same as the left button, but in opposite order. Icon number 2:Birdmap --------------------- This icon has only one function, the birdmap. It shows a much larger part of the game map than the normal window, and also shows the locations of your troops and the enemies you know of. Your active monster is represented by a white dot. Other monsters controlled by you are represented as yellow dots. Enemies are red dots. Birdmap can be scrolled with arrow keys. Icon number 3: Mount / Dismount ------------------------------- Left Mousebutton: Ride a mount. If your active monster is in a same square with another monster you control, it can try to ride it. To able to do this, the mount needs to be large enough for the rider, the rider needs to have hands, and the rider must be material. (Ghosts and other non-material creatures can not ride) Note that you can easily swap between the rider and its mount by using the icon number 0 (Face image). While riding your monsters mount must be active during moving. Right Mousebutton: Dismount. If your active monster is currently riding, this action allows it to dismount. If it is not riding, this icon has no effect. While dismounting rider must be active (naturally). Icon number 4: Open / Close --------------------------- This icon has only one function. Clicking left mb allows your monster to open or close a door or a window directly in front of it. Icon number 5: Search / Hide ---------------------------- Left Mousebutton: Search. Any hidden items in the same square with your active monster are revealed. Chests, cupboards, graves, coffins etc. contain items which can be made available by using this option. Also items concealed with @{"a spell" link O8} or @{"a shovel" link MINES} can be found. Right Mousebutton: Hide. Your active monster is made invisible to the enemies, if it is currently in such a square where it can hide. The size of the monster limits hiding. Non-material and other non-solid monsters are commonly able to hide almost anywhere. Human sized monsters can hide in bushes, under trapdoors etc. Giants and other large creatures have major difficulties trying to find a suitable place for lurking. Icon number 6: Throw -------------------- Throw stuff. This function allows your active monster to throw an item, which is currently 'storaged' in your mouse pointer. You can throw any items, most often towards your foes. If your monster is not very strong, it might have difficulties throwing heavy items. Icon number 7: Center to active monster --------------------------------------- Center to your active monster. Good if you have scrolled the map somewhere, or used the birdmap. Icon number 8: Breath / Use natural close-attacks Left Mousebutton: With this icon you will be able to use your active monster's long ranged weapons, which would otherwise be visible nowhere. This includes everything between a dragon's breath of fire, and a snake's venomous spit. Right Mousebutton: Clicking right button here allows your monster to attack against terrain with its natural weaponry. For example, with this a horse can break windows with its hooves, and worms can eat doors. EndTurn-Icon: ------------- Clicking on this icon ends your turn. Time to let your friend take his. Enemy-Marker: ------------- This marker appears when your active monster sees an enemy. Clicking left mousebutton on this marker centers to the enemy. If there are several enemies sighted, pressing left mousebutton several times cycles between the spotted foes. @ENDNODE ;---------------------------------------------------------------------------- @NODE APS "Action Points" Your monsters can only take a limited amount of actions in a single turn. Some monsters are quicker than others, and can do more in a turn than others. This is represented by 'action points'. At the beginning of your turn, all of your monsters should have full action points. Carrying lots of weight can cause your monster to lose some of its action points immediately, depending of its strength. During your turn, your monsters can move around, use items, cast spells etc. All this @{"costs" link APCOSTLIST} action points. For example, opening a door costs 4 action points, and picking up an item costs 5 action points. Normal humans have usually about 70 action points to use, but some slower monsters like zombies, have only 45. When your active monster has used all of its action points, it can do no more actions in that turn. Also, if your active monster has less action points than the action it wishes to do costs, it may not do it. For example, spellcasting costs 15 action points. If your active monster has only 14 or less action points left, it may not cast spells, or do anything that costs over 14 points. @ENDNODE @NODE APCOSTLIST Action Point Costs Of Actions ----------------------------- Turn left/right - - - - - - - - 1 Aps Walk Forward - - - - - - - - - 4 Aps + X (Depends from the terrain you go to) Walk Backwards - - - - - - - - 8 Aps + X (Same as above) Shoot Long Ranged Weapon - - - 10 Aps Initiate Close Combat - - - - - 10 Aps Pick Up An Item - - - - - - - - 5 Aps Open A Door Or A Window - - - - 4 Aps Take An Item From BackPack - - 4 Aps Search A Square - - - - - - - - 10 Aps Drink/Eat/Smoke/Inject- - - - - 5 Aps Throw An Item - - - - - - - - - 2 Aps Mount/Dismount - - - - - - - - 7 Aps Take Off Armor - - - - - - - - 20 Aps Cast A Spell - - - - - - - - - 15 Aps Hide - - - - - - - - - - - - - 10 Aps Breath Fire - - - - - - - - - - 10 Aps Manipulating items held by the caracter in his hands is free. @ENDNODE @NODE HEALTH "Health Value" Your monsters' state of health can vary widely. At the start of the game, they are generally in perfect condition, but when the battle goes on, they usually get wounded or die. Some monsters can take much more damage than others. This ability to withstand damage is represented by the health value. When your monster's health value becomes negative, it dies. Health value can be increased by the use of @{"magic"link Y3}, or some @{"healing items" link CONSUMABLES}. Most of the monsters regenerate lost health every turn. For example, warriors regenerate about 3 points of health each turn, but of course not beyond their maximum health value. Some other monsters can regenerate much more than 3 points/turn, while some monsters do not regenerate at all. @ENDNODE @NODE MANA "Mana Value" Many monsters are able to cast spells. Spells use magic energy, or 'mana'. This number represents your monster's current power to cast spells. Some spells cost more mana than others. Easy spells like 'magic missile o'massive mauling' cost only about 5 points of mana, and the more complex spells like 'fireball of furious flaming' cost 30 or more points of mana. Monsters get more mana in the beginning of each turn, the amount depends from the @{"intelligence" link ATTRIBUTES} of the monster. For example, master sorcerers regenerate 10 points of mana each turn, while some other monsters might regenerate only 3 points of mana in a turn. @ENDNODE @NODE Credits "Credits" Credits in order of work done: 100% Assembler Code: Dr.Blitz (Kimmo Kasila) Graphics: Kpt (Aki Rasanen)/JurriMies (Sami Kahila) Screams and sound effects: Dr.Blitz/Jumpsu (Juha-Matti Jarvinen) Scenario Editing: Dr.Blitz/Jumpsu/Jurrimies This text you're reading: Dr.Blitz Some sound effects are from unknown origin, some are ripped, most are digitized by us and some are just plain stupid. However, they do form an important part of the game atmosphere (?) Contact the coder for any reason at this addy... Dr.Blitz Kimmo Kasila Opiskelijankatu 4C 176 33720 Tampere Finland Or locate me from finnish amiga-boards.... Or send me e-mail kkasila@students.cc.tut.fi @ENDNODE ;------------------------------------------------------------------------------------ @NODE WARNING "Warning" We are not responsible for possible damage caused by using this program; use it at your own risk. We take no responsibility if someone should view the characters in Evil as some kind of rolemodels and pick up a few bad habits.If anyone should be killed while using this program, we take no responsibility. If somebody goes nuts because of this game, we take no responsibility. If somebody actually plays this game, we are greatly surprised. @ENDNODE ;------------------------------------------------------------------------------------ @NODE SPREADING "Spreading" This game is not shareware. This game is nutware. Whatever that means is left for you to find out. You can copy this package to anybody you want to, if the following conditions are met: (1) The package contains all the files (2) None of the files are altered (3) No money should be earned, only a reasonable price of the disk(s). @ENDNODE ;------------------------------------------------------------------------------------ @NODE FUTURE "Future" If somebody wants an EDITOR to edit OWN wicked scenarios, it might help to send booze or mind expanders to the authors. If we find out that this game actually produces booze in such a way... who knows? Actually, we do have a mapeditor already half-ready, so maybe we will expand it into a real scenario editor. Naturally we are more than happy to spread more scenarios to you if requested. More versions of Evil do propably pop out now and then... We test and play this game very much, and it has proved to be very entertaining. When we get ideas we usually include them into the game... @ENDNODE ;------------------------------------------------------------------------------------ @NODE HISTORY "History" 00.01.1998 Version 1.21 -Bug fixed: If new game started from RAM, game crashed. -Bug fixed: Computer players had difficulties with the haste spell, which seemed to consume random amounts of mana. -Some GFX added -Bug fixed: Targetting enemies with bows did not work quite right, sometimes 'X' was not displayed, if there was no line of sight. This resulted annoying 'no line of sight' messages. -Bug fixed: Loader did not have enough time to correctly close the 'temporary' file it created. This had to wait until Evil was quitted. -Bug fixed: Monsters with natural weaponry caused a "can't cast there" message instead of "can't breath" if breath-attack was tried. (If the monster did not possess a breath-weapon) -Bug fixed: If lighning bolt was targetted in the conjurer's own square, a spell-sample was played, immediately followed by an error-message "can't cast there". The sample is now removed. -Piecedata bug removed. Some T-shaped walls were replaced by incorrect pieces if exposed to severe damage. -Bug in search, if a tombstone-square was rummaged, a buried corpse appeared, but the grave was left intact. Fixed. -Corpses buried in graves all looked like skeletons, although, when animated they turned out to be zombies. This is fixed, graves now contain both corpses of skeletons and zombies. -Computer player made aware of land mines, which are not concealed. -Bug fixed: CPU had difficulties finding paths to interesting items. -CPU now also deliberately seeks bottles and treasure-items to carry around. (Among other interesing items) -Classic scenario, 'Temple', re-constructed with a modernized map. All scenarios of previous versions were checked through in order to fix gfx-related anomalities and map peculiarities. -Animation added into fireball, charr and magic missile spells. -Rohmuruoho spell did not draw the map after the spell. ??.12.1997 Version 1.2 -Launchable from workbench (at last) -Graphic Scenario/Player selector (as above) -More animations -New MonsterGfx:Barbarian,Warriorlord,Orc,Troll,Enchanter -New logo, some new icon-gfx ... 20.10.1997 Version 1.1 -More user-friendly savegame -Bugs removed (Chestbug,Illusionbug) -Enchant-spell enchanged -Evil.Guide included -2 New Spells: Sulute and Dispell -More sound effects -Magic Bugs Added -Independent monsters improved -Troll, Bard, Giant -More gfx -New Scenarios:Murha, Corpse -More Items 10.6.1997 Version 1.05 -Savegame fixed -Close opportunity fixed -Bug in the lightning-spell removed -Summonmenu gfx changed -New gfx for the pioneeri and blacksmith 29.5.1997 Verison 1.0 -Version 1.0 Released @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SUMMONS "Monsters in Alphabetical Order" MONSTERS IN ALPHABETICAL ORDER ------------------------------ @{"Ancient Mummy" link AMUMMY} @{"Barbarian" link BARBARIAN} @{"Bard" link BARD} @{"Beholder" link BEHOLDER} @{"Black Knight" link BKNIGHT} @{"BlackSmith" link SMITH} @{"Brave Knight" link KNIGHT} @{"Bone Golem" link GOLEM} @{"Conjurer" link BWIZ} @{"Death Knight" link DKNIGHT} @{"Demon" link DEMON} @{"Enchanter" link YWIZ} @{"Evil Ghost" link GHOST} @{"Evil Spectre" link SPECTRE} @{"Fiend" link FIEND} @{"Furious Troll" link TROLL} @{"Gargoyle" link GARGOYLE} @{"Giant" link GIANT} @{"Giant Zombie" link GZOMBIE} @{"Goblin Warrior" link GOBLIN} @{"Greater PurpleWorm" link GREATMATO} @{"Gremlin" link GREMLIN} @{"HellHound" link HOUND} @{"HellWorm" link HELLMATO} @{"Illusionist" link RWIZ} @{"Kaakki a.k.a. Horse" link KAAKKI} @{"LizardMan" link LIZARDMAN} @{"Magician" link OWIZ} @{"Master Sorcerer" link VWIZ} @{"Mummy" link MUMMY} @{"Norsu a.k.a. Elephant" link NORSU} @{"Orc Champion" link ORCC} @{"Orc Warrion" link ORC} @{"Pioneer" link PIONEER} @{"Pixie" link PIXIE} @{"Poltergeist" link POLTERGEIST} @{"PurpleWorm" link MATO} @{"Shadow" link SHADOW} @{"Shokan Warrior" link GORO} @{"Shokan Knight" link GOROKNIGHT} @{"Shokan WarriorLord" link GOROLORD} @{"Shokan Wizard" link SHOKANWIZ} @{"Skeleton Champion" link SKELEC} @{"Skeleton Colonel" link SKELCO} @{"Skeleton Warrior" link SKELE} @{"Spirit" link SPIRIT} @{"Vampire" link VAMPIRE} @{"Warrior" link WARRIOR} @{"WarriorLord" link WARRIORLORD} @{"WarKaakki" link WKAAKKI} @{"WarNorsu" link WNORSU} @{"Water Elemental" link WELEM} @{"White Knight" link WKNIGHT} @{"Wizard" link GWIZ} @{"Zombie" link ZOMBIE} @{"Zombie Master Sorcerer" link FAKEWIZ} NOTE: In some scenarios there might be some custom monsters which are not included in this list. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE AMUMMY "Ancient Mummy" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 120 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 10 INTELLIGENCE: 30 MACHO BONUS: 4 REGENERATION: - MAGIC ABILITY: 2 MAGIC RESISTANCE: 3 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 25 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BARBARIAN "Barbarian" @{"Action Points:" link APS} 64 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 7 DEXTERITY: 10 INTELLIGENCE: 10 MACHO BONUS: 5 REGENERATION: 3 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 20 Note: When summoned, Monster appears with a two-handed sword @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BARD "Bard" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 70 @{"Mana:" link MANA} 30 @{"Attributes" link ATTRIBUTES}: STRENGTH: 4 DEXTERITY: 15 INTELLIGENCE: 40 MACHO BONUS: 3 REGENERATION: 2 MAGIC ABILITY: 3 MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 26 NOTE: When summoned Bard appears with magical flute which can be used to cast spells. Only Bards are able to use the flute. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BEHOLDER "Beholder" @{"Action Points:" link APS} 50 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} 10 @{"Attributes" link ATTRIBUTES}: STRENGTH: 5 DEXTERITY: 5 INTELLIGENCE: 40 MACHO BONUS: 5 REGENERATION: - MAGIC ABILITY: 1 MAGIC RESISTANCE: 2 SIGHT RANGE: 20 HANDS: - NATURAL WEAPONS: 1 Bite MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 1 MANAPRICE: 30 NOTE: Beholders have four magical eyes which can be found in hand-boxes. -Eye of Magic: casts @{"red level spells" link REDSPELLS} -Eye of Melting: casts @{"MYSTERIOUS MELTING OF MATERIALS" link G8} -Eye of Fireballs: shoots fireballs like the spell @{"FIREBALL OF FURIOUS FLAMING" link G1} but less damage -Eye of sobering: sobers like spell @{"SUDDEN SOBERING OF SERVANTS" link Y6} @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BKNIGHT "Black Knight" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 90 @{"Mana:" link MANA} 25 @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 30 INTELLIGENCE: 25 MACHO BONUS: 4 REGENERATION: 3 MAGIC ABILITY: 2 MAGIC RESISTANCE: - SIGHT RANGE: 18 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 26 NOTE: Monster appear with armor. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SMITH "BlackSmith" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 95 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 5 INTELLIGENCE: 10 MACHO BONUS: 5 REGENERATION: 2 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 16 NOTE: Monster appears with Sledgehammer @ENDNODE ;-------------------------------------------------------------------------------------- @NODE RWIZ "Illusionist" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 30 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 50 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: 1 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 10 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE OWIZ "Magician" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 40 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 60 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: 2 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 15 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE YWIZ "Enchanter" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 50 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 70 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: 3 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 20 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GWIZ "Wizard" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 60 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 80 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: 4 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 45 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE BWIZ "Conjurer" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 70 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 90 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: 5 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 70 @ENDNODE ;-------------------------------------------------------------------------------------- ;-------------------------------------------------------------------------------------- @NODE VWIZ "Master Sorcerer" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 100 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 100 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: 6 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: - NOTE: There are much variation in Master Sorcerers, but these are basic stats. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SHOKANWIZ "Shokan Wizard" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} 50 @{"Attributes" link ATTRIBUTES}: STRENGTH: 5 DEXTERITY: 5 INTELLIGENCE: 50 MACHO BONUS: 7 REGENERATION: 3 MAGIC ABILITY: 4 MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 4 NATURAL WEAPONS: - MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 5 MANAPRICE: 49 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GOLEM "Bone Golem" @{"Action Points:" link APS} 45 @{"Health:" link HEALTH} 150 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 2 INTELLIGENCE: - MACHO BONUS: 5 REGENERATION: - MAGIC ABILITY: - MAGIC RESISTANCE: 3 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 25 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE DKNIGHT "Death Knight" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 80 @{"Mana:" link MANA} 30 @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 30 INTELLIGENCE: 30 MACHO BONUS: 3 REGENERATION: - MAGIC ABILITY: 2 MAGIC RESISTANCE: 3 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 28 NOTE: Monster appears with an armor and a broadsword. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE DEMON "Demon" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 200 @{"Mana:" link MANA} 40 @{"Attributes" link ATTRIBUTES}: STRENGTH: 10 DEXTERITY: 20 INTELLIGENCE: 50 MACHO BONUS: 4 REGENERATION: 2 MAGIC ABILITY: 3 MAGIC RESISTANCE: 3 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: 1 Breath / Turn MONSTERS SIZE: 30 MAXIMUM RIDER SIZE: 11 MANAPRICE: 49 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WARRIOR "Warrior" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 90 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 5 DEXTERITY: 20 INTELLIGENCE: 20 MACHO BONUS: 4 REGENERATION: - MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 20 NOTE: Monster appears with an armor and a mace. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WARRIORLORD "Warrior Lord" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} 10 @{"Attributes" link ATTRIBUTES}: STRENGTH: 7 DEXTERITY: 30 INTELLIGENCE: 35 MACHO BONUS: 4 REGENERATION: - MAGIC ABILITY: 1 MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 23 NOTE: Monster appears with an armor and a broadsword. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GHOST "Evil Ghost" @{"Action Points:" link APS} 90 @{"Health:" link HEALTH} 30 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 1 DEXTERITY: 2 INTELLIGENCE: 20 MACHO BONUS: - REGENERATION: - MAGIC ABILITY: 2 MAGIC RESISTANCE: 2 SIGHT RANGE: 4 HANDS: - NATURAL WEAPONS: 1 Touch MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 15 NOTE: Monster is non-material. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SPECTRE "Evil Spectre" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} 25 @{"Attributes" link ATTRIBUTES}: STRENGTH: 4 DEXTERITY: 2 INTELLIGENCE: 25 MACHO BONUS: 3 REGENERATION: - MAGIC ABILITY: 2 MAGIC RESISTANCE: 2 SIGHT RANGE: 4 HANDS: - NATURAL WEAPONS: 1 Touch MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 25 NOTE: Monster is non-material. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE FAKEWIZ "Zombie Master Sorcerer" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 60 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 10 INTELLIGENCE: 1 MACHO BONUS: 1 REGENERATION: 1 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 10 NOTE: Monster is designed to be used as a decoy. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE FIEND "Fiend" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 150 @{"Mana:" link MANA} 50 @{"Attributes" link ATTRIBUTES}: STRENGTH: 10 DEXTERITY: 10 INTELLIGENCE: 60 MACHO BONUS: 2 REGENERATION: 8 MAGIC ABILITY: 4 MAGIC RESISTANCE: 3 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: 1 Breath / Turn MONSTERS SIZE: 30 MAXIMUM RIDER SIZE: 11 MANAPRICE: 55 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GARGOYLE "Gargoyle" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 20 INTELLIGENCE: 20 MACHO BONUS: 5 REGENERATION: - MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 7 MANAPRICE: - @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GIANT "Giant" @{"Action Points:" link APS} 65 @{"Health:" link HEALTH} 200 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 14 DEXTERITY: 8 INTELLIGENCE: 14 MACHO BONUS: 12 REGENERATION: 2 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 25 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 30 MAXIMUM RIDER SIZE: 11 MANAPRICE: 30 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GZOMBIE "Giant Zombie" @{"Action Points:" link APS} 45 @{"Health:" link HEALTH} 160 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 12 DEXTERITY: 4 INTELLIGENCE: - MACHO BONUS: 10 REGENERATION: 10 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 25 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 30 MAXIMUM RIDER SIZE: 11 MANAPRICE: 20 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GOBLIN "Goblin Warrior" @{"Action Points:" link APS} 75 @{"Health:" link HEALTH} 50 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 4 DEXTERITY: 22 INTELLIGENCE: 5 MACHO BONUS: 3 REGENERATION: 2 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 8 MAXIMUM RIDER SIZE: 2 MANAPRICE: 13 NOTE: Monster appears with a wooden club. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GORO "Shokan Warrior" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 140 @{"Mana:" link MANA} 2 @{"Attributes" link ATTRIBUTES}: STRENGTH: 10 DEXTERITY: 15 INTELLIGENCE: 25 MACHO BONUS: 8 REGENERATION: 3 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 4 NATURAL WEAPONS: - MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 5 MANAPRICE: 29 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GOROLORD "Shokan Warrior Lord" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 160 @{"Mana:" link MANA} 10 @{"Attributes" link ATTRIBUTES}: STRENGTH: 13 DEXTERITY: 25 INTELLIGENCE: 30 MACHO BONUS: 8 REGENERATION: 3 MAGIC ABILITY: 1 MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 4 NATURAL WEAPONS: - MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 5 MANAPRICE: 35 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GREATMATO "Greater Purple Worm" @{"Action Points:" link APS} 50 @{"Health:" link HEALTH} 200 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 10 DEXTERITY: 10 INTELLIGENCE: 10 MACHO BONUS: 10 REGENERATION: 10 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: - NATURAL WEAPONS: 1 Bite MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 16 MANAPRICE: 19 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GREMLIN "Gremlin" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 20 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 20 INTELLIGENCE: 3 MACHO BONUS: 0 REGENERATION: 1 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 4 MAXIMUM RIDER SIZE: 1 MANAPRICE: 10 NOTE: Monster is naturally invisible. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE HOUND "Hellhound" @{"Action Points:" link APS} 80 @{"Health:" link HEALTH} 70 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 5 DEXTERITY: 30 INTELLIGENCE: 20 MACHO BONUS: 3 REGENERATION: 3 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 20 HANDS: - NATURAL WEAPONS: 2 Breaths / Turn 1 Bite MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 7 MANAPRICE: 25 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE HELLMATO "Hellworm" @{"Action Points:" link APS} 50 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 4 DEXTERITY: 5 INTELLIGENCE: 10 MACHO BONUS: 5 REGENERATION: 4 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: - NATURAL WEAPONS: 1 Breath / turn 1 Bite MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 8 MANAPRICE: 17 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE KAAKKI "Kaakki" @{"Action Points:" link APS} 80 @{"Health:" link HEALTH} 70 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 7 DEXTERITY: 5 INTELLIGENCE: 2 MACHO BONUS: 4 REGENERATION: 2 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: - NATURAL WEAPONS: 2 Hooves MONSTERS SIZE: 30 MAXIMUM RIDER SIZE: 15 MANAPRICE: 11 NOTE: In English speaking countries Kaakki is known as a horse. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE KNIGHT "Brave Knight" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 7 DEXTERITY: 40 INTELLIGENCE: 25 MACHO BONUS: 4 REGENERATION: 2 MAGIC ABILITY: 1 MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 25 NOTE: Monster appears with an armor and a broadsword. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE LIZARDMAN "Lizardman" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 90 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 25 INTELLIGENCE: 15 MACHO BONUS: 5 REGENERATION: 5 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 15 HANDS: 2 NATURAL WEAPONS: 1 Tail MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 22 NOTE: Monster appears with a spear. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE MUMMY "Mummy" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 90 @{"Mana:" link MANA} 10 @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 10 INTELLIGENCE: 10 MACHO BONUS: 2 REGENERATION: - MAGIC ABILITY: 1 MAGIC RESISTANCE: 2 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 21 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE NORSU "Norsu" @{"Action Points:" link APS} 54 @{"Health:" link HEALTH} 150 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 10 DEXTERITY: 1 INTELLIGENCE: 2 MACHO BONUS: 7 REGENERATION: 4 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 10 HANDS: - NATURAL WEAPONS: 2 Tusks MONSTERS SIZE: 60 MAXIMUM RIDER SIZE: 30 MANAPRICE: 11 NOTE: In English speaking countries Norsu is known as an elephant. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ORCC "Orc Champion" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 110 @{"Mana:" link MANA} 10 @{"Attributes" link ATTRIBUTES}: STRENGTH: 9 DEXTERITY: 20 INTELLIGENCE: 20 MACHO BONUS: 7 REGENERATION: 5 MAGIC ABILITY: 1 MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 18 NOTE: Monster appears with an armor. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ORC "Orc Warrior" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 90 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 10 INTELLIGENCE: 14 MACHO BONUS: 5 REGENERATION: 3 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 13 NOTE: Monster appears with an armor and a spear. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE PIONEER "Pioneer" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 90 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 5 DEXTERITY: 20 INTELLIGENCE: 20 MACHO BONUS: 4 REGENERATION: 2 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 26 NOTE: Monster appears with a shovel, anti-tank mine and 4 anti-personel mines. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE PIXIE "Pixie" @{"Action Points:" link APS} 76 @{"Health:" link HEALTH} 5 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 1 DEXTERITY: 20 INTELLIGENCE: 30 MACHO BONUS: 0 REGENERATION: 5 MAGIC ABILITY: 2 MAGIC RESISTANCE: 1 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 1 MAXIMUM RIDER SIZE: 1 MANAPRICE: 15 NOTE: Monster is naturally invisible. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE POLTERGEIST "Poltergeist" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 40 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 1 DEXTERITY: 2 INTELLIGENCE: 40 MACHO BONUS: 0 REGENERATION: 0 MAGIC ABILITY: 2 MAGIC RESISTANCE: 2 SIGHT RANGE: 4 HANDS: - NATURAL WEAPONS: 1 Touch MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 40 NOTE: Monster is non-material an invisible and it appears with an @{"ethereal" link ETHITEMS} Orb of telekinesis. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE MATO "Purpleworm" @{"Action Points:" link APS} 50 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 5 DEXTERITY: 5 INTELLIGENCE: 10 MACHO BONUS: 10 REGENERATION: 5 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: - NATURAL WEAPONS: 1 Bite MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 8 MANAPRICE: 10 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SHADOW "Shadow" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 40 @{"Mana:" link MANA} 30 @{"Attributes" link ATTRIBUTES}: STRENGTH: 2 DEXTERITY: 30 INTELLIGENCE: 30 MACHO BONUS: 0 REGENERATION: 0 MAGIC ABILITY: 2 MAGIC RESISTANCE: 2 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 30 NOTE: Monster is nonmaterial, and appears with an ethereal 2-handed sword. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SKELEC "Skeleton Champion" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 110 @{"Mana:" link MANA} 0 @{"Attributes" link ATTRIBUTES}: STRENGTH: 7 DEXTERITY: 25 INTELLIGENCE: 0 MACHO BONUS: 2 REGENERATION: 0 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 22 NOTE: Monster appears with an axe. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SKELCO "Skeleton Colonel" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 140 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 10 DEXTERITY: 30 INTELLIGENCE: 20 MACHO BONUS: 2 REGENERATION: 0 MAGIC ABILITY: 2 MAGIC RESISTANCE: 1 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 30 NOTE: Monster appears with a black hand axe. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SKELE "Skeleton Warrior" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 70 @{"Mana:" link MANA} 0 @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 20 INTELLIGENCE: 0 MACHO BONUS: 1 REGENERATION: 0 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 20 NOTE: Monster appears with an axe. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE SPIRIT "Evil Spirit" @{"Action Points:" link APS} 50 @{"Health:" link HEALTH} 100 @{"Mana:" link MANA} 25 @{"Attributes" link ATTRIBUTES}: STRENGTH: 4 DEXTERITY: 20 INTELLIGENCE: 25 MACHO BONUS: 3 REGENERATION: 0 MAGIC ABILITY: 2 MAGIC RESISTANCE: 1 SIGHT RANGE: 8 HANDS: - NATURAL WEAPONS: 4 Unholy Touches MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 30 NOTE: Monster appears with an ethereal magic wand. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE TROLL "Furious Troll" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 110 @{"Mana:" link MANA} 0 @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 15 INTELLIGENCE: 2 MACHO BONUS: 9 REGENERATION: 40 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 4 MANAPRICE: 25 NOTE: Monster appears with an old bone. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE VAMPIRE "Vampire" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 115 @{"Mana:" link MANA} 30 @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 20 INTELLIGENCE: 50 MACHO BONUS: 10 REGENERATION: 0 MAGIC ABILITY: 3 MAGIC RESISTANCE: 2 SIGHT RANGE: 10 HANDS: 2 NATURAL WEAPONS: 1 Bite MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 30 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WKAAKKI "War Kaakki" @{"Action Points:" link APS} 80 @{"Health:" link HEALTH} 120 @{"Mana:" link MANA} 0 @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 10 INTELLIGENCE: 8 MACHO BONUS: 5 REGENERATION: 4 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 17 HANDS: - NATURAL WEAPONS: 2 Hooves MONSTERS SIZE: 35 MAXIMUM RIDER SIZE: 20 MANAPRICE: 14 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WNORSU "War Norsu" @{"Action Points:" link APS} 60 @{"Health:" link HEALTH} 180 @{"Mana:" link MANA} 0 @{"Attributes" link ATTRIBUTES}: STRENGTH: 11 DEXTERITY: 10 INTELLIGENCE: 2 MACHO BONUS: 8 REGENERATION: 4 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 10 HANDS: - NATURAL WEAPONS: 2 Tusks MONSTERS SIZE: 60 MAXIMUM RIDER SIZE: 30 MANAPRICE: 17 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WELEM "Water Elemental" @{"Action Points:" link APS} 44 @{"Health:" link HEALTH} 160 @{"Mana:" link MANA} 0 @{"Attributes" link ATTRIBUTES}: STRENGTH: 8 DEXTERITY: 10 INTELLIGENCE: 1 MACHO BONUS: 8 REGENERATION: 8 MAGIC ABILITY: - MAGIC RESISTANCE: 1 SIGHT RANGE: 10 HANDS: 4 NATURAL WEAPONS: 5 Liquid Punches MONSTERS SIZE: 0 (Liquid) MAXIMUM RIDER SIZE: 0 (Liquid) MANAPRICE: 29 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE ZOMBIE "Zombie" @{"Action Points:" link APS} 45 @{"Health:" link HEALTH} 70 @{"Mana:" link MANA} - @{"Attributes" link ATTRIBUTES}: STRENGTH: 6 DEXTERITY: 5 INTELLIGENCE: 0 MACHO BONUS: 5 REGENERATION: 10 MAGIC ABILITY: - MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 6 @ENDNODE ;-------------------------------------------------------------------------------------- @NODE GOROKNIGHT "Shokan Knight" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 160 @{"Mana:" link MANA} 30 @{"Attributes" link ATTRIBUTES}: STRENGTH: 15 DEXTERITY: 30 INTELLIGENCE: 40 MACHO BONUS: 9 REGENERATION: 5 MAGIC ABILITY: 2 MAGIC RESISTANCE: - SIGHT RANGE: 20 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 20 MAXIMUM RIDER SIZE: 5 MANAPRICE: 40 NOTE: Monster appears with an armor and four magic swords. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE WKNIGHT "White Knight" @{"Action Points:" link APS} 70 @{"Health:" link HEALTH} 105 @{"Mana:" link MANA} 20 @{"Attributes" link ATTRIBUTES}: STRENGTH: 7 DEXTERITY: 50 INTELLIGENCE: 30 MACHO BONUS: 4 REGENERATION: 2 MAGIC ABILITY: 2 MAGIC RESISTANCE: - SIGHT RANGE: 18 HANDS: 2 NATURAL WEAPONS: - MONSTERS SIZE: 10 MAXIMUM RIDER SIZE: 2 MANAPRICE: 30 NOTE: Monster appears with an armor and 2-handed sword. @ENDNODE ;-------------------------------------------------------------------------------------- @NODE LATEST "Where To Get The Latest Version" The latest published version can be found from the coder's homepage, at this address: http://www.students.tut.fi/~kkasila/ Send your bugreports, comments, etc. to kkasila@students.cc.tut.fi @ENDNODE