diff --git a/doc/editor/Dialogue.html b/doc/editor/Dialogue.html
index 3a98b8eb..02397ea3 100644
--- a/doc/editor/Dialogue.html
+++ b/doc/editor/Dialogue.html
@@ -25,7 +25,7 @@ press Select Monster, click on the monster, and put the personality number in th
Personality area. Now that the personality is there, you just need to write the
dialogue.
-
Writing Dialogue
+
Writing Dialogue
Press Edit Town Dialogue to edit a town's 10 personalities. A character always responds
to name, look, and job, and has a response for when the party asks about something weird.
@@ -77,11 +77,11 @@ press Go Back.
text can each be 256 characters long, there isn't room for more than 400 characters on the
talking screen. Test your dialogue to make sure it is all fitting.
-
Special Node Types
+
Dialogue Node Types
The talking node types (and the meanings of the A, B, C, and D fields) are:
-
Basic Conversation Talking Nodes
+
Basic Conversation Talking Nodes
These are the basic talking node types, the talking nodes you will use the most
often.
@@ -106,7 +106,7 @@ the quality of the inn (Range 0 ... 3). If the party can afford it, the characte
Text 1, and the party is moved to (C,D). Otherwise, they are told Text 2 and conversation
continues.
-
If-Then Talking Nodes
+
If-Then Talking Nodes
What the character says when one of these talking nodes is called depends on
circumstances, such as what town the party is in or whether a certain Stuff Done flag has
@@ -122,7 +122,7 @@ on passing time).
Node Type 6 - Depends On Town Response depends on what town the party is in. If
the party is in town A, the response is Text 1. Otherwise, its Text 2.
-
Shopping Talking Nodes
+
Shopping Talking Nodes
When one of these nodes is a response, conversation temporarily ends, and a different
sort of screen appears.
@@ -156,7 +156,7 @@ show. If the job board is angry at you for failing too many jobs, no job board w
shown and the response will be Text 2. Text 1 is currently ignored, but reserved to be a
name for the job board.
-
Item Button Talking Nodes
+
Item Button Talking Nodes
Each of these talking node types makes a button appear by certain items in the PC
Inventory Screen. Pressing these buttons does something with the item, such as sell it or
@@ -177,7 +177,7 @@ by all of the character's identified, non-magical weapons. A is the sort of ench
party can buy (0 - +1, 1 - +2, 2 - +3, 3 - shoot flame spells, 4 - flaming weapon, 5 - +5,
6 - blessed)
-
Buying Talking Nodes
+
Buying Talking Nodes
All of these talking nodes try to sell the party something (such as the location of a
town) but are not regular shops, and don't bring up a shopping screen.
@@ -231,7 +231,7 @@ and they will be able to see and enter town/dungeon number B. Otherwise, they ar
Text 2. If the party already knows where this town is, no gold is taken.
Note: If you set the cost to 0, the party is always told where the town is.
-
End Conversation Talking Nodes
+
End Conversation Talking Nodes
When one of these node types is the response to something the player asks, the
conversation ends immediately. Only the Record and Bye buttons at the bottom will be
@@ -249,7 +249,7 @@ character has a Go Away Permanently Stuff Done flag chosen for it, that flag is
and the character will disappear permanently.
Uses: A dying character who tells the party one last thing and expires.
-
Special Encounter Talking Nodes
+
Special Encounter Talking Nodes
These highly important node types provide the way to have elaborate special encounters
embedded in conversations. When a talking node of one of these types is the response, a
@@ -293,7 +293,7 @@ in the Scenario special node list instead of the Town special node list.
Note: If a town special is called, only a town message will be shown. If a scenario
node is called, a scenario message will be shown.
-
The Buy and Sell Buttons
+
The Buy and Sell Buttons
When the game is in talk mode, there are Buy and Sell buttons at the bottom of the
talking area. The player will expect that, when the former is pressed, the game will go
@@ -308,7 +308,7 @@ this word.
"training"), and "ench" (for "enchant"), in that order. So, if your character responds to
one of those, you don't need to also make them respond to "purc".
-
Defining Shops
+
Defining Shops
To edit shop definitions, click Edit Shops on the main screen and select a shop from
the list on the right, or click Create New to make a new one. A dialog comes up, showing
diff --git a/doc/editor/Editing.html b/doc/editor/Editing.html
index 50348da1..ce5dcaf4 100644
--- a/doc/editor/Editing.html
+++ b/doc/editor/Editing.html
@@ -17,7 +17,7 @@
properties. As mentioned before, something marked (Advanced) can be ignored by people who
aren't interested in making more complicated scenarios.
-
The File Menu
+
The File Menu
You use the File menu to load new scenarios and save scenarios youve edited.
@@ -35,7 +35,7 @@ if you would like to save first.
Scenarios made in Macintosh and Windows are interchangeable. A scenario edited on the
Mac can be run on a Windows machine, and vice versa.
-
Creating a scenario
+
Creating a scenario
When you make a new scenario, two dialog boxes will come up, asking you for
information about the scenario to make:
@@ -61,7 +61,7 @@ Warrior's Grove, a pre-made town.
that cancelling from the Save dialog does not cancel the creation of your scenario; it
just skips saving it to disk,
-
The Scenario Menu
+
The Scenario Menu
A lot of things for your scenario are set using the Scenario menu.
@@ -163,7 +163,7 @@ and all of the scenario's special messages will be dumped into a file titled Sce
This may take a while - be patient.
-
Making a New Town
+
Making a New Town
When you select Create New Town, a dialog box will come up asking for information on
the town to create, which will then be added to the end of the current town list. The text
@@ -173,7 +173,7 @@ terrain type to select the terrain the town will start with.
You will automatically be editing the new town. The scenario must be saved before you
can create a new town.
-
The Main Menu
+
The Main Menu
Figure 1: The Main Menu
@@ -221,7 +221,7 @@ appear to the right. For more information on how to edit dialogue, see the chapt
next section on dialogue.
-
Special Items (Advanced)
+
Special Items (Advanced)
Special items are given to the party during special encounters, and other special encounters can check for their presence. A key to a locked door might be a special item, and when the door is reached, the party will only be let through if they have that item.
@@ -229,7 +229,7 @@ next section on dialogue.
The first two text areas are for the item's name and description (the description appears when the player uses the Special Item screen). If you want the party to start with the item, click the first button. If you want them to be able to use it, click the second button. When a special item is used, the game will call a given Scenario special node. To create or edit this special node, press the Create/Edit button. Special encounters are described in great depth in the next section.
-
Quests (Advanced)
+
Quests (Advanced)
Quests give a way to remind the party what they need to do next. They can also be used to create a job bank, similar to Exile III.
diff --git a/doc/editor/Outdoors.html b/doc/editor/Outdoors.html
index 908426fd..f5f7925a 100644
--- a/doc/editor/Outdoors.html
+++ b/doc/editor/Outdoors.html
@@ -15,7 +15,7 @@
outdoor editing screen. Here, you can edit your outdoor sections terrain, special
encounters, wandering monsters, etc.
-
The Outdoor Editing Screen
+
The Outdoor Editing Screen
The areas of the outdoor editing screen are as follows:
@@ -47,7 +47,7 @@ right of the editing buttons. The second terrain shown there is the erase terrai
will be used by the eraser tool or when you click a terrain of the same type on the map.
-
Editing Terrain
+
Editing Terrain
In all probability, the bulk of your scenario editing time will be spent painting the
terrain onto the empty canvas of a blank town or outdoor section. While this can often be
@@ -108,7 +108,7 @@ floor. When grass walkways (the second of the two, marked with a G) are rounded
is drawn. Make sure to only use cave walkways around cave floor, and grass walkways around
grass floor.
-
Editing Buttons
+
Editing Buttons
@@ -184,7 +184,7 @@ on this space.
dot on the space.
-
The Outdoor Menu
+
Outdoor Menu
The Outdoor menu also has a number of important features.
@@ -219,7 +219,7 @@ the outdoor section's signs are listed to the right. Click on a message to edit
or alt click to clear it.
-
Outdoor Details
+
Outdoor Details
This dialog lets you set a few important details about this outdoor section.
@@ -239,7 +239,7 @@ and outdoor combat, unless an individual town overrides it. If any of these are
Comment: This is a space for you to add notes to yourself.
-
Outdoor Wandering Encounters
+
Outdoor Wandering Encounters
No outdoor travel would be complete without a few fights. Your main tool for providing
action outdoors is the outdoor encounter editing windows (accessed by selecting Outdoor
@@ -273,7 +273,7 @@ node to be called when the party defeats the encounter.
node to be called when the party escapes the encounter.
-
Special Icons
+
Special Icons
Figure 2: Meanings of the Display Symbols
diff --git a/doc/editor/Specials.html b/doc/editor/Specials.html
index a455240f..59b24147 100644
--- a/doc/editor/Specials.html
+++ b/doc/editor/Specials.html
@@ -31,7 +31,7 @@ called, they are all created in the same way, and Blades of Exile runs through t
same way. Before this will make much sense, though, there needs to be some background on
how exactly special encounters work.
-
Special Nodes
+
Special Nodes
The basic ingredient of a special encounter is called a special node. Each town and
outdoor section has a list of special nodes, and the scenario itself has a bunch of them
@@ -56,7 +56,7 @@ three long.
a set of global nodes. This multitude of special nodes will be the clay with which you can
sculpt a wild, elaborate adventure.
-
Pointers (Advanced)
+
Pointers (Advanced)
Pointers are an advanced feature of the special node engine. A pointer is a negative
number that references a Stuff Done Flag, allowing you to directly use the value of a
@@ -88,7 +88,7 @@ targeted space.
targeted space.
-
Simple Examples
+
Simple Examples
Confused yet? Understandable. Creating a special encounter is a lot like writing a
short computer program. Writing computer programs is not incredibly difficult, but it does
@@ -148,7 +148,7 @@ see the text. After the encounter, notice that the white spot has disappeared. W
put a One Shot special on a space with a white spot, Blades of Exile will make the spot
disappear after the special has been visited.
-
Third Example:
+
Third Example
Finally, we will create the earlier example of a chain of specials. This encounter will
put up a text message, damage the party, and poison them as well.
@@ -190,7 +190,7 @@ stairways to move the party from one level to another, or fill areas with fire b
ice walls. Read on, to find out the basics of special nodes, and how to work with
them.
-
The Editing Dialog
+
The Editing Dialog
There are almost 200 different sorts of special nodes. These nodes, their effects, and
the values you need to give to determine exactly what they do are listed in the Special
@@ -255,7 +255,7 @@ will be assigned a new node. Make that node the desired type (in this case, Dama
Party), and set the Jump To field in the new node to 17. Voila! The chain is now 3 nodes
long.
-
Other Ways to Edit Specials
+
Other Ways to Edit Specials
When you select Edit Special Nodes from the Scenario, Town, or Outdoor menus, you will
see a list of all of the scenario, current town, or current outdoor section nodes. Click
@@ -266,7 +266,7 @@ remember the number of the first special node in the chain, and enter it into th
appropriate place (such as Special To Call When Town Entered in the Advanced Town
Properties window).
-
What Nodes are Called When
+
What Nodes are Called When
If you put a special encounter on the ground in town, it is called when the party walks
onto it. If you put a special encounter on a space the party can't walk onto, it is called
@@ -299,7 +299,7 @@ scenario (select Set Scenario Event Timers from the Scenario menu).
Very importantly, you can have special nodes called during conversation. This is
described in more detail in the chapter on dialogue.
-
Time Passing
+
Time Passing
When a party begins a scenario, the scenario will be set on day 1, and they won't have
done anything or completed any quests. As time passes and the party does things, you might
diff --git a/doc/editor/Towns.html b/doc/editor/Towns.html
index 2af02511..d7826428 100644
--- a/doc/editor/Towns.html
+++ b/doc/editor/Towns.html
@@ -14,7 +14,7 @@
Editing a town is very similar to editing an outdoor section. The basic mechanics are
the same. There are simply more options.
-
Editing Buttons
+
Editing Buttons
There are 45 buttons for use while editing the towns (see the figure in the previous
chapter for a diagram of button positions). Most of these buttons have the same effect as
@@ -85,7 +85,7 @@ space.
enhance the atmosphere of the level.
-
Town Menu
+
Town Menu
Town Details: These are described below.
@@ -125,7 +125,7 @@ between calling specials too low ... special encounters slow the game down.
-
Town Details
+
Town Details
There are two dialog boxes to edit the town details and advanced town details, which
are accessed through the Town menu.
@@ -193,7 +193,7 @@ this town. Generally, this should be set in the starting town, but you may also
it in other towns, especially if you can't return to the starting town later.
-
Placing Items
+
Placing and Editing Items
You can place preset items in towns for the party to find. To place an item, click the
sword icon at the right of the tool palette, select an item from the grid above, and click
@@ -220,7 +220,7 @@ Note that if there's both a container and a crate/barrel on the space, the item
always be inside the crate/barrel, not the container.
-
Placing And Editing Monsters
+
Placing And Editing Monsters
Placing and editing monsters works like editing items. Click the person icon at the
right of the tool palette, select a monster from the grid above, and click on the spot for
@@ -294,7 +294,7 @@ monster you only want the party to be able to kill once.
-
Each item type can have a special ability. The types of abilities available range from
shooting fireballs to weapons doing special damage to dragons to items being ingredients
@@ -44,24 +44,24 @@ these items is calculated the same way as for Usable abilities.
There are four different classes of item ability type, each with its own properties and
-varieties of items that can possess it. Three of these classes are inherent abilities. THe
+varieties of items that can possess it. Three of these classes are inherent abilities. The
categories are listed below:
-
Weapon Abilities: Abilities of this type can be given to weapons. Some of these
+
Weapon Abilities: Abilities of this type can be given to weapons. Some of these
abilities can only be given to missiles (like darts or arrows). None of these abilities
require charges.
-
General Abilities: Abilities of this type can be given to non-missile items
+
General Abilities: Abilities of this type can be given to non-missile items
which can be equipped (e.g. rings, armor, sword, but not arrows) but not to items that
can't (e.g. wands, potions). Only a few of these ability types require that the items
having them have charges.
-
Usable Abilities: Most abilities of this type change the status of the party or
+
Usable Abilities: Most abilities of this type change the status of the party or
individual character in some way, such as making them more or less poisoned, or raising or
lowering health. A few instead cast a spell or have a similar effect such as summoning
monsters. Abilities of these types can be given to any item that's not a missile
(e.g. arrows, bolts). Being usable item abilities, any item having one of these abilities
must have charges.
-
Reagents: Items with these abilities are alchemical ingredients, spell
+
Reagents: Items with these abilities are alchemical ingredients, spell
reagents (e.g. smoky crystals, sapphires), or similar substances. All items with an
ability of this type must have charges, and must be of variety Non-use Object.
@@ -77,7 +77,7 @@ the extra data fields and Magic Item Adjust affect it are described below.
The item has no special ability.
-
Weapon Abilities (Inherent)
+
Weapon Abilities (Inherent)
For each of these abilities, the Ability Strength is a number from 0 to 10, which
represents the strength of the ability (0 is weakest, 10 is most powerful). The Magic Item
@@ -139,7 +139,7 @@ Strength. (So, an ability strength of 1 has no effect.)
The weapon calls a special node every time it hits.
-
General Abilities (Inherent)
+
General Abilities (Inherent)
For each of these abilities (unless otherwise stated), the Ability Strength is a number
from 0 to 10, which represents the strength of the ability (0 is weakest, 10 is most
@@ -251,7 +251,7 @@ it is.
Drains missiles twice as fast. This is typically given to bows and crossbows.
-
Usable Abilities
+
Usable Abilities
Most of these item abilities affect a character's statistics (e.g. health, spell
points) or status (e.g. poison, flying) when the item is used.
@@ -364,7 +364,7 @@ Item Adjust setting is ignored.
are the extra data fields..
-
Reagents (Inherent)
+
Reagents (Inherent)
To perform alchemy or cast certain spells, the alchemist/caster must have items with
certain abilities in his/her inventory. For example, to make a Weak Poison potion, the
diff --git a/doc/editor/appendix/Magic.html b/doc/editor/appendix/Magic.html
index ba363870..e6283876 100644
--- a/doc/editor/appendix/Magic.html
+++ b/doc/editor/appendix/Magic.html
@@ -1,7 +1,7 @@
You can set special encounter nodes to give the party mage spells, priest spells, and
alchemical recipes. These lists contains the numbers you enter to give specific
diff --git a/doc/editor/appendix/Messages.html b/doc/editor/appendix/Messages.html
index b96e609e..d520c565 100644
--- a/doc/editor/appendix/Messages.html
+++ b/doc/editor/appendix/Messages.html
@@ -1,7 +1,7 @@
You can edit the text messages for the scenario, a town, or an outdoor section. This
gives you the chance to directly edit the adventure text, without going through the
diff --git a/doc/editor/appendix/Monsters.html b/doc/editor/appendix/Monsters.html
index da07aec3..ea6a9a1f 100644
--- a/doc/editor/appendix/Monsters.html
+++ b/doc/editor/appendix/Monsters.html
@@ -1,7 +1,7 @@
When adding a new monster ability, you may have noticed that there are fourteen custom
options to choose from at the end of the list. These options don't fill in the ability
@@ -22,7 +22,15 @@ dialog. You can also get there by editing an existing ability.
rather than Cancel. Clicking Cancel will cause the ability to be added with default values
(generally all zeroes).
-
When editing any monster ability, you'll see four informational fields.
@@ -42,7 +50,7 @@ from a list. The options depend on the ability type.
Delete - You can delete the ability by clicking this button.
-
Missile Abilities
+
Missile Abilities
Monsters will not use most missile abilities when adjacent to their target. Missile
abilities offer the following "subtypes":
@@ -73,7 +81,7 @@ this ability.
hitting.
-
General Abilities
+
General Abilities
General abilities cover several categories with a variety of effects. Some of these are
obvious, others less so. Even when ranged, monsters will also use most of these abilities
@@ -139,7 +147,7 @@ depends on the ability type.
the meaning is obvious. Click Choose to select one from a list.
-
Radiate Field Abilities
+
Radiate Field Abilities
Monsters that radiate fields are automatically immune to their own fields. Since
radiate abilities are passive, they take no action points. A radiate ability provides no
@@ -153,7 +161,7 @@ fields, so generally something like barriers or forcecages is a poor choice.Affected Area - The area to effect. Click Choose to select one.
-
Summoning Abilities
+
Summoning Abilities
Since summon abilities are passive, they take no action points to activate. They do
have the following subtypes:
@@ -177,7 +185,7 @@ range.
Chance - The percent chance each turn of summoning.
-
Other Abilities
+
Other Abilities
There are several other abilities that can be added to monsters. They don't have a
dedicated "Custom Ability" option, but you can edit them after adding for some increased
diff --git a/doc/editor/appendix/Sounds.html b/doc/editor/appendix/Sounds.html
index c0f7712b..e300cfd3 100644
--- a/doc/editor/appendix/Sounds.html
+++ b/doc/editor/appendix/Sounds.html
@@ -1,7 +1,7 @@
There are several places in the editor where you are asked for the number of a sound
effect. These are the available Blades effects:
diff --git a/doc/editor/appendix/Specials.html b/doc/editor/appendix/Specials.html
index ce2053e9..90c54d0c 100644
--- a/doc/editor/appendix/Specials.html
+++ b/doc/editor/appendix/Specials.html
@@ -1,7 +1,7 @@
- Blades of Exile Editor Documentation [14-A1] Special Encounter Node Types
+ Special Encounter Node Types - BoE Scenario Editor Guide
@@ -11,18 +11,28 @@
-
Appendix 1 - Special Encounter Node Types
+
Appendix A - Special Encounter Node Types
-
These are the many types of special encounter nodes. They are divided into six
+
These are the many types of special encounter nodes. They are divided into seven
different categories, and given with examples and descriptions of what the various editing
fields do.
This is the class of special encounters which can be called at practically any time.
Most of them can always be called. A few can't - these are noted in the encounter
description.
-
General notes
+
General notes
Stuff done 1, Stuff done 2:
Some of these nodes change a Stuff Done flag. A
Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
@@ -522,7 +532,7 @@ with the saved game.
Extra 1a:
The sign to swap with.
-
One-Shot Specials
+
One-Shot Specials
This is the class of specials you generally only want to occur one time, such as giving
items.
@@ -537,7 +547,7 @@ Special, and the specified Stuff Done flag in that node is 250, then the white d
disappears. Thus, specials that don't do anything anymore aren't marked by a special
dot.
-
General notes:
+
General notes:
Stuff done 1, Stuff done 2:
All of these nodes change a Stuff Done flag. A
Stuff Done flag is described by two values: Stuff done 1 and Stuff done 2. The legal range
@@ -703,7 +713,7 @@ the trap.
must disarm the trap to be able to take any of the items in the chest.
-
Affect PC/Party/Monster Specials
+
Affect PC/Party/Monster Specials
All of these special encounters do something to one character, to the party, or to a
monster. Who they affect depends on several factors.
Special node 80 (Select a Target) asks the player to select one of their PCs. Once this
@@ -723,7 +733,7 @@ affect the whole party; they ignore the currently selected target.
Note that when one of these specials does something bad (e.g. diseases or poisons) a
character, all resistances (e.g. protection from poison rings) apply.
-
General notes:
+
General notes:
Stuff done 1, Stuff done 2:
None of these special node types use these
fields.
Mess 1, Mess 2:
All of these special node types (except Select a PC) can
@@ -1055,7 +1065,7 @@ add 1000 to it.
PCs.
-
If-Then Specials
+
If-Then Specials
These special node types don't do anything by themselves. Instead, they choose from
several choices which node to call next. For example, if you want something to happen when
the party has the Crown of Might and something different to happen when they don't, you
@@ -1409,14 +1419,14 @@ completed, 3 - failed), the special in Extra 1c is called.
Jumpto:
Otherwise, this special is called.
-
Town Mode Specials
+
Town Mode Specials
These special nodes only have an effect in town mode (where most of the game takes
place). If called outdoors, all of these nodes immediately jump to the Jump To
special.
For all of these special types, unless the description specifically says it ends the
special encounter, once done, each node calls the Jump To node.
-
General notes:
+
General notes:
Mess 1, Mess 2:
All of these special node types can display one or two
messages. If you don't want a message displayed, just leave these at -1.
@@ -1825,7 +1835,7 @@ at the top of the space.
placed.
-
Rectangle Specials:
+
Rectangle Specials
These nodes all do things to a rectangle of terrain that you select. Most of them work
both in town and outdoors, but the first few only work in town. For these nodes, the
values have slightly different meanings than before:
@@ -1911,7 +1921,7 @@ unlockable (or unlockable and bashable), it becomes unlocked (i.e. is changed to
locked terrain type).
-
Outdoor Mode Specials
+
Outdoor Mode Specials
These special nodes only have an effect in outdoor mode. If called anywhere but
outdoors, all of these nodes immediately jump to the Jump To special.
For all of these special types, unless the description specifically says it ends the
diff --git a/doc/editor/appendix/Terrain.html b/doc/editor/appendix/Terrain.html
index bfd9f8ea..984576d5 100644
--- a/doc/editor/appendix/Terrain.html
+++ b/doc/editor/appendix/Terrain.html
@@ -1,7 +1,7 @@
There are 256 premade terrain types (numbered 0 - 255) in the basic scenario you start
with. Many of them have special properties, or need to be handled in different ways.
diff --git a/doc/game/About.html b/doc/game/About.html
index 50b4379e..36a76c18 100644
--- a/doc/game/About.html
+++ b/doc/game/About.html
@@ -14,7 +14,7 @@
About Blades of Exile
-
About this copy
+
About this copy
This is Blades of Exile, a huge, highly-detailed fantasy role-playing system for the
PC. This remarkable set of programs contains nearly infinite possibilities for adventure.
First, the game itself comes with three full, exciting scenarios, filled with excitement,
@@ -25,28 +25,31 @@ and play through them yourself. Even when you've finished the scenarios that com
Blades, you've only started to tap the potential for fun this product offers you!
In 2007, ten years after the original release of BoE, the source code of the game was
released, and the tedious process of updating the game to modern standards began.
-
About Open Source
-
This program is being distributed and licensed under the GNU General Public license.
-You should have received a copy of this license with the game – if you haven't, it may be
-found online at this
-site. This copy should, when you first receive it, contain a copy of the game, data
+
This copy should, when you first receive it, contain a copy of the game, data
files, four scenarios, and two utility programs (the character editor and the scenario
editor).
+
About Open Source
+
This program is being distributed and licensed under the GNU General Public license.
+You should have received a copy of this license with the game – if you haven't, it may be
+found online at this
+site.
The source code of this game is available at
its Github repo. If you wish to contribute in
any way, email one of the project owners or post in the
forum
to express your interest. Or, if you have an IRC client, point it to
the Blades of Exile channel.
-
Comments and Bugs
+
Comments and Bugs
Any bug reports or feature requests should be submitted using the form at
the Issues page. Comments can be
posted on the forum or in the IRC channel (linked above). Please do so. We love to hear
from you, and any comments can serve to make this game better.
-
System Requirements
+
System Requirements
Blades of Exile should work on most modern computers, as its requirements were
originally for old Classic Macs and Windows 3.x. The modern, updated version requires Mac
OSX 10.7 (it may or may not work on earlier version) or Windows 7 (it may work on Vista
but probably won't work on XP).
+
It will run on Linux under WINE, provided you have at least version 1.7.31. There is
+currently no native Linux version.
Opening Screen Graphic: James Ernest (ernest@speakeasy.org)
+
Beta Testing: AFA Alice (AOL), BGraceFild, Jeremy Braz, Donald Burke, Chris Gerhard,
Don Henson, Farand "Bob" Koo, Seanachai, SerSpense, Och-Med, Edward Spencer, Luke Steele,
-Jesse Thrall, Christopher Tucker, Jake "Maxx" Wallace.
+Jesse Thrall, Christopher Tucker, Jake "Maxx" Wallace.
+
Thanks to
-
Mariann Krizsan - For tolerating my neurosis and being the best damn employee money can
-buy.
-
Shirley Monroe - For invaluable support early on.
-
My Beta Testers - For working so hard for so long.
+
+
Mariann Krizsan - For tolerating my neurosis and being the best damn employee money can
+buy.
+
Shirley Monroe - For invaluable support early on.
+
My Beta Testers - For working so hard for so long.
+
Television Avatars
-
The History Channel - For showing Movies In Time in the early afternoon, and thus
-providing invaluable spiritual support in times of need.
-
A&E - For showing Northern Exposure and Law & Order in the late afternoon, and
-thus providing invaluable spiritual support in times of need.
-
Comedy Central - For showing the Daily Show, South Park, and the Daily Show again late
-at night, and thus providing invaluable spiritual support in times of need.
-
Wizards of the Coast - For creating Magic: the Gathering, which provided a welcome
+
+
The History Channel - For showing Movies In Time in the early afternoon, and thus
+providing invaluable spiritual support in times of need.
+
A&E - For showing Northern Exposure and Law & Order in the late afternoon, and
+thus providing invaluable spiritual support in times of need.
+
Comedy Central - For showing the Daily Show, South Park, and the Daily Show again late
+at night, and thus providing invaluable spiritual support in times of need.
+
Wizards of the Coast - For creating Magic: the Gathering, which provided a welcome
distraction for the labors of creating a public scenario editor. We do accept Moxes as
-payment for shareware.
-
Me - For getting through writing this thing. Writing a scenario editor sucks.
+payment for shareware.
+
Me - For getting through writing this thing. Writing a scenario editor sucks.
+
— Jeff Vogel
Spiderweb Software, Inc.
Seattle, WA 1997
Open Source Version
-
Khoth - for porting the Mac version of the game and the scenario editor to Carbon.
-
Niemand - for doing the same with the Mac character editor, and providing help and
-small fixes here and there.
-
Ormus - for porting the Windows version to 32-bit.
-
Ishad Nha - for jumpstarting active development with his work on the Windows
-editor.
-
Chokboyz - for fixing many bugs in the Windows version.
-
Celtic Minstrel - working on feature enhancements and bugfixes in the Mac version.
-
Mistb0rn - for creating many wonderful new graphics
-
The Almighty Doer of Stuff (ADoS) - for insight into what is and is not a good idea,
-and for some new graphics.
-
Stareye - for early work on the Mac version which will hopefully be merged into the
-main source.
-
Thuryl - Extensive help with deciding whether a change would break legacy
-compatiability.
+
+
Khoth - for porting the Mac version of the game and the scenario editor to Carbon.
+
Niemand - for doing the same with the Mac character editor, and providing help and
+small fixes here and there.
+
Ormus - for porting the Windows version to 32-bit.
+
Ishad Nha - for jumpstarting active development with his work on the Windows
+editor.
+
Chokboyz - for fixing many bugs in the Windows version.
+
Celtic Minstrel - working on feature enhancements and bugfixes in the Mac version,
+and responsible for porting from Carbon to Cocoa.
+
Mistb0rn - for creating many wonderful new graphics
+
The Almighty Doer of Stuff (ADoS) - for insight into what is and is not a good idea,
+and for some new graphics.
+
Stareye - for early work on the Mac version which will hopefully be merged into the
+main source.
+
Thuryl - Extensive help with deciding whether a change would break legacy
+compatiability.
Blades of Exile is designed to be as simple as possible to learn and play. If you, like
many game-players, dislike reading the manual before jumping into the game, go ahead. It
is recommended you read the Introduction (the next section), the overview of the most
@@ -22,7 +22,7 @@ the section describing what the skills are.
Souls, or Exile III: Ruined World, you will have a very easy time getting into the swing
of things here. The commands are basically the same, and the differences will be pretty
easy to pick up as you go along.
-
Introduction to the World of Exile
+
Introduction to the World of Exile
The world of Exile is a huge place. Actually, it's two very different worlds in one.
First, there's the surface world. The surface world is ruled by the Empire. That's what
its called. The Empire. Not the Empire of Something, or the Something Empire. Just the
@@ -112,7 +112,7 @@ forces of rebellion keep poking up all around. The Vahnatai want to be safe. The
and slithzerikai fight to survive, often at the expense of others.
It's a tumultuous world, filled with combat and confusion. What better environment for
a group of adventurers (like you) to make their fortunes?
-
Starting the game
+
Starting the game
Once you run Blades of Exile and see the title screen, you have five options:
Load Saved Game
@@ -134,13 +134,13 @@ which comes with Blades of Exile. Click on the scenario to play.
button by the scenario you want to enter it.
When you are just starting, you'll want to select Make New Party...
-
What is going on?
+
What is going on?
Before you can do anything, you will need to create a band of adventurers for yourself
to control. This group of adventurers, called a party, will be your agents in the strange
worlds you find yourself in. You can control them, talk to people through them, and
sometimes even get them killed. You have to have a party before you can start an
adventure. To make a party, select Make New Party on the title screen.
-
What is a party?
+
What is a party?
A party is the group of up to 6 adventurers, called player characters (PCs for short).
You can play a party of your own making, or get a prefabricated party provided by the
game. When you first run the game, select 'Make New Party' from the opening screen. You
@@ -152,7 +152,7 @@ Create button. When your party is how you want it, press the Done button to star
game.
Using the party creation window, you can select each of your character's names,
graphics, race, advantages/disadvantages, and skills.
-
Race, PC Traits
+
Race, PC Traits
Each of your characters can be one of three different races, and have any of several
advantages or disadvantages. These traits will help or hinder your character in various
ways. They will also affect how quickly your character gains strength. If you take a
@@ -279,7 +279,7 @@ your warrior to be a woman, select a female graphic and appropriate name.
Certain towns (usually the town you start the scenario in) allow you to create PCs in
them. Go to such a town, and select Create New PC from the Options menu.
To find out what all these skills are good for, keep reading...
-
Getting To Know Your Characters:
+
Getting To Know Your Characters
Your little computerized people are, basically, a whole bunch of numbers, each
determining how well he or she deals with the horrid threats the game will come up with.
These are the most important statistics.
diff --git a/doc/game/Mage.html b/doc/game/Mage.html
index cf30fcdc..df5776d7 100644
--- a/doc/game/Mage.html
+++ b/doc/game/Mage.html
@@ -17,7 +17,7 @@ three levels of spells automatically. The higher level spells must be found or b
spells, on the other hand, can only affect monsters sufficiently nearby. The number in
parenthesis after the name is the cost of the spell in spell points. When there is an R
and a number, the second number is the range for the spell.
-
Level 1
+
Level 1
Light: (C 1) Creates a weak light.
Spark: (C 1, R 6) Fires a weak bolt of electricity at an enemy.
@@ -41,7 +41,7 @@ interferingwith its attacks.
even spaces blocked off by walls. It's useful for finding secret passages, for
example.
-
Level 2
+
Level 2
Minor Poison: (C 2, R 6) Poisons the target creature. This does a fair amount of
damage, but it takes time to happen.
@@ -65,7 +65,7 @@ does not work on magical barriers.
Sleep Cloud: (C 6, R 6) This spell creates a small sleep field around the target
space.
-
Level 3
+
Level 3
Unlock: (C 3) Some doors are magically locked, and others are just hard to open. This
spell will crack them. However, it isn't guaranteed to succeed, and won't work on all
@@ -92,7 +92,7 @@ inside. The webs last until torn down.
magical damage and effects. Note this does not help against damage from fire and
cold.
-
Level 4
+
Level 4
Poison: (C 4, R 8) This makes poison run thick in the veins of the target. Repeated
castings will have a devastating effect.
@@ -114,7 +114,7 @@ targets become poisoned.
Wall of Ice: (C 6, R 8) This spell is similar to Wall of Force, except that it creates
an ice wall. Ice walls do as much damage as force walls, but last a lot longer.
-
Level 5
+
Level 5
Stealth: (C 5) This powerful spell makes monsters less likely to see you for a time
which depends on your level. Try casting it before walking through a room crowded with
@@ -137,7 +137,7 @@ monsters.
random sort, each of which may be individually targeted. The number of fields increases
with the level of the caster.
-
Level 6
+
Level 6
Major Poison: (C 7, R 8) This spell makes the targeted monster very poisoned. This
spell does a lot of damage, but it takes time to take effect.
@@ -158,7 +158,7 @@ mental battle, absorbing spell points from each other. The loser may end up dumb
killed. Requires a Smoky Crystal to cast.
Flight: (C 20) When cast outdoors, the party can fly for a short time.
-
Level 7
+
Level 7
Shockwave: (C 12) A dangerous spell. It sends a wave of force out from the caster,
damaging everyonenearby--monsters and PCs. The farther someone is from the caster, the
diff --git a/doc/game/Menus.html b/doc/game/Menus.html
index 1b6fb7c1..a062c288 100644
--- a/doc/game/Menus.html
+++ b/doc/game/Menus.html
@@ -13,7 +13,7 @@
The Blades of Exile Menus
Blades of Exile's menus can perform many of the actions in the game, and dispense help
and information as well.
-
File Menu
+
File Menu
New Game - Should you get fed up, you can start over again.
Open - Selecting this has you load in one of your older games. You can do
@@ -28,7 +28,7 @@ below. Note that, on the Mac, this option is in the Blades of Exile menu.
Quit - When you've just plain had enough. Note that, on the Mac, this option
is in the Blades of Exile menu.
-
The Preferences Window
+
The Preferences Window
From here, you can change how the game plays.
Display Alignment - This option determines how the Blades of Exile window is
@@ -62,7 +62,7 @@ outdoors and in towns.
Skip Splash Screen - If you don't like the tacky music that plays when you
start Blades of Exile, you can select this to skip it along with the splash screen.
-
Options Menu
+
Options Menu
Pick New PC Graphic - You can use this option to change the graphic of a PC.
You will be asked which PC.
@@ -81,14 +81,14 @@ killed, how much experience you've gained, and other vital statistics.
See Journal - Sometimes, a scenario will add special notes to your journal.
Select this to review these notes.
-
Help Menu:
+
Help Menu
This menu brings up various reminders of the commands in the game. As a shortcut,
typing ? brings up the most relevant help screen for your current
situation.
-
Monsters Menu:
+
Monsters Menu
This menu provides a reference for monsters in the games, and their vital statistics.
You can make a monster appear here by casting Scry Monster on it.
-
Library Menu:
+
Library Menu
These library menu options are extremely useful. They are your best source for
information about Blades of Exile: its spells and monsters, handy tips for playing, and
other useful things.
@@ -106,7 +106,7 @@ Blades of Exile.
Show Introductory Dialog - This option brings up the dialog you saw the first
time you ran the game.
-
Actions Menu
+
Actions Menu
Do Alchemy - When in town, select this option to try to make a potion. There
is more information on this in the next section.
@@ -115,7 +115,7 @@ however, has you wait for a long time in order to regain health and spells point
- the monsters can use this time to get reinforcements.
Display AutoMap - This brings up a map of your current location.
-
Mage Spells, Priest Spells
+
Mage Spells, Priest Spells
These menus constantly list the spells the active PC can currently cast. Select a spell
to cast it.
There are three sorts of possessions you can come across:
Gold: Well, this isn't always literal chunks of gold. It's gold nuggets or silver
coins or trade goods or anything else you can give people to get stuff. You start with a
@@ -28,7 +28,7 @@ When equipping items, you only have two hands, and some weapons take up both of
You can only wear two rings, and one necklace (too many magic items interfere with each
other in bizarre ways). Beware. When you equip a cursed item, you will need to find a
healer to take the curse off.
-
Magic
+
Magic
There are seven levels of spells. Your characters begin the game knowing most spells up
to third level. They can cast a mage spell of a given level if they have enough spell
points, and Mage Spells skill of that level (and the same goes for priest spells). Upon
@@ -59,7 +59,7 @@ wall. You can rotate this before placing it. Do so by hitting space.
little dumbfounded prevents you from casting high level spells. The more dumbfounded you
are, the more spells you lose access to. The priest spell Restore Mind, healers, and
certain magic items can undo the effects of dumbfounding.
-
Magical Walls and Barriers
+
Magical Walls and Barriers
Both you and your foes have the capability to create a wide variety of magical fields
and barriers, each with different effects and durations.
There are fire, force, ice, and blade walls, which damage anyone entering and fade with
@@ -76,7 +76,7 @@ quickfire is loose, running is your only real option.
died down.
Fire and Force Barriers: These barriers last until they are dispelled. The former
damages anyone entering, and the latter prevents anyone from entering at all.
-
Summoned Monsters
+
Summoned Monsters
Both you and your foes can magically bring forth creatures to aid you. These summoned
monsters fight for a short time, and then disappear. If killed, they leave no
treasure.
As with mage spells, all PCs start with the first three levels of priest spells, and
some only work within a certain range.
-
-
Level 1
+
Level 1
Minor Bless: (C 1) Makes the character harder to hit and take less damage from blows.
It also makes the PC hit more often, and his or her blows do more damage. Its effects
@@ -39,9 +38,9 @@ point healed.
receives a blessing. This might drive out the evil magic. Then again, it might not.
Stumble: (C 1, R 10) The victim of this spell moves slower and has worse attacks for a
short time.
-
-
Level 2
+
+
Level 2
Bless: (C 2) Like Minor Bless, but better. Its effect increases with the level of the
caster.
@@ -62,9 +61,9 @@ monster.
Disease: (C 4, R 6) The victim of this spell is afflicted by a disease, which slowly
weakens it. The disease lasts a long time.
Awaken: (C 2) Casting this on a character immediately wakes him/her up.
-
-
Level 3
+
+
Level 3
Heal: (C 3) A much better version of Minor Heal.
Light Heal All: (C 4) Casts one minor heal on each PC.
@@ -82,9 +81,9 @@ damaging and reasonably long lasting.
Smite: (C 6, R 8) This spell fires a number of bolts of divinely inspired cold, the
number of which increases with the level of the caster. To cast without using all the
targets, hit the space bar.
-
-
Level 4
+
+
Level 4
Cure All Poison: (C 5) Causes everyone to become less poisoned. Useful for dealing
with those nasty swamps.
@@ -103,9 +102,9 @@ increases with the level of the caster.
unwebbed, and all disease is cured.
Firewalk: (C 8) When cast, for a short time everyone in the party can walk across lava
with no damage. The duration increases slowly with the level of the caster.
-
-
Level 5
+
+
Level 5
Bless Party: (C 6) Much like Bless, but affects everyone.
Major Heal: (C 7) Works like the Heal spell, but gives much more bang for the spell
@@ -124,9 +123,9 @@ to lead them. They then fight on the side of the caster for a little while.
Mountains spell.
Dispel Fields: (C 6, R 8) All magical walls, etc. in the large area affected by this
spell will be dispelled. It has a small chance of affecting quickfire.
-
-
Level 6
+
+
Level 6
Heal All: (C 8) Like the Heal spell, but affects the whole party. Very efficient.
Revive: (C 7) This heals all damage and cures all poison for a PC.
@@ -143,9 +142,9 @@ defensive. The caster is surrounded by several layers of magical fields, which f
anyone attacking.
Pestilence: (C 7, R 8) This spell afflicts everyone within eight spaces with an
effective but slow-acting disease.
-
-
Level 7
+
+
Level 7
Revive All: (C 10) When cast, the party receives a powerful healing (increasing with
level of the caster) and has poison cured as well.