More documentation updates, mostly to the TOCs

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<html>
<head>
<title></title>
<title>Special Encounter Examples - BoE Scenario Editor Guide</title>
<link rel="stylesheet" type="text/css" href="../style.css">
</style>
</head>
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</div>
<div class="content">
<h1>Appendix 8 - Special Encounter Examples</h1>
<h1>Appendix H - Special Encounter Examples</h1>
<p>Extra examples can be very useful when making special encounters. Here are a few quick
sets of instructions for making popular types of encounters.</p>

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</div>
<div class="content">
<h1>Appendix 3 - Item Ability Types</h1>
<h1>Appendix B - Item Ability Types</h1>
<p>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.</p>
</ul>
<p>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:</p>
<ul>
<li>Weapon Abilities: Abilities of this type can be given to weapons. Some of these
<li><a href='#weapon'>Weapon Abilities</a>: 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.</li>
<li>General Abilities: Abilities of this type can be given to non-missile items
<li><a href='#general'>General Abilities</a>: 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.</li>
<li>Usable Abilities: Most abilities of this type change the status of the party or
<li><a href='#usable'>Usable Abilities</a>: 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.</li>
<li>Reagents: Items with these abilities are alchemical ingredients, spell
<li><a href='#reagent'>Reagents</a>: 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.</li>
</ul>
@@ -77,7 +77,7 @@ the extra data fields and Magic Item Adjust affect it are described below.</p>
<dd>The item has no special ability.</dd>
</dl>
<h2>Weapon Abilities (Inherent)</h2>
<h2 id='weapon'>Weapon Abilities (Inherent)</h2>
<p>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.)</dd>
<dd>The weapon calls a special node every time it hits.</dd>
</dl>
<h2>General Abilities (Inherent)</h2>
<h2 id='general'>General Abilities (Inherent)</h2>
<p>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.</dd>
<dd>Drains missiles twice as fast. This is typically given to bows and crossbows.</dd>
</dl>
<h2>Usable Abilities</h2>
<h2 id='usable'>Usable Abilities</h2>
<p>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.</p>
@@ -364,7 +364,7 @@ Item Adjust setting is ignored.</dd>
are the extra data fields..</dd>
</dl>
<h2>Reagents (Inherent)</h2>
<h2 id='reagent'>Reagents (Inherent)</h2>
<p>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

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<head>
<title></title>
<title>Spell and Alchemy Lists - BoE Scenario Editor Guide</title>
<link rel="stylesheet" type="text/css" href="../style.css">
</head>
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</div>
<div class="content">
<h1>Appendix 7 - Spell and Alchemy Lists</h1>
<h1>Appendix G - Spell and Alchemy Lists</h1>
<p>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

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<html>
<head>
<title></title>
<title>Text Messages - BoE Scenario Editor Guide</title>
<link rel="stylesheet" type="text/css" href="../style.css">
</head>
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</div>
<div class="content">
<h1>Appendix 6 - Text Messages</h1>
<h1>Appendix F - Text Messages</h1>
<p>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

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<head>
<title></title>
<title>Monster Ability Types - BoE Scenario Editor Guide</title>
<link rel="stylesheet" type="text/css" href="../style.css">
</head>
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</div>
<div class="content">
<h1>Appendix 5 - Monster Abilities</h1>
<h1>Appendix C - Monster Ability Types</h1>
<p>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.</p>
rather than Cancel. Clicking Cancel will cause the ability to be added with default values
(generally all zeroes).</p>
<h2>The Basics</h2>
<ul>
<li><a href='#missile'>Missile Abilities</a></li>
<li><a href='#general'>General Abilities</a></li>
<li><a href='#radiate'>Radiate Field Abilities</a></li>
<li><a href='#summon'>Summoning Abilities</a></li>
<li><a href='#other'>Other Abilities</a></li>
</ul>
<h2 id='basics'>The Basics</h2>
<p>When editing any monster ability, you'll see four informational fields.</p>
@@ -42,7 +50,7 @@ from a list. The options depend on the ability type.</li>
<li><b>Delete</b> - You can delete the ability by clicking this button.</li>
</ul>
<h2>Missile Abilities</h2>
<h2 id='missile'>Missile Abilities</h2>
<p>Monsters will not use most missile abilities when adjacent to their target. Missile
abilities offer the following "subtypes":</p>
@@ -73,7 +81,7 @@ this ability.</li>
hitting.</li>
</ul>
<h2>General Abilities</h2>
<h2 id='general'>General Abilities</h2>
<p>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.</li>
the meaning is obvious. Click Choose to select one from a list.</li>
</ul>
<h2>Radiate Field Abilities</h2>
<h2 id='radiate'>Radiate Field Abilities</h2>
<p>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.</li
<li><b>Affected Area</b> - The area to effect. Click Choose to select one.</li>
</ul>
<h2>Summoning Abilities</h2>
<h2 id='summon'>Summoning Abilities</h2>
<p>Since summon abilities are passive, they take no action points to activate. They do
have the following subtypes:</p>
@@ -177,7 +185,7 @@ range.</li>
<li><b>Chance</b> - The percent chance each turn of summoning.</li>
</ul>
<h2>Other Abilities</h2>
<h2 id='other'>Other Abilities</h2>
<p>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

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<title></title>
<title>Blades Sound Effects - BoE Scenario Editor Guide</title>
<link rel="stylesheet" type="text/css" href="../style.css">
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<div class="content">
<h1>Appendix 5 - Blades Sound Effects</h1>
<h1>Appendix E - Blades Sound Effects</h1>
<p>There are several places in the editor where you are asked for the number of a sound
effect. These are the available Blades effects:</p>

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<head>
<title>Blades of Exile Editor Documentation [14-A1] Special Encounter Node Types</title>
<title>Special Encounter Node Types - BoE Scenario Editor Guide</title>
<link rel="stylesheet" type="text/css" href="../style.css">
</head>
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</div>
<div class="content">
<h2>Appendix 1 - Special Encounter Node Types</h2>
<h1>Appendix A - Special Encounter Node Types</h1>
<p>These are the many types of special encounter nodes. They are divided into six
<p>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.</p>
<h3>General Use Specials</h3>
<ul>
<li><a href='#gen'>General Use Specials</a></li>
<li><a href='#once'>One-Shot Specials</a></li>
<li><a href='#affect'>Affect PC/Party/Monster Specials</a></li>
<li><a href='#cond'>If-Then Specials</a></li>
<li><a href='#town'>Town Mode Specials</a></li>
<li><a href='#rect'>Rectangle Specials</a></li>
<li><a href='#outdoor'>Outdoor Mode Specials</a></li>
</ul>
<h2 id='gen'>General Use Specials</h2>
<p>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.</p>
<h4>General notes</h4>
<h3>General notes</h3>
<dl>
<dt>Stuff done 1, Stuff done 2:</dt><dd>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.
<dt>Extra 1a:</dt><dd>The sign to swap with.</dd></dd>
</dl>
<h3>One-Shot Specials</h3>
<h2 id='once'>One-Shot Specials</h2>
<p>This is the class of specials you generally only want to occur one time, such as giving
items.</p>
@@ -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.</p>
<h4>General notes:</h4>
<h3>General notes:</h3>
<dl>
<dt>Stuff done 1, Stuff done 2:</dt><dd>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.</dd>
must disarm the trap to be able to take any of the items in the chest.</dd></dd>
</dl>
<h3>Affect PC/Party/Monster Specials</h3>
<h2 id='affect'>Affect PC/Party/Monster Specials</h2>
<p>All of these special encounters do something to one character, to the party, or to a
monster. Who they affect depends on several factors.</p>
<p>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.</p>
<p>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.</p>
<h4>General notes:</h4>
<h3>General notes:</h3>
<dt>Stuff done 1, Stuff done 2:</dt><dd> None of these special node types use these
fields.</dd>
<dt>Mess 1, Mess 2:</dt><dd>All of these special node types (except Select a PC) can
@@ -1055,7 +1065,7 @@ add 1000 to it.</dd>
PCs.</dd></dd>
</dl>
<h3>If-Then Specials</h3>
<h2 id='cond'>If-Then Specials</h2>
<p>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.</dd>
<dt>Jumpto:</dt><dd>Otherwise, this special is called.</dd></dd>
</dl>
<h3>Town Mode Specials</h3>
<h2 id='town'>Town Mode Specials</h2>
<p>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.</p>
<p>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.</p>
<h4>General notes:</h4>
<h3>General notes:</h3>
<dl>
<dt>Mess 1, Mess 2:</dt><dd>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.</dd></dd>
@@ -1825,7 +1835,7 @@ at the top of the space.</dd>
placed.</dd></dd>
</dl>
<h4>Rectangle Specials:</h4>
<h2 id='rect'>Rectangle Specials</h2>
<p>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:</p>
@@ -1911,7 +1921,7 @@ unlockable (or unlockable and bashable), it becomes unlocked (i.e. is changed to
locked terrain type).</dd>
</dl>
<h3>Outdoor Mode Specials</h3>
<h2 id='outdoor'>Outdoor Mode Specials</h2>
<p>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.</p>
<p>For all of these special types, unless the description specifically says it ends the

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<title>Starting Terrain Types - BoE Scenario Editor Guide</title>
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<h1>Appendix 4 - Starting Terrain Types</h1>
<h1>Appendix D - Starting Terrain Types</h1>
<p>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.