bldinf.txt bldname.txt bldtxt.txt credits.txt effects.txt endgame.txt floater.txt fltinf.txt flting.txt gamey.txt names.txt newgame.txt newtext.txt pad.txt plotobj.txt shapeinf.txt shapes.txt sound.txt spells.txt tonehelp.txt windows.txt ; Building Animation Segments for Seekers
;
;-----------------------------------------------------
item S-BLDTON ; Building Tone Producer
shape P-BLDTON
BASE 1 1 50
CHUG 2 11 3 L
GLYP 22 26
PROD 16 21 2 P 0 21 6,-13
;-----------------------------------------------------
item S-MAGTON ; magic tone producer PLACEHOLDER
shape M-MAGTON
BASE 1 1 50
CHUG 2 15 3 L
GLYP 57 60
PROD 16 30 2 L 16 30 6,-54
;-----------------------------------------------------
item S-CRYTON ; Crystal Tone Producer
shape P-CRYTON
BASE 1 1 50
CHUG 2 15 3 L
GLYP 34 38
PROD 20 33 2 L 0 25 -9,-53
;-----------------------------------------------------
item S-EXTEND ; Tone-Range Extender
shape P-EXTEND
BASE 1 1 50
GLYP 40 43
CHUG 2 11 3 L
;-----------------------------------------------------
item S-ENRICH ; Tone-Rate Enricher
shape P-ENRICH
BASE 1 1 50
INCI 2 11 2 L 0
GLYP 12 12
;-----------------------------------------------------
item S-HALL ; Seeker Hall
BASE 1 3 50
OCCU 4 4 -7,-7
item S-TRAIN1 ; Supernatural Ranged Training
BASE 1 3 70
GLYP 4 7
INCI 8 33 3 L 0
OCCU 34 34 0,-8
item S-TRAIN2 ; Ethereal Close Training
BASE 1 3 70
GLYP 4 7
INCI 8 23 4 L 0
OCCU 24 24 0,-12
BARG 25 30
item S-TRAIN3 ; Supernatural Close Training
BASE 1 2 70
GLYP 3 6
INCI 7 17 3 L 0
OCCU 18 18 0,-8
item S-SPELL1 ; Spell building 1
BASE 1 3 70
GLYP 4 7
INCI 8 16 3 L 0
OCCU 17 17 -6,-14
BARG 18 23
item S-SPELL2 ; Spell building 2
BASE 1 3 70
GLYP 4 7
INCI 8 16 3 L 0
OCCU 17 17 -6,-14
BARG 18 23
;-----------------------------------------------------
; End Animation Segment for Seekers
;-----------------------------------------------------
; Building Animation Segments for Lifegivers
;
;-----------------------------------------------------
item L-HALL ; Great Hall
BASE 1 4 50
OCCU 5 5 -6,-8
item L-BLDTON ; Building Tone Producer
shape P-BLDTON
BASE 1 1 50
CHUG 2 11 3 L
GLYP 38 48
PROD 16 21 2 P 0 21 6,-13
;-----------------------------------------------------
item L-MAGTON ; magic tone producer PLACEHOLDER
shape M-MAGTON
BASE 1 1 50
CHUG 2 15 3 L
GLYP 42 52
PROD 16 30 2 L 16 30 6,-54
;-----------------------------------------------------
item L-CRYTON ; Crystal Tone Producer
shape P-CRYTON
BASE 1 1 50
CHUG 2 15 3 L
GLYP 50 60
PROD 20 33 2 L 0 25 -9,-53
;-----------------------------------------------------
item L-EXTEND ; Tone-Range Extender
shape P-EXTEND
BASE 1 1 50
GLYP 24 34
CHUG 2 11 3 L
;-----------------------------------------------------
item L-ENRICH ; Tone-Rate Enricher
shape P-ENRICH
BASE 1 1 50
INCI 2 11 2 L 0
GLYP 12 12
;-----------------------------------------------------
item L-TRAIN1 ; Supernatural Close Training
BASE 1 3 70
GLYP 5 15
INCI 16 51 3 L 0
OCCU 4 4 -9,-9
item L-TRAIN2 ; Supernatural Close Training
BASE 1 3 70
GLYP 5 15
INCI 21 41 3 L 0
OCCU 4 4 -9,-9
BARG 16 20
item L-TRAIN3 ; Supernatural Close Training
BASE 1 2 70
GLYP 4 14
INCI 20 34 3 L 0
OCCU 3 3 -9,-9
BARG 15 19
item L-SPELL1 ; spell tower 1 PLACEHOLDER
BASE 1 3 70
GLYP 5 15
INCI 16 22 5 P 0
OCCU 4 4 0,-65
BARG 23 27
item L-SPEC1 ; special blding
BASE 1 1 70
GLYP 2 12
OCCU 13 13 0,-65
;-----------------------------------------------------
; End Animation Segment for Lifegivers
;-----------------------------------------------------
;-----------------------------------------------------
; Building Animation Segments for Protectors
;
;-----------------------------------------------------
item P-BLDTON ; Building Tone Producer
BASE 1 1 50
CHUG 2 11 3 L
GLYP 12 15
PROD 16 21 2 P 0 21 6,-13
;-----------------------------------------------------
item P-MAGTON ; magic tone producer PLACEHOLDER
SHAPE M-MAGTON
BASE 1 1 50
CHUG 2 15 3 L
GLYP 53 56
PROD 16 30 2 L 16 30 6,-54
;-----------------------------------------------------
item P-CRYTON ; Crystal Tone Producer
BASE 1 1 50
CHUG 2 15 3 L
GLYP 16 19
PROD 20 33 2 L 0 25 -9,-53
;-----------------------------------------------------
item P-EXTEND ; Tone-Range Extender
BASE 1 1 50
CHUG 2 11 3 L
GLYP 36 39
;-----------------------------------------------------
item P-ENRICH ; Tone-Rate Enricher
BASE 1 1 50
INCI 2 11 2 L 0
;-----------------------------------------------------
item P-HALL ; Great Hall
BASE 1 3 50
;INCI 2 7 2 L 0
;OCCU 8 8 -8,-32
;-----------------------------------------------------
item P-HATCH ; Hatchery
BASE 1 1 70
GLYP 2 5
INCI 6 16 2 L 0
CONS 17 27 2 L 0 -17,-19
PROD 28 44 2 L 0 44 -7,-41
;-----------------------------------------------------
item P-TRAIN1 ; Physical Close Training
BASE 1 4 70
GLYP 5 8
OCCU 9 9 -7, -20
BARG 10 18
;--------------------------------
item P-TRAIN2 ; Supernatural Ranged Training
BASE 1 3 70
GLYP 4 7
OCCU 8 8 4,-18
BARG 9 13
;--------------------------------
item P-TRAIN3 ; Physical Ranged Training
BASE 1 2 70
GLYP 3 6
INCI 7 14 5 L 0
OCCU 15 15 -10,-13
BARG 16 20
;--------------------------------
item P-SPELL1 ; spell tower
BASE 1 3 70
GLYP 4 7
OCCU 8 8 -11,-12
BARG 9 15
;--------------------------------
item P-SPEC1 ; special building 1 - Ronin
BASE 1 1 70
GLYP 2 5
OCCU 6 6 10,-73
;--------------------------------
item P-SPEC2 ; special building 2 - Medic -
BASE 1 1 70
GLYP 2 5
INCI 6 13 3 L 0
OCCU 14 14 -6,-18
;--------------------------------
item P-SPEC3 ; special building 3 - SandShapers - PLACEHOLDER
BASE 1 1 70
GLYP 3 7
OCCU 8 8 0,-20
;--------------------------------
item P-SPEC4 ; special building 4 - Hephaestus' Kitchen
BASE 1 1 70
GLYP 2 5
INCI 6 21 2 L 0
CONS 22 38 2 L 0 5,-110
PROD 22 38 2 L 0 37 5,-110
;---------------------- END PROTECTORS ---------------------
;-----------------------------------------------------------
; Building Animation Segments for Mystics
;
;-----------------------------------------------------
item M-BLDTON ; Building Tone Producer
shape P-BLDTON
BASE 1 1 50
CHUG 2 11 3 L
GLYP 27 37
PROD 16 21 2 P 0 21 6,-13
;-----------------------------------------------------
item M-MAGTON ; magic tone producer PLACEHOLDER
;shape P-MAGTON
BASE 1 1 50
CHUG 2 15 3 L
GLYP 31 41
PROD 16 30 2 L 16 30 6,-54
;BASE 1 1
;INCI 2 11 2 L 0
;-----------------------------------------------------
item M-CRYTON ; Crystal Tone Producer
shape P-CRYTON
BASE 1 1 50
CHUG 2 15 3 L
;GLYP 16 19
GLYP 39 49
PROD 20 33 2 L 0 25 -9,-53
;-----------------------------------------------------
item M-EXTEND ; Tone-Range Extender
shape P-EXTEND
BASE 1 1 50
GLYP 13 23
CHUG 2 11 3 L
;-----------------------------------------------------
item M-ENRICH ; Tone-Rate Enricher
BASE 1 1 50
INCI 2 11 2 L 0
;-----------------------------------------------------
item M-HALL ; Great Hall
BASE 1 4 50
;OCCU 2 2 -15,-11
;-----------------------------------------------------
item M-HATCH ; Hatchery
BASE 1 1 70
CHUG 41 50 2 L
CONS 7 11 2 P 0 3,-82
PROD 7 40 2 L 0 33 5,-103
;-----------------------------------------------------
item M-TRAIN1 ; Ethereal Close Training
BASE 1 4 70
GLYP 6 15
INCI 16 47 2 L 0
OCCU 5 5 -9,-9
BARG 49 53
;--------------------------------
item M-TRAIN2 ; Natural Ranged Training PLACEHOLDER
BASE 1 3 70
GLYP 5 14
INCI 15 43 2 L 0
OCCU 4 4 -6,-29
BARG 44 49
;--------------------------------
item M-TRAIN3 ; Ethereal Ranged Training PLACEHOLDER
BASE 1 2 70
GLYP 4 14
OCCU 3 3 -7,-25
BARG 15 19
;--------------------------------
item M-SPELL1 ; spell tower 1
BASE 1 3 70
GLYP 5 15
INCI 16 25 2 L 0
OCCU 4 4 0,-20
BARG 27 31
;--------------------------------
item M-SPELL2 ; spell tower 2
BASE 1 3 70
GLYP 5 15
INCI 21 151 2 L 0
;INCI 21 307 2 L 0
OCCU 4 4 0,-20
BARG 16 20
;--------------------------------
item M-SPEC1 ; special building 1 - Druid Hut - PLACEHOLDER
BASE 1 1 70
GLYP 3 7
OCCU 8 8 0,-20
;--------------------------------
item M-SPEC3 ; special building 3 - Stat Improve? - PLACEHOLDER
BASE 1 1 70
GLYP 3 7
CONS 8 17 2 L 0 0,-80
;===========================================================
;---------------------- END MYSTICS ---------------------
;-----------------------------------------------------------
;===========================================================
; Building Animation Segments for Leviathan
;
;-----------------------------------------------------
item V-INFECT
CHUG 1 11 3 P
;-----------------------------------------------------
item V-PSUPP ; Physical Supply Center
BASE 1 1 70
CHUG 2 15 2 L
PROD 17 43 2 L 17 33 -7,-45
;-----------------------------------------------------
item V-SSUPP ; Supernatural Supply Center
BASE 1 1 70
CHUG 2 12 3 P
PROD 13 23 4 L 0 23 7,-90
;-----------------------------------------------------
item V-NSUPP ; Natural Supply Center
BASE 1 1 70
;CHUG 2 17 2 L
INCI 2 17 2 L 10
PROD 18 34 2 P 18 33 0,-145
;-----------------------------------------------------
item V-ESUPP ; Natural Supply Center
BASE 1 1 70
CHUG 2 31 2 L
PROD 32 41 2 L 32 32 0,-100
;-----------------------------------------------------
item V-SHOT1
BASE 1 1 70
CHUG 2 14 2 L
PROD 15 21 2 L 0 20 -3,-50 VSHT1B
;-----------------------------------------------------
item V-SHOT2
BASE 1 1 70
CHUG 2 6 2 L
PROD 7 11 2 L 0 10 4,-104 VSHT2B
;-----------------------------------------------------
item V-SHOT3
BASE 1 1 70
CHUG 2 10 2 L
PROD 2 10 2 L 0 10 4,-70 VSHT2B
;-----------------------------------------------------
item V-ATTCK1
BASE 1 1 70
CHUG 2 24 4 L
;-----------------------------------------------------
item V-ATTCK2
BASE 1 1 70
CHUG 2 11 5 L
PROD 12 21 4 L 12 14 0,-60
;-----------------------------------------------------
item V-ATTCK3
BASE 1 1 70
CHUG 2 21 3 L
;-----------------------------------------------------
item V-ATTCK4
BASE 1 1 70
CHUG 2 23 3 P
;-----------------------------------------------------
item V-ATTCK5
BASE 1 1 70
CHUG 2 9 5 P
PROD 10 16 3 L 0 13 0,-60
;-----------------------------------------------------
item V-ATTCK6
BASE 1 1 70
;CHUG 2 3 10 P
PROD 2 21 4 P 2 16 0,0 DEVIL
;-----------------------------------------------------
item V-ROD1
BASE 1 1 70
CHUG 2 6 3 L
;INCI 7 14 2 L 10
PROD 7 14 3 L 0 11 0,-60 VSHROD
item V-ROD2
BASE 1 1 70
CHUG 2 10 3 L
;INCI 12 18 3 L 10
PROD 12 18 3 L 0 18 0,-100 VSHT1B
item V-ROD3
BASE 1 1 70
CHUG 2 31 3 L
;INCI 32 43 2 L 10
PROD 32 43 3 L 0 43 0,-90 VSPIRL
;-----------------------------------------------------
item V-SHLD0
shape spears
BASE 1 1 70
item V-SHLD1
shape spears
BASE 2 2 70
item V-SHLD2
shape spears
BASE 3 3 70
item V-SHLD3
shape spears
BASE 4 4 70
item V-SHLD4
shape spears
BASE 5 5 70
item V-SHLD5
shape spears
BASE 6 6 70
item V-SHLD6
shape spears
BASE 7 7 70
item V-SHLD7
shape spears
BASE 8 8 70
item V-SHLD8
shape spears
BASE 9 9 70
item V-SHLD9
shape spears
BASE 10 10 70
item V-SHLD10
shape spears
BASE 11 11 70
item V-SHLD11
shape spears
BASE 12 12 70
item V-SHLD12
shape spears
BASE 13 13 70
item V-SHLD13
shape spears
BASE 14 14 70
;===========================================================
; Building Animation Segments for Triggers
;
;-----------------------------------------------------
item BR-TRG01 ; Bridge Trigger one
BASE 1 1
CONS 2 9 5 L 9 -3,-40 ; eating key
PROD 10 16 2 L 0 0 -3,-30
CHUG 17 23 2 L
;===========================================================
; Building Animation Segments for Misc
;
;-----------------------------------------------------
item POOL ; unoccupied tone pool
BASE 1 1
CHUG 2 40 3 P
item PADS ; unoccupied pad
BASE 1 1
CHUG 1 9 1 L
// This file contains the names for all tribal buildings. The
// order matches the PadItemType enumeration in pad.h
//
// Protector Buildings
//
BLDNAME
Structure-Tone Generator // PIT_BuildToneProducer
END
BLDNAME
Magic-Tone Creator // PIT_MagicToneProducer,
END
BLDNAME
Crystal-Tone Grower // PIT_CrystToneProducer,
END
BLDNAME
Tone Spreader // PIT_ToneTower,
END
BLDNAME
Tone Flow Enricher // PIT_ToneRateEnricher,
END
BLDNAME
Great Hall // PIT_GreatHall,
END
BLDNAME
Hatchery // PIT_Hatchery,
END
BLDNAME
Brotherhood of the Tentacle // PIT_Recruiter1,
END
BLDNAME
Gazers // PIT_Recruiter2,
END
BLDNAME
League of the Star // PIT_Recruiter3,
END
BLDNAME
Society of Magicians // PIT_Spell1,
END
BLDNAME
Protector Spell2 // PIT_Spell2,
END
BLDNAME
Protector Spec1 // PIT_Spec1,
END
BLDNAME
Protector Spec2 // PIT_Spec2,
END
BLDNAME
Protector Spec3 // PIT_Spec3,
END
BLDNAME
Protector Spec4 // PIT_Spec4,
END
// Seeker Buildings
//
BLDNAME
Structure-Tone Generator // PIT_BuildToneProducer
END
BLDNAME
Magic-Tone Creator // PIT_MagicToneProducer,
END
BLDNAME
Crystal-Tone Grower // PIT_CrystToneProducer,
END
BLDNAME
Tone Spreader // PIT_ToneTower,
END
BLDNAME
Tone Flow Enricher // PIT_ToneRateEnricher,
END
BLDNAME
Great Hall // PIT_GreatHall,
END
BLDNAME
Hatchery // PIT_Hatchery,
END
BLDNAME
Clan of Sol // PIT_Recruiter1,
END
BLDNAME
Spirit Callers // PIT_Recruiter2,
END
BLDNAME
Guild of Light Shaping // PIT_Recruiter3,
END
BLDNAME
Sorcerors of the Heavans // PIT_Spell1,
END
BLDNAME
Seeker Spell2 // PIT_Spell2,
END
BLDNAME
Seeker Spec1 // PIT_Spec1,
END
BLDNAME
Seeker Spec2 // PIT_Spec2,
END
BLDNAME
Seeker Spec3 // PIT_Spec3,
END
BLDNAME
Seeker Spec4 // PIT_Spec4,
END
// Mystic Buildings
//
BLDNAME
Structure-Tone Generator // PIT_BuildToneProducer
END
BLDNAME
Magic-Tone Creator // PIT_MagicToneProducer,
END
BLDNAME
Crystal-Tone Grower // PIT_CrystToneProducer,
END
BLDNAME
Tone Spreader // PIT_ToneTower,
END
BLDNAME
Tone Flow Enricher // PIT_ToneRateEnricher,
END
BLDNAME
Great Hall // PIT_GreatHall,
END
BLDNAME
Hatchery // PIT_Hatchery,
END
BLDNAME
Banshees // PIT_Recruiter1,
END
BLDNAME
Stormers // PIT_Recruiter2,
END
BLDNAME
Astral Travelers // PIT_Recruiter3,
END
BLDNAME
Order of Arcania // PIT_Spell1,
END
BLDNAME
Mystic Spell2 // PIT_Spell2,
END
BLDNAME
Mystic Spec1 // PIT_Spec1,
END
BLDNAME
Mystic Spec2 // PIT_Spec2,
END
BLDNAME
Mystic Spec3 // PIT_Spec3,
END
BLDNAME
Mystic Spec4 // PIT_Spec4,
END
// Lifegiver Buildings
//
BLDNAME
Structure-Tone Generator // PIT_BuildToneProducer
END
BLDNAME
Magic-Tone Creator // PIT_MagicToneProducer,
END
BLDNAME
Crystal-Tone Grower // PIT_CrystToneProducer,
END
BLDNAME
Tone Spreader // PIT_ToneTower,
END
BLDNAME
Tone Flow Enricher // PIT_ToneRateEnricher,
END
BLDNAME
Great Hall // PIT_GreatHall,
END
BLDNAME
Hatchery // PIT_Hatchery,
END
BLDNAME
Summoners // PIT_Recruiter1,
END
BLDNAME
Den of the Beast // PIT_Recruiter2,
END
BLDNAME
Wind Shapers // PIT_Recruiter3,
END
BLDNAME
Enchantment Druids // PIT_Spell1,
END
BLDNAME
Lifegiver Spell2 // PIT_Spell2,
END
BLDNAME
Lifegiver Spec1 // PIT_Spec1,
END
BLDNAME
Lifegiver Spec2 // PIT_Spec2,
END
BLDNAME
Lifegiver Spec3 // PIT_Spec3,
END
BLDNAME
Lifegiver Spec4 // PIT_Spec4,
END
LEVNAME // PIT_Infection
Leviathan Infection
END
LEVNAME // PIT_PhySupply,
Broont Swamp
END
LEVNAME // PIT_SupSupply,
Sasp Furnace
END
LEVNAME // PIT_EthSupply,
Bestial Orb
END
LEVNAME // PIT_NatSupply,
Sanders Tree
END
LEVNAME // PIT_Attack1,
Quitch
END
LEVNAME // PIT_Attack2,
Blistin
END
LEVNAME // PIT_Attack3,
Blind Arm
END
LEVNAME // PIT_Attack4,
Hydron
END
LEVNAME // PIT_Attack5,
Fire Hive
END
LEVNAME // PIT_Attack6,
Mabus
END
LEVNAME // PIT_Shot1,
Plasid
END
LEVNAME // PIT_Shot2,
Anenepode
END
LEVNAME // PIT_Shot3,
Xylus
END
LEVNAME // PIT_Rod1,
Grender
END
LEVNAME // PIT_Rod2,
Mesron
END
LEVNAME // PIT_Rod3,
Clockwork Sentinel
END
ENDTEXT
NONE
Nothing is yet known of this mysterious structure.
END
GREATHALL
This ancient building has been the home of your tribe since the
Great Sleep that followed the Disjunction. It can store
various items and resources.
END
BLDTON
The Structure-Tone Generator creates
beads of structure-tone that are used to construct new buildings. It
consumes some tone flow.
END
MAGTON
The Magic-Tone Creator creates
balls of magic-tone that are used by the magical members of your tribe.
It consumes some tone flow.
END
CRYTON
The Crystal-Tone Grower creates the crystal-tone that energizes various
tribal activities. It consumes some tone flow.
END
TONEXTEND
The Tone Spreader acts as a transmitter of ethereal tone.
Place one in a tone-rich area to make tone available to new areas.
END
PTRAIN1
The Brotherhood of the Tentacle is a strong guild of close-up attackers.
END
PTRAIN2
The Gazers are an ancient clan of floaters with enhanced supernatural ability.
They can attack at a distance.
END
PTRAIN3
The League of the Star is the home of floaters trained in the subtle art of
short-range star throwing.
END
PSPELL1
The Society of Magicians mixes its subtle skill with the strength of
magic-tone to cast spells of varying power and effect.
END
MTRAIN1
The Banshees are a spectral fellowship of fearful howlers, whose close-range
call breaks the will of their enemies.
END
MTRAIN2
The Stormers invoke the aid of the heavens to blast their enemies from a
distance.
END
MTRAIN3
The Astral Travelers are trained in the transcendence of the material world.
They attack at long range.
END
MSPELL1
The Order of Arcania are spell-weavers gifted with knowledge from beyond
the visible world.
END
STRAIN1
The Clan of Sol is a group of sages with a powerful ranged attack.
END
STRAIN2
The Spirit Callers are estranged Mystics who have mastered the craft of
short-range conjuring.
END
STRAIN3
The renowned Guild of Light Shaping brings together Seekers fascinated by
light and color. Their close-range attack blinds and sears their foes.
END
SSPELL1
The Sorcerers of the Heavens call upon the Outer Spheres to bind their
energies into spells of power.
END
LTRAIN1
The Summoners can fight at long range by calling on the animal world
for aid in battle.
END
LTRAIN2
The Den of the Beast trains its disciples to shift their form into the
physical realm, giving them tough armor and increased strength.
END
LTRAIN3
The Wind Shapers form the tone around them into tiny energized
images of themselves that impact powerfully at close range.
END
LSPELL1
The Enchantment Druids summon the world's life energies to turn their
wishes into magic effects.
END
SUPPLY0
Physical Spawner - An enormous dark mass that grows from tone pools.
It bears spores and leviathan offspring of the physical realm.
END
SUPPLY1
Supernatural Spawner - A Giant fire hive that draws energy directly from tone
pools. It forges powerful supernatural creatures.
END
SUPPLY2
Ethereal Spawner - A Huge tower that uses the power of tone pools to
summon fierce creatures from the remote corners of the ethereal realm.
END
SUPPLY3
Natural Spawner - A creature that takes root in tone pools, a gargantuan
being that gives birth to dangerous beasts of the natural realm.
END
POOLINFECT
Infected Tone Pool - Leviathan spores have found this pool and
thrived on its energy. The pool is clogged with a mat of leviathan
growth which stops its tone from flowing into the world.
END
POOL
Tone Pool - This tone pool is healthy, and tone flows from it. Your
tribe has not primed it so its tone does not flow into the tribe.
END
PRIMEPOOL
Tone Pool - Tone flows into your tribe from this pool, since the
tribe has primed it.
END
FEAT00
Mantu the Still - Mantu is a myth, a godlike warrior figure.
He lead an army into a battle that would have destroyed the world.
To prevent this, Mantu forever stands between the armies.
;Mantu the Still - Mantu is a legend, a godlike warrior figure who
;fought unarmed and unarmored. By the legend, Mantu's mastery was so evolved
;that, by using slow, imperceptible shifts in attitude, he allowed
;his foes to defeat themselves with their own attacks while he hovered
;unmoving. Mantu lead an army into a huge and futile battle that, he knew,
;would destroy both armies and all of the universe. Rather than let that
;occur, Mantu used his skills to lock his body forever into place between
;the two armies, holding aloft two artifacts that amplified his power of
;immobility.
; The glyph Ahn is found with Mantu.
;
; increases the armor class/hit resistance slightly of all trained
; floaters from 1st type Dojos in the tribe. Effect is permanent
; (like +1, not percentage), for the tribe that raised Mantu.
END
FEAT01
Tone Amplifier - Collects power from supernatural energies deep within
the world's core. It produces a realm distortion that gives floaters visions
of other realms.
;Tone Amplifier - A Sorcerous engine made by the New Ones, the
;amplifier was considered a failed experiment. It collects the power
;from supernatural energies deep within the world's core, but instead
;of amplifying the tone flow of the world, it produces a realm distortion
;that gives floaters visions of other realms.
; The glyph Nos is revealed by the distortion field of the engine.
;
; gives a new level of 2nd type Dojo (first level if don't
; have it), and gives a first level floater exactly the experience
; needed for second level, one floater in every instance of a
; 2nd type Dojo in the tribe. One time effect.
END
FEAT02
The Vortex of Perception - a part of the world that exists
wholly on the ethereal realm. The Vortex lets those who can
perceive it see into the World Soul, the consciousness of Tone.
;The Vortex of Perception - The Vortex is a naturally occurring
;feature of the world. It is a rarity, a part of the terrain that exists
;wholly on the ethereal realm. The Vortex lets floaters who can
;perceive it fall into a trance state and see into the World Soul, the
;consciousness of Tone.
; The glyph Mene is found by peering into the Vortex.
;
; gives a new level of 1st type Dojo if applicable, and gives a first level
; floater exactly the experience
; needed for second level, one floater in every instance of a
; 1st type in the tribe. One time effect.
END
FEAT03
The Last Respiria Plant - a long-lived, intelligent plant that emits a
tone-charged vapor as it breaths. This is the last known Respiria.
;The Last Respiria Plant - a self-aware plant of vast, ancient
;intelligence that emits a tone-charged vapor,
;called Raam, as it breaths. The Respiria is the earliest known
;species on Tone, and the longest lived. They reproduce with spores.
;The respiria become fertile when they go dormant, and
;fertilization by spore wakes a female respiria for a
;thousand-year period of
;growth, during which she will give birth up to twelve times.
;This respiria, the last known, is a female. The raam it exhaled
;attracted the Leviathan to it, and now it sits dormant, sick with
;the leviathan's infection.
END
; The glyph Tra is released by the Respiria Plant when it awakens.
;
; increases the strength slightly of all trained
; floaters from 2nd type Dojos in the tribe. Effect is permanent
; (like +1, not percentage), for the tribe that awakened the
; Respiria.
FEAT04
Dreest the Bog Shade - Dreest was a terror shade, a nightmare, until
a floater shaman altered it and changed its nature. There is no
longer any terror in it, only a haunted solitude.
;Dreest the Bog Shade - Dreest was a terror shade, an ethereal
;manifestation of the Leviathan's rage, a nightmare come to life.
;It preyed on the floaters of the forest, and one
;day it swept toward a floater that turned out to be a high shaman.
;The shaman slipped into the ethereal realm and altered the shade,
;giving it an identity independant of the leviathan. Now named Dreest,
;the shade wandered to the Dreen Bog, rode out the Upheaval, and lives
;there in its pit lair still. Though Dreest is more powerful than ever,
;there is no longer any harm or terror in it, only a haunted solitude.
END
; Dreest guards the glyph Dree.
FEAT05
The Krajin - a noble, mythic beast. In the story, the Krajin was the
last of its kind, and died defending a lost floatling. The roar of
the Krajin stirs the blood of floaters.
END
; Tuka - courage
;
; offer some combat bonus to one of the types of Dojo for the tribe.
FEAT06
The Hall of Stories - This hall stores the earliest memories and
history of the floaters. Two keys are needed to open the secrets of
the hall. The New Ones and the Floaters each kept a key.
END
; The Dran
FEAT07
The Dream Gate - peering into the Dream Gate, seers enter a trance
state that allows them to thin their awareness and spread it
throughout the world.
END
; Mef - compassion
FEAT08
Memory of the Ancestors - This magical device allows communication
with the ancestral floater spirits that have collected here in the
powerfully supernatural columns of The Core.
END
; Tal - integrity, truth
FEAT09
The Shrine of the Storm - the Shrine gives all creatures a place to
strengthen their bond with the world, refining their flow of tone and
increasing their life force.
END
; Lon - freedom
;
; tribal workers without tasks come here to heal slowly.
FEAT10
Disk of Time - generates an intense temporal distortion, slowing the
passage of time. It absorbs time into itself, aging thousands of years
instantly.
; The tribe that activated the disk is effectivly sped up.
;Disk of Time - It is forever unknown who created the Disk of Time or
;when it was made. When it is active, it generates an intense temporal
;distortion, slowing the local passage of time. It absorbs time into
;itself, aging thousands of years instantly when it is activated. The
;slowing of time that the disk creates does not effect the tribe that
;activated it, so they move faster relative to all other things.
END
; Lod - faith
;
; Speeds the tribe (maybe just workers) by some small amount, some
; percentage it is reasonable to multiply the tribal economy by. The
; effect is permanent.
FEAT11
Spire of the Dead - Thick with the spirits of the dead, this huge tower
drifts through eternity on the ethereal plane. It can be brought into
the other planes with an ancient ritual.
END
; Vinya - Vinya releases you from your needs and desires.
FEAT12
Haunt of the Mad One - A living structure, built and raised by the
Mad One, an early floater who chose to pursue dangerous studies deep into
the supernatural realm.
END
; Grem - respect
FEAT13
The Span of Norasten - At the markers of the Span was a pilgrim's
refuge, a place of powerful safety along the long Path. The keys
of East and West reopen the Span.
END
; Phet - enables you to follow through on any promise
BRIDGE
Bridge Aperture - marks the spot where lines of force connect
this island to the next. These force lines can be amplified with a
bridge key, allowing floaters to cross between worlds.
END
ENDTEXT
Designed by
Thomas Blom
Arthur DiBianca
Jason Templeman
Programmed by
Thomas Blom
Arthur DiBianca
Artwork by
Jason Decker
John Paul
Jason Templeman
Music and sounds by
Nenad Vugrinec
And so the Leviathan, once a scavenger hiding among
the shadows, was made aggressive by the Tone: the
life-giving energy that the Floaters had cultivated.
Horribly strong with the Tone it consumed, the
Leviathan ravaged the civilization of the floaters
and splintered the Island World.
By the end of the Upheaval, the Leviathan had
killed off the race of Floaters, infested every part
of the shattered World, and devoured the Tone that
had given life to all things.
Or so it appeared.
ENDCREDITS
// Protector Stuff
EFFECT BHOOD // the name of the 'effect'
TYPE ONESHOT // effect type (inplace,bullet,etc...)
REALM PHY // effect realm
SHAPE PT1B // shapefile name
LEVELFRAMES 4 1,15 16,30 31,46 47,62 // #levels, frames used (1-based)
SOUND BHOOD
EFFECT GAZECAST
TYPE CAST
REALM SUP
SHAPE PT2CAST
LEVELFRAMES 1 1,10
CHAIN GAZER
SOUND GAZECAST
EFFECT GAZER
TYPE BULLET
REALM SUP
SHAPE PT2B
LEVELFRAMES 4 1,7 8,14 15,21 22,28
SOUND GAZER
EFFECT NINJA
TYPE BULLET
REALM PHY
SHAPE PT3B
LEVELFRAMES 3 1,4 5,8 9,14
SOUND NINJA
// Mystic Stuff
EFFECT BANSHEE
TYPE ONESHOT
REALM ETH
SHAPE M-FXTR1
LEVELFRAMES 3 1,21 22,42 43,63
SOUND BANSHEE
EFFECT STORMER
TYPE LIGHTNING
REALM ETH
SHAPE M-FXTR2
Extracted by Xenøphanes
               (
geocities.com/tonenode)