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

    Source: geocities.com/tonenode/downloads

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