From a4e07bb71f66028c9eb40c5487abd58a9083289c Mon Sep 17 00:00:00 2001 From: Larz Date: Mon, 15 Jan 2024 13:26:56 -0500 Subject: [PATCH] Update Hellenika to 2.20c. --- mods/Hellenika/MidgardHelmet.png | Bin 0 -> 9307 bytes mods/Hellenika/PartholonianSorcerer1.png | Bin 7953 -> 16635 bytes mods/Hellenika/PartholonianSorcerer2.png | Bin 8202 -> 16635 bytes mods/Hellenika/mooimproved1.png | Bin 0 -> 10577 bytes mods/Hellenika/mooimproved2.png | Bin 0 -> 11903 bytes mods/Hellenika_v2_20.dm | 1465 +++++++++++++--------- 6 files changed, 881 insertions(+), 584 deletions(-) create mode 100644 mods/Hellenika/MidgardHelmet.png create mode 100644 mods/Hellenika/mooimproved1.png create mode 100644 mods/Hellenika/mooimproved2.png diff --git a/mods/Hellenika/MidgardHelmet.png b/mods/Hellenika/MidgardHelmet.png new file mode 100644 index 0000000000000000000000000000000000000000..ab743108ba7d5fe94b6450bc01d76db5ef5c77f2 GIT binary patch literal 9307 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zNkIC?vuDT2h*jm@5+=#X;ACTbjs@K^3dNq*JlRMKJf(umu8-pS6y?YJKEx{e;vW!HF5$7fS}xO?L35mNoEq~l+9s0=*oGITn|9|*&aSYIYw&!P1AH!dCB zU)J|x)i|9C4Nu}PtqpG<9xX`hSCBZ^z9Z)BNMD_xF-J2O{^T~EbqcC`>BW(5!5l~q zOo+wtHbl%a$(}ThzT7PTz(pGwfDEvZ|?uYC~L63!PFI4oWjQ)Z9^qnt5kR zSF;mWU(t1?T-|($EWFt8mv zKc92@GuAH3spE^KmBSS_!(pdJ`3juTlaXkC$7VSV~- zv@g%r(IsnHdVTKHop$btNQPpgryZhsUpRQ>MVHy!cD8J!KLrq{^LcgNr6?<-Am=H6 zyYttVyn!=__+M>VkMOphk`wA9;0OExv|Yj*A-g4%XKv;sNmuu2O*K8$YGwPd{{aV+ BSkM3f literal 0 HcmV?d00001 diff --git a/mods/Hellenika_v2_20.dm b/mods/Hellenika_v2_20.dm index b7386756d..5d1899e5c 100644 --- a/mods/Hellenika_v2_20.dm +++ b/mods/Hellenika_v2_20.dm @@ -1,4 +1,4 @@ -#modname "Hellenika v2.20c" +#modname "Hellenika v2.20h" #description "This mod pack by AetherNomad focuses on the Early Ages and the ancient Mediterranean world; it includes the following: - 14 EA mod nations with enhanced mutual compatibility: Thalamanth v1.37, Triliax v1.31, Nephelococcygia v1.39, Isphenople v1.30, Arcadeia v1.26, Nabatem v1.30, Karanaac v1.34, Cyanautha v1.21, Zun v1.22, U v1.19, Bethel She'em v1.15, Ylthule v1.10 and, in Hellenika-specific versions, Knoss (by Zonk) & Makedon (by Mirokan); - 31 modified EA vanilla nations with new mechanics, sprites and lore: Arcoscephale, Ermor (Old Ermor & New Ermor), Ulm, Marverni, Sauromatia, T'ien Ch'i, Machaka, Mictlan (Nok), Abysia, Caelum, C'tis, Pangaea, Agartha, Tir na n'Og, Fomoria, Vanheim (Midgård), Niefelheim, Rus, Kailasa, Lanka, Yomi (Subartu), Hinnom, Ur (Eridu), Berytos, Mekone, Ubar, Atlantis (Iapeto), R'lyeh (Aulgyaththu), Pelagia, Oceania & Therodos; additionally, Helheim & Xibalba were removed; @@ -11,12 +11,12 @@ Discord: https://discord.gg/m2BknaY Mail: aethernomad@gmail.com" #icon "./Hellenika/Hellenika_banner.tga" -#version 2.20c +#version 2.20g ---------------- USED IDs --new weapon IDs -- 1100-1249 --new armor IDs -- 797-814 879-888 ---new monster IDs -- ||4000-5769 -- DON'T GO LOWER +--new monster IDs -- ||4000-4361 4363-4953 4955 4957-5336 5338-5776 -- DON'T GO LOWER --new montags -- 4105-4168 --new item IDs -- 770-800 857-870 --new item restrictions -- 8055-8095 @@ -387,7 +387,7 @@ Mail: aethernomad@gmail.com" #slash #dmg 2 #def -1 -#secondaryeffect 509 -- Bane of Heresy +#secondaryeffectalways 509 -- Bane of Heresy #end #selectweapon 344 -- Demon-Slayer @@ -4128,70 +4128,76 @@ Mail: aethernomad@gmail.com" #selectmonster 1831 -- Hydra (recruitable) #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." #gcost 170 #montag 4153 -- can cast Transformation #end #selectmonster 1832 -- Hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." #gcost 170 #montag 4153 -- can cast Transformation +#berserk 1 #end #selectmonster 1833 -- Hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." #gcost 170 #montag 4153 -- can cast Transformation +#berserk 2 #end #selectmonster 1834 -- Hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." #gcost 170 #montag 4153 -- can cast Transformation +#berserk 3 #end #selectmonster 1835 -- Hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. They are traditionally tamed and bred by the Androphags in the Swamps of Pythia but may also be captured in other marshlands under strong dominion." #gcost 170 #montag 4153 -- can cast Transformation #end #selectmonster 1850 -- Sacred hydra (summoned) #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." #gcost 170 #montag 4153 -- can cast Transformation #end #selectmonster 1851 -- Sacred hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." #gcost 170 #montag 4153 -- can cast Transformation +#berserk 1 #end #selectmonster 1852 -- Sacred hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." #gcost 170 #montag 4153 -- can cast Transformation +#berserk 2 #end #selectmonster 1853 -- Sacred hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." #gcost 170 #montag 4153 -- can cast Transformation +#berserk 3 #end #selectmonster 1854 -- Sacred hydra #name "Hydra" -#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." +#descr "In the misty swamps of Pythia in Sauromatia dwell the huge, noxious fume breathing, many-headed serpents of legend, hydras. The regenerative powers of the hydra are truly formidable and should one of its heads be cut off, it will regrow within hours. The bite and breath of a hydra is poisonous. When sufficiently wounded, hydras enter an indomitable rage until reaching the brink of death. Hydras are commonly used in the pits and arenas of Ermor and are deeply feared by soldiers and gladiators alike. As primordial monsters of immense power, they are sacred to the people of Triliax." #gcost 170 #montag 4153 -- can cast Transformation #end @@ -8376,7 +8382,7 @@ Mail: aethernomad@gmail.com" #gcost 8 #end -#newmonster +#newmonster 5770 #copystats 2003 #copyspr 2003 #name "Slave Slinger" @@ -9501,6 +9507,7 @@ Mail: aethernomad@gmail.com" #nametype 139 #standard 2 #bodyguard 3 +#hp 17 #str 7 #att 10 #def 11 @@ -10368,6 +10375,12 @@ Mail: aethernomad@gmail.com" #mountainsurvival #end +#selectmonster 436 -- Jotun Jarl prophet +#hp 60 +#gcost 130 +#mountainsurvival +#end + #selectmonster 1300 -- Jotun Gode #copystats 275 #copyspr 275 @@ -10429,7 +10442,6 @@ Mail: aethernomad@gmail.com" #name "Gygja" #descr "Gygjas are ancient Jotun hags. Over the centuries, they have grown in might and malice. Gygjas are skilled in the dark witchcraft known as Seith. They can foretell the future and know how to cast the Transformation ritual. Seith is a magic forbidden to men and only used by female Jotuns. This has led to a growing rivalry between the Skrattir and the Gygjas. Since the Gygjas began to lend the Niefel Jarls their guidance and sorcery, they have become influential in Jotun society. To further their goals they taught the Skrattis skin-shifting and tricked them to serve as vessels in their bloody communions. Now the Gygjas rule Niefelheim in all but name. Their comfortable position has made them less inclined to reawaken the Rimtursar and they generally leave this matter to the Skrattir." #userestricteditem 8069 -#twiceborn 4675 #montag 4153 -- can cast Transformation #hp 57 #gcost 225 @@ -10442,7 +10454,8 @@ Mail: aethernomad@gmail.com" #selectmonster 3398 -- Jarnvidja #name "Jarnvidja" -#descr "The Jarnvidjur are ancient Gygjas of the Iron Wood instructed in the art of Seith by Angerboda herself. They are from an earlier era and remember the time when frost covered the world and the Rimtursar walked the earth. When the gods of frost disappeared the oldest and mightiest of the Gygjas sequestered themselves in the Iron Wood for centuries, but with the Awakening, they have emerged anew to serve the great Jarls of Niefelheim. The Jarnvidjur are mighty sorceresses adept in blood magic, crossbreeding and the practice of Seith. They craft the enchanted wolf pelts used by the Ulfhednar and plan the fate of the world. Their influence on the tapestry of magic is such that their mere presence alters the world around them." +#descr "The Jarnvidjur are ancient Gygjas of the Iron Wood instructed in the art of Seith by Angerboda herself. They are from an earlier era and remember the time when frost covered the world and the Rimtursar walked the earth. When the gods of frost disappeared the oldest and mightiest of the Gygjas sequestered themselves in the Iron Wood for centuries, but with the Awakening, they have emerged anew to serve the great Jarls of Niefelheim. The Jarnvidjur are mighty sorceresses adept in blood magic, crossbreeding, the practice of Seith and the secretive Transformation ritual. They craft the enchanted wolf pelts used by the Ulfhednar and plan the fate of the world. Their influence on the tapestry of magic is such that their mere presence alters the world around them." +#montag 4153 -- can cast Transformation #userestricteditem 8069 #hp 63 #gcost 350 @@ -11906,6 +11919,7 @@ Mail: aethernomad@gmail.com" #regeneration 10 #gcost 135 #mapmove 24 +#twiceborn 719 #clearweapons #weapon 7 #weapon 55 @@ -11918,6 +11932,7 @@ Mail: aethernomad@gmail.com" #descr "The Aphroi are ichtycentaurs of pure blood. They are marked by their creator with lobster claws on their brows, a sure sign of divine heritage. All Aphroi receive special status in Oceania and many are trained as hierophants, chanting priests. Hierophants have some skills in Nature or Water magic." #regeneration 10 #gcost 135 +#twiceborn 719 #clearweapons #weapon 7 #weapon 55 @@ -11966,6 +11981,7 @@ Mail: aethernomad@gmail.com" #weapon 92 #end + #selectmonster 2954 -- Enkidu Shaman (Akkad) #name "Enkidu Shaman" #descr "The Shamans were once the spiritual leaders of the Enkidus. Now there is almost no one in Akkad left who remembers the old ways and the few shamans who still wander the lands have lost most of their fabled powers. Even when a stronger shaman arises, it is common for him to leave for the more naturalistic territory of Eridu where many wild tribes still prosper. Still, those who remain are among the strongest masters of Nature magic in Akkad, so much so that they are capable of casting the Transformation ritual." @@ -12075,8 +12091,7 @@ Mail: aethernomad@gmail.com" #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -12110,8 +12125,7 @@ Mail: aethernomad@gmail.com" #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -12157,8 +12171,7 @@ Mail: aethernomad@gmail.com" #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -12238,8 +12251,7 @@ Mail: aethernomad@gmail.com" #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -12453,6 +12465,7 @@ Mail: aethernomad@gmail.com" #name "Centaur Hierophant" #descr "Most halfmen of Pangaea have brown hides. When a calf with white hide is born, there is much celebration, for the young one is touched by the God and sacred. White centaurs serve as priests and guardians of the sacred Groves of Pangaea, singing the sacred songs and serving the dryads. Others are trained in warfare as sacred centaur warriors of tremendous ferocity." #gcost 120 +#twiceborn 714 #clearmagic #magicskill 6 1 #magicskill 8 1 @@ -12464,7 +12477,7 @@ Mail: aethernomad@gmail.com" #name "Centauride Hierophantide" #descr "Most halfmen of Pangaea have brown hides. When a calf with white hide is born, there is much celebration, for the young one is touched by the God and sacred. White centaurides serve as priests and guardians of the sacred Groves of Pangaea, singing the sacred songs and helping the dryads." #userestricteditem 8069 -#twiceborn 2158 +#twiceborn 4939 #gcost 120 #armor 148 #clearmagic @@ -12478,6 +12491,7 @@ Mail: aethernomad@gmail.com" #name "Centaur Sage" #descr "Centaur Sages are the mystical disciples of the the great white Ancient, the Wise Guardian Stag. Enlightened by his teachings, they have acquired innate mastery of Astral and Nature magic as well as a great erudition. Centaur Sages are very devoted to their master and will serve without requiring an upkeep cost. A new Centaur Sage will join Pangaea every month that his patron Divine Beast spends researching." #gcost 0 +#twiceborn 714 #clearmagic #magicskill 4 1 #magicskill 6 1 @@ -12567,13 +12581,14 @@ Mail: aethernomad@gmail.com" #selectmonster 2312 -- (Black) Centauride Hierophantide #userestricteditem 8069 -#twiceborn 4522 +#twiceborn 4939 #gcost 110 #armor 148 #end #selectmonster 2311 -- (Black) Centaur Hierophant #gcost 110 +#twiceborn 714 #end #selectmonster 1881 -- Satyr (Orgy) @@ -13032,14 +13047,13 @@ Mail: aethernomad@gmail.com" #end #selectmonster 1177 -- Manflayer -#batstartsum3 1176 -- Androphags +#batstartsum4 1176 -- Androphags #clearweapons #weapon 1122 -- Unholy Lance #weapon 494 -- Poisonous Bite #weapon 263 -- Net #rpcost 2 #poisonres 5 -#gcost 225 #end #selectmonster 1178 -- Witch King @@ -13093,6 +13107,7 @@ Mail: aethernomad@gmail.com" #userestricteditem 8069 #twiceborn 1401 #bonusspells 1 +#older -1000 #end #selectmonster 1518 -- Slave Mage @@ -21146,10 +21161,6 @@ There is fierce competition among the royal siblings and most queens occasionall #invisible #end -#selectmonster 1322 -- Nagini -#userestricteditem 8069 -#end - #selectmonster 2058 -- Arel #userestricteditem 8069 #twiceborn 2058 @@ -21303,6 +21314,9 @@ There is fierce competition among the royal siblings and most queens occasionall #magicboost 3 -3 #magicboost 5 -3 #twiceborn 5702 +#maxage 2000 +#startage 800 +#addrandomage 500 #end #selectmonster 2248 -- Sister @@ -21586,12 +21600,22 @@ Although Tetragrammatons are completely immobile, cannot be teleported even with #miscshape #noleader #magiccommand -20 -#invulnerable 25 #researchbonus 12 #siegebonus 50 #itemslots 61440 -- 4 misc #userestricteditem 8086 #reinvigoration 4 +#unsurr 12 +#end + +#selectmonster 2051 -- Ophan +#unsurr 12 +#stormimmune +#bonusspells 1 +#reinvigoration 4 +#siegebonus 50 +#itemslots 61440 -- 4 misc +#userestricteditem 8086 #end #newmonster 4607 @@ -23194,6 +23218,418 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #shockres 10 #end +#newmonster 4229 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#springshape 4230 +#summershape 4231 +#autumnshape 4232 +#wintershape 4233 +#siegebonus 20 +#end + +#newmonster 4230 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#summershape 5771 +#autumnshape 5771 +#wintershape 5771 +#siegebonus 20 +#end + +#newmonster 4231 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#springshape 5772 +#autumnshape 5772 +#wintershape 5772 +#siegebonus 20 +#end + +#newmonster 4232 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#summershape 5773 +#springshape 5773 +#wintershape 5773 +#siegebonus 20 +#end + +#newmonster 4233 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#summershape 5774 +#autumnshape 5774 +#springshape 5774 +#siegebonus 20 +#end + +#newmonster 5771 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#springshape 5775 +#siegebonus 20 +#end + +#newmonster 5772 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#summershape 5775 +#siegebonus 20 +#end + +#newmonster 5773 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#autumnshape 5775 +#siegebonus 20 +#end + +#newmonster 5774 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#wintershape 5775 +#siegebonus 20 +#end + +#newmonster 5775 +#spr1 "./Hellenika/mooimproved1.tga" +#spr2 "./Hellenika/mooimproved2.tga" +#name "Saurotheos" +#descr "The Saurotheos is the Apotropaion of Kings, the Guardian of the Upper and Lower River, the One That Does Not Know Destruction. By its power, the authority of the Lizard Kings over enslaved predators is maintained, the crown upon their head is made divine. This spirit guardian of the swamps is the highest intercessor between lizardkind and the sacral order of the Underworld - an ideal manifestation of C'tis' ancient truth and mysticism. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#fixedname "Ka'a" +#coldblood +#size 5 +#hp 77 +#prot 10 +#mr 20 +#mor 30 +#str 20 +#att 10 +#def 10 +#prec 8 +#ap 12 +#mapmove 16 +#enc 1 +#maxage 5000 +#gcost 0 +#poisonres 10 +#swampsurvival +#swimming +#invulnerable 40 +#magicskill 2 3 +#magicskill 5 3 +#magicskill 6 3 +#researchbonus 77 +#weapon 29 +#weapon 20 +#twiceborn 4229 +#spreaddom 1 +#decscale 0 +#dompower 1 +#superiorleader +#deserter 100 +#singlebattle +#siegebonus 20 +#end + #newmonster 5717 #name "Knossian Mercenary Commander" #descr "Strong with an ancient heritage of sailing, archery, pillage and piracy, Knossian mercenaries are feared all across the sea. They are typically hired after lucrative contracts that were negotiated with the Bull Kings directly. They spread the Archaic Tradition everywhere they dwell and, despite serving the highest bidder and often fighting far away from their homeland, are a source of pride and glory for their nation. Their custom wills that they battle in the name of their employer for an entire year before retiring for new horizons and perhaps new employment. They are reputedly brutal and fearless, and their independence is a matter of honor for them. As such, they deal with their own expenses, replenish their own ranks after losses and make sure to always keep steady supply lines through secretive means. A few sacred Toxotai wind spirits often choose to accompany them and, following their example, the rare few Bull Warriors that take part in their odysseys have learned how to taste the bless of whichever God they work for even without the intervention of priests. Such mercenary bands however often lack discipline, and should their commander die they would scatter to the four winds without fulfilling their bargain." @@ -24037,6 +24473,10 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #hp 90 #end +#selectmonster 3178 -- Wight Shaman +#hp 65 +#end + #newmonster 5739 #copyspr 783 #name "T'ien Ch'i Fall Echo" @@ -24065,8 +24505,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24100,8 +24539,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24135,8 +24573,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24170,8 +24607,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24205,8 +24641,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24240,8 +24675,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24275,8 +24709,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24310,8 +24743,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24345,8 +24777,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -24905,8 +25336,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 100 -#landdamage 100 +#deserter 100 #nohof #heal #float @@ -24940,8 +25370,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 100 -#landdamage 100 +#deserter 100 #nohof #heal #float @@ -24975,8 +25404,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 100 -#landdamage 100 +#deserter 100 #nohof #heal #float @@ -25010,8 +25438,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 100 -#landdamage 100 +#deserter 100 #nohof #heal #float @@ -25045,8 +25472,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 100 -#landdamage 100 +#deserter 100 #nohof #heal #float @@ -25080,8 +25506,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 100 -#landdamage 100 +#deserter 100 #nohof #heal #float @@ -25183,8 +25608,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -25218,8 +25642,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -25301,8 +25724,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #damagerev 1 #onebattlespell "Astral Tempest" #noheal -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #woundfend 99 #bonusspells 1 @@ -27213,8 +27635,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -27282,8 +27703,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -28501,8 +28921,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -28536,8 +28955,7 @@ Note: the Hegemon's Emissary spreads its income over two months. This particular #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -29704,8 +30122,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -29739,8 +30156,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -29774,8 +30190,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -29809,8 +30224,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30153,8 +30567,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30257,8 +30670,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30363,8 +30775,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30503,8 +30914,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30538,8 +30948,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30643,8 +31052,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -30678,8 +31086,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -33319,8 +33726,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -33354,8 +33760,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -33389,8 +33794,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -33521,8 +33925,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33556,8 +33959,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33591,8 +33993,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33626,8 +34027,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33661,8 +34061,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33696,8 +34095,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33731,8 +34129,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33766,8 +34163,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -33801,8 +34197,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -34021,8 +34416,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -34499,8 +34893,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -35718,8 +36111,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -35789,8 +36181,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -35896,8 +36287,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -35932,8 +36322,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -36111,8 +36500,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -36218,8 +36606,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -36290,8 +36677,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -36396,8 +36782,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -36538,8 +36923,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -36960,8 +37344,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37347,8 +37730,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37383,8 +37765,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37419,8 +37800,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37455,8 +37835,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37491,8 +37870,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37527,8 +37905,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37563,8 +37940,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37599,8 +37975,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37742,8 +38117,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -37993,8 +38367,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38100,8 +38473,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38207,8 +38579,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38711,8 +39082,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38747,8 +39117,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38783,8 +39152,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38819,8 +39187,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38855,8 +39222,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38891,8 +39257,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38927,8 +39292,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38963,8 +39327,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -38999,8 +39362,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -39035,8 +39397,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -39106,8 +39467,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -40869,8 +41229,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -41429,9 +41788,67 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #pooramphibian #end -#selectmonster 1822 -- Daughter of Typhon +#selectmonster 1822 -- Daughter of Typhon (main form) #magicskill 8 3 #magicskill 6 1 +#twiceborn 1822 +#female +#userestricteditem 8069 +#end + +#selectmonster 1823 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 1 +#end + +#selectmonster 1824 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 2 +#end + +#selectmonster 1825 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 3 +#end + +#selectmonster 1826 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 4 +#end + +#selectmonster 1827 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 5 +#end + +#selectmonster 1828 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 6 +#end + +#selectmonster 1829 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 +#berserk 7 +#end + +#selectmonster 1830 -- Daughter of Typhon +#twiceborn 1822 +#female +#userestricteditem 8069 #end #newmonster 4152 @@ -42264,8 +42681,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -42299,8 +42715,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -42334,8 +42749,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -43355,8 +43769,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -43390,8 +43803,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -43425,8 +43837,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -43460,8 +43871,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -44356,8 +44766,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -44391,8 +44800,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -44426,8 +44834,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -44573,8 +44980,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #bonusspells 1 #deathcurse @@ -45109,6 +45515,7 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #mountainsurvival #forestsurvival #bird +#spiritsight #nametype 239 #airshield 50 #end @@ -45580,41 +45987,24 @@ This special Shadow Shard is a manifestation of Ylthule's dormant or imprisoned #montag 4112 #end -#newmonster 4229 -#copystats 773 -#copyspr 773 +#selectmonster 773 #montag 4114 #end -#newmonster 4230 -#copystats 774 -#copyspr 774 +#selectmonster 774 #montag 4114 -#pooramphibian #end -#newmonster 4231 -#copystats 775 -#copyspr 775 +#selectmonster 775 #montag 4114 -#pooramphibian -#naga #end -#newmonster 4232 -#copystats 776 -#copyspr 776 +#selectmonster 776 #montag 4114 -#pooramphibian -#quadruped #end -#newmonster 4233 -#copystats 777 -#copyspr 777 +#selectmonster 777 #montag 4114 -#pooramphibian -#naga #end #newmonster 4234 @@ -47816,8 +48206,7 @@ Furthermore, each unit type attracted in such provinces will also increase its t #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -47858,8 +48247,7 @@ Furthermore, each unit type attracted in such provinces will also increase its t #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #bonusspells 1 #deathcurse @@ -50550,8 +50938,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #heal #invisible #nohof -#uwdamage 150 -#landdamage 150 +#deserter 100 #float #end @@ -50585,8 +50972,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #heal #invisible #nohof -#uwdamage 150 -#landdamage 150 +#deserter 100 #float #end @@ -50620,8 +51006,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #heal #invisible #nohof -#uwdamage 150 -#landdamage 150 +#deserter 100 #float #end @@ -50830,8 +51215,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #amphibian #damagerev 1 #noheal -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #bonusspells 1 #end @@ -51615,8 +51999,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #voidsanity 20 @@ -51652,8 +52035,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #voidsanity 20 @@ -51689,8 +52071,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #voidsanity 20 @@ -51726,8 +52107,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #voidsanity 20 @@ -51763,8 +52143,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #voidsanity 20 @@ -51879,8 +52258,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -51987,8 +52365,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -52060,8 +52437,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -52102,8 +52478,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #bonusspells 1 #deathcurse @@ -52274,8 +52649,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #weapon 271 #weapon 271 #twiceborn 4584 -#uwdamage 150 -#landdamage 150 +#deserter 100 #end #selectmonster 2497 -- Penumbral @@ -52595,8 +52969,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -52699,8 +53072,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -52734,8 +53106,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -52769,8 +53140,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -52804,8 +53174,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -52839,8 +53208,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -52874,8 +53242,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53028,8 +53395,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -53063,8 +53429,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #float @@ -53343,8 +53708,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53378,8 +53742,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53413,8 +53776,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53448,8 +53810,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53483,8 +53844,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53588,8 +53948,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -53623,8 +53982,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -54415,7 +54773,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #stealthy #inspirational 2 #userestricteditem 8069 -#twiceborn 2158 +#twiceborn 4939 #amphibian #clearmagic #cleararmor @@ -54460,7 +54818,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #stealthy #inspirational 2 #userestricteditem 8069 -#twiceborn 2158 +#twiceborn 4939 #amphibian #clearmagic #cleararmor @@ -55050,7 +55408,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #twiceborn 4675 #shockres 25 #spreaddom 1 -#gemprod 3 1 +#gemprod 1 3 #unique #nowish #end @@ -55065,7 +55423,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #twiceborn 4675 #shockres 25 #spreaddom 5 -#gemprod 3 6 +#gemprod 6 3 #unique #nowish #end @@ -55915,8 +56273,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #invisible #unique @@ -55950,8 +56307,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #invisible #unique @@ -55985,8 +56341,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #invisible #unique @@ -56020,8 +56375,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #invisible #unique @@ -58182,7 +58536,6 @@ But now, having been awakened from his geological slumber by the conjugated powe #selectmonster 1336 -- Devata #latehero 20 -#unique #end #selectmonster 1585 -- Fallen (Kailasa) @@ -60485,8 +60838,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #heal #invisible #nohof -#uwdamage 150 -#landdamage 150 +#deserter 100 #float #end @@ -60520,8 +60872,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #heal #invisible #nohof -#uwdamage 150 -#landdamage 150 +#deserter 100 #float #end @@ -60555,8 +60906,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #heal #invisible #nohof -#uwdamage 150 -#landdamage 150 +#deserter 100 #float #end @@ -61613,8 +61963,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -61648,8 +61997,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#uwdamage 150 -#landdamage 150 +#deserter 100 #nohof #heal #invisible @@ -65723,8 +66071,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #startage 1 #maxage 10000 #nowish -#uwdamage 100 -#landdamage 100 +#deserter 100 #end #newmonster 5495 @@ -65843,8 +66190,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -65897,8 +66243,6 @@ But now, having been awakened from his geological slumber by the conjugated powe #name "Sin of Marids" #descr "The Sin of Marids is the first, the greatest, the mightiest and the keenest of all Marids, who chooses to take the shape of giant black serpent which radiates with the light of the Smokeless Flame. King of the Marids, mage of godlike power and supreme rival of the Ifrit Sultans, unlike his brethren he was deemed too dangerous to merely be exiled and he was instead imprisoned beneath the City of Brass. Yet over the centuries his subtle influence bypassed all wardings and progressed until he became the true master of the Jinnun. Now, his great plan is at last coming to fruition and soon he will be made free, as he has devised a ritual powerful enough to precipitate the opening of the Gates of Brass before their time has come; and with his authority and his radiance restored to the height of their glory, only one thing will remain for him to accomplish: ascend as a pretender god." #deserter 100 ---#uwdamage 150 ---#landdamage 150 #twiceborn 4518 #snake #dompower 1 @@ -66338,8 +66682,7 @@ But now, having been awakened from his geological slumber by the conjugated powe #startage 1 #maxage 10000 #nowish -#uwdamage 100 -#landdamage 100 +#deserter 100 #end #newmonster 4406 @@ -68040,6 +68383,7 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #descr "The Bitch Queen is a werewolf enchantress of tremendous magical power. The Bitch Queen usually appears in the form of an old hag, but when angered, she transforms into a werewolf. Even though her werewolf form is more powerful than her human form, it is still quite weak when compared to the majority of the other Pretender Gods. Whenever she goes into battle, wolves and the mystical power of two temporary Nature gems will come to her aid." #gcost 100 -- from 160 #tmpnaturegems 2 -- new +#heal -- new #userestricteditem 8069 -- for Thalamanth and Nabatem #twiceborn 4518 #coldres 3 @@ -68049,6 +68393,7 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #name "Crone" #descr "The Crone is an old hag of such great power that she has taken the role of a Pretender God. The Crone is a master of magic and can be adept in several of the magic paths. Whenever she goes into battle, the mystical power of two temporary Nature gems will come to her aid." #tmpnaturegems 2 -- new +#heal -- new #userestricteditem 8069 -- for Thalamanth and Nabatem #twiceborn 4518 #end @@ -69766,7 +70111,6 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #float #gcost 240 #twiceborn 4518 -#nametype 140 #regeneration 100 #uwdamage 100 #slashres @@ -70851,6 +71195,16 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #twiceborn 4518 #end +#newmonster 5776 -- Bethel She'em's Demiurge +#copyspr 3395 -- Demiurge +#copystats 3395 +#gcost 200 +#awe 15 +#insane 40 +#twiceborn 4518 +#homerealm 0 +#end + #selectmonster 3395 -- Demiurge #gcost 200 -- unchanged #awe 15 -- from 3 @@ -71455,8 +71809,7 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -72395,8 +72748,8 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #spr1 "Hellenika/Info.tga" #name "Karanaac Pretender Information" #descr "Several of Karanaac's pretenders have special drawbacks or abilities that aren't documented in their descriptions: -- The following pretenders will automatically kill 40 percent of the capital's population a single time in the game, shortly after having awakened: Rock of Ages, Great Mother, Cyclops, Horned One, Serpent of the Underworld, Linnormr, Thrice Horned Boar, Svartalf Mastersmith. -- The following pretenders will automatically kill 20 percent of the capital's population a single time in the game, shortly after having awakened: Tiwaz of War, Morrigna, Divine Egregore, Son of Fenrer, Rams-Headed Serpent, Dog of the Underworld, Raven of the Underworld. +- The following pretenders will automatically kill 40 percent of the capital's population a single time in the game, shortly after having awakened: Rock of Ages, Great Mother, Cyclops, Horned One, Tiwaz of War, Serpent of the Underworld, Linnormr, Thrice Horned Boar, Svartalf Mastersmith. +- The following pretenders will automatically kill 20 percent of the capital's population a single time in the game, shortly after having awakened: Morrigna, Divine Egregore, Son of Fenrer, Rams-Headed Serpent, Dog of the Underworld, Raven of the Underworld. - The following pretenders will automatically kill 10 percent (unless listed above) of the capital's population a single time in the game by spending a full month while in the presence of a Dolmen, but will also create an Armaerix Stone Circle and Oppidum when doing so: Irminsul, Duiu of Travel, Tiwaz of War, Asynja (healer), Allfather, Duiu of Farming, Duiu of Thunder, Morrigna, Son of the Sea, Matrona of the Healing Spring, Druid Heresiarch. Armaerix Oppidums can also be summoned through an expensive ritual and increase order scales and resource generation in the province in addition to allowing for the recruitment of many troops and commanders from Marverni, including special ones that require a Dolmen to be present in the province: sacred Boar Warriors and all of Marverni's priests and mages." #fixedname "Immersion-breaking Masochist" #hp 1000 @@ -72421,8 +72774,7 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #startage 1 #maxage 10000 #nowish -#uwdamage 100 -#landdamage 100 +#deserter 100 #end #newmonster 4478 @@ -72659,8 +73011,7 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -72728,8 +73079,7 @@ This particular Earthen Cyclops is so powerful that he was able to don the holy #gcost 0 #woundfend 1000 #inanimate -#landdamage 150 -#uwdamage 150 +#deserter 100 #nohof #heal #float @@ -73475,153 +73825,7 @@ If Ubar's pretender is the Sin of Marids, the nation will start with the Black T #startage 1 #maxage 10000 #nowish -#uwdamage 100 -#landdamage 100 -#amphibian -#end - -#newmonster 4954 -#spr1 "Hellenika/Info.tga" -#name "T'ien Ch'i information" -#descr "Due to a bug in the game that cannot be fixed through modding, T'ien Ch'i's national flavor text cannot be modified as intended. Please disregard the flavor text in the nation summary screen and instead refer to the flavor text displayed below as well as in the description of the T'ien Ch'i lore pretender. - -T'ien Ch'i is a vast bureaucratic empire located at the far edge of the world. Versatile mages of The Way of the Five Elements, Celestial Masters and religious ministers serve the Emperor. The rebels of Jomon have been subjugated and may be employed. The people worships the spirits of the dead and innumerable local deities called the kami. T'ien Ch'i's armies are vast, well equipped and organised, and supported by elite cavalry, chariots, crossbows and celestial beings. - -Race: Humans. -Military: Cavalry, heavy infantry, archers, crossbows, chariots. Every Mid Fall, an army is conscripted for free in the capital depending on military forces already in presence; for every 50 units, more are levied, up to over a thousand when local troops are over 450. -Magic: All but Blood. Many Celestial Beings and kami. -Priests: Average. -Dominion: Taxes increased by 3% if neither Turmoil nor Sloth, and by an extra 3% per simultaneous step of Order and Production, up to 12%." ---#descr "Due to a bug in the game that cannot be fixed through modding, two versions of T'ien Ch'i exist in Hellenika. The first version of T'ien Ch'i, located between Sauromatia and Machaka, was meant to be disabled and shouldn't be picked - it isn't the one Hellenika improves; the correct version of T'ien Ch'i is further down the list, between Therodos and Hararat. The same bug mentioned above however means that the new version of T'ien Ch'i couldn't be given a flavor text of its own. Please refer to the old version of T'ien Ch'i for national flavor text." -#fixedname "Immersion-breaking Masochist" -#hp 1000 -#mr 18 -#mor 30 -#ap 2 -#size 6 -#def 0 -#att 0 -#prec 0 -#str 1 -#mapmove 0 -#gcost 1500 -#homerealm 0 -#pathcost 1000 -#startdom 4 -#immobile -#noleader -#magicboost 53 -10 -#miscshape -#itemslots 1 -#startage 1 -#maxage 10000 -#nowish -#uwdamage 100 -#landdamage 100 -#end - -#newmonster 4956 -#spr1 "Hellenika/InfoBlue.tga" -#name "T'ien Ch'i lore" -#descr "The Celestial Empire of T'ien Ch'i is ancient. In ancestral times, the Nobles of many dynasties waged war upon each other for honor and glory, but soon one family was able to unite or subjugate all others, forming a powerful kingdom. All its neighbours joined its guidance sooner or later, either by force or by interest, until all known fertile lands were ruled under a single dominion, including the wild expanses of mysterious Shinuyama and the feudalistic rebels of Jomon. And when the Empire had at last secured all of the civilized realms from sea to desert and mountain, prosperity ensued. Located at the very edge of the world in the mythical Land of Spring and Autumn, ever permeated by the magic of the Way, T'ien Ch'i has thus grown unopposed for millenia until even its faraway twin, the Ermorian empire beyond the great Bandar Log, Ind and Caelum, was able to catch word of its existence and to form distant diplomatic ties with it. - -Since the founding of the Empire, peace has thus reigned and a Bureaucracy of great efficiency has evolved. Ministers and officials chosen by skill rather than birth govern the Empire. The Emperor and his family are considered divine, but are not involved in the administration; the Nobles of the ancient times remain, but their function is mostly honorific and martial. The eunuchs who run the Bureaucracy are talented organisers able to conscript from the vast population troops in immense numbers as part of the taxes due to the Emperor. While the people worships the deceased ancestors and innumerable small local deities called the kami, all recognise them as part of a cosmic system taught by the wisemen of old, a magic tradition and mystical philosophy called The Way which is practiced by hermits and scholars in the kingdom. Prominent Masters of the Way come to the Heavenly Gate in the capital to be ordained as Celestial Masters. These mage-priests can summon heavenly beings from the Celestial Sphere to serve the Empire." -#fixedname "Immersion-breaking Masochist" -#hp 999 -#mr 18 -#mor 30 -#ap 2 -#size 6 -#def 0 -#att 0 -#prec 0 -#str 1 -#mapmove 0 -#gcost 1500 -#homerealm 0 -#pathcost 1000 -#startdom 4 -#immobile -#noleader -#magicboost 53 -10 -#miscshape -#itemslots 1 -#startage 1 -#maxage 10000 -#nowish -#uwdamage 100 -#landdamage 100 -#end - -#newmonster 5337 -#spr1 "Hellenika/Info.tga" -#name "Atlantis information" -#descr "Due to a bug in the game that cannot be fixed through modding, Atlantis' national flavor text cannot be modified as intended. Please disregard the flavor text in the nation summary screen and instead refer to the flavor text displayed below as well as in the description of the Atlantis lore pretender. - -Atlantis is an underwater nation of amphibious beings allied with coastal human sects. They do not use missile troops. They have powerful Water mages and powerful priests. Guided by their God, they possess wondrous arcane secrets granting them unequalled mastery of Water. - -Race: Amphibious. -Military: Coral-armed infantry, shamblers, war lobsters, no missile weapons. -Magic: Strong Water, good Astral, Fire, Earth. -Priests: Powerful. -Dominion: 1% chance per candle in each province to manifest 1d3 Water gems at Turmoil 2, and again for each Order scale above this, up to 6% chance per candle at Order 3." -#fixedname "Immersion-breaking Masochist" -#hp 1000 -#mr 18 -#mor 30 -#ap 2 -#size 6 -#def 0 -#att 0 -#prec 0 -#str 1 -#mapmove 0 -#gcost 1500 -#homerealm 0 -#pathcost 1000 -#startdom 4 -#immobile -#noleader -#magicboost 53 -10 -#miscshape -#itemslots 1 -#startage 1 -#maxage 10000 -#nowish -#uwdamage 100 -#landdamage 100 -#amphibian -#end - -#newmonster 4362 -#spr1 "Hellenika/InfoBlue.tga" -#name "Atlantis lore" -#descr "For centuries it was thought that the seas were the domain of the Tritons, but recently a nation of beings resembling a cross between fish, frog and human has emerged from the deepest gorges of the ocean. Fleeing the unspeakable horrors that reside there, they have organized themselves around their rebellious Sorcerer-Kings and Priestess-Queens and exiled themselves in the shallower seas near the shores. The race is not entirely unknown, for there are a few of them who have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. Arriving without warning in the previously disorganised regions of the oceans, they used arcane secrets stolen from the depths to grow magnificent citadels of coral protected by unequalled mastery of Water magic: the wondrous Atlantis which calls to mortal mages in their dreams of splendor. Its inhabitants the Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians are trained as priests or mages. Because most Atlantians find it difficult to use magic, they often capture human children and train them in magic in the Coral Towers, but no human could understand the nature of Water as the Coral Kings do. Still, many secretive cults of sea worshippers have been formed by the discontent of dry lands recently, hoping to take an active part in the glory of this emergent kingdom which welcomes them as valued guests. The soldiers of Atlantis use spears tipped with living coral shards and wear armor made of coral chunks. The coral is poisonous and is cultivated solely for the purposes of war." -#fixedname "Immersion-breaking Masochist" -#hp 999 -#mr 18 -#mor 30 -#ap 2 -#size 6 -#def 0 -#att 0 -#prec 0 -#str 1 -#mapmove 0 -#gcost 1500 -#homerealm 0 -#pathcost 1000 -#startdom 4 -#immobile -#noleader -#magicboost 53 -10 -#miscshape -#itemslots 1 -#startage 1 -#maxage 10000 -#nowish -#uwdamage 100 -#landdamage 100 +#deserter 100 #amphibian #end @@ -73638,7 +73842,7 @@ If Bethel She'em's pretender is the Solar Disc or the Demiurge, a free Cherub wi If Bethel She'em's pretender is the Great Archon, a free Throne will be created immediately upon its awakening. -If Bethel She'em's pretender has a shattered soul (as is the case of the Demiurge in Hellenika) and decides to act on it and do nothing, any Sephira ritual cast that turn will fail, thus giving them an unpredictable chance of failure; the God will survive such failures. Instead of failing, the Sephira of Eternity will kill the caster and leave the God alive." +If Bethel She'em's pretender has insanity (as is the case of Bethel She'em's Demiurge), any Sephira cast while he is performing a special insanity order will fail, thus making this decision inadvisable; the God will survive such failures. Instead of failing, the Sephira of Eternity will kill the caster and leave the God alive." #fixedname "Immersion-breaking Masochist" #hp 1000 #mr 18 @@ -73662,8 +73866,7 @@ If Bethel She'em's pretender has a shattered soul (as is the case of the Demiurg #startage 1 #maxage 10000 #nowish -#uwdamage 100 -#landdamage 100 +#deserter 100 #end #newmonster 4499 @@ -73817,6 +74020,20 @@ May only be cast by Crystal Mages, Shadow Seers and Adepts of the Iron, Silver a #nextspell "Attuned to the Ark" #end +#newspell +#copyspell 1117 -- Infernal Prison +#name "Condemnation" +#descr "The implacable judgement of Heaven is called down upon the priest's foe, damning them to infernal imprisonment. This spell functions like Infernal prison, but its incantation is longer and it can be resisted by magic resistance. For most mortals, being sent to the Inferno means certain death at the hand of Devils." +#school 0 +#path 0 8 +#pathlevel 0 1 +#path 1 -1 +#casttime 300 +#fatiguecost 99 +#spec 8409216 +#restricted 230 -- Bethel She'em +#end + #newspell #name "Call Swanmay" #descr "Since ancient times Swans are revered in Kernou and the land of the ever young. Occasionally a sacred swan will reveal itself as a Swanmay. Proficient in the art of metamorphosis and even capable of casting the Transformation ritual, Swanmays are nature spirits that appear as human females who can assume swan form through the magic of a special feathered robe. In their swan shape they are able to wander the lands of humans unnoticed. Swanmays are also skilled Air, Water and Nature mages. In human shape they are attuned to Water and gift their suzerain with one such gem per month, while in swan shape their attunement turns to the Air, manifesting as gems of that type instead, while their skill in Air magic is enhanced and their other magic skills are reduced. Ever faithful to the Morgan Ladies, Swanmays are sacred to the people of Ys and anyone harming one may be cursed for the rest of their lives." @@ -74164,6 +74381,24 @@ The Arkenstone is a mighty mindless, immobile and unteleportable Astral mage and #notfornation 22 -- Niefelheim #end +#newspell +#name "Crown of the Storms" +#descr "With this mighty ritual, an ancient Telkhine will undergo a metaphysical coronation as one of the Lords of the Hurricane, living genii of the unruly ocean. As a result, he will begin emanating a godlike aura, making him blessed at all times and allowing him to spread dominion as would a prophet. This spell main only be cast from the lost, sunken land of old Telkhinis under the sea, and only by those Telkhines who didn't forego the malevolent magic of the ages past." +#researchlevel 0 +#school 5 +#path 0 1 +#pathlevel 0 3 +#path 1 5 +#pathlevel 1 2 +#fatiguecost 0 +#nreff 1 +#effect 10500 +#damage 156 +#spec 578813952 -- uwok, uwonly no effect on inanimate +#onlymnr -4113 +#restricted 30 -- Berytos +#end + #newspell #name "Crown of Winter" #descr "With this mighty ritual, a Niefel Jarl will undergo a metaphysical coronation as one of the Lords of Winter, heirs to the Rimtursar's divine legacy. As a result, he will begin emanating a godlike aura, making him blessed at all times and allowing him to spread dominion as would a prophet." @@ -76518,20 +76753,6 @@ Primordial Clay also enables a number of Eridu's national rituals and may be rem #nextspell "Power of the Storm" #end -#newspell -#name "15 Kappas" -#descr "The Kappa is a scaled humanoid with a turtle shell on its back. It is a water-being and haunts rivers and wild coasts. The Kappa has a water filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of koppo, the bone-breaking technique. The Kappa is also able to mend broken bones, should it suffer injury." -#school -1 -#effect 10001 -#damage 1482 -#nreff 15 -#fatiguecost 1700 -#path 0 2 -#path 1 6 -#pathlevel 0 1 -#pathlevel 1 1 -#end - #newspell #name "Windcraft" #descr "With this powerful ritual, a Tengu King will permanently attune himself to the winds. As a result, he will become a spellsinger." @@ -76561,6 +76782,20 @@ Primordial Clay also enables a number of Eridu's national rituals and may be rem #restricted 52 -- MA T'ien Ch'i #end +#newspell +#name "15 Kappas" +#descr "The Kappa is a scaled humanoid with a turtle shell on its back. It is a water-being and haunts rivers and wild coasts. The Kappa has a water filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of koppo, the bone-breaking technique. The Kappa is also able to mend broken bones, should it suffer injury." +#school -1 +#effect 10001 +#damage 1482 +#nreff 15 +#fatiguecost 1700 +#path 0 2 +#path 1 6 +#pathlevel 0 1 +#pathlevel 1 1 +#end + #newspell #name "Summon Kappa Tribe" #descr "The Kappa is a scaled humanoid with a turtle shell on its back. It is a water-being and haunts rivers and wild coasts. The Kappa has a water filled depression on the top of its head. If this water is spilled, it loses its strength. In battles on dry land, the Kappa will gain fatigue until unconscious. It is also a master of koppo, the bone-breaking technique. The Kappa is also able to mend broken bones, should it suffer injury." @@ -76710,11 +76945,6 @@ Primordial Clay also enables a number of Eridu's national rituals and may be rem #restricted 52 -- MA T'ien Ch'i #end -#selectspell 357 -- Tempering of the Will -#name "Tempering of the Will" -#descr "The forces of Triliax have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell." -#restricted 221 -- Triliax -#end #newspell #copyspell 673 -- Control @@ -77196,6 +77426,9 @@ Unrest is particularly dangerous for Isphenople: should it ever go over 40 in on #end #selectspell 357 -- Tempering of the Will +#name "Tempering of the Will" +#descr "The forces of the stalwart have their strength of mind enhanced by magic. Soldiers and beings with high magic resistance are rarely affected by this spell." +#restricted 221 -- Triliax #restricted 7 -- Ulm #pathlevel 0 2 #pathlevel 1 1 @@ -78183,7 +78416,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #newspell #name "Tower of Ambition Constructed" #descr "With this grandiose ritual, the Rephaim's most ambitious project yet will be undertaken - a tower that is also a temple and a stairway, and a tower to claim divinity from the gods, to reach their abode and to cast them down: the Tower to Heaven, symbol of Hinnom's invincible pride. The Tower of Ambition is the first of five steps to complete this marvel of architecture and ascension to godhood. It will create in the caster's province a magic site from which all subsequent rituals must be cast and with at least four months in between each. The Tower to Heaven always generates dominion as if it contained two temples per completed step of its construction; all other effects are unique to their step, but remain active forever. The first step of the Tower's construction consists of building its Foundation, a monumental temple lit with perpetual fires and a vast and sturdy base designed to resist even the worst catastrophes. As such, it will generate three gems of Earth and Fire per month." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #school -1 #researchlevel 9 #path 0 3 @@ -78200,7 +78433,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #copyspell 106 -- Record of Creation #name "Construct Tower of Ambition" #descr "With this grandiose ritual, the Rephaim's most ambitious project yet will be undertaken - a tower that is also a temple and a stairway, and a tower to claim divinity from the gods, to reach their abode and to cast them down: the Tower to Heaven, symbol of Hinnom's invincible pride. The Tower of Ambition is the first of five steps to complete this marvel of architecture and ascension to godhood. It will create in the caster's province a magic site from which all subsequent rituals must be cast and with at least four months in between each. The Tower to Heaven always generates dominion as if it contained two temples per completed step of its construction; all other effects are unique to their step, but remain active forever. The first step of the Tower's construction consists of building its Foundation, a monumental temple lit with perpetual fires and a vast and sturdy base designed to resist even the worst catastrophes. As such, it will generate three gems of Earth and Fire per month." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #restricted 28 -- Hinnom #school 3 #researchlevel 9 @@ -78216,7 +78449,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #newspell #name "Tower of Unity Constructed" #descr "With this grandiose ritual, the Rephaim's tremendous project of a Tower to Heaven will be pursued. This spell is the second of five steps to complete this marvel of architecture and ascension to godhood. It consists of erecting the Tower's walls, walls so high, thick and strong that none may surpass them. By constructing this awe-inspiring stronghold, the Lord of the Rephaim will also assert his manifest destiny as the ruler of all. As such, the ancient Curse of Tongues, spelled in the archaic past by a previous Pantokrator to spread discord between the Sons of the Fallen and to stop them from challenging His divinity, shall begin to unravel, bringing together all the tribes of the Avvim under the banner of the one true pretender god. As the Tower thus brings allegiance to a single god-king, magnificent armies of the giants will start to flock to this great symbol of Unity constantly, carrying with them a breath-taking tribute of gold and followed by hundreds of new settlers." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #school -1 #researchlevel 9 #path 0 3 @@ -78233,7 +78466,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #copyspell 106 -- Record of Creation #name "Construct Tower of Unity" #descr "With this grandiose ritual, the Rephaim's tremendous project of a Tower to Heaven will be pursued. This spell is the second of five steps to complete this marvel of architecture and ascension to godhood. It consists of erecting the Tower's walls, walls so high, thick and strong that none may surpass them. By constructing this awe-inspiring stronghold, the Lord of the Rephaim will also assert his manifest destiny as the ruler of all. As such, the ancient Curse of Tongues, spelled in the archaic past by a previous Pantokrator to spread discord between the Sons of the Fallen and to stop them from challenging His divinity, shall begin to unravel, bringing together all the tribes of the Avvim under the banner of the one true pretender god. As the Tower thus brings allegiance to a single god-king, magnificent armies of the giants will start to flock to this great symbol of Unity constantly, carrying with them a breath-taking tribute of gold and followed by hundreds of new settlers." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #onlyatsite "The Tower of Ambition" #restricted 28 -- Hinnom #school 3 @@ -78250,7 +78483,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #newspell #name "Tower of Power Constructed" #descr "With this grandiose ritual, the Rephaim's tremendous project of a Tower to Heaven will be pursued. This spell is the third of five steps to complete this marvel of architecture and ascension to godhood. It consists of adding on top of its gigantic walls a palace of truly massive proportions, accessible only after having climbed over the already dizzyingly high first stories of the Tower. Then, from these halls of divine decadence, the now untouchable Rephaim will be able to oversee the next steps of the Tower's construction all the while displaying their outrageous might and opulence to the entire world. As the Tower thus reaches sufficient height to dominate the earth and come in sight of the higher Spheres, the tools of incomparably advanced Blood magic will be developed, free of any hindrance in this sanctum of perfect tyranny. This will not only vastly reduce the cost of all Blood rituals in the province, but also allow the free Reascendance of one Fallen Angel every mid-season." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #school -1 #researchlevel 9 #path 0 3 @@ -78267,7 +78500,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #copyspell 106 -- Record of Creation #name "Construct Tower of Power" #descr "With this grandiose ritual, the Rephaim's tremendous project of a Tower to Heaven will be pursued. This spell is the third of five steps to complete this marvel of architecture and ascension to godhood. It consists of adding on top of its gigantic walls a palace of truly massive proportions, accessible only after having climbed over the already dizzyingly high first stories of the Tower. Then, from these halls of divine decadence, the now untouchable Rephaim will be able to oversee the next steps of the Tower's construction all the while displaying their outrageous might and opulence to the entire world. As the Tower thus reaches sufficient height to dominate the earth and come in sight of the higher Spheres, the tools of incomparably advanced Blood magic will be developed, free of any hindrance in this sanctum of perfect tyranny. This will not only vastly reduce the cost of all Blood rituals in the province, but also allow the free Reascendance of one Fallen Angel every mid-season." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #onlyatsite "The Tower of Unity" #restricted 28 -- Hinnom #school 3 @@ -78284,7 +78517,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #newspell #name "Tower of Knowledge Constructed" #descr "With this grandiose ritual, fourth of five steps to achieve their Great Tower's construction, the Rephaim's legendary project will near completion. It indeed consists of adding on top of the Tower's prodigiously vast celestial palace of power and depravity an arcane observatory of a truly unique kind. This incredibly sophisticated structure, like a tower crowning a tower, is elongated enough to pierce through stadia upon stadia of cloudy loneliness and to reach for the end of the skies, where the azure immensity becomes starry darkness. There, free at last from the now gone Pantokrator, the Rephaim will be able to contemplate the limit of the sublunar realm and the shadows of true divinity beyond. This altar of forbidden science will give them access to a magic of unbelievable purity and affluence, thus granting them a vertiginous wealth of astral pearls every month; and, so close to their goal's completion, they will gain unequalled authority in the form of optimized Order scales." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #school -1 #researchlevel 9 #path 0 3 @@ -78301,7 +78534,7 @@ Conclave of Spirits: spread dominion like 4 temples and increase the level of al #copyspell 106 -- Record of Creation #name "Construct Tower of Knowledge" #descr "With this grandiose ritual, fourth of five steps to achieve their Great Tower's construction, the Rephaim's legendary project will near completion. It indeed consists of adding on top of the Tower's prodigiously vast celestial palace of power and depravity an arcane observatory of a truly unique kind. This incredibly sophisticated structure, like a tower crowning a tower, is elongated enough to pierce through stadia upon stadia of cloudy loneliness and to reach for the end of the skies, where the azure immensity becomes starry darkness. There, free at last from the now gone Pantokrator, the Rephaim will be able to contemplate the limit of the sublunar realm and the shadows of true divinity beyond. This altar of forbidden science will give them access to a magic of unbelievable purity and affluence, thus granting them a vertiginous wealth of astral pearls every month; and, so close to their goal's completion, they will gain unequalled authority in the form of optimized Order scales." -#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible after the previous step has been claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." +#details "Note that the Tower's benefits will only take effect after it has been claimed, and that upgrading it is only possible four months after the previous step was built and claimed. Furthermore, beware: all nations in the world will be made aware of your project at every step of its completion and might see it as a sign that you must be stopped. Also note that units created by the Tower will only appear if it is not besieged or, for Fallen Angels, if it is controlled by Hinnom. Furthermore, once completed, the Tower to Heaven may be permanently destroyed by Nabatem's Ultimate Desecration ritual. Two Towers to Heaven cannot simultaneously exist, but should one be destroyed, a new one may be constructed again." #onlyatsite "The Tower of Power" #restricted 28 -- Hinnom #school 3 @@ -80046,7 +80279,7 @@ Any province with at least one Bishop General controlled by a nation other than #end #newspell -#copyspell 1024 -- Gift of Nature's Bounty +#copyspell 1024 -- Melancholia #name "Gift of Gloom" #descr "Drawing upon his semi-divine powers, O'gloam, the Venerable Dusk Bear, conjures Melancholia upon the target province as per the ritual of the same name." #pathlevel 0 2 @@ -84227,6 +84460,25 @@ Legions of the Decree of Sanctity always include a Bishop and a few Saints; a Pa #restricted 220 -- Thalamanth #end +#newspell +#copyspell 730 -- Call of the Winds +#name "Call Saurotheos" +#descr "In a sacral ceremony to the Lower and Upper River that flows through the Temple Marsh, the mystics of C'tis summon the Saurotheos to their aid, a mighty lizard half deity of giant size which spreads Order and divine dominion with its mere presence, commands to Water, Death and Nature and holds immense esoteric knowledge. As a living Aspect of the Pretender God, supernatural ichor flows in its veins and it is essentially indestructible, a fact which gave it one of its holy titles and opened the way for the Sauromancers to learn the secrets of rebirth. The Saurotheos is One and Many, Null and Utter, Naught and Ever; its presence is fleeting yet inescapable. When summoned, it will only remain for one yearly cycle before returning to the Great Stream of Life Beyond Death, however it is multitudinous and gifted with ubiquity, allowing it to be called for aid in multiple places and times." +#details "If killed while under the effect of Twiceborn, the Saurotheos' life duration will be reset." +#path 0 2 +#pathlevel 0 3 +#path 1 6 +#pathlevel 1 3 +#fatiguecost 2000 +#school 4 +#researchlevel 9 +#nreff 0 +#farsumcom "Saurotheos" +#onlyatsite "The Temple Marsh" +#restricted 57 -- C'tis +#end + + #newspell #copyspell 1029 -- Foul Air #path 1 6 @@ -86834,7 +87086,7 @@ In addition, if Agartha's pretenders are the God Vessels themselves and at least #path 1 2 #pathlevel 1 4 #effect 10042 -#fatiguecost 1500 +#fatiguecost 900 #damage 317 #nreff 1 #provrange 5 @@ -87862,6 +88114,7 @@ In addition, if Agartha's pretenders are the God Vessels themselves and at least #aoe 0 #range 0 #school -1 +#explspr 10013 #end #newspell @@ -87883,6 +88136,7 @@ In addition, if Agartha's pretenders are the God Vessels themselves and at least #sound 31 #spec 12599296 -- Ignore shields, Friendly only, UWOK #restricted 24 -- Rus +#flightspr -1 #end #newspell @@ -87904,6 +88158,7 @@ In addition, if Agartha's pretenders are the God Vessels themselves and at least #sound 31 #spec 12599296 -- Ignore shields, Friendly only, UWOK #restricted 24 -- Rus +#flightspr -1 #end #newspell @@ -87925,6 +88180,7 @@ In addition, if Agartha's pretenders are the God Vessels themselves and at least #sound 31 #spec 12599296 -- Ignore shields, Friendly only, UWOK #restricted 24 -- Rus +#flightspr -1 #end #newspell @@ -87945,6 +88201,7 @@ In addition, if Agartha's pretenders are the God Vessels themselves and at least #sound 31 #spec 12599296 -- Ignore shields, Friendly only, UWOK #restricted 24 -- Rus +#flightspr -1 #end #newspell @@ -91064,6 +91321,7 @@ Two versions of this spell exist, and the first that is cast will determine the #restricted 227 -- Cyanautha #restricted 180 -- Knoss #restricted 181 -- Makedon +#spec 8388608 #end #selectspell 1134 -- Dogs of Gold and Silver @@ -92256,7 +92514,8 @@ In addition, while either of these globals is active, whichever nation controls #pathlevel 1 2 #end -#selectspell 249 -- Contact Cloud Vila +#newspell +#copyspell 282 -- Contact Cloud Vila #restricted 220 -- Thalamanth #end @@ -93089,7 +93348,7 @@ In addition, while either of these globals is active, whichever nation controls #newspell #name "Abyssal Gate Opened" -#descr "The caster opens an underwater gate to Tartarus and releases two dead Cyclopes as well as a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god. Unlike with Tartarian Gate, three of these monstrosities will always be summoned with each casting of this ritual, and they will always be poor amphibian commanders free of afflictions." +#descr "The caster opens an underwater gate to Tartarus and releases two dead Cyclopes as well as a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god. Unlike with Tartarian Gate, three of these monstrosities will always be summoned with each casting of this ritual, and they will always be free of afflictions." #school -1 #researchlevel 9 #path 0 3 @@ -93107,7 +93366,7 @@ In addition, while either of these globals is active, whichever nation controls #newspell #name "Abyssal Gate Opening" -#descr "The caster opens an underwater gate to Tartarus and releases two dead Cyclopes as well as a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god. Unlike with Tartarian Gate, three of these monstrosities will always be summoned with each casting of this ritual, and they will always be poor amphibian commanders free of afflictions." +#descr "The caster opens an underwater gate to Tartarus and releases two dead Cyclopes as well as a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god. Unlike with Tartarian Gate, three of these monstrosities will always be summoned with each casting of this ritual, and they will always be free of afflictions." #school -1 #researchlevel 9 #path 0 3 @@ -93126,7 +93385,7 @@ In addition, while either of these globals is active, whichever nation controls #newspell #name "Abyssal Gate" -#descr "The caster opens an underwater gate to Tartarus and releases two dead Cyclopes as well as a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god. Unlike with Tartarian Gate, three of these monstrosities will always be summoned with each casting of this ritual, and they will always be poor amphibian commanders free of afflictions." +#descr "The caster opens an underwater gate to Tartarus and releases two dead Cyclopes as well as a dead Titan or Monstrum imprisoned in that horrible place. The Titans were gods in ancient times, but were defeated and imprisoned in Tartarus aeons ago. The dead Titan once had tremendous powers, but the imprisonment in the realm of perpetual pain might have destroyed the mind of the ancient god. Unlike with Tartarian Gate, three of these monstrosities will always be summoned with each casting of this ritual, and they will always be free of afflictions." #school 0 #researchlevel 9 #path 0 3 @@ -94858,8 +95117,6 @@ In addition, while either of these globals is active, whichever nation controls #descr "The power of Knowledge is great, not only because of the existence of magic and strategy, but also because of that of technology. The Conclave knows that very well and will use the wisdom contained in the Library to its full extent to reach its objectives. Creating Wondrous Workshops in secure positions should greatly help the nation, not only because it will allow its savants to more efficiently cast Construction rituals and forge magic items, but also because such places can be used to craft warrior statues with the help of an engineer, or to summon creatures such as a powerful Stone Monstra to defend the province and lead raids over neighboring lands. In addition, if the workshop's province is fortified, a few powerful stone watchers will be permanently added to its wall defenders. Truly, such places demonstrate a unique mastery of both science and magic, and unless they should fall into enemy hands, they will represent a great strength of the Scholar Citadel." #details "Creates a permanent Wondrous Workshop in the province. This magic site grants a 20 percent Construction bonus reducing the cost both of magical items and of Construction rituals, allows recruitment of statues for pure resource costs - Porcelain Hoplites, Library Guardians and sacred Guardians of the Conclave - while an Engineer is present, and adds powerful Watchers led by an Archivist to the wall defenders if the province has a fort. -Although the capital normally starts with a Wondrous Workshop, it will be destroyed once at the start of the game if Production scales haven't been bought. - Although the capital normally starts with a Wondrous Workshop, it will be destroyed once at the start of the game if Production scales haven't been bought. Furthermore, Wondrous Workshops, like other laboratories and temples, may be destroyed in great fires should unrest ever go over 40 in the province while it isn't besieged, the chance being higher with higher unrest; refer to the generic ritual Burn the Library for more details." #school -1 #researchlevel 3 @@ -94878,8 +95135,6 @@ Although the capital normally starts with a Wondrous Workshop, it will be destro #descr "The power of Knowledge is great, not only because of the existence of magic and strategy, but also because of that of technology. The Conclave knows that very well and will use the wisdom contained in the Library to its full extent to reach its objectives. Creating Wondrous Workshops in secure positions should greatly help the nation, not only because it will allow its savants to more efficiently cast Construction rituals and forge magic items, but also because such places can be used to craft warrior statues with the help of an engineer, or to summon creatures such as a powerful Stone Monstra to defend the province and lead raids over neighboring lands. In addition, if the workshop's province is fortified, a few powerful stone watchers will be permanently added to its wall defenders. Truly, such places demonstrate a unique mastery of both science and magic, and unless they should fall into enemy hands, they will represent a great strength of the Scholar Citadel." #details "Creates a permanent Wondrous Workshop in the province. This magic site grants a 20 percent Construction bonus reducing the cost both of magical items and of Construction rituals, allows recruitment of statues for pure resource costs - Porcelain Hoplites, Library Guardians and sacred Guardians of the Conclave - while an Engineer is present, and adds powerful Watchers led by an Archivist to the wall defenders if the province has a fort. -Although the capital normally starts with a Wondrous Workshop, it will be destroyed once at the start of the game if Production scales haven't been bought. - Although the capital normally starts with a Wondrous Workshop, it will be destroyed once at the start of the game if Production scales haven't been bought. Furthermore, Wondrous Workshops, like other laboratories and temples, may be destroyed in great fires should unrest ever go over 40 in the province while it isn't besieged, the chance being higher with higher unrest; refer to the generic ritual Burn the Library for more details." #school 3 #researchlevel 3 @@ -101143,7 +101398,7 @@ Step 2: cast this ritual - the pilgrim prophet will be killed without providing Step 3: appoint a new pilgrim as prophet; Step 4: use the new prophet to preach in lands controlled by other pretenders at least once; Step 5: return the new prophet to the capital, and preach there; -Result: the new prophet will as usual be killed and generate gems in each temple, but in addition all provinces in the world that have neither a temple nor a pretender god will lose 99% of their population and all units they host will suffer 150+50 damage, while each of Bethel She'em's temples will summon a free Domination." +Result: the new prophet will as usual be killed and generate gems in each temple, but in addition all provinces in the world that have neither a temple nor a pretender god will lose 99% of their population and all units they host will suffer 150+50 damage, while each of Bethel She'em's temples with friendly dominion will summon a free Domination." #school -1 #researchlevel 9 #path 0 3 @@ -101167,7 +101422,7 @@ Step 2: cast this ritual - the pilgrim prophet will be killed without providing Step 3: appoint a new pilgrim as prophet; Step 4: use the new prophet to preach in lands controlled by other pretenders at least once; Step 5: return the new prophet to the capital, and preach there; -Result: the new prophet will as usual be killed and generate gems in each temple, but in addition all provinces in the world that have neither a temple nor a pretender god will lose 99% of their population and all units they host will suffer 150+50 damage, while each of Bethel She'em's temples will summon a free Domination." +Result: the new prophet will as usual be killed and generate gems in each temple, but in addition all provinces in the world that have neither a temple nor a pretender god will lose 99% of their population and all units they host will suffer 150+50 damage, while each of Bethel She'em's temples with friendly dominion will summon a free Domination." #school 6 #researchlevel 9 #path 0 3 @@ -113009,6 +113264,7 @@ When summoned by Nephelococcygia, the Treelords lose an item slot but become pow #newitem #copyitem 180 -- Winged Helmet +#spr "./Hellenika/MidgardHelmet.tga" #restricted 20 -- Midgård #mainlevel 2 #end @@ -113040,8 +113296,8 @@ When summoned by Nephelococcygia, the Treelords lose an item slot but become pow #newitem #spr "./Hellenika/item_1092.tga" #name "Blessed Meat" -#descr "This torn piece of perpetually fresh bear meat was enchanted by the mages and priests of Rus' wild moiety to manifest the true nature of divinity. Although its use requires the performer to focus all his or her power in the act, thus preventing them from using their entire magic potential for other tasks, it tremendously empowers their body and mind if marked by the symbols of the primal might. Thus, by ritually covering himself in the blessed blood of the hunt, the chosen one awakens his own divinity and activates his magical tattoos for the remainder of battle. Even humans have a drop of divine blood in their heart and will be greatly reinvigorated by this effect." -#onebattlespell "Manifest Divinity" +#descr "This torn piece of perpetually fresh bear meat was enchanted by the mages and priests of Rus' wild moiety to manifest the true nature of divinity. Although its use requires the performer to focus all his or her power in the act, thus preventing them from using their entire magic potential for other tasks, it tremendously empowers their body and mind if marked by the symbols of primal might. Thus, by ritually covering himself in the blessed blood of the hunt, the chosen one awakens his own divinity and activates his magical tattoos for the remainder of battle. Even humans have a drop of divine blood in their heart and will be greatly reinvigorated by this effect." +#autospell "Manifest Divinity" #reinvigoration 5 #magicboost 53 -1 #mainpath 6 @@ -113979,6 +114235,7 @@ When summoned by Nephelococcygia, the Treelords lose an item slot but become pow #name "Robe of the Tuatha" #descr "This robe which is enchanted to be usable only by female beings is infused with the power of Air and woven with sacred poetry of the Land of the Ever Young. It is coveted by the most ambitious sorceresses because of its unsurpassed power-enhancing abilities. When worn, it will increase power in all magic paths and reinvigorate its wearer." #restricted 18 -- Tir na n'Og +#tainted 0 #restricteditem 8069 #secondarypath 8 #secondarylevel 2 @@ -114242,6 +114499,8 @@ When summoned by Nephelococcygia, the Treelords lose an item slot but become pow #selectitem 138 -- The Sharpest Tooth #nationrebate 9 -- Sauromatia +#nationrebate 57 -- C'tis +#nationrebate 24 -- Rus #end #selectitem 226 -- Armor of Twisting Thorns @@ -117731,7 +117990,7 @@ Aphotic Orbs of Twilight are the purest embodiments of the magic of the abyss. T #nofind #fear 5 #mr 8 -#reinvigoration 4 +#reinvigoration 8 #bonusspells 2 #restricteditem 8086 #restricted 230 -- Bethel She'em @@ -118641,6 +118900,14 @@ Aphotic Orbs of Twilight are the purest embodiments of the magic of the abyss. T ---------- SITES +#selectsite 162 -- The Grove of Aphros, MA Oceania +#clear +#name "The Heartland" +#supply 2000 +#rarity 5 +#level 0 +#end + #newsite 1741 #name "The Arkenstone" #path 4 @@ -121606,9 +121873,9 @@ Aphotic Orbs of Twilight are the purest embodiments of the magic of the abyss. T #rarity 5 #name "Pit of Living Shadows" #gems 5 2 -#summonlvl3 "Baetyl Eidolon" -#summonlvl3 "Baetyl Eidolon" -#summonlvl3 "Baetyl Eidolon" +#summonlvl2 "Baetyl Eidolon" +#summonlvl2 "Baetyl Eidolon" +#summonlvl2 "Baetyl Eidolon" #end #newsite 1756 @@ -121920,10 +122187,10 @@ Priests: Weak" #cheapgod20 3082 -- Matrona of the Healing Spring #cheapgod20 1378 -- Lord of the Forest -#likespop 25 -#likespop 37 -#likespop 62 -#likespop 78 +#likespop 25 -- Barbarians +#likespop 62 -- Deer Tribe +#likespop 78 -- Wolf Tribe +#likespop 79 -- Bear Tribe #end #selectnation 8 -- Marverni @@ -121941,6 +122208,10 @@ Priests: Medium, can perform blood sacrifices" #likesterr 128 -- forest #hatesterr 4194416 -- swamp, waste, mountain, highland +#likespop 37 -- Woodsmen +#likespop 62 -- Deer Tribe +#likespop 78 -- Wolf Tribe +#likespop 79 -- Bear Tribe #startsite "Monumental Quarry" @@ -122084,6 +122355,7 @@ Priests: Powerful, can perform blood sacrifices, Dominion does not spread unless #likesterr 128 -- forest #hatesterr 320 -- farm, waste +#likespop 83 -- Toad Tribe #clearrec #addrecunit 5352 @@ -122224,6 +122496,7 @@ Dominion: Constructs receive increased HP inside dominion" #selectnation 18 -- EA Tir na n'Og #likesterr 128 -- forest #hatesterr 4194672 -- mountain, highland, swamp, waste, farm +#likespop 89 -- Fir Bolg #cheapgod20 3079 -- Duiu of Thunder #cheapgod40 2930 -- Hooded Spirit #addgod "Symbol of Creation" @@ -122236,6 +122509,7 @@ Dominion: Constructs receive increased HP inside dominion" #selectnation 19 -- Fomoria #likesterr 4194320 -- mountain, highland #hatesterr 352 -- swamp, waste, farm +#likespop 89 -- Fir Bolg #coastnation #uwbuild 1 @@ -122351,6 +122625,10 @@ Dominion: Protected by the Grip of Winter in defensive battles outside forts." #likesterr 128 -- forest #hatesterr 352 -- swamp, waste, farm +#likespop 78 -- Wolf Tribe +#likespop 79 -- Bear Tribe +#likespop 62 -- Deer Tribe +#likespop 37 -- Woodsmen #startsite "Dragon Rune" @@ -122573,6 +122851,7 @@ Priests: Strong, good at recalling a dead God. Recalled God doesn't lose power." #likesterr 0 -- nothing #hatesterr 448 -- forest, waste, farm +#likespop 98 -- Kulullu #homefort 19 -- Grand Citadel #fortcost 60 @@ -122597,6 +122876,7 @@ Priests: Strong, can perform blood sacrifices, can bless demons even if not sacr #likesterr 0 -- nothing #hatesterr 480 -- swamp, waste, forest, farm #coastnation +#likespop 68 -- Elephants #addreccom "Berytian Diplomat" @@ -122685,6 +122965,8 @@ Dominion: Hides province ownership." #addgod "Guardian of Wonders" #addgod "Sin of Marids" #addgod 4594 -- Divine Egregore +#cheapgod20 4594 -- Divine Egregore +#cheapgod40 4594 -- Divine Egregore #end #selectnation 36 -- EA Atlantis @@ -122843,6 +123125,7 @@ Dominion: Kills population & summons spectral troops, more under Death scales. F #selectnation 52 -- MA T'ien Ch'i #name "T'ien Ch'i" +#era 1 #epithet "Imperial Bureaucracy" #descr "The Celestial Empire of T'ien Ch'i is ancient. In ancestral times, the Nobles of many dynasties waged war upon each other for honor and glory, but soon one family was able to unite or subjugate all others, forming a powerful kingdom. All its neighbours joined its guidance sooner or later, either by force or by interest, until all known fertile lands were ruled under a single dominion, including the wild expanses of mysterious Shinuyama and the feudalistic rebels of Jomon. And when the Empire had at last secured all of the civilized realms from sea to desert and mountain, prosperity ensued. Located at the very edge of the world in the mythical Land of Spring and Autumn, ever permeated by the magic of the Way, T'ien Ch'i has thus grown unopposed for millenia until even its faraway twin, the Ermorian empire beyond the great Bandar Log, Ind and Caelum, was able to catch word of its existence and to form distant diplomatic ties with it. @@ -122857,9 +123140,9 @@ Dominion: Taxes increased by 3% if neither Turmoil nor Sloth, and by an extra 3% #likesterr 0 -- nothing #hatesterr 4194416 -- waste, swamp, mountain, highland #coastnation +#likespop 85 -- Kappa #uwbuild 1 -#era 1 #homefort 14 #fortera 2 @@ -122879,18 +123162,27 @@ Dominion: Taxes increased by 3% if neither Turmoil nor Sloth, and by an extra 3% #mountainrec 1247 -- Sohei #mountainrec 1248 -- Yamabushi #startsite "The Bamboo Grove" +#startsite "The Heartland" #hero4 3247 -- Kitsune #hero5 3246 -- Tengu King #hero6 1580 -- Son of the Dragon King -#addgod "T'ien Ch'i information" -#addgod "T'ien Ch'i lore" #addgod "Eternal Gate" #addgod "Kami of the Wilds" #addgod "Rainbow Bird" #addgod 874 -- Divine Emperor #addgod 4594 -- Divine Egregore + +#uwdefcom1 2102 +#uwdefcom2 2102 +#uwdefunit1 2101 +#uwdefmult1 20 +#uwdefunit2 2103 +#uwdefmult2 6 +#uwwallunit 2101 +#uwwallmult 20 +#uwwallcom 2102 #end #selectnation 53 -- MA Machaka @@ -122953,11 +123245,13 @@ Dominion: Miasma increases friendly income by 1% per candle, reduces enemy incom #likesterr 0 -- nothing #hatesterr 4194384 -- mountain, highland, waste #riverstart +#likespop 83 -- Toad Tribe #undeadreanim #swamplabcost 250 #swamptemplecost 200 #templecost 800 +#templegems 6 #nationinc 20 #fortera 1 @@ -123133,6 +123427,7 @@ Dominion: Causes new City States to manifest and join the Awakening God in provi #likesterr 0 -- nothing #hatesterr 480 -- forest, farm, swamp, waste +#likespop 98 -- Kulullu #fortera 2 #uwrec 5715 @@ -123224,6 +123519,7 @@ Dominion: Conflict bonus -2. Dominion hides province ownership." #hatesterr 224 -- forest, waste, swamp #hero3 4909 +#addgod "Rainbow Bird" #addgod "Eternal Gate" #addgod 4594 -- Divine Egregore #cheapgod20 3088 -- Dharmapala of the Underworld - everyone gets that rebate @@ -123263,6 +123559,7 @@ Dominion: Dominion hides province ownership." #selectnation 73 -- MA Atlantis #name "Atlantis" +#era 1 #epithet "Towers of Coral" #descr "For centuries it was thought that the seas were the domain of the Tritons, but recently a nation of beings resembling a cross between fish, frog and human has emerged from the deepest gorges of the ocean. Fleeing the unspeakable horrors that reside there, they have organized themselves around their rebellious Sorcerer-Kings and Priestess-Queens and exiled themselves in the shallower seas near the shores. The race is not entirely unknown, for there are a few of them who have made shallow coastal reefs their home, but the Triton Kings never imagined that they were numerous or powerful enough to form a nation. Arriving without warning in the previously disorganised regions of the oceans, they used arcane secrets stolen from the depths to grow magnificent citadels of coral protected by unequalled mastery of Water magic: the wondrous Atlantis which calls to mortal mages in their dreams of splendor. Its inhabitants the Atlantians of the deeps never stop growing and will live for several hundred years unless killed. The Atlantian society is organized in a strict hierarchy of size and age. The oldest and most cunning Atlantians are trained as priests or mages. Because most Atlantians find it difficult to use magic, they often capture human children and train them in magic in the Coral Towers, but no human could understand the nature of Water as the Coral Kings do. Still, many secretive cults of sea worshippers have been formed by the discontent of dry lands recently, hoping to take an active part in the glory of this emergent kingdom which welcomes them as valued guests. The soldiers of Atlantis use spears tipped with living coral shards and wear armor made of coral chunks. The coral is poisonous and is cultivated solely for the purposes of war." #brief "Atlantis is an underwater nation of amphibious beings allied with coastal human sects. They do not use missile troops. They have powerful Water mages and powerful priests. Guided by their God, they possess wondrous arcane secrets granting them unequalled mastery of Water." @@ -123271,7 +123568,6 @@ Military: Coral-armed infantry, shamblers, war lobsters, no missile weapons. Magic: Strong Water, good Astral, Fire, Earth. Priests: Powerful. Dominion: 1% chance per candle in each province to manifest 1d3 Water gems at Turmoil 2, and again for each Order scale above this, up to 6% chance per candle at Order 3." -#era 1 #likesterr 0 -- nothing #hatesterr 4196368 -- mountain, highland, deep sea @@ -123305,9 +123601,6 @@ Dominion: 1% chance per candle in each province to manifest 1d3 Water gems at Tu #addgod 2855 #addgod "Medusa" #addgod 4594 -- Divine Egregore - -#addgod 5337 -#addgod 4362 #end #selectnation 74 -- MA R'lyeh @@ -123338,6 +123631,7 @@ Priests: Average" #castleprod 25 #fortera 2 +#likespop 97 -- Merrow #likesterr 0 -- nothing #hatesterr 4196368 -- mountain, highland, deep sea @@ -125773,7 +126067,7 @@ Priests: Very strong. Non-angel priests are weakened before the glory of the God #addgod 1025 -- Divine Glyph #addgod 2958 -- Golden Lion #addgod 3416 -- Great Archon -#addgod 3395 -- Demiurge +#addgod 5776 -- Demiurge #addgod "Paraclete" #addgod "Bethel She'em Pretender Information" #addgod "Eternal Gate" @@ -125800,8 +126094,8 @@ Priests: Very strong. Non-angel priests are weakened before the glory of the God #cheapgod40 957 -- Lord of the Desert Sun #cheapgod20 4594 -- Divine Egregore #cheapgod40 4594 -- Divine Egregore -#cheapgod20 3395 -- Demiurge -#cheapgod40 3395 -- Demiurge +#cheapgod20 5776 -- Demiurge +#cheapgod40 5776 -- Demiurge --possible pretenders with proper adjustments: Hooded Spirit, Baphomet, Phoenix (note: #poison 999 doesn't bypass immortality; #killcom does but can only be used for the first death of the god, who will then need to be recalled only once since the newborn star events must use #poison 999) ------ START SITES @@ -141660,6 +141954,7 @@ The woman was then taken into custody for interrogation, but when the time came #req_targnopath2 8 #req_targorder 7 #req_targmaxsize 4 +#req_targmagicbeing 0 #req_temple 1 #req_pop0ok #msg "After entering some old ruins in ##landname##, ##fulltargname## had a vision of yet unknown nature. The next day, they had vanished without trace and the relics of the temple were found desecrated. Our sages believe a forgotten enchantment must be responsible for this and that there might be more to it than meets the eye. [Nameless Cenotaph]" @@ -147287,6 +147582,7 @@ The woman was then taken into custody for interrogation, but when the time came #req_targnopath2 8 #req_targorder 7 #req_targmaxsize 4 +#req_targmagicbeing 0 #req_temple 1 #req_pop0ok #msg "##fulltargname## died from an epileptic stroke while studying ancient scriptures in ##landname##. Soon afterwards, pestilential vapours filled your sanctuary and frightened the locals, who refuse to enter it anymore. Experts suspect your envoy must have triggered a supernatural edict and recommend further research. [Engraved Precipice]" @@ -155138,6 +155434,7 @@ The woman was then taken into custody for interrogation, but when the time came #req_targnopath2 8 #req_targorder 7 #req_targmaxsize 4 +#req_targmagicbeing 0 #req_temple 1 #req_pop0ok #msg "##fulltargname## seemingly committed suicide by self immolation, burning your holy shrine in ##landname## as well in the process. Later, an unidentified arcane disturbance was felt in the region. The local lord is very worried and requests we send investigators, fearing that some magic from another age might have been activated. [Ivory Shrine]" @@ -165628,6 +165925,21 @@ Nine: critical as well; beware of curses. Another choice between two paths; one #stealthcom "Fury Soul" #end +#newevent +#rarity 5 +#req_targgod 1 +#req_unique 1 +#req_targowner 226 +#req_indepok 1 +#req_targforeignok +#req_pop0ok +#req_targmnr "Tiwaz of War" +#msg "Fury malus" +#notext +#nolog +#stealthcom "Fury Soul" +#end + #newevent #rarity 5 #req_site 1 @@ -165682,21 +165994,6 @@ Nine: critical as well; beware of curses. Another choice between two paths; one #stealthcom "Greed Soul" #end -#newevent -#rarity 5 -#req_targgod 1 -#req_unique 1 -#req_targowner 226 -#req_indepok 1 -#req_targforeignok -#req_pop0ok -#req_targmnr "Tiwaz of War" -#msg "Greed malus" -#notext -#nolog -#stealthcom "Greed Soul" -#end - #newevent #rarity 5 #req_targgod 1 @@ -169079,7 +169376,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_pop0ok #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #msg "Sephira of Coronation" #notext @@ -169234,7 +169531,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_pop0ok #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #msg "Sephira of Understanding" #notext @@ -169292,7 +169589,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_pop0ok #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #req_nomnr "Crown Spectre" #req_monster 4587 @@ -169372,7 +169669,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_indepok 1 #req_unique 1 #req_nositenbr 1948 -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #req_nomnr "Crown Spectre" #req_pop0ok @@ -169395,7 +169692,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_indepok 1 #req_unique 1 #req_site 1 -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #req_nomnr "Crown Spectre" #req_pop0ok @@ -169423,7 +169720,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_pop0ok #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #msg "Sephira of Knowledge [The Stone of the Covenant ]" #notext @@ -169447,7 +169744,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_pop0ok #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #msg "Sephira of Kindness" #notext @@ -169465,7 +169762,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_targgod 1 #req_indepok 1 #req_fornation 230 -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #req_nomnr "Crown Spectre" #req_pop0ok @@ -169486,7 +169783,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_ench 637 #req_targgod 1 #req_indepok 1 -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #req_nomnr "Crown Spectre" #req_pop0ok @@ -169632,7 +169929,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_monster "Authority" #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #msg "Sephira of Severity" #notext @@ -169678,7 +169975,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_pop0ok #req_targowner 230 #req_targforeignok -#req_targnoorder 63 -- Shattered Soul, for the Demiurge +#req_targnoorder 62 -- Insanity, for the Demiurge --#req_targnomnr 4594 -- transformed Divine Egregore #msg "Sephira of Splendor" #notext @@ -170160,7 +170457,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #newevent #rarity 5 -#req_temple 1 +#req_temple 0 #req_monster 1536 #req_site 1 #msg "The Anointed has found a Holy Cavern of Magma. [Cavern of Magma]" @@ -173249,7 +173546,7 @@ The doomed cleric was then quick to repeat this before you, letting you decide h #req_targowner 230 #req_targgod 1 #req_preach 100 -#req_targmnr 3395 -- Demiurge +#req_targmnr 5776 -- Demiurge #msg "Brought forth by our preachers' word, a Cherub has materialized from the unutterable radiance of the God." #nation 230 #com "Cherub"