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Here are the templates that I used for modifying the enemy heroes. Note that I forgot to mention that "//" are comments in the text file and ignored by KB_DB_EDIT when compiling.
Also, you can use SKILLS.TXT and EN(G)_SKILLS.LNG for more ideas on the types of modifiers you can implement. Each of these can be pasted into your *.HERO.TXT file as follows: the fight section contains a bonus with a filter, so you simply highlight the text for each bonus from the start of the comment for the level you'd like (i.e. Level 1) up to but not including the comment for the next higher level (i.e. Level 2) to get all the bonuses for that skill type and level. Note that I've bolded intervening sections to make it easier for you to see what you would need to highlight (i.e. level 1 is normal so highlight up to but not including the bold of level 2). I list each bonus as I implemented it and which skill it applied to in TL and for where I couldn't implement that skill how I changed it. The first one I did was Training where it modified low level unit's Attack, Defense, and Critical Hit and it worked exactly the same as I implemented it for your hero (note that Attack and Defense are absolute bonuses, whereas Critical Hit is percent base): Code:
// Training
// Level 1, 3 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{level} = {<3}
}
{A}{pbonus} = {attack,2,0,0,-100,0,0} // training level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{level} = {<3}
}
{A}{pbonus} = {defense,2,0,0,-100,0,0} // training level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{level} = {<3}
}
{A}{pbonus} = {krit,0,10,0,-100,0,0} // training level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 3 elements
.
.
.
See text file in ZIP attachment
Code:
// Anger
// +1 Damager per level - pick resistance, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {physical,1,0,0,-100,0,0} // anger, damage per level
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Start Defense
// Level 1, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {physical,10,0,0,1,0,0} // start defense level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 1 element
.
.
.
See text file in ZIP attachment
Code:
// Shot Commander
// Level 1, 12 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archer,thorn}
}
{A}{pbonus} = {attack,1,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archer,thorn}
}
{A}{pbonus} = {defense,1,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {bowman,goblin}
}
{A}{pbonus} = {attack,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {bowman,goblin}
}
{A}{pbonus} = {defense,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {catapult,elf}
}
{A}{pbonus} = {attack,3,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {catapult,elf}
}
{A}{pbonus} = {defense,3,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {alchemist,cannoner,elf2,kingthorn}
}
{A}{pbonus} = {attack,4,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {alchemist,cannoner,elf2,kingthorn}
}
{A}{pbonus} = {defense,4,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {cyclop}
}
{A}{pbonus} = {attack,5,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {cyclop}
}
{A}{pbonus} = {defense,5,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {alchemist,archer,bowman,cannoner,catapult,cyclop,elf,elf2,goblin,thorn,kingthorn}
}
{A}{pbonus} = {krit,0,10,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {alchemist,archer,bowman,cannoner,catapult,cyclop,elf,elf2,goblin,thorn,kingthorn}
}
{A}{pbonus} = {health,0,5,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // shot commander level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 13 elements
.
.
.
See text file in ZIP attachment
Code:
// Tactics
// Level 1, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {speed,-1,0,0,-100,0,0} // Tactics, level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 2 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {speed,-1,0,0,-100,0,0} // Tactics, level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {initiatve,-1,0,0,-100,0,0} // Tactics, level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Nighttime Operations
// Level 1, 6 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{loctype} = {dungeon}
{A}{~daytime} = {night,evening}
}
{A}{pbonus} = {attack,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // nighttime operations level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{~loctype} = {dungeon}
{A}{daytime} = {night,evening}
}
{A}{pbonus} = {attack,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // nighttime operations level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{loctype} = {dungeon}
{A}{daytime} = {night,evening}
}
{A}{pbonus} = {attack,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // nighttime operations level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{loctype} = {dungeon}
{A}{~daytime} = {night,evening}
}
{A}{pbonus} = {defense,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // nighttime operations level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{~loctype} = {dungeon}
{A}{daytime} = {night,evening}
}
{A}{pbonus} = {defense,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // nighttime operations level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{loctype} = {dungeon}
{A}{daytime} = {night,evening}
}
{A}{pbonus} = {defense,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // nighttime operations level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 6 elements
.
.
.
See text file in ZIP attachment
Code:
// Iron Fist
// Level 1, 9 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {skeleton}
}
{A}{pbonus} = {attack,1,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {skeleton}
}
{A}{pbonus} = {defense,1,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {footman,barbarian,barbarian2,goblin2,zombie,zombie2}
}
{A}{pbonus} = {attack,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {footman,barbarian,barbarian2,goblin2,zombie,zombie2}
}
{A}{pbonus} = {defense,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {footman2,dwarf,orc,werewolf,wolf}
}
{A}{pbonus} = {attack,3,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {footman2,dwarf,orc,werewolf,wolf}
}
{A}{pbonus} = {defense,3,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {horseman,knight,blackknight,demon,orc2}
}
{A}{pbonus} = {attack,4,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {horseman,knight,blackknight,demon,orc2}
}
{A}{pbonus} = {defense,4,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {footman,footman2,horseman,knight,barbarian,barbarian2,blackknight,demon,dwarf,goblin2,orc,orc2,skeleton,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {health,0,5,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // iron fist level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 10 elements
.
.
.
See text file in ZIP attachment
Code:
// Onslaught
// Level 1, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {initiative,1,0,0,1,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // onslaught level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 2 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {initiative,1,0,0,1,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // onslaught level 2
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {speed,1,0,0,1,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // onslaught level 2
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 3, 2 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {initiative,2,0,0,1,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // onslaught level 3
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {speed,2,0,0,1,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {} // onslaught level 3
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Dark Commander
// Level 1, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archdemon,archer,barbarian,barbarian2,bat,bat2,beholder,beholder2,blackknight,bonedragon,catapult,cerberus,cyclop,demon,demoness,devilfish,ghost,ghost2,goblin,goblin2,graywolf,hyena,imp,imp2,necromant,ogre,orc,orc2,pirat,pirat2,robber,robber2,shaman,skeleton,snake,snake_green,snake_royal,spider,spider_fire,spider_undead,spider_venom,vampire,vampire2,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {attack,3,0,0,-100,0,0} // dark commander level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 2 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archdemon,archer,barbarian,barbarian2,bat,bat2,beholder,beholder2,blackknight,bonedragon,catapult,cerberus,cyclop,demon,demoness,devilfish,ghost,ghost2,goblin,goblin2,graywolf,hyena,imp,imp2,necromant,ogre,orc,orc2,pirat,pirat2,robber,robber2,shaman,skeleton,snake,snake_green,snake_royal,spider,spider_fire,spider_undead,spider_venom,vampire,vampire2,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {attack,5,0,0,-100,0,0} // dark commander level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archdemon,archer,barbarian,barbarian2,bat,bat2,beholder,beholder2,blackknight,bonedragon,catapult,cerberus,cyclop,demon,demoness,devilfish,ghost,ghost2,goblin,goblin2,graywolf,hyena,imp,imp2,necromant,ogre,orc,orc2,pirat,pirat2,robber,robber2,shaman,skeleton,snake,snake_green,snake_royal,spider,spider_fire,spider_undead,spider_venom,vampire,vampire2,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {initiative,1,0,0,-100,0,0} // dark commander level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 3, 3 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archdemon,archer,barbarian,barbarian2,bat,bat2,beholder,beholder2,blackknight,bonedragon,catapult,cerberus,cyclop,demon,demoness,devilfish,ghost,ghost2,goblin,goblin2,graywolf,hyena,imp,imp2,necromant,ogre,orc,orc2,pirat,pirat2,robber,robber2,shaman,skeleton,snake,snake_green,snake_royal,spider,spider_fire,spider_undead,spider_venom,vampire,vampire2,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {attack,7,0,0,-100,0,0} // dark commander level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archdemon,archer,barbarian,barbarian2,bat,bat2,beholder,beholder2,blackknight,bonedragon,catapult,cerberus,cyclop,demon,demoness,devilfish,ghost,ghost2,goblin,goblin2,graywolf,hyena,imp,imp2,necromant,ogre,orc,orc2,pirat,pirat2,robber,robber2,shaman,skeleton,snake,snake_green,snake_royal,spider,spider_fire,spider_undead,spider_venom,vampire,vampire2,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {initiative,1,0,0,-100,0,0} // dark commander level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {archdemon,archer,barbarian,barbarian2,bat,bat2,beholder,beholder2,blackknight,bonedragon,catapult,cerberus,cyclop,demon,demoness,devilfish,ghost,ghost2,goblin,goblin2,graywolf,hyena,imp,imp2,necromant,ogre,orc,orc2,pirat,pirat2,robber,robber2,shaman,skeleton,snake,snake_green,snake_royal,spider,spider_fire,spider_undead,spider_venom,vampire,vampire2,werewolf,wolf,zombie,zombie2}
}
{A}{pbonus} = {speed,1,0,0,-100,0,0} // dark commander level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Holy Anger
// +10% per level - pick two races, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon,undead}
}
{A}{pbonus} = {attack,0,10,0,-100,0,0} // Holy Anger, +10% per level
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Glory
// +1 Speed per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {speed,1,0,0,-100,0,0} // Glory
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Learning
// +20% per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {krit,0,20,0,-100,0,0} // Learning, +20% per level
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Reserve
// -10% Enemy Critical Hit per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {krit,0,-10,0,-100,0,0} // Reserve, -10% per level
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Diplomacy
// -1 Enemy Initiative per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {initiatve,-1,0,0,-100,0,0} // Diplomacy
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Keeper of the Light
// +10% per level - pick two races, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon,undead}
}
{A}{pbonus} = {defense,0,10,0,-100,0,0} // Keeper of the Light, +10% per level
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Tolerance
// -1 Enemy Moral per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {moral,-1,0,0,-100,0,0} // Tolerance
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Inquisition
// Level 1, 3 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{level} = {<4}
}
{A}{pbonus} = {health,0,5,0,-100,0,0} // Inquisition level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{level} = {<4}
}
{A}{pbonus} = {initiative,1,0,0,-100,0,0} // Inquisition level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{level} = {<4}
}
{A}{pbonus} = {speed,1,0,0,-100,0,0} // Inquisition level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Order
// +5% Magic Resistance per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {magic,5,0,0,-100,0,0} // Order, +5% per level
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Distortion
// +5% Physical Resistance per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {physical,5,0,0,-100,0,0} // Distortion, +5% per level
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Concentration
// +5% resistance per level - pick resistance, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,5,0,0,-100,0,0} // Concentration, +5% per level - pick resistance
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Healer
// Level 1, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {health,0,2,0,-100,0,0} // healer, level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {health,0,5,0,-100,0,0} // healer, level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 3, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {health,0,10,0,-100,0,0} // healer, level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Chaos
// +5% Fire, Physical, or Poison Resistance per level - pick element, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,5,0,0,-100,0,0} // Chaos, +5% per level - pick fire, physical, or poison
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Mega Mage
// Level 1, 3 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {attack,4,0,0,-100,0,0} // mega mage level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {defense,4,0,0,-100,0,0} // mega mage level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {health,0,5,0,-100,0,0} // mega mage level 1
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2, 4 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {attack,4,0,0,-100,0,0} // mega mage level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {defense,4,0,0,-100,0,0} // mega mage level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {krit,0,10,0,-100,0,0} // mega mage level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {health,0,10,0,-100,0,0} // mega mage level 2
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 3, 5 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {attack,4,0,0,-100,0,0} // mega mage level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {defense,4,0,0,-100,0,0} // mega mage level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {krit,0,15,0,-100,0,0} // mega mage level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {health,0,15,0,-100,0,0} // mega mage level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{unit} = {priest,priest2,druid,archmage,shaman,necromant}
}
{A}{pbonus} = {initiative,1,0,0,-100,0,0} // mega mage level 3
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Necromancy
// +1 Undead Moral per level, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {undead}
}
{A}{pbonus} = {moral,1,0,0,-100,0,0} // necromancy, +1 per level
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Higher Magic
// Level 1 +2% Resist All, 4 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,2,0,0,-100,0,0} // Higher Magic, level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {magic,2,0,0,-100,0,0} // Higher Magic, level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {physical,2,0,0,-100,0,0} // Higher Magic, level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {poison,2,0,0,-100,0,0} // Higher Magic, level 1
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 2 +5% Resist All, 4 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,5,0,0,-100,0,0} // Higher Magic, level 2
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {magic,5,0,0,-100,0,0} // Higher Magic, level 2
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {physical,5,0,0,-100,0,0} // Higher Magic, level 2
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {poison,5,0,0,-100,0,0} // Higher Magic, level 2
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// Level 3 +10% Resist All, 4 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,10,0,0,-100,0,0} // Higher Magic, level 3
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {magic,10,0,0,-100,0,0} // Higher Magic, level 3
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {physical,10,0,0,-100,0,0} // Higher Magic, level 3
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {poison,10,0,0,-100,0,0} // Higher Magic, level 3
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Destroyer
// -10% Enemy Resistance for Level 1 - pick resistance, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,-10,0,0,-100,0,0} // Destroyer, level 1 - pick resistance
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// -25% Enemy Resistance for Level 2 - pick resistance, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,-25,0,0,-100,0,0} // Destroyer, level 2 - pick resistance
{A}{attack_on} = {}
{A}{attack_off} = {}
}
// -50% Enemy Resistance for Level 3 - pick resistance, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {enemy}
}
{A}{pbonus} = {}
{A}{dbonus} = {}
{A}{rbonus} = {fire,-50,0,0,-100,0,0} // Destroyer, level 3 - pick resistance
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Race Bonus, 7 elements
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {attack,0,20,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {defense,0,20,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {krit,0,20,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {health,0,20,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {initiative,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {moral,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {speed,2,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Unlimited Retaliation Bonus, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {hitback,1,0,0,-100,0,0}
{A}{dbonus} = {}
{A}{rbonus} = {}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Code:
// Damage and Resistance Bonus, 1 element
{Y}{-N/A-}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 6 elements
{
{Y}{filter}, F_SORTED{0}, F_COMPACT_TAGS{1}, F_NONAMES{0} // 1 elements
{
{A}{belligerent} = {ally}
{A}{race} = {demon}
}
{A}{pbonus} = {}
{A}{dbonus} = {fire,2,0,0,-100,0,0}
{A}{rbonus} = {fire,10,0,0,-100,0,0}
{A}{attack_on} = {}
{A}{attack_off} = {}
}
Feel free to ask any questions! /C\/C\ P.S. Here is a text file with the complete bonuses as a ZIP: |
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