From: Simon Osborne Date: Tue, 19 Aug 2014 10:34:12 +0000 (+0000) Subject: Replace - with ; X-Git-Tag: 20150414~64 X-Git-Url: http://git.projectaon.org/?p=project-aon.git;a=commitdiff_plain;h=123f678913283f1a13edf875d1ed5eda45a09713 Replace - with ; Replace + with ; Resolve (er) 01gstw 281: is still 10 -> is still 10 or more git-svn-id: https://projectaon.org/data/trunk@2381 f6f3e2d7-ff33-0410-aaf5-b4bee2cdac11 --- diff --git a/en/xml/01fftd.xml b/en/xml/01fftd.xml index 9f6e22e..ca60fe6 100644 --- a/en/xml/01fftd.xml +++ b/en/xml/01fftd.xml @@ -233,7 +233,7 @@

This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

-

If you choose this skill write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

+

If you choose this skill write Healing: 1 ENDURANCE point for each section without combat on your Action Chart.

@@ -265,7 +265,7 @@ -

You cannot carry more than 2 weapons. If you choose this skill, write Weaponskill in +2 COMBAT SKILL points if this weapon carried on your Action Chart.

+

You cannot carry more than 2 weapons. If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this weapon carried on your Action Chart.

@@ -283,7 +283,7 @@

This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

-

If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

+

If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

@@ -517,7 +517,7 @@
  • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

    Example

    -

    The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    +

    The Combat Ratio between Lone Wolf and Winged Devil has been established as 3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

    • Lone Wolf loses 3 ENDURANCE points
    • Winged Devil loses 6 ENDURANCE points
    • @@ -1503,7 +1503,7 @@

      You turn to face a sneering Giak and the razor-fanged jaws of its mount. You must fight them as one enemy.

      - Giak + Doomwolf1524 + Giak Doomwolf1524 If you win, turn to 265.
      @@ -4896,7 +4896,7 @@

      You gallop forward to meet the oncoming Doomwolf and rider, your Weapon raised to strike. The Giak sees you and unsheathes his scimitar. You must fight both Giak and Doomwolf as one enemy.

      - Giak + Doomwolf1424 + Giak Doomwolf1424 If you win the fight, turn to 193.
      diff --git a/en/xml/01gstw.xml b/en/xml/01gstw.xml index 4cd1070..81ef23a 100644 --- a/en/xml/01gstw.xml +++ b/en/xml/01gstw.xml @@ -4161,7 +4161,7 @@

      The slightest contact with this monsters flesh could spell death for you. You must fight defensively. Deduct 1 point from your COMBAT SKILL for the duration of this combat.

      Large Quoku1530

      You may only fight one round of combat as the Quoku flies past.

      - If your WILLPOWER score is still more than 10, turn to 331. + If your WILLPOWER score is still 10 or more, turn to 331. If it is less than 10, turn to 32. @@ -5679,7 +5679,7 @@

      (276) Replaced lifted and with lifted, and. Replaced last agonized with last, agonized. Replaced erupts and in a blinding flash both with erupts, and in a blinding flash, both. Replaced on to with onto.

      (278) Replaced power of Prophecy with Power of Prophecy.

      (280) Replaced on to with onto.

      -

      (281) Replaced air, and with air and.

      +

      (281) Replaced air, and with air and. Replaced is still more than 10 with is still 10 or more.

      (282) Replaced hand and with hand, and.

      (283) Replaced breath with breathe. Replaced subsides and with subsides, and.

      (284) Replaced tunnel you with tunnel, you. Replaced outnumbered and with outnumbered, and.

      diff --git a/en/xml/02fotw.xml b/en/xml/02fotw.xml index fbd5e15..87eaacf 100644 --- a/en/xml/02fotw.xml +++ b/en/xml/02fotw.xml @@ -228,7 +228,7 @@

      This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

      -

      If you choose this skill write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

      +

      If you choose this skill write Healing: 1 ENDURANCE point for each section without combat on your Action Chart.

      @@ -260,7 +260,7 @@

      The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

      -

      If you choose this skill, write Weaponskill in +2 COMBAT SKILL points if this weapon carried on your Action Chart.

      +

      If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this weapon carried on your Action Chart.

      @@ -278,7 +278,7 @@

      This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

      -

      If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

      +

      If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

      @@ -683,7 +683,7 @@

      Dorier jumps away from the table and draws his sword. In an instant, his brother Ganon is by his side. You must fight them both as one enemy.

      - Dorier + Ganon2830 + Dorier Ganon2830

      Due to the surprise of your attack, add 2 points to your COMBAT SKILL for the first round of this combat only. Because of their combined strength of will, a skill developed during their training as knights, they are immune to Mindblast.

      If you win this fight, turn to 33.
      @@ -1570,7 +1570,7 @@ -

      The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemys ENDURANCE point loss if it is undead.

      +

      The Sommerswerd is a weapon-like Special Item. The 10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the 8 COMBAT SKILL that the Sommerswerd grants naturally and 2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemys ENDURANCE point loss if it is undead.

      @@ -3666,7 +3666,7 @@ -

      The Sommerswerd is a weapon-like Special Item. The +10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the +8 COMBAT SKILL that the Sommerswerd grants naturally and +2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemys ENDURANCE point loss if it is undead.

      +

      The Sommerswerd is a weapon-like Special Item. The 10 COMBAT SKILL bonus referred to for Weaponskill is a combination of the 8 COMBAT SKILL that the Sommerswerd grants naturally and 2 for Weaponskill with Short Sword, Sword, or Broadsword (as each of them grant proficiency with the Sommerswerd). It is not an additional bonus. When used in combat, treat it like a one-handed sword, regardless of Weaponskill bonus. The text or footnotes will always remind you to double your enemys ENDURANCE point loss if it is undead.

      @@ -4037,7 +4037,7 @@

      Ganon rolls away from his chair and draws his sword. An instant later his brother Dorier is by his side. You must fight them both as one enemy.

      - Ganon + Dorier2830 + Ganon Dorier2830

      Due to the surprise of your attack, add 2 points to your COMBAT SKILL for the first round of combat only. Because of their exceptional strength of will, they are immune to Mindblast.

      If you win this combat, turn to 33.
      diff --git a/en/xml/03tcok.xml b/en/xml/03tcok.xml index f7929ec..34c68dd 100644 --- a/en/xml/03tcok.xml +++ b/en/xml/03tcok.xml @@ -228,7 +228,7 @@

      This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

      -

      If you choose this skill write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

      +

      If you choose this skill write Healing: 1 ENDURANCE point for each section without combat on your Action Chart.

      @@ -260,7 +260,7 @@

      The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

      -

      If you choose this skill, write Weaponskill in +2 COMBAT SKILL points if this weapon carried on your Action Chart.

      +

      If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this weapon carried on your Action Chart.

      @@ -278,7 +278,7 @@

      This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

      -

      If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

      +

      If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

      @@ -522,7 +522,7 @@
    • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

      Example

      -

      The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

      +

      The Combat Ratio between Lone Wolf and Winged Devil has been established as 3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

      • Lone Wolf loses 3 ENDURANCE points
      • Winged Devil loses 6 ENDURANCE points
      • @@ -2265,7 +2265,7 @@

        The door grinds open and you enter, ready for attack. You have killed two of the sleeping beasts before the Ice Barbarian and the remaining Doomwolf have time to react. But they both dive at you simultaneously, and you must fight them as one enemy. They are partially immune to Mindblast. If you possess this Discipline, add only 1 point to your COMBAT SKILL for the duration of this fight.

        - Ice Barbarian + Doomwolf3030 + Ice Barbarian Doomwolf3030 If you win the combat, turn to 28.
        @@ -2493,7 +2493,7 @@

        The dawn mists are quickly cleared by the icy mountain wind. Tired, shocked, and frozen to the bone, you claw your way up the cruel rock-face until you finally reach the safety of a wide ridge. You are very hungry and must eat a Meal here before you continue or lose 3 ENDURANCE points. Remember to subtract the Meal from your Action Chart.

        The ridge joins another which you struggle across, only to find yourself at the top of a terrifying descent. To reach the narrow mountain pass one thousand feet below, you must go down a steep and perilous ice staircase.

        Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 10, deduct 2 from the number that you have picked. If your current ENDURANCE point total is greater than 20, add 1 to the number that you have picked.

        - If your total is now -22, turn to 248. + If your total is now 22, turn to 248. If your total is now 310, turn to 191. @@ -3151,7 +3151,7 @@

        The cyclone is tearing at your clothes and bombarding you with chunks of ice and rock. You grit your teeth and try to run but the cold saps your strength, and you are forced to claw your way along the wall to avoid being sucked into the swirling vortex.

        Pick a number from the Random Number Table. If your current ENDURANCE point total is less than 10, deduct 3 from the number you have picked.

        - If your number is now -33, turn to 95. + If your number is now 33, turn to 95. If your number is now 49, turn to 196.
        @@ -4004,7 +4004,7 @@

        After a few hundred yards, you find yourself in a huge cavern that spreads out in all directions as far as the eye can see. You have entered the caverns of Kalte and are now looking at an uncharted world that few Sommlending have ever seen. This massive underground labyrinth was constructed by the Ancients many ages before the Sommlending set foot in Magnamund. Its wide avenues, temples, and arenas once echoed to the sounds of a race of creatures for whom the ice was a natural home. Mlare bowls still hang from the ceiling bathing the caverns in their eternal light.

        You trek steadily northwards for nearly six hours, until you arrive at the bank of a fast-flowing melt-water river. On the opposite bank, you see a tunnel leading off into the distance. You can find no apparent way of crossing the deep water, except by using the ice-floes bobbing up and down on the surface. By jumping from one floe to the next, you could get to the opposite bank, but it will not be easy. You will have to jump at least three of the icy slabs to reach the other side.

        Pick a number from the Random Number Table. If you have the Kai Discipline of Hunting, you may add 2 to the number you have picked. If your current ENDURANCE points total is less than 8, deduct 2 from the number you have picked.

        - If your total score is now 2+3, turn to 94. + If your total score is now 23, turn to 94. If your total score is now 411, turn to 176. @@ -5493,7 +5493,7 @@

        (207) Replaced on to with onto.

        (209) Replaced rockface with rock-face.

        (210) Added the before Kai Discipline in the first link.

        -

        (211) Replaced -3 to 3 with -33.

        +

        (211) Replaced 3 to 3 with 33.

        (212) Replaced Meal with meal since this is not referring to a Meal noted on the Action Chart.

        (216) Added a period to the end of the illustrations caption. Replaced to try and with to try to. Replaced muscular and with muscular, and.

        (220) Replaced on to with onto.

        diff --git a/en/xml/04tcod.xml b/en/xml/04tcod.xml index 5760f4f..5fbf7e4 100644 --- a/en/xml/04tcod.xml +++ b/en/xml/04tcod.xml @@ -224,7 +224,7 @@ Healing

        This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill, you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

        -

        If you choose this skill, write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

        +

        If you choose this skill, write Healing: 1 ENDURANCE point for each section without combat on your Action Chart.

        @@ -255,7 +255,7 @@

        The fact that you are skilled with a weapon does not mean that you set out on this adventure carrying it, but you will have opportunities to acquire weapons in the course of your adventure. You cannot carry more than 2 weapons.

        -

        If you choose this skill, write Weaponskill in +2 COMBAT SKILL points if this weapon carried on your Action Chart.

        +

        If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this weapon carried on your Action Chart.

        @@ -272,7 +272,7 @@

        This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

        -

        If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

        +

        If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

        @@ -1994,7 +1994,7 @@

        Pick a number from the Random Number Table. If your current ENDURANCE points total is less than 10, deduct 3 from the number that you have picked.

        If your current ENDURANCE points total is more than 20, add 3 to the number you have picked.

        - If your total score is now -34, turn to 42. + If your total score is now 34, turn to 42. If it is 512, turn to 303. @@ -4912,7 +4912,7 @@

        Pick a number from the Random Number Table. If your current ENDURANCE point total is 20 or more, add 3 to the number that you have picked. If your current ENDURANCE point total is 12 or less, deduct 2 from the number you have picked.

        - If your total is now -26, turn to 194. + If your total is now 26, turn to 194. If it is 712, turn to 61. diff --git a/en/xml/05sots.xml b/en/xml/05sots.xml index 1268fca..8161d46 100644 --- a/en/xml/05sots.xml +++ b/en/xml/05sots.xml @@ -240,7 +240,7 @@

        This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

        -

        If you choose this skill write Healing: +1 ENDURANCE point for each section without combat on your Action Chart.

        +

        If you choose this skill write Healing: 1 ENDURANCE point for each section without combat on your Action Chart.

        @@ -272,7 +272,7 @@

        The fact that you are skilled with a weapon does not mean you set out on the adventure carrying that particular weapon. However, you will have opportunities to acquire weapons in the course of your adventures. You cannot carry more than 2 weapons.

        -

        If you choose this skill, write Weaponskill in +2 COMBAT SKILL points if this weapon carried on your Action Chart.

        +

        If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this weapon carried on your Action Chart.

        @@ -290,7 +290,7 @@

        This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

        -

        If you choose this skill, write Mindblast: +2 COMBAT SKILL points on your Action Chart.

        +

        If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

        @@ -492,7 +492,7 @@
      • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

        Example

        -

        The Combat Ratio between Lone Wolf and Winged Devil has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

        +

        The Combat Ratio between Lone Wolf and Winged Devil has been established as 3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

        • Lone Wolf loses 3 ENDURANCE points
        • Winged Devil loses 6 ENDURANCE points
        • @@ -699,7 +699,7 @@

          To reach the north door without being seen, you must work your way carefully around the chamber, dodging from one pillar to the next.

          Pick a number from the Random Number Table. If you possess the Kai Discipline of Camouflage or Hunting, deduct 2 from the number you have picked.

          - If your total is now -22, turn to 167. + If your total is now 22, turn to 167. If your total is now 39, turn to 190.
          @@ -754,7 +754,7 @@

          The tunnel is dark and shadowy. Much of it is in a poor state of repair, and many cracks and fissures scar the walls. You must search for one large enough in which to hide. Pick a number from the Random Number Table. If you have reached the Kai rank of Guardian or higher, deduct 1 from the number you have picked.

          - If your total is now -17, turn to 151. + If your total is now 17, turn to 151. If your total is now 89, turn to 175.
          @@ -857,7 +857,7 @@

          The climb would be easy if it were not for the scalding steam. It stings your face and hands, making the skin puffed and sore. Lose 1 ENDURANCE point.

          Pick a number from the Random Number Table. If you have lost the use of one arm, deduct 3 points from the number you have picked. If you possess the Kai Discipline of Hunting, add 2 points to your total.

          - If your total is now -3-1, turn to 77. + If your total is now 31, turn to 77. If your total is now 06, turn to 192. If your total is now 711, turn to 114.
          diff --git a/en/xml/06tkot.xml b/en/xml/06tkot.xml index 8735662..de241b0 100644 --- a/en/xml/06tkot.xml +++ b/en/xml/06tkot.xml @@ -211,7 +211,7 @@

          The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your Weaponmastery Checklist.

          -

          If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          +

          If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          @@ -233,7 +233,7 @@

          The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

          -

          If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

          +

          If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

          @@ -278,7 +278,7 @@

          This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

          It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

          -

          If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

          +

          If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

          @@ -633,16 +633,16 @@
          Circle of Fire
          -
          +1 CS +2 EP +
          1 CS 2 EP
          Circle of Light
          -
          0 CS +3 EP +
          0 CS 3 EP
          Circle of Solaris
          -
          +1 CS +3 EP +
          1 CS 3 EP
          Circle of the Spirit
          -
          +3 CS +3 EP +
          3 CS 3 EP

          All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

          @@ -6359,7 +6359,7 @@

          (The Game Rules) Replaced both occurrences of ie, with i.e.. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Placed or below after fall to zero. Replaced on to with onto. Replaced Chart (you with Chart. (You. Replaced Items). with Items.). Replaced each occurrence of Action Chart. (ie with Action Chart (i.e.. Replaced 14.) with 14).. Replaced points.) with points)..

          -

          (Magnakai Disciplines) Replaced scent, and with scent and. Replaced points, and with points and. Replaced danger, or with danger or. Removed all extraneous spaces between a number and its sign (e.g. replaced + 3 with +3). Set the list of items in initial capital letters instead of all capitals. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons. Replaced blindness and with blindness, and. Replaced roots and with roots, and. Replaced your list with your Weaponmastery Checklist. Replaced will be of use with may be of use. Added If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. from the Equipment section. Replaced Lone Wolf Magnakai with Lone Wolf Magnakai.

          +

          (Magnakai Disciplines) Replaced scent, and with scent and. Replaced points, and with points and. Replaced danger, or with danger or. Removed all extraneous spaces between a number and its sign (e.g. replaced 3 with 3). Set the list of items in initial capital letters instead of all capitals. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons. Replaced blindness and with blindness, and. Replaced roots and with roots, and. Replaced your list with your Weaponmastery Checklist. Replaced will be of use with may be of use. Added If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. from the Equipment section. Replaced Lone Wolf Magnakai with Lone Wolf Magnakai.

          (Equipment) Capitalized the list of items rather than setting them in all capital letters. Removed (see front inside cover). Replaced pouch and with pouch, and. Replaced safe keeping with safekeeping. Replaced notes but with notes, but. Replaced effect it with effect they. Replaced TINDERBOX carried with Tinderboxcarried. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Kai monastery with Kai Monastery. Replaced all occurrences of bow with Bow. Replaced all occurrences of arrow with Arrow. Replaced all occurrences of arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore. Replaced all occurrences of two weapons with two Weapons. Replaced number of weapons with number of Weapons. Deleted If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

          diff --git a/en/xml/07cd.xml b/en/xml/07cd.xml index ce4a70b..46c20c8 100644 --- a/en/xml/07cd.xml +++ b/en/xml/07cd.xml @@ -218,7 +218,7 @@

          The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your Weaponmastery Checklist.

          -

          If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          +

          If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          @@ -240,7 +240,7 @@

          The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

          -

          If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

          +

          If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

          @@ -285,7 +285,7 @@

          This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

          It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

          -

          If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

          +

          If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

          @@ -609,16 +609,16 @@
          Circle of Fire
          -
          +1 CS +2 EP +
          1 CS 2 EP
          Circle of Light
          -
          0 CS +3 EP +
          0 CS 3 EP
          Circle of Solaris
          -
          +1 CS +3 EP +
          1 CS 3 EP
          Circle of the Spirit
          -
          +3 CS +3 EP +
          3 CS 3 EP

          All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

          @@ -1028,7 +1028,7 @@ -

          You may decide to add a +5 bonus to your COMBAT SKILL if you are using the Jewelled Mace (cf. Shadow on the Sand Section 253).

          +

          You may decide to add a 5 bonus to your COMBAT SKILL if you are using the Jewelled Mace (cf. Shadow on the Sand Section 253).

          diff --git a/en/xml/08tjoh.xml b/en/xml/08tjoh.xml index c3e4a5e..fbfe332 100644 --- a/en/xml/08tjoh.xml +++ b/en/xml/08tjoh.xml @@ -214,7 +214,7 @@

          The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your Weaponmastery Checklist.

          -

          If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          +

          If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          @@ -230,7 +230,7 @@ Curing

          The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

          -

          If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

          +

          If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

          @@ -263,7 +263,7 @@

          This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

          It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

          -

          If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

          +

          If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

          @@ -579,13 +579,13 @@
          Circle of Fire
          -
          +1 CS +2 EP
          +
          1 CS 2 EP
          Circle of Light
          -
          0 CS +3 EP
          +
          0 CS 3 EP
          Circle of Solaris
          -
          +1 CS +3 EP
          +
          1 CS 3 EP
          Circle of the Spirit
          -
          +3 CS +3 EP
          +
          3 CS 3 EP

          All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

          diff --git a/en/xml/09tcof.xml b/en/xml/09tcof.xml index 04eb3c4..8ee11a7 100644 --- a/en/xml/09tcof.xml +++ b/en/xml/09tcof.xml @@ -216,7 +216,7 @@

          The fact that you are skilled with three weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional weapon to your Weaponmastery Checklist.

          -

          If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          +

          If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          @@ -232,7 +232,7 @@ Curing

          The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

          -

          If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

          +

          If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

          @@ -265,7 +265,7 @@

          This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

          It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

          -

          If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

          +

          If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

          @@ -593,13 +593,13 @@
          Circle of Fire
          -
          +1 CS +2 EP
          +
          1 CS 2 EP
          Circle of Light
          -
          0 CS +3 EP
          +
          0 CS 3 EP
          Circle of Solaris
          -
          +1 CS +3 EP
          +
          1 CS 3 EP
          Circle of the Spirit
          -
          +3 CS +3 EP
          +
          3 CS 3 EP

          All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

          diff --git a/en/xml/10tdot.xml b/en/xml/10tdot.xml index e16c9f3..e958c47 100644 --- a/en/xml/10tdot.xml +++ b/en/xml/10tdot.xml @@ -213,7 +213,7 @@

          The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your Weaponmastery Checklist.

          -

          If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          +

          If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

          @@ -229,7 +229,7 @@ Curing

          The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

          -

          If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

          +

          If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

          @@ -262,7 +262,7 @@

          This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

          It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

          -

          If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

          +

          If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

          @@ -410,7 +410,7 @@
        • -

          Potion of Alether (Backpack Items) This potion of strength will increase your COMBAT SKILL by +2 points when swallowed immediately prior to a combat. It lasts for the duration of one combat only. There is enough for one dose.

          +

          Potion of Alether (Backpack Items) This potion of strength will increase your COMBAT SKILL by 2 points when swallowed immediately prior to a combat. It lasts for the duration of one combat only. There is enough for one dose.

          Brian Williams @@ -523,7 +523,7 @@
        • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

          Example

          -

          The Combat Ratio between Lone Wolf and the Nightstalker has been established as -3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

          +

          The Combat Ratio between Lone Wolf and the Nightstalker has been established as 3. If the number taken from the Random Number Table is a 6, then the result of the first round of combat is:

          • Lone Wolf loses 3 ENDURANCE points (plus an additional 2 points for using Psi-surge)
          • Nightstalker loses 6 ENDURANCE points
          • @@ -599,13 +599,13 @@
            Circle of Fire
            -
            +1 CS +2 EP
            +
            1 CS 2 EP
            Circle of Light
            -
            0 CS +3 EP
            +
            0 CS 3 EP
            Circle of Solaris
            -
            +1 CS +3 EP
            +
            1 CS 3 EP
            Circle of the Spirit
            -
            +3 CS +3 EP
            +
            3 CS 3 EP

            All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

            @@ -5411,7 +5411,7 @@

            (Magnakai Disciplines) Added The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your list. to the description of Weaponmastery. This text is taken directly from the Weaponmastery section found in The Kingdoms of Terror. Added (Psi-surge and Mindblast cannot be used simultaneously.) to the description of Psi-surge. Replaced knowledge mastery with knowledge that mastery. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced weapons list with Weapons List. Replaced two weapons with two Weapons. Replaced blindness and with blindness, and. Replaced roots and with roots, and. Replaced will be of use with may be of use. Added If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow. from the Equipment section. Replaced Lone Wolf Magnakai with Lone Wolf Magnakai.

            -

            (Equipment) Removed (see the inside front cover of this book). Replaced currency of Anari with currency of Eru. Replaced 1 Gold Crown with one Gold Crown. Replaced all occurrences of safe-keeping with safekeeping. Replaced all three occurrences of Kai monastery with Kai Monastery. Replaced all occurrences of bow with Bow. Replaced all occurrences of arrow with Arrow. Replaced all occurrences of arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore. Replaced two weapons with two Weapons. Replaced your list with your Weaponmastery Checklist. Deleted If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.. Replaced the Elder Magi give you with the Senate of Tahou give you to agree with Section 1. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added Potion of Alether (Backpack Items) This potion of strength will increase your COMBAT SKILL by +2 points when swallowed immediately prior to a combat. It lasts for the duration of one combat only. There is enough for one dose. to the list of items you may choose from in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

            +

            (Equipment) Removed (see the inside front cover of this book). Replaced currency of Anari with currency of Eru. Replaced 1 Gold Crown with one Gold Crown. Replaced all occurrences of safe-keeping with safekeeping. Replaced all three occurrences of Kai monastery with Kai Monastery. Replaced all occurrences of bow with Bow. Replaced all occurrences of arrow with Arrow. Replaced all occurrences of arrows with Arrows. Replaced quiver with Quiver. Replaced Weaponmastery with a bow with Weaponmastery with Bow. Replaced combat, therefore with combat; therefore. Replaced two weapons with two Weapons. Replaced your list with your Weaponmastery Checklist. Deleted If you have the Magnakai Discipline of Weaponmastery with Bow, you may add 3 to any number that you choose from the Random Number Table, when using the Bow.. Replaced the Elder Magi give you with the Senate of Tahou give you to agree with Section 1. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added Potion of Alether (Backpack Items) This potion of strength will increase your COMBAT SKILL by 2 points when swallowed immediately prior to a combat. It lasts for the duration of one combat only. There is enough for one dose. to the list of items you may choose from in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

            (Rules for Combat) Removed on the inside back cover of the book. Replaced on the page after the Random Number Table with in the back of this book. Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

            diff --git a/en/xml/11tpot.xml b/en/xml/11tpot.xml index 86c1d9f..1c95665 100644 --- a/en/xml/11tpot.xml +++ b/en/xml/11tpot.xml @@ -212,7 +212,7 @@

            The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your Weaponmastery Checklist.

            -

            If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

            +

            If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

            @@ -228,7 +228,7 @@ Curing

            The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

            -

            If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

            +

            If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

            @@ -261,7 +261,7 @@

            This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

            It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

            -

            If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but -2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

            +

            If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

            @@ -593,13 +593,13 @@
            Circle of Fire
            -
            +1 CS +2 EP
            +
            1 CS 2 EP
            Circle of Light
            -
            0 CS +3 EP
            +
            0 CS 3 EP
            Circle of Solaris
            -
            +1 CS +3 EP
            +
            1 CS 3 EP
            Circle of the Spirit
            -
            +3 CS +3 EP
            +
            3 CS 3 EP

            All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

            @@ -2106,7 +2106,7 @@

            The food has a taste and texture completely unlike anything you have tried before, yet it is delicious, and after having eaten your fill you feel thoroughly refreshed and fortified: restore 3 ENDURANCE points.

            -

            There is enough food remaining for 1 Meal. If you wish to keep the Meal, note on your Action Chart, Meal: +3 EP, as the food will restore 3 ENDURANCE points when consumed.

            +

            There is enough food remaining for 1 Meal. If you wish to keep the Meal, note on your Action Chart, Meal: 3 EP, as the food will restore 3 ENDURANCE points when consumed.

            Turn to 139.
            diff --git a/en/xml/12tmod.xml b/en/xml/12tmod.xml index 0eeb965..a1ceefa 100644 --- a/en/xml/12tmod.xml +++ b/en/xml/12tmod.xml @@ -211,7 +211,7 @@

            The fact that you are skilled with three Weapons does not mean that you begin the adventure carrying any of them. However, you will have opportunities to acquire Weapons during your adventure. For every Lone Wolf book that you complete in the Magnakai series, you may add an additional Weapon to your Weaponmastery Checklist.

            -

            If you choose this skill, write Weaponmastery: +3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

            +

            If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen weapons on the Weapons List. You cannot carry more than two Weapons.

            @@ -233,7 +233,7 @@

            The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge that mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

            -

            If you choose this skill, write Curing: +1 ENDURANCE point for each section without combat on your Action Chart.

            +

            If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

            @@ -278,7 +278,7 @@

            This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat weapons and adds 4 extra points to your COMBAT SKILL.

            It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. (Psi-surge and Mindblast cannot be used simultaneously.) Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

            -

            If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

            +

            If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

            @@ -634,13 +634,13 @@
            Circle of Fire
            -
            +1 CS +2 EP
            +
            1 CS 2 EP
            Circle of Light
            -
            0 CS +3 EP
            +
            0 CS 3 EP
            Circle of Solaris
            -
            +1 CS +3 EP
            +
            1 CS 3 EP
            Circle of the Spirit
            -
            +3 CS +3 EP
            +
            3 CS 3 EP

            All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

            @@ -4827,7 +4827,7 @@ 22 10 -

            The creature is immune to Mindblast (but not Psi-surge). If the number of ENDURANCE points you lose in the first round of combat is greater than the number lost by your enemy, then the creatures attack has caused lasting injury to your eyesight, and any subsequent ENDURANCE points that you may lose during the combat are permanent (they reduce your basic ENDURANCE score and cannot be restored through the use of healing, potions, etc).

            +

            The creature is immune to Mindblast (but not Psi-surge). If the number of ENDURANCE points you lose in the first round of combat is greater than the number lost by your enemy, then the creatures attack has caused lasting injury to your eyesight, and any subsequent ENDURANCE points that you may lose during the combat are permanent (they reduce your basic ENDURANCE score and cannot be restored through the use of healing, potions, etc.).

            If you win the combat, turn to 14. @@ -6752,7 +6752,7 @@

            (229) Replaced gods with Gods. Replaced handshake, then with handshake, and then. Replaced Kaltesee with Kaltersee.

            (230) Addressing the issue of what COMBAT SKILL bonus the Dagger of Vashna or Helshezag should confer for this fight is rather problematic. On the one hand, use of the Dagger of Vashna in combat against Darklord Kraagenskl adds 7 points to your COMBAT SKILL for the duration of the fight, owing to the power of the Dagger of Vashna when used against a Darklord of Helgedad (cf. Section 171). Similarly, Helshezag will also add 7 points [to your COMBAT SKILL] when used against a Darklord of Helgedad (cf. Section 240).

            However, things are complicated by the battle with Darklord Gnaag in a few sections where the text clearly states: The power of the weapon you wield is greatly intensified when used within the walls of Helgedad. Owing to its increased power, add 12 to your COMBAT SKILL for the duration of the fight (cf. Section 88).

            -

            It seems that the author intended to keep the +12 COMBAT SKILL bonus a surprise for the final, climactic battle, but this leads to inconsistency with the battle against Darklord Taktaal presented here. We suggest that you use the +12 COMBAT SKILL bonus against Darklord Taktaal due to the power of the weapon you are wielding.

            +

            It seems that the author intended to keep the 12 COMBAT SKILL bonus a surprise for the final, climactic battle, but this leads to inconsistency with the battle against Darklord Taktaal presented here. We suggest that you use the 12 COMBAT SKILL bonus against Darklord Taktaal due to the power of the weapon you are wielding.

            (231) Replaced three Drakkar with three Drakkarim.

            (232) Replaced death cry with death-cry. Replaced Shez dot got! with Shez dok tot! as the original does not seem to make any sense.

            (233) Replaced Mentora or more with Mentora or higher. Replaced Curing, and with Curing and. Replaced skill, or with skill or. Replaced Kai training with Magnakai training.

            @@ -6778,6 +6778,7 @@

            (262) Replaced main mast with mainmast.

            (263) Replaced semi-circular with semicircular. Replaced shadows, then with shadows, and then.

            (264) Added a period to the end of the illustrations caption. Replaced bow with Bow.

            +

            (268) Replaced etc with etc..

            (269) Replaced head, then with head, and then.

            (273) Replaced Pathmanship with Pathsmanship.

            (275) Replaced difficulty, then with difficulty, and then.

            diff --git a/en/xml/13tplor.xml b/en/xml/13tplor.xml index e93c4b5..5b6060c 100644 --- a/en/xml/13tplor.xml +++ b/en/xml/13tplor.xml @@ -218,7 +218,7 @@

            Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

            -

            If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

            +

            If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

            Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

            @@ -702,13 +702,13 @@

            Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

            Example

            Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

            -

            He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +5. (35-30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

            +

            He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 5. (35-30 = 5). 5 is noted on the Action Chart as the Combat Ratio.

          • When you have your Combat Ratio, pick a number from the Random Number Table.

          • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

            Example

            -

            The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

            +

            The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

            • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
            • Doomwolf Pack loses 7 ENDURANCE points.
            • @@ -5980,9 +5980,9 @@

              (Grand Master Disciplines) Replaced gods with Gods. Replaced venoms and with venoms, and. Replaced When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below. with When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 1320), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of. in harmony with the Collectors Editions. Replaced Magi-Magic with Magi-magic. Replaced battle magic with battle-magic. Replaced artifacts with artefacts. Replaced THE CAPTIVES OF KAAG with The Captives of Kaag. Replaced weapons listed overleaf with weapons listed below. Replaced disciplines with Disciplines. Replaced both occurrences of left-handed magic with Left-handed magic. Replaced gases, corrosive with gases, and corrosive. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20. Replaced smell and with smell, and. Added If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat. to the section on Grand Huntmastery. Replaced each occurrence of battle wounds with battle-wounds. Added Brian Williams Grand Master Disciplines illustrations from later books. Replaced will be of use with may be of use. Added If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow. from the Equipment section. Replaced Kai and Magnakai Disciplines with Kai Magnakai Disciplines for consistency with later books. Italicised Lone Wolf Grand Master when referring to the series. Replaced the next Grand Master adventure with the next Lone Wolf Grand Master adventure. Replaced darkness, and have with darkness and have. Replaced plants, and have with plants and have. Replaced Duration, and the protection of his inanimate body, increase with Duration and the protection of his inanimate body increase.

              -

              (Equipment) Removed (see the inside front cover of this book). Replaced all occurrences of arrow or arrows with Arrow. Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced both occurrences of safe-keeping with safekeeping. Replaced eg, with e.g.. Replaced all occurrences of bow with Bow. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced arrows with Arrows. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced weapons list with Weapons List. Replaced Kai monastery with Kai Monastery. Replaced a sword or axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

              +

              (Equipment) Removed (see the inside front cover of this book). Replaced all occurrences of arrow or arrows with Arrow. Amended the text to correctly reflect the 5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced both occurrences of safe-keeping with safekeeping. Replaced eg, with e.g.. Replaced all occurrences of bow with Bow. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced arrows with Arrows. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced weapons list with Weapons List. Replaced Kai monastery with Kai Monastery. Replaced a sword or axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

              -

              (Rules for Combat) Removed on the inside back cover of this book. Replaced reduced to zero with reduced to zero or below. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai-surge bonus to +8 COMBAT SKILL. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

              +

              (Rules for Combat) Removed on the inside back cover of this book. Replaced reduced to zero with reduced to zero or below. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai-surge bonus to 8 COMBAT SKILL. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

              (Levels of Grand Mastership) Replaced rank and titles with ranks and titles. Italicised Lone Wolf Grand Master when referring to the series.

              diff --git a/en/xml/14tcok.xml b/en/xml/14tcok.xml index 2ac5ccc..352c3e4 100644 --- a/en/xml/14tcok.xml +++ b/en/xml/14tcok.xml @@ -181,7 +181,7 @@

              The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

              -

              If you have completed the previous Lone Wolf Grand Master adventure, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE (cf. Grand Master Disciplines).

              +

              If you have completed the previous Lone Wolf Grand Master adventure, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE (cf. Grand Master Disciplines).

              @@ -217,7 +217,7 @@

              Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

              -

              If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

              +

              If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

              Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

              @@ -698,13 +698,13 @@

              Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

              Example

              Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

              -

              He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +5. (35-30 = +5). +5 is noted on the Action Chart as the Combat Ratio.

              +

              He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 5. (35-30 = 5). 5 is noted on the Action Chart as the Combat Ratio.

            • When you have your Combat Ratio, pick a number from the Random Number Table.

            • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

              Example

              -

              The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

              +

              The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

              • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
              • Doomwolf Pack loses 7 ENDURANCE points.
              • @@ -5769,9 +5769,9 @@

                (Grand Master Disciplines) Replaced gods with Gods. Replaced gases, corrosive with gases, and corrosive. Replaced When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed below. with When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 1320), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of. in harmony with the Collectors Editions. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20. Replaced smell and with smell, and. Added If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat. to the section on Grand Huntmastery. Replaced each occurrence of battle wounds with battle-wounds. Added Brian Williams Grand Master Disciplines illustrations from later books. Replaced will be of use with may be of use. Added If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow. from the Equipment section. Replaced Kai and Magnakai Disciplines with Kai Magnakai Disciplines for consistency with later books. Replaced Lone Wolf Grand Master with Lone Wolf Grand Master. Replaced the next Grand Master adventure with the next Lone Wolf Grand Master adventure. Replaced darkness, and have with darkness and have. Replaced plants, and have with plants and have. Replaced Duration, and the protection of his inanimate body, increase with Duration and the protection of his inanimate body increase.

                -

                (Equipment) Removed (see the inside front cover of this book). Replaced all occurrences of arrow or arrows with Arrow. Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced both occurrences of safe-keeping with safekeeping. Replaced eg, with e.g.. Replaced all occurrences of bow with Bow. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced Kai monastery with Kai Monastery. Replaced a sword or an axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

                +

                (Equipment) Removed (see the inside front cover of this book). Replaced all occurrences of arrow or arrows with Arrow. Amended the text to correctly reflect the 5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced both occurrences of safe-keeping with safekeeping. Replaced eg, with e.g.. Replaced all occurrences of bow with Bow. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced Kai monastery with Kai Monastery. Replaced a sword or an axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

                -

                (Rules for Combat) Removed on the inside back cover of this book. Replaced reduced to zero with reduced to zero or below. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai-surge bonus to +8 COMBAT SKILL. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

                +

                (Rules for Combat) Removed on the inside back cover of this book. Replaced reduced to zero with reduced to zero or below. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai-surge bonus to 8 COMBAT SKILL. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

                (Levels of Grand Mastership) Replaced rank and titles with ranks and titles.

                diff --git a/en/xml/15tdc.xml b/en/xml/15tdc.xml index cafe6d2..4594ebf 100644 --- a/en/xml/15tdc.xml +++ b/en/xml/15tdc.xml @@ -184,7 +184,7 @@

                The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

                -

                If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                +

                If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                @@ -220,7 +220,7 @@

                Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

                -

                If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                +

                If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

                @@ -705,13 +705,13 @@

                Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                Example

                Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

                -

                He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +5. (3530 = +5). +5 is noted on the Action Chart as the Combat Ratio.

                +

                He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 5. (3530 = 5). 5 is noted on the Action Chart as the Combat Ratio.

              • When you have your Combat Ratio, pick a number from the Random Number Table.

              • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                Example

                -

                The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                +

                The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
                • Doomwolf Pack loses 7 ENDURANCE points.
                • @@ -4361,7 +4361,7 @@

                  Pick a number from the Random Number Table. If you have Grand Weaponmastery with Bow, add 4 to the number you have picked.

                  - + If your total score is 5 or less, turn to 183. If it is 6 or more, turn to 201. @@ -5906,9 +5906,9 @@

                  (Grand Master Disciplines) Replaced Magi-Magic with Magi-magic. Replaced gods with Gods. Replaced When you enter combat with one of your Grand Master weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Grand Master series, means you are skilled in two of the weapons listed overleaf. with When you enter combat with one of your Grand Weaponmastery weapons, you add 5 points to your COMBAT SKILL. The rank of Kai Grand Defender, with which you begin the Lone Wolf Grand Master series, means you are supremely efficient in the use of two of the weapons listed below. For each book that you complete in the Lone Wolf Grand Master series (Books 1320), you will gain mastery of an additional weapon. For example, if you complete The Plague Lords of Ruel and have the Grand Master Discipline of Grand Weaponmastery at the beginning of the next Lone Wolf Grand Master book, you may choose an additional Weapon to gain mastery of. in harmony with the Collectors Editions. Replaced gases, corrosive with gases, and corrosive. Replaced COMBAT SKILL is reduced to 8 points or less with ENDURANCE is reduced to 8 points or less as clarified in Lone Wolf Club Newsletter No.24. Replaced battle magic with battle-magic. Replaced venoms and with venoms, and. Replaced artifacts with artefacts. Replaced fortresses increases with fortresses increase. Replaced body, increases with body, increase. Added These skills include the basic use of Old Kingdom Spells such as Shield, Power Word, and Invisible Fist. as found in the Magi-magic section in Books 19 and 20. Added These spells include Lightning Hand, Levitation, and Mind Charm. as found in the Kai-alchemy section in Books 19 and 20. Replaced smell and with smell, and. Added If you have chosen the Discipline of Grand Huntmastery as one of your skills, you will not need to tick off a Meal when instructed to eat. to the section on Grand Huntmastery. Replaced each occurrence of battle wounds with battle-wounds. Added Brian Williams Grand Master Disciplines illustrations from later books. Replaced will be of use with may be of use. Added If you have the Discipline of Grand Weaponmastery with Bow, you may add 5 to any number that you pick from the Random Number Table, when using the Bow. from the Equipment section. Replaced Kai and Magnakai Disciplines with Kai Magnakai Disciplines for consistency with later books. Replaced Lone Wolf Grand Master with Lone Wolf Grand Master. Replaced the next Grand Master adventure with the next Lone Wolf Grand Master adventure. Replaced darkness, and have with darkness and have. Replaced plants, and have with plants and have. Replaced Duration, and the protection of his inanimate body, increase with Duration and the protection of his inanimate body increase.

                  -

                  (Equipment) Replaced both occurrences of safe-keeping with safekeeping. Replaced (eg, with (e.g.. Replaced five occurrences of arrow with Arrow. Replaced two occurrences of arrows with Arrows. Replaced eight occurrences of bow with Bow. Inserted the explanation of how to use Gold Crowns. Removed (see the inside front cover of this book). Amended the text to correctly reflect the +5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced a sword or an axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Replaced Kai monastery with Kai Monastery. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

                  +

                  (Equipment) Replaced both occurrences of safe-keeping with safekeeping. Replaced (eg, with (e.g.. Replaced five occurrences of arrow with Arrow. Replaced two occurrences of arrows with Arrows. Replaced eight occurrences of bow with Bow. Inserted the explanation of how to use Gold Crowns. Removed (see the inside front cover of this book). Amended the text to correctly reflect the 5 COMBAT SKILL bonus for Grand Weaponmastery. Replaced quiver with Quiver. Replaced combat, therefore with combat; therefore. Replaced each occurrence of Lone Wolf with Lone Wolf when referring to the series. Replaced Grand Weaponmastery with a Bow with Grand Weaponmastery with Bow. Replaced a sword or an axe with a Sword or an Axe. Replaced weapons with Weapons. Replaced weapon with Weapon. Deleted If you have the Discipline of Grand Weaponmastery with Bow, you may add 3 to any number that you pick from the Random Number Table, when using the Bow.. Replaced record these on your Weapons List with record these on your Action Chart for clarity. Replaced Kai monastery with Kai Monastery. Added You may only use one Weapon at a time in combat. in harmony with the Collectors Edition. Added It cannot be used to increase ENDURANCE points immediately prior to a combat. in harmony with the Collectors Edition.

                  -

                  (Rules for Combat) Removed on the inside back cover of this book. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai Surge bonus to +8 COMBAT SKILL. Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

                  +

                  (Rules for Combat) Removed on the inside back cover of this book. Replaced on the page after the Random Number Table with in the back of this book. In the example combat, changed Lone Wolfs initial COMBAT SKILL to 27 and corrected the Kai Surge bonus to 8 COMBAT SKILL. Replaced reduced to zero with reduced to zero or below. Replaced points reduced with points possibly reduced. Replaced at which point the one with the zero score is declared dead. with at which point that combatant is declared dead..

                  (Levels of Grand Mastership) Replaced rank and titles with ranks and titles. Replaced Lone Wolf Grand Master with Lone Wolf Grand Master.

                  diff --git a/en/xml/16tlov.xml b/en/xml/16tlov.xml index c2724e0..1226130 100644 --- a/en/xml/16tlov.xml +++ b/en/xml/16tlov.xml @@ -170,7 +170,7 @@

                  The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

                  -

                  If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                  +

                  If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                  @@ -205,7 +205,7 @@

                  Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

                  -

                  If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                  +

                  If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                  Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

                  @@ -647,13 +647,13 @@

                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                  Example

                  Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

                  -

                  He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +5. (3530 = +5). +5 is noted on the Action Chart as the Combat Ratio.

                  +

                  He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 5. (3530 = 5). 5 is noted on the Action Chart as the Combat Ratio.

                • When you have your Combat Ratio, pick a number from the Random Number Table.

                • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                  Example

                  -

                  The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                  +

                  The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                  • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
                  • Doomwolf Pack loses 7 ENDURANCE points.
                  • diff --git a/en/xml/17tdoi.xml b/en/xml/17tdoi.xml index 985101b..0bdb1f7 100644 --- a/en/xml/17tdoi.xml +++ b/en/xml/17tdoi.xml @@ -176,7 +176,7 @@

                    The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

                    -

                    If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                    +

                    If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                    @@ -211,7 +211,7 @@

                    Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

                    -

                    If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                    +

                    If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                    Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

                    @@ -652,13 +652,13 @@

                    Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                    Example

                    Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

                    -

                    He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +5. (3530 = +5). +5 is noted on the Action Chart as the Combat Ratio.

                    +

                    He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 5. (3530 = 5). 5 is noted on the Action Chart as the Combat Ratio.

                  • When you have your Combat Ratio, pick a number from the Random Number Table.

                  • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                    Example

                    -

                    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                    +

                    The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                    • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
                    • Doomwolf Pack loses 7 ENDURANCE points.
                    • diff --git a/en/xml/18dotd.xml b/en/xml/18dotd.xml index e57552e..c9884d4 100644 --- a/en/xml/18dotd.xml +++ b/en/xml/18dotd.xml @@ -170,7 +170,7 @@

                      The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

                      -

                      If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                      +

                      If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                      @@ -205,7 +205,7 @@

                      Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

                      -

                      If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                      +

                      If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                      Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

                      @@ -641,13 +641,13 @@

                      Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                      Example

                      Lone Wolf (COMBAT SKILL 27) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 35.

                      -

                      He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +5. (3530 = +5). +5 is noted on the Action Chart as the Combat Ratio.

                      +

                      He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 5. (3530 = 5). 5 is noted on the Action Chart as the Combat Ratio.

                    • When you have your Combat Ratio, pick a number from the Random Number Table.

                    • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                      Example

                      -

                      The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                      +

                      The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 5. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                      • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
                      • Doomwolf Pack loses 7 ENDURANCE points.
                      • diff --git a/en/xml/19wb.xml b/en/xml/19wb.xml index 52283c2..02ecd81 100644 --- a/en/xml/19wb.xml +++ b/en/xml/19wb.xml @@ -186,7 +186,7 @@

                        The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

                        -

                        If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                        +

                        If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                        @@ -221,7 +221,7 @@

                        Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

                        -

                        If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                        +

                        If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                        Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

                        @@ -656,13 +656,13 @@

                        Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                        Example

                        Lone Wolf (COMBAT SKILL 32) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 40.

                        -

                        He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +10. (4030 = +10). +10 is noted on the Action Chart as the Combat Ratio.

                        +

                        He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 10. (4030 = 10). 10 is noted on the Action Chart as the Combat Ratio.

                      • When you have your Combat Ratio, pick a number from the Random Number Table.

                      • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                        Example

                        -

                        The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +10. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                        +

                        The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 10. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                        • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                        • Doomwolf Pack loses 7 ENDURANCE points.
                        • diff --git a/en/xml/20tcon.xml b/en/xml/20tcon.xml index e3e73e5..af77571 100644 --- a/en/xml/20tcon.xml +++ b/en/xml/20tcon.xml @@ -169,7 +169,7 @@

                          The Discipline bonuses mentioned do not affect your permanent scores. If you have completed previous adventures, the Disciplines that you have mastered may still be beneficial. See the Grand Master Rules section of the Readers Handbook for details.

                          -

                          If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                          +

                          If you have completed any previous Lone Wolf Grand Master adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                          If you possess the Sommerswerd, Section 98 of Dawn of the Dragons suggests that you may be able to add 4 to your COMBAT SKILL when using it in the Plane of Darkness (in addition to all other combat bonuses for this Special Item).

                          @@ -207,7 +207,7 @@

                          Weaponmastery bonuses are replaced by Grand Weaponmastery bonuses, not added cumulatively (cf. Lone Wolf Club Newsletter 28).

                          -

                          If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the +2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                          +

                          If you have completed previous adventures, already possess the Magnakai Discipline of Weaponmastery with Bow, and have reached the rank of Mentora, it seems that you should already be able to add 5 to numbers picked from the Random Number Table (i.e. the basic Weaponmastery with Bow bonus of 3 added to the Mentora bonus of 2 for all missile weapons). Likely, the author intended the Weaponmastery bonus at the Mentora rank to be a hidden loyalty bonus (cf. Lone Wolf Club Newsletter 28). In view of this, the 2 Mentora bonus is therefore not cumulative with Grand Weaponmastery with Bow.

                          Certain sections direct the reader to use different bonuses when using a Bow, ranging from 3 to 5, if you have Grand Weaponmastery with Bow. This may be the author adjusting the Grand Weaponmastery bonus on a case-by-case basis (and therefore this bonus should be used instead of the standard bonus) or an error (and therefore all of these bonuses should be 5). It is up to you to decide, but it seems most reasonable to follow the first alternative, to replace the Grand Weaponmastery bonus with whatever bonus is mentioned in that section.

                          @@ -655,7 +655,7 @@

                          Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                          Example

                          Lone Wolf (COMBAT SKILL 32) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL giving him a total COMBAT SKILL of 40.

                          -

                          He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +10 (4030 = +10). +10 is noted on the Action Chart as the Combat Ratio.

                          +

                          He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 10 (4030 = 10). 10 is noted on the Action Chart as the Combat Ratio.

                        • When you have your Combat Ratio, pick a number from the Random Number Table.

                          @@ -663,7 +663,7 @@
                        • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                          Example

                          -

                          The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +10. If the number taken from the Random Number Table is a 2, then the result of the first round of combat is:

                          +

                          The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 10. If the number taken from the Random Number Table is a 2, then the result of the first round of combat is:

                          • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat)
                          • Doomwolf Pack loses 9 ENDURANCE points.
                          • diff --git a/en/xml/21votm.xml b/en/xml/21votm.xml index c5cd601..0ec28ec 100644 --- a/en/xml/21votm.xml +++ b/en/xml/21votm.xml @@ -786,7 +786,7 @@

                            Example

                            Say you choose the number 8 from the Random Number Table, your Kai Weapon will be the Broadsword Illuminatus.

                            -

                            When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                            +

                            When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                            Example

                            If you were to use Illuminatus in combat against an enemy in an underground cavern, cave, or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.

                            @@ -807,81 +807,81 @@ 0 Axe Spawnsmite - +5 + 5 versus reptilian enemies - +6 + 6 1 Axe Alema - +5 + 5 versus undead enemies - +7 + 7 2 Axe Magnara - +5 + 5 versus rock or stone - +8 + 8 3 Sword Sunstrike - +5 + 5 when used in daylight - +6 + 6 4 Sword Kaistar - +5 + 5 when used at night - +7 + 7 5 Sword Valiance - +5 + 5 when used versus magicians - +8 + 8 6 Sword Ulnarias - +5 + 5 when used underwater - +9 + 9 7 Broadsword Raumas - +5 + 5 versus winged enemies - +6 + 6 8 Broadsword Illuminatus - +5 + 5 when used underground - +7 + 7 9 Broadsword Firefall - +5 + 5 versus fire-emitting enemies - +8 + 8 RN = Random Number @@ -915,7 +915,7 @@

                            Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                            Kai Weapon
                            -

                            Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                            +

                            Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                            Food

                            Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                            Potion of Laumspur
                            @@ -947,13 +947,13 @@

                            Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                            Example

                            You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                            -

                            You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                            +

                            You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                          • When you have your Combat Ratio, pick a number from the Random Number Table.

                          • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                            Example

                            -

                            The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                            +

                            The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                            • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                            • Wild Dogs lose 9 ENDURANCE points.
                            • diff --git a/en/xml/22tbos.xml b/en/xml/22tbos.xml index 2c6b4b4..6c36af0 100644 --- a/en/xml/22tbos.xml +++ b/en/xml/22tbos.xml @@ -173,7 +173,7 @@ -

                              If you have completed the previous Lone Wolf New Order adventure, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE (cf. Grand Master Disciplines).

                              +

                              If you have completed the previous Lone Wolf New Order adventure, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE (cf. Grand Master Disciplines).

                              @@ -785,7 +785,7 @@

                              Example

                              Say you choose the number 8 from the Random Number Table, your Kai Weapon will be the Broadsword Illuminatus.

                              -

                              When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                              +

                              When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                              Example

                              If you were to use Illuminatus in combat against an enemy in an underground cavern, cave, or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.

                              @@ -806,81 +806,81 @@ 0 Axe Spawnsmite - +5 + 5 versus reptilian enemies - +6 + 6 1 Axe Alema - +5 + 5 versus undead enemies - +7 + 7 2 Axe Magnara - +5 + 5 versus rock or stone - +8 + 8 3 Sword Sunstrike - +5 + 5 when used in daylight - +6 + 6 4 Sword Kaistar - +5 + 5 when used at night - +7 + 7 5 Sword Valiance - +5 + 5 when used versus magicians - +8 + 8 6 Sword Ulnarias - +5 + 5 when used underwater - +9 + 9 7 Broadsword Raumas - +5 + 5 versus winged enemies - +6 + 6 8 Broadsword Illuminatus - +5 + 5 when used underground - +7 + 7 9 Broadsword Firefall - +5 + 5 versus fire-emitting enemies - +8 + 8 RN = Random Number @@ -914,7 +914,7 @@

                              Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                              Kai Weapon
                              -

                              Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                              +

                              Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                              Food

                              Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                              Potion of Laumspur
                              @@ -946,13 +946,13 @@

                              Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                              Example

                              You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                              -

                              You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                              +

                              You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                            • When you have your Combat Ratio, pick a number from the Random Number Table.

                            • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                              Example

                              -

                              The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                              +

                              The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                              • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                              • Wild Dogs lose 9 ENDURANCE points.
                              • @@ -1339,7 +1339,7 @@

                                Quickly you recite the words of the Brotherhood Spell Lightning Hand and extend your arm towards the head of the creature. A bolt of blue-white fire leaps from your fingers and explodes when it strikes the being, drawing out a shriek of agony. You sense that your attack has weakened this magical beast, and you rush forward to strike it with your Kai Weapon while you have the advantage.

                                Tzoog4530 -

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add +8 to your COMBAT SKILL (instead of +5).

                                +

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add 8 to your COMBAT SKILL (instead of 5).

                                If you win this combat, turn to 149.
                                @@ -2054,7 +2054,7 @@ Tzoog4832 -

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add +8 to your COMBAT SKILL (instead of +5).

                                +

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add 8 to your COMBAT SKILL (instead of 5).

                                If you win this combat, turn to 149. @@ -2664,7 +2664,7 @@

                                You focus on the creature and utter the Old Kingdom word of power Gloar! The supernatural beast shudders as the force of your spell-word strikes, but it quickly recovers and continues its terrible attack upon your horse. Desperate now to save your weakening mount, you rush forward to strike the beast with your Kai Weapon.

                                Tzoog4832 -

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add +8 to your COMBAT SKILL (instead of +5).

                                +

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add 8 to your COMBAT SKILL (instead of 5).

                                If you win this combat, turn to 149.
                                @@ -3247,7 +3247,7 @@

                                At a ceremony held in the citys main square, you are bedecked with garlands of flowers and presented with three special items:

                                • Pouch of Seota Dust (Restores 10 ENDURANCE points. One use only.)
                                • -
                                • Talisman of Defiance (Adds +2 to COMBAT SKILL.)
                                • +
                                • Talisman of Defiance (Adds 2 to COMBAT SKILL.)
                                • Eye of Lhaz (Enables user to exert control over poisonous snakes.)

                                All of the above are Special Items which you keep in the pockets of your tunic. Record them on your Action Chart and note their special properties.

                                @@ -3274,7 +3274,7 @@

                                You focus on the creature and launch a Mindblast in an attempt to force it to release your horse from its terrible clutches. You sense that your attack has had no effect upon this supernatural beast, and that it possesses an innate resistance to psychic energy.

                                Desperate now to save your stricken mount, you rush forward and attack the creature with your Kai Weapon.

                                Tzoog4832 -

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add +8 to your COMBAT SKILL (instead of +5).

                                +

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add 8 to your COMBAT SKILL (instead of 5).

                                If you win this combat, turn to 149. @@ -3970,7 +3970,7 @@

                                You take up your Kai Weapon and raise it above your head as you rush forward to deal the creature a mighty blow.

                                Tzoog4832 -

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add +8 to your COMBAT SKILL (instead of +5).

                                +

                                This creature is immune to Mindblast (but not Kai-surge). If you possess the Kai Weapon Valiance, add 8 to your COMBAT SKILL (instead of 5).

                                If you win this combat, turn to 149.
                                diff --git a/en/xml/23mh.xml b/en/xml/23mh.xml index d92cfd7..3e73b56 100644 --- a/en/xml/23mh.xml +++ b/en/xml/23mh.xml @@ -194,7 +194,7 @@ -

                                If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                +

                                If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                @@ -672,7 +672,7 @@ -

                                If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

                                +

                                If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

                                @@ -806,7 +806,7 @@

                                Example

                                Say you choose the number 8 from the Random Number Table, your Kai Weapon will be the Broadsword Illuminatus.

                                -

                                When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                +

                                When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                Example

                                If you were to use Illuminatus in combat against an enemy in an underground cavern, cave, or tunnel, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight this enemy in any other location, the bonus to your COMBAT SKILL would remain at 5.

                                @@ -827,81 +827,81 @@ 0 Axe Spawnsmite - +5 + 5 versus reptilian enemies - +6 + 6 1 Axe Alema - +5 + 5 versus undead enemies - +7 + 7 2 Axe Magnara - +5 + 5 versus rock or stone - +8 + 8 3 Sword Sunstrike - +5 + 5 when used in daylight - +6 + 6 4 Sword Kaistar - +5 + 5 when used at night - +7 + 7 5 Sword Valiance - +5 + 5 when used versus magicians - +8 + 8 6 Sword Ulnarias - +5 + 5 when used underwater - +9 + 9 7 Broadsword Raumas - +5 + 5 versus winged enemies - +6 + 6 8 Broadsword Illuminatus - +5 + 5 when used underground - +7 + 7 9 Broadsword Firefall - +5 + 5 versus fire-emitting enemies - +8 + 8 RN = Random Number @@ -935,7 +935,7 @@

                                Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                                Kai Weapon
                                -

                                Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                +

                                Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                Food

                                Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                                Potion of Laumspur
                                @@ -967,13 +967,13 @@

                                Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                Example

                                You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                                -

                                You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                                +

                                You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                              • When you have your Combat Ratio, pick a number from the Random Number Table.

                              • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                                Example

                                -

                                The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                +

                                The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                                • Wild Dogs lose 9 ENDURANCE points.
                                • diff --git a/en/xml/24rw.xml b/en/xml/24rw.xml index 866c760..6c36970 100644 --- a/en/xml/24rw.xml +++ b/en/xml/24rw.xml @@ -191,7 +191,7 @@ -

                                  If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                  +

                                  If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                  @@ -669,7 +669,7 @@ -

                                  If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

                                  +

                                  If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

                                  @@ -804,10 +804,10 @@

                                  Example

                                  Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe Alema.

                                  -

                                  When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                  +

                                  When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                  Example

                                  -

                                  If you were to use Alema in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

                                  +

                                  If you were to use Alema in combat against an undead enemy, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at 5.

                                  @@ -825,81 +825,81 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -933,7 +933,7 @@

                                  Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                                  Kai Weapon
                                  -

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  +

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  Food

                                  Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                                  Potion of Laumspur
                                  @@ -965,13 +965,13 @@

                                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                  Example

                                  You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                                  -

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                                  +

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                                • When you have your Combat Ratio, pick a number from the Random Number Table.

                                • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                                  Example

                                  -

                                  The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  +

                                  The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                                  • Wild Dogs lose 9 ENDURANCE points.
                                  • diff --git a/en/xml/25totw.xml b/en/xml/25totw.xml index b2354b4..a603abc 100644 --- a/en/xml/25totw.xml +++ b/en/xml/25totw.xml @@ -211,7 +211,7 @@ -

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    +

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    @@ -672,7 +672,7 @@ -

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

                                    +

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

                                    @@ -796,10 +796,10 @@

                                    Example

                                    Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe Alema.

                                    -

                                    When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    +

                                    When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    Example

                                    -

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

                                    +

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at 5.

                                • 0 Axe Spawnsmite+55 versus reptilian enemies+66
                                  1 Axe Alema+55 versus undead enemies+77
                                  2 Axe Magnara+55 versus rock or stone+88
                                  3 Sword Sunstrike+55 when used in daylight+66
                                  4 Sword Kaistar+55 when used at night+77
                                  5 Sword Valiance+55 when used versus magicians+88
                                  6 Sword Ulnarias+55 when used underwater+99
                                  7 Broadsword Raumas+55 versus winged enemies+66
                                  8 Broadsword Illuminatus+55 when used underground+77
                                  9 Broadsword Firefall+55 versus fire-emitting enemies+88
                                  RN = Random Number
                                  @@ -817,81 +817,81 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -925,7 +925,7 @@

                                  Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                                  Kai Weapon
                                  -

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  +

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  Food

                                  Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                                  Potion of Laumspur
                                  @@ -957,13 +957,13 @@

                                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                  Example

                                  You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                                  -

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                                  +

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                                • When you have your Combat Ratio, pick a number from the Random Number Table.

                                • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                                  Example

                                  -

                                  The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  +

                                  The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                                  • Wild Dogs lose 9 ENDURANCE points.
                                  • diff --git a/en/xml/26tfobm.xml b/en/xml/26tfobm.xml index 2615d49..8ea5b03 100644 --- a/en/xml/26tfobm.xml +++ b/en/xml/26tfobm.xml @@ -220,7 +220,7 @@ -

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    +

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    @@ -698,7 +698,7 @@ -

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

                                    +

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

                                    @@ -831,10 +831,10 @@

                                    Example

                                    Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe Alema.

                                    -

                                    When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    +

                                    When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    Example

                                    -

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

                                    +

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at 5.

                                • 0 Axe Spawnsmite+55 versus reptilian enemies+66
                                  1 Axe Alema+55 versus undead enemies+77
                                  2 Axe Magnara+55 versus rock or stone+88
                                  3 Sword Sunstrike+55 when used in daylight+66
                                  4 Sword Kaistar+55 when used at night+77
                                  5 Sword Valiance+55 when used versus magicians+88
                                  6 Sword Ulnarias+55 when used underwater+99
                                  7 Broadsword Raumas+55 versus winged enemies+66
                                  8 Broadsword Illuminatus+55 when used underground+77
                                  9 Broadsword Firefall+55 versus fire-emitting enemies+88
                                  RN = Random Number
                                  @@ -852,81 +852,81 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -960,7 +960,7 @@

                                  Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                                  Kai Weapon
                                  -

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  +

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  Food

                                  Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                                  Potion of Laumspur
                                  @@ -992,13 +992,13 @@

                                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                  Example

                                  You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                                  -

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                                  +

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                                • When you have your Combat Ratio, pick a number from the Random Number Table.

                                • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                                  Example

                                  -

                                  The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  +

                                  The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                                  • Wild Dogs lose 9 ENDURANCE points.
                                  • @@ -2582,7 +2582,7 @@

                                    There is a loud Crack! as the seal of grime is finally broken, and then a flood of golden light washes over you when the lid of the tomb tips over and crashes onto the floor.

                                    With a growing sense of awe, you reach into the tomb and lift the golden warhammer from beside King Andarins cinerary urn. You admire its finely-crafted lines and perfect balance, and you sense that this weapon was forged by ancient magical fires.

                                    -

                                    If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. If you wish, you may use this magical warhammer as an alternative to your Kai Weapon.

                                    +

                                    If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of 5 to your COMBAT SKILL. If you wish, you may use this magical warhammer as an alternative to your Kai Weapon.

                                    To continue, turn to 230.
                                    @@ -5201,9 +5201,9 @@

                                    Now that the creature is no longer a threat, you turn away from the scorching heat that is radiating from its ashes, and you begin to explore this mysterious treasure chamber.

                                    The walls of the vault are decorated with murals that glorify the Goddess Ishir. Great carved tables, heaped with dusty gems and ingots of precious metal, form a circle around a golden statue of the goddess which stands upon a crystal dais in the middle of the chamber. Resting against the dais are several ancient artefacts of special value. Three of these items in particular catch your eye:

                                      -
                                    • Korlinium Chainmail Vest (This Special Item can be worn beneath your tunic. It adds +2 to your COMBAT SKILL.)
                                    • +
                                    • Korlinium Chainmail Vest (This Special Item can be worn beneath your tunic. It adds 2 to your COMBAT SKILL.)
                                    • Drodarin Bag of Holding (This Backpack Item can be used to store five additional Backpack Items, although the Bag itself occupies only one space.)
                                    • -
                                    • Sunderer (This Drodarin battle-axe is a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical axe as an alternative to your existing Kai Weapon.)
                                    • +
                                    • Sunderer (This Drodarin battle-axe is a Special Item. In combat against any enemy it will give you a bonus of 5 to your COMBAT SKILL. You may use this magical axe as an alternative to your existing Kai Weapon.)

                                    If you choose to take and keep any of the above Special Items, make the necessary adjustments to your Action Chart.

                                    To continue, turn to 95. @@ -5335,7 +5335,7 @@ -

                                    If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of +5 to your COMBAT SKILL. You may use this magical warhammer as an alternative to your Kai Weapon.

                                    +

                                    If you wish to keep the Andarin Warhammer, record it on your Action Chart as a Special Item. In combat against any enemy it will give you a bonus of 5 to your COMBAT SKILL. You may use this magical warhammer as an alternative to your Kai Weapon.

                                    To continue, turn to 230. @@ -6251,7 +6251,7 @@

                                    (326) Replaced backpack with Backpack.

                                    (327) Replaced curl up the with curl up on the. Replaced irridescent with iridescent. Replaced each occurrence of agarashi with Agarashi. Replaced sixth sense with Sixth Sense.

                                    (328) Replaced counter-attack with counterattack. Replaced agarashi with Agarashi. Replaced who are with that are. Replaced War-Thanes with War-thanes.

                                    -

                                    (330) Replaced artifacts with artefacts. Replaced Korlinium Chainmail Vest with Korlinium Chainmail Vest. Removed the paragraph break after Vest. Replaced This Special Item with (This Special Item. Replaced +2 to your COMBAT SKILL. with +2 to your COMBAT SKILL.). Replaced Drodarin Bag of Holding with Drodarin Bag of Holding. Removed the paragraph break after Holding. Replaced This Special Item can be used to store five additional Backpack Items. It is kept in your backpack where it occupies only one space. with (This Backpack Item can be used to store five additional Backpack Items, although the Bag itself occupies only one space.). Replaced Sunderer with Sunderer. Removed the paragraph break before This Drodarin battle-axe. Replaced This Drodarin battle-axe with (This Drodarin battle-axe. Replaced existing Kai Weapon. with existing Kai Weapon.).

                                    +

                                    (330) Replaced artifacts with artefacts. Replaced Korlinium Chainmail Vest with Korlinium Chainmail Vest. Removed the paragraph break after Vest. Replaced This Special Item with (This Special Item. Replaced 2 to your COMBAT SKILL. with 2 to your COMBAT SKILL.). Replaced Drodarin Bag of Holding with Drodarin Bag of Holding. Removed the paragraph break after Holding. Replaced This Special Item can be used to store five additional Backpack Items. It is kept in your backpack where it occupies only one space. with (This Backpack Item can be used to store five additional Backpack Items, although the Bag itself occupies only one space.). Replaced Sunderer with Sunderer. Removed the paragraph break before This Drodarin battle-axe. Replaced This Drodarin battle-axe with (This Drodarin battle-axe. Replaced existing Kai Weapon. with existing Kai Weapon.).

                                    (331) Replaced each occurrence of Sun-Crystal with Sun-crystal. Replaced sixth sense with Sixth Sense.

                                    (334) Replaced forewarnings, and the precautions you have taken, the creature on the platform sees you moving towards the barrels and it emits with forewarnings and the precautions you have taken, the creature on the platform sees you moving towards the barrels, and it emits.

                                    (335) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Lightning Hand.

                                    diff --git a/en/xml/27v.xml b/en/xml/27v.xml index d22d077..2d90483 100644 --- a/en/xml/27v.xml +++ b/en/xml/27v.xml @@ -190,7 +190,7 @@ -

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    +

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    @@ -670,7 +670,7 @@ -

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

                                    +

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

                                    @@ -804,10 +804,10 @@

                                    Example

                                    Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe Alema.

                                    -

                                    When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    +

                                    When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    Example

                                    -

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

                                    +

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at 5.

                                • 0 Axe Spawnsmite+55 versus reptilian enemies+66
                                  1 Axe Alema+55 versus undead enemies+77
                                  2 Axe Magnara+55 versus rock or stone+88
                                  3 Sword Sunstrike+55 when used in daylight+66
                                  4 Sword Kaistar+55 when used at night+77
                                  5 Sword Valiance+55 when used versus magicians+88
                                  6 Sword Ulnarias+55 when used underwater+99
                                  7 Broadsword Raumas+55 versus winged enemies+66
                                  8 Broadsword Illuminatus+55 when used underground+77
                                  9 Broadsword Firefall+55 versus fire-emitting enemies+88
                                  RN = Random Number
                                  @@ -825,81 +825,81 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -933,7 +933,7 @@

                                  Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                                  Kai Weapon
                                  -

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  +

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  Food

                                  Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                                  Potion of Laumspur
                                  @@ -965,13 +965,13 @@

                                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                  Example

                                  You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                                  -

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                                  +

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                                • When you have your Combat Ratio, pick a number from the Random Number Table.

                                • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                                  Example

                                  -

                                  The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  +

                                  The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                                  • Wild Dogs lose 9 ENDURANCE points.
                                  • @@ -1705,7 +1705,7 @@

                                    The moment you step outside the tavern, you and your companions are set upon by the one-eyed man and his brutish cohorts. They are armed with knives and clubs, and they are determined to show you no mercy. You must fight them.

                                    Bhanarian Roughriders3841 -

                                    You may add +2 to your COMBAT SKILL for the duration of this fight, for Gildas and his men are helping you to fight off these enemies.

                                    +

                                    You may add 2 to your COMBAT SKILL for the duration of this fight, for Gildas and his men are helping you to fight off these enemies.

                                    If you win the combat in five rounds or less, turn to 256. If you win the combat and it takes six rounds or more, turn to 105.
                                    @@ -3473,7 +3473,7 @@

                                    The guards are unconvinced by your charade. They have been ordered to search out four intruders, and they are convinced that they have found whom they are looking for. As they advance upon you with their spears levelled menacingly at your chests, Gildas draws his sword and attacks the taller of the guards. Immediately, you and the others support his attack and a desperate struggle ensues.

                                    Parade Ground Guards3639 -

                                    You may add +2 to your COMBAT SKILL for the duration of this fight due to the support you receive from your ranger companions.

                                    +

                                    You may add 2 to your COMBAT SKILL for the duration of this fight due to the support you receive from your ranger companions.

                                    If you win the combat, turn to 41.
                                    @@ -4826,7 +4826,7 @@ Bhanarian Bridge Guards3230 -

                                    You may add +2 to your COMBAT SKILL for the duration of this combat, for the rangers are supporting you during this fight.

                                    +

                                    You may add 2 to your COMBAT SKILL for the duration of this combat, for the rangers are supporting you during this fight.

                                    If you win the combat, turn to 84. diff --git a/en/xml/28thos.xml b/en/xml/28thos.xml index 2e4557f..0eff2d8 100644 --- a/en/xml/28thos.xml +++ b/en/xml/28thos.xml @@ -197,7 +197,7 @@ -

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add +1 to your basic COMBAT SKILL and +2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    +

                                    If you have completed any previous Lone Wolf New Order adventures, remember to choose an additional Grand Master Discipline and add 1 to your basic COMBAT SKILL and 2 to your basic ENDURANCE for each adventure you successfully completed (cf. Grand Master Disciplines).

                                    @@ -681,7 +681,7 @@ -

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21+), you already possess a Kai Weapon.

                                    +

                                    If you have completed any of the previous Lone Wolf New Order adventures (Books 21), you already possess a Kai Weapon.

                                    @@ -814,10 +814,10 @@

                                    Example

                                    Say you choose the number 1 from the Random Number Table, your Kai Weapon will be the Axe Alema.

                                    -

                                    When using this Kai Weapon in normal combat you may add +5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    +

                                    When using this Kai Weapon in normal combat you may add 5 points to your COMBAT SKILL. Each Kai Weapon has a unique property. When you use your Kai Weapon in combat against the type of enemy that matches its unique property, or use it at the optimum time or location, then you may add the higher bonus to your COMBAT SKILL.

                                    Example

                                    -

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of +7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at +5.

                                    +

                                    If you were to use Alema in combat against an undead enemy, you could add the higher bonus of 7 to your COMBAT SKILL. If you were to fight a living enemy using this weapon then the bonus to your COMBAT SKILL would remain at 5.

                                • 0 Axe Spawnsmite+55 versus reptilian enemies+66
                                  1 Axe Alema+55 versus undead enemies+77
                                  2 Axe Magnara+55 versus rock or stone+88
                                  3 Sword Sunstrike+55 when used in daylight+66
                                  4 Sword Kaistar+55 when used at night+77
                                  5 Sword Valiance+55 when used versus magicians+88
                                  6 Sword Ulnarias+55 when used underwater+99
                                  7 Broadsword Raumas+55 versus winged enemies+66
                                  8 Broadsword Illuminatus+55 when used underground+77
                                  9 Broadsword Firefall+55 versus fire-emitting enemies+88
                                  RN = Random Number
                                  @@ -835,81 +835,81 @@ - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + - + @@ -943,7 +943,7 @@

                                  Special Items are not carried in the Backpack. When you discover a Special Item, you will be told how or where to carry it. The maximum number of Special Items that can be carried on any adventure is 12.

                                  Kai Weapon
                                  -

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of +5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  +

                                  Your Kai Weapon is a Special Item and it can be carried and used in addition to two normal Weapons. If you possess the Discipline of Grand Weaponmastery for a weapon type which is the same as your unique Kai Weapon, you may add the Grand Weaponmastery bonus of 5 to your COMBAT SKILL. This is in addition to the bonus gained when you use your Kai Weapon in combat.

                                  Food

                                  Food is carried in your Backpack. Each Meal counts as one item. You will need to eat regularly during your adventure. If you do not have any food when you are instructed to eat a Meal, you will lose 3 ENDURANCE points. However, if you have chosen Grand Huntmastery as one of your four Disciplines, then you will not need to tick off a Meal when instructed to eat.

                                  Potion of Laumspur
                                  @@ -975,13 +975,13 @@

                                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                  Example

                                  You, Grand Master (COMBAT SKILL 32), are attacked in a forest by a pack of Wild Dogs (COMBAT SKILL 31). You are taken by surprise and are not given the opportunity of evading their attack. You possess the Grand Master Discipline of Kai-surge to which the Wild Dogs are not immune, so you add 8 points to your COMBAT SKILL. You also possess the Kai Weapon Ulnarias, so you add an additional 5 points to your COMBAT SKILL. This gives you a total COMBAT SKILL of 45.

                                  -

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of +14 (4531=+14). +14 is noted on your Action Chart as the Combat Ratio.

                                  +

                                  You now subtract the Wild Dogs COMBAT SKILL from your own, giving a Combat Ratio of 14 (4531=14). 14 is noted on your Action Chart as the Combat Ratio.

                                • When you have your Combat Ratio, pick a number from the Random Number Table.

                                • Turn to the Combat Results Table. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both yourself and your enemy in this round of combat. (E represents points lost by the enemy; GM represents points lost by yourselfGrand Master.)

                                  Example

                                  -

                                  The Combat Ratio between you and the Wild Dogs has been established as +14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  +

                                  The Combat Ratio between you and the Wild Dogs has been established as 14. If the number picked from the Random Number Table is 1, then the result of the first round of combat is:

                                  • You (GM) lose 3 ENDURANCE points (plus an additional 1 point for using Kai-surge. This loss is in addition to the loss suffered as a result of combat).
                                  • Wild Dogs lose 9 ENDURANCE points.
                                  • @@ -5522,14 +5522,14 @@

                                    (66) Replaced carriage, then with carriage, and then.

                                    (67) Replaced The Captain with The captain.

                                    (71) Replaced attack, then with attack, and then.

                                    -

                                    (72) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dashes around Invisible Fist. Replaced add +1 to with add 1 to.

                                    +

                                    (72) Replaced Old Kingdom spell with Old Kingdom Spell. Removed the dashes around Invisible Fist. Replaced add 1 to with add 1 to.

                                    (73) Replaced bow with Bow. Replaced arrow with Arrow. Replaced add 3 with remember to add 3.

                                    (76) Replaced ie, with i.e.. Replaced time, by with time by.

                                    (77) Replaced arrow with Arrow. Replaced Old Kingdom spell with Old Kingdom Spell. Replaced battle cry with battle-cry.

                                    (79) Replaced stone, then with stone, and then. Replaced each occurrence of arrow with Arrow of Atonement.

                                    (80) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Mind Charm. Replaced effect, then with effect, and then.

                                    (81) Replaced the four of you with the five of you. Replaced bodyguards and with bodyguards, and. Replaced each occurrence of flagtower with flag-tower.

                                    -

                                    (82) Replaced add +1 to with add 1 to. Replaced asault with assault in the illustrations caption. Replaced the Captain with the captain.

                                    +

                                    (82) Replaced add 1 to with add 1 to. Replaced asault with assault in the illustrations caption. Replaced the Captain with the captain.

                                    (85) Replaced each occurrence of the die with the dice.

                                    (86) Replaced imperial family have taken refuge with Imperial Family has taken refuge. Replaced icy cold with ice cold.

                                    (87) Replaced A healing fungi with A healing fungus.

                                    @@ -5547,13 +5547,13 @@

                                    (103) Replaced flagtower with flag-tower. Replaced skills, or with skills, if you have yet to attain the required level of Kai Mastery, or. Replaced metres with yards. Replaced If you possess Magi-magic, have reached the rank of Kai Grand Guardian, and wish to use this Discipline with If you possess Magi-magic, a Bow and at least one Arrow, have reached the rank of Kai Grand Guardian, and wish to use this Discipline. Replaced Elementalism, and with Elementalism and. Replaced Kai-alchemy, and with Kai-alchemy and. Replaced inside the tent with outside the tent since all of the tactics employed are designed to make the enemy flee the tent.

                                    (104) Replaced each occurrence of the die with the dice.

                                    (105) Replaced treeline with tree-line.

                                    -

                                    (106) Replaced add +1 to with add 1 to. Replaced the Captain with the captain.

                                    +

                                    (106) Replaced add 1 to with add 1 to. Replaced the Captain with the captain.

                                    (107) Replaced sixth sense with Sixth Sense. Replaced Kai weapon with Kai Weapon. Replaced Kai pathsmanship with Magnakai Pathsmanship.

                                    (109) Replaced sixth sense with Sixth Sense. Replaced Kai-alchemy, and with Kai-alchemy and. Replaced Magi-magic, and with Magi-magic and. Replaced Kai-surge, and with Kai-surge and.

                                    (110) Replaced flagtower with flag-tower. Replaced A large force of Bhanarian cavalry have with A large force of Bhanarian cavalry has. Replaced the Captain with the captain.

                                    (111) Replaced sixth sense with Sixth Sense.

                                    (112) Replaced position, then with position, and then.

                                    -

                                    (115) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Net. Replaced add +1 to with add 1 to. Replaced A gout of sticky fibres gush from your hand and engulf with A gout of sticky fibres gushes from your hand and engulfs.

                                    +

                                    (115) Replaced Brotherhood spell with Brotherhood Spell. Removed the dashes around Net. Replaced add 1 to with add 1 to. Replaced A gout of sticky fibres gush from your hand and engulf with A gout of sticky fibres gushes from your hand and engulfs.

                                    (116) Replaced says: please with says: Please. Added a period after turn to 108.

                                    (117) Replaced tigers head emblem with tigers-head emblem. Replaced the Captain with the captain.

                                    (118) Replaced Some descend with Some of the fissures descend. Replaced western rim with eastern rim as Sections 2 and 130 indicate a speedy exit from the vale early the following morning.

                                    @@ -5602,7 +5602,7 @@

                                    (171) Replaced imperial family with Imperial Family.

                                    (172) Replaced weapon with Kai Weapon. Added You must fight this combat without your Kai Weapon. (cf. Section 139).

                                    (173) Replaced Mitzu, please with Mitzu. Please. Replaced with your Bow with with a Bow since you may not necessarily be carrying a Bow.

                                    -

                                    (174) Replaced bow with Bow. Replaced arrow with Arrow. Replaced add +1 to with add 1 to. Replaced rib-cage with rib cage. Replaced combat skill with COMBAT SKILL.

                                    +

                                    (174) Replaced bow with Bow. Replaced arrow with Arrow. Replaced add 1 to with add 1 to. Replaced rib-cage with rib cage. Replaced combat skill with COMBAT SKILL.

                                    (175) Replaced power word with power-word.

                                    (178) Replaced Deliverance, and with Deliverance and.

                                    (179) Replaced Brotherhood spell with Brotherhood Spell. Replaced battle cry with battle-cry.

                                    @@ -5641,7 +5641,7 @@

                                    (219) Replaced on to with onto.

                                    (220) Replaced Brotherhood spell with Brotherhood Spell. Replaced you look at each of the people who are gathered here with you look at each of the persons gathered here.

                                    (222) Replaced Between these with From between their. Replaced metres with yards.

                                    -

                                    (224) Replaced add +1 to with add 1 to.

                                    +

                                    (224) Replaced add 1 to with add 1 to.

                                    (225) Replaced weapon with Kai Weapon. Added You must fight this combat without your Kai Weapon. (cf. Section 139).

                                    (226) Split the final sentence into its own paragraph for consistency.

                                    (228) Replaced Kai-alchemy, and with Kai-alchemy and.

                                    @@ -5649,7 +5649,7 @@

                                    (233) Replaced Brotherhood spell with Brotherhood Spell. Replaced Kirusami with Kirusami. Replaced Spear), and with Spear) and.

                                    (235) Replaced icy breath that freezes everything it touches with icy breath that freeze everything they touch. Replaced Kirusami with kirusami.

                                    (236) Replaced each occurrence of flagtower with flag-tower. Replaced plans meets with plan meets.

                                    -

                                    (237) Replaced add +1 to with add 1 to. Replaced Angsei with angsei. Replaced Angsei with Angsei. Replaced Kirusami with Kirusami. Replaced naginata with naginata in the illustrations caption.

                                    +

                                    (237) Replaced add 1 to with add 1 to. Replaced Angsei with angsei. Replaced Angsei with Angsei. Replaced Kirusami with Kirusami. Replaced naginata with naginata in the illustrations caption.

                                    (238) Replaced arrow with Arrow of Atonement.

                                    (240) Replaced candle-lit with candlelit. Replaced cuthroats with cut-throats.

                                    (241) Replaced sure of though with sure of, though.

                                    diff --git a/en/xml/dotd.xml b/en/xml/dotd.xml index 0edb9b0..4306034 100644 --- a/en/xml/dotd.xml +++ b/en/xml/dotd.xml @@ -1433,12 +1433,12 @@
                                • - - - - - - + + + + + + diff --git a/en/xml/rh.xml b/en/xml/rh.xml index 5d075c5..8f56086 100644 --- a/en/xml/rh.xml +++ b/en/xml/rh.xml @@ -216,7 +216,7 @@

                                  This Discipline can be used to restore ENDURANCE points lost in combat. If you possess this skill you may restore 1 ENDURANCE point to your total for every numbered section of the book you pass through in which you are not involved in combat. (This is only to be used after your ENDURANCE has fallen below its original level.) Remember that your ENDURANCE cannot rise above its original level.

                                  -

                                  If you choose this skill write Healing. + 1 ENDURANCE point for each section without combat on your Action Chart.

                                  +

                                  If you choose this skill write Healing. 1 ENDURANCE point for each section without combat on your Action Chart.

                                  (see the Healing entry in the Topical Guide)

                                  @@ -247,7 +247,7 @@

                                  Possessing Weaponskill doesnt necessarily mean that you start out with that Weapon, but you might.

                                  -

                                  You cannot carry more than 2 Weapons. If you choose this skill, write Weaponskill in + 2 COMBAT SKILL points if this Weapon carried on your Action Chart.

                                  +

                                  You cannot carry more than 2 Weapons. If you choose this skill, write Weaponskill in 2 COMBAT SKILL points if this Weapon carried on your Action Chart.

                                  @@ -269,7 +269,7 @@

                                  This enables a Kai Lord to attack an enemy using the force of his mind. It can be used at the same time as normal combat Weapons and adds two extra points to your COMBAT SKILL. Not all the creatures encountered on this adventure will be harmed by Mindblast. You will be told if a creature is immune.

                                  -

                                  If you choose this skill, write Mindblast: + 2 COMBAT SKILL points on your Action Chart.

                                  +

                                  If you choose this skill, write Mindblast: 2 COMBAT SKILL points on your Action Chart.

                                  @@ -480,7 +480,7 @@
                                • Weaponskilladds 2 points to your COMBAT SKILL if using the Weapon with which you are skilled.
                                • Mindblastadds 2 COMBAT SKILL points to your total when used against an opponent who isnt immune.
                                • -

                                  These bonuses are replaced by their Magnakai Discipline equivalent (e.g. acquiring Weaponmastery in your Weaponskill Weapon gives you a +3 COMBAT SKILL bonusnot +5).

                                  +

                                  These bonuses are replaced by their Magnakai Discipline equivalent (e.g. acquiring Weaponmastery in your Weaponskill Weapon gives you a 3 COMBAT SKILL bonusnot 5).

                                  After studying The Book of the Magnakai, you have also reached the rank of Kai Master Superior, which means that you have learnt three of the Magnakai Disciplines listed below. It is up to you to choose which three skills these are. As all of the Magnakai Disciplines will be of use to you at some point on your adventure, pick your three with care. The correct use of a Magnakai Discipline at the right time can save your life.

                                  @@ -512,7 +512,7 @@

                                  Possessing Weaponmastery doesnt necessarily mean that you start out with that Weapon, but you might.

                                  -

                                  If you choose this skill, write Weaponmastery: + 3 COMBAT SKILL points on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.

                                  +

                                  If you choose this skill, write Weaponmastery: 3 COMBAT SKILL points on your Action Chart, and tick your chosen Weapons on the Weapons list. You cannot carry more than two Weapons.

                                  Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training) These improvements and those for subsequent Magnakai Disciplines are listed here for your convenience.

                                  @@ -550,7 +550,7 @@ Curing

                                  The possessor of this skill can restore 1 lost ENDURANCE point to his total for every numbered section of the book through which he passes, provided he is not involved in combat. (This can only be done after his ENDURANCE has fallen below its original level.) This Magnakai Discipline also enables a Kai Master to cure disease, blindness, and any combat wounds sustained by others, as well as himself. Using the knowledge mastery of this skill provides will also allow a Kai Master to identify the properties of any herbs, roots, and potions that may be encountered during the adventure.

                                  -

                                  If you choose this skill, write Curing: + 1 ENDURANCE point for each section without combat on your Action Chart.

                                  +

                                  If you choose this skill, write Curing: 1 ENDURANCE point for each section without combat on your Action Chart.

                                  (see the Healing entry in the Topical Guide)

                                  Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

                                  @@ -628,7 +628,7 @@

                                  This psychic skill enables a Kai Master to attack an enemy using the force of his mind. It can be used as well as normal combat Weapons and adds 4 extra points to your COMBAT SKILL.

                                  It is a powerful Discipline, but it is also a costly one. For every round of combat in which you use Psi-surge, you must deduct 2 ENDURANCE points. A weaker form of Psi-surge called Mindblast can be used against an enemy without losing any ENDURANCE points, but it will add only 2 extra points to your COMBAT SKILL. Psi-surge cannot be used if your ENDURANCE falls to 6 points or below, and not all of the creatures encountered on your adventure will be affected by it; you will be told if a creature is immune.

                                  -

                                  If you choose this skill, write Psi-surge: +4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: +2 COMBAT SKILL points on your Action Chart.

                                  +

                                  If you choose this skill, write Psi-surge: 4 COMBAT SKILL points but 2 ENDURANCE points per round and Mindblast: 2 COMBAT SKILL points on your Action Chart.

                                  Improvements: (see Improved Magnakai Disciplines and Levels of Magnakai Training)

                                  @@ -896,13 +896,13 @@
                                  Circle of Fire
                                  -
                                  +1 CS +2 EP
                                  +
                                  1 CS 2 EP
                                  Circle of Light
                                  -
                                  0 CS +3 EP
                                  +
                                  0 CS 3 EP
                                  Circle of Solaris
                                  -
                                  +1 CS +3 EP
                                  +
                                  1 CS 3 EP
                                  Circle of the Spirit
                                  -
                                  +3 CS +3 EP
                                  +
                                  3 CS 3 EP

                                  All bonus points that you acquire by completing a Lore-circle are additions to your basic COMBAT SKILL and ENDURANCE scores.

                                  @@ -1135,7 +1135,7 @@
                                • Weaponmasteryadds 3 points to your COMBAT SKILL (4 if you reached the Kai rank of Scion-Kai) if using the Weapon with which you are skilled.
                                • Psi-surgeadds 4 COMBAT SKILL points to your total when used against an opponent who isnt immune, at the cost of 2 ENDURANCE points per round of combat. Mindblast can still be used to add two points to your COMBAT SKILL without loss of endurance points. (If you reached the Kai rank of Archmaster, Psi-surge will add 6 points to COMBAT SKILL at the cost of 1 ENDURANCE point per round of combat and Mindblast will add 3 COMBAT SKILL points at no ENDURANCE penalty.)
                                • -

                                  These bonuses are replaced by their Grand Master Discipline equivalent (e.g. acquiring Grand Weaponmastery in a Weapon with which you have Weaponmastery gives you a +5 COMBAT SKILL bonusnot +8).

                                  +

                                  These bonuses are replaced by their Grand Master Discipline equivalent (e.g. acquiring Grand Weaponmastery in a Weapon with which you have Weaponmastery gives you a 5 COMBAT SKILL bonusnot 8).

                                  Now, through the pursuit of your new skills and the further development of your innate Kai abilities, you have set out upon a path of discovery that no other Kai Grand Master has ever attempted with success. Your determination to become the first Kai Supreme Master, by acquiring total proficiency in all twelve of the Grand Master Disciplines, is an awe-inspiring challenge. You will be venturing into the unknown, pushing back the boundaries of human limitation in the pursuit of greatness and the cause of Good. May the blessings of the gods Kai and Ishir go with you as you begin your brave and noble quest.

                                  In the years following the demise of the Darklords you have reached the rank of Kai Grand Defender, which means that you have mastered four of the Grand Master Disciplines listed below. It is up to you to choose which four Disciplines these are. As all of the Grand Master Disciplines will be of use to you at some point during your adventure, pick your four skills with care. The correct use of a Grand Master Discipline at the right time could save your life.

                                  @@ -1553,13 +1553,13 @@

                                  Subtract the COMBAT SKILL of your enemy from this total. The result is your Combat Ratio. Enter it on the Action Chart.

                                  Example

                                  Lone Wolf (COMBAT SKILL 28) is attacked by a pack of Doomwolves (COMBAT SKILL 30). He is taken by surprise and is not given the opportunity of evading their attack. Lone Wolf has the Grand Master Discipline of Kai-surge to which the Doomwolves are not immune, so Lone Wolf adds 8 points to his COMBAT SKILL, giving him a total COMBAT SKILL of 36.

                                  -

                                  He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of +6. (36-30 = +6). +6 is noted on the Action Chart as the Combat Ratio.

                                  +

                                  He subtracts the Doomwolf packs COMBAT SKILL from his own, giving a Combat Ratio of 6. (36-30 = 6). 6 is noted on the Action Chart as the Combat Ratio.

                                • When you have your Combat Ratio, pick a number from the Random Number Table.

                                • Turn to the Combat Results Table on the inside back cover of this book. Along the top of the chart are shown the Combat Ratio numbers. Find the number that is the same as your Combat Ratio and cross-reference it with the random number that you have picked (the random numbers appear on the side of the chart). You now have the number of ENDURANCE points lost by both Lone Wolf and his enemy in this round of combat. (E represents points lost by the enemy; LW represents points lost by Lone Wolf.)

                                  Example

                                  -

                                  The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as +6. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                                  +

                                  The Combat Ratio between Lone Wolf and the Doomwolf Pack has been established as 6. If the number picked from the Random Number Table is a 2, then the result of the first round of combat is:

                                  • Lone Wolf loses 3 ENDURANCE points (plus an additional 1 point for using Kai-surge).
                                  • Doomwolf Pack loses 7 ENDURANCE points.
                                  • @@ -2116,11 +2116,11 @@
                                    Adgana

                                    (Backpack Item) The leaves of the Adgana plant are a potent narcotic popular among the warriors of Magnamund. When dried, crushed, and eaten, they provide a potent enhancement to COMBAT SKILL for the duration of a fight, but at a high potential cost.

                                    -

                                    Use of Adgana will grant a bonus of +6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.

                                    -

                                    Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only +3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.

                                    +

                                    Use of Adgana will grant a bonus of 6 COMBAT SKILL for the duration of a fight when first used (i.e. all combats listed in a single numbered section). Immediately upon completing the combat, you must pick a number from the Random Number Table. If that number is either a 0 or a 1, you have become addicted to Adgana, and must reduce your ENDURANCE score permanently by 4 points.

                                    +

                                    Regardless of whether addiction is suffered on the first use or not, future doses of Adgana will provide a bonus of only 3 COMBAT SKILL. Addiction must still be checked for at the end of a combat, but now occurs on a pick of 0, 1, 2, or 3 from the Random Number Table.

                                    Alether
                                    -

                                    (Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of +2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. It is uncertain whether or not Alethers effects should last for a single enemy or for all enemies in one numbered section.

                                    +

                                    (Backpack Item) This plant is common throughout much of Magnamund. Its orange berries are renowned for their ability to improve combat prowess either when eaten whole or when the juice of the crushed berries is drunk. Alether potions or berries typically provide a bonus of 2 COMBAT SKILL for the duration of a single fight, but the amount of the bonus is always specified when you find the item. It is uncertain whether or not Alethers effects should last for a single enemy or for all enemies in one numbered section.

                                    Armour

                                    There is an interesting blind spot in the rules regarding armour which increases your ENDURANCE (e.g. Chainmail Waistcoats and Padded Leather Waistcoats). For example, if you are wearing a piece of armour that gives you a 4 ENDURANCE point bonus and your current ENDURANCE point score is less than or equal to 4, what happens if you lose or discard the armour? Your ENDURANCE score has fallen to zero or below, so strictly speaking, you should be dead. This doesnt mesh well with reality, so use your best judgement.

                                    Axe
                                    @@ -2353,7 +2353,7 @@

                                    Negative numbers are used throughout the books. They are the numbers below zero. For example, if we have 1 and subtract 1 from it, we have 0. If we subtract 1 again, we have the next number below zero: 1 (we call this negative 1). The minus sign before the one tells us that it is a negative number. If we subtract 1 yet again, we have 2, and so on.

                                    If we count from 5 to 5, it looks like this: 5, 4, 3, 2, 1, 0, 1, 2, 3, 4, 5. If we subtract 5 from 3, we get 2. To see that this is true, start at 3 and count back 5 numbers.

                                    -

                                    To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and 2 we get 1. 3+2 is the same as 32, which is 1.

                                    +

                                    To add a negative number to a normal (positive) number, we can think of it like subtraction. For example, if we add 3 and 2 we get 1. 32 is the same as 32, which is 1.

                                    As a practical example of how negative numbers are used, during combat the opponents score is subtracted from Lone Wolfs to find the Combat Ratio. If, for example, Lone Wolf has a COMBAT SKILL of 16 and his opponent has one of 18, the Combat Ratio is 2 (1618=2).

                                    Nobles
                                    @@ -2432,9 +2432,9 @@
                                    Short Sword

                                    (Weapon carried in the hand)

                                    Silver Bow of Duadon
                                    -

                                    (Special Item) This is a Special Item not a Weapon (see ???). It adds +3 to every number you pick from the Random Number Table when using this Bow to make a shot.

                                    +

                                    (Special Item) This is a Special Item not a Weapon (see ???). It adds 3 to every number you pick from the Random Number Table when using this Bow to make a shot.

                                    Sommerswerd
                                    -

                                    (Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a +8 COMBAT SKILL bonus when used in combat. Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis (see Sections 97 and 242 of Fire on the Water).

                                    +

                                    (Special Item) This legendary Weapon forged by a god-like race and given to the Sommlending is a powerful bane against evil. It grants a 8 COMBAT SKILL bonus when used in combat. Any Discipline bonus due to Weaponskill, Weaponmastery, or Grand Weaponmastery with Swords, Short Swords, or Broadswords is applicable when using the Sommerswerd. The Sommerswerd also absorbs hostile magic used against its bearer, and doubles all damage done to an undead opponent. It enhances the Disciplines of Sixth Sense, Divination, and Telegnosis (see Sections 97 and 242 of Fire on the Water).

                                    Spear

                                    (Weapon carried in the hand) This Weapon requires the use of two hands in combat.

                                    Special Items
                                    @@ -2587,7 +2587,7 @@

                                    The following is an example of a simple combat to show how it works in general and to supplement the example given in the Rules for Combat section of the books. This example is taken from Flight from the Dark: Section 229.

                                    Lone Wolf has a base COMBAT SKILL score of 15. He has an ENDURANCE score of 23. He has the Discipline of Mindblast which adds 2 COMBAT SKILL points to his base score (as long as his enemy isnt immune to Mindblast). He has mastered the Discipline of Weaponskill with the Quarterstaff. He is carrying an Axe and a Mace.

                                    -

                                    He is in combat with a Kraan who isnt immune to Mindblast, so he adds 2 COMBAT SKILL points to his score (15+2=17). He isnt carrying a Quarterstaff (the weapon in which he has Weaponskill so he doesnt benefit his Weaponskill mastery. He must reduce his COMBAT SKILL by 1 due to dust mentioned in the book (171=16).

                                    +

                                    He is in combat with a Kraan who isnt immune to Mindblast, so he adds 2 COMBAT SKILL points to his score (152=17). He isnt carrying a Quarterstaff (the weapon in which he has Weaponskill so he doesnt benefit his Weaponskill mastery. He must reduce his COMBAT SKILL by 1 due to dust mentioned in the book (171=16).

                                    Lone Wolfs opponenta Kraanhas a COMBAT SKILL of 16 so the Combat Ratio is 0 (1616=0). The Kraan has an ENDURANCE of 25.

                                    Combat begins by picking a random number which is traditionally done using the Random Number Table, but there a other ways available. The first random number picked is 6. Looking that up on the Combat Results Table by finding the Combat Ratio (0) at the top and cross-referencing it with the random number (6) along the side. In this case, we find that Lone Wolf has lost 2 ENDURANCE points and the Kraan has lost 8. Now Lone Wolf has 21 ENDURANCE points (232=21) and the Kraan has 17 (258=17). Lone Wolf and his opponent continue with these new, reduced ENDURANCE point scores.

                                    Combat continues by picking another random number: 5. During this round, Lone Wolf loses another 2 ENDURANCE points while the Kraan loses 7. Lone Wolf now has an ENDURANCE score of 19 (212=19) and the Kraan has 10 (177=10). The situation looks good for Lone Wolf.

                                    @@ -2622,15 +2622,15 @@

                                    [Q:]Is there a ranking system for Shianti Wizards, like there is for Kai Lords and Masters?

                                    [A:] No, unlike the ranking system that marks the rise of Kai Lords, the Shianti do not have set levels of advancement.

                                    -

                                    [Q:] On reaching the rank of Primate and having mastered Weaponmastery, would this enable you to be skilled in four weapons and increase the points added to your COMBAT SKILL to +4 when entering combat with a wepon you have mastered?

                                    -

                                    [A:] For every adventure you complete in the Magnakai series, assuming you have the mastery of Weaponmastery, you gain proficiency in the use of one new weapon. The bonus to your [COMBAT SKILL] rating for use of this weapon is combat always remains at +3.

                                    +

                                    [Q:] On reaching the rank of Primate and having mastered Weaponmastery, would this enable you to be skilled in four weapons and increase the points added to your COMBAT SKILL to 4 when entering combat with a wepon you have mastered?

                                    +

                                    [A:] For every adventure you complete in the Magnakai series, assuming you have the mastery of Weaponmastery, you gain proficiency in the use of one new weapon. The bonus to your [COMBAT SKILL] rating for use of this weapon is combat always remains at 3.

                                    [Q:] Are you allowed to drop a weapon, or must you wait until the end of the book?

                                    [A:] You can drop ([i.e.] discard) a weapon at any time during your adventure, you need not wait until the end of the book. If you find a weapon during the adventure (it will be marked in the text with a capital letter, like a Backpack Item) you may pick it up and use it. You can only carry two weapons at any time.

                                    Newsletter No.8
                                    -

                                    [Q:] If Lone Wolf has Weaponskill Weaponmastery with the same weapon, does this give him +3 or +5 extra COMBAT SKILL points in battle? Also, if he has Healing as well as Curing, does this give him +2 ENDURANCE points back for every section through which he passes without combat?

                                    -

                                    [A:] The correct weapon bonus is +3, on higher than the basic Kai Discipline bonus for having Weaponskill. Kai Mastery of Curing gives the same +1 ENDURANCE point back (for every section though which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness, and combat wounds, as well as being able to identify the properties of herbs, roots, and potions. Additional advantages are gained at higher rank as the Magnakai [Discipline] improves.

                                    +

                                    [Q:] If Lone Wolf has Weaponskill Weaponmastery with the same weapon, does this give him 3 or 5 extra COMBAT SKILL points in battle? Also, if he has Healing as well as Curing, does this give him 2 ENDURANCE points back for every section through which he passes without combat?

                                    +

                                    [A:] The correct weapon bonus is 3, on higher than the basic Kai Discipline bonus for having Weaponskill. Kai Mastery of Curing gives the same 1 ENDURANCE point back (for every section though which you pass without combat) as does the basic Kai Discipline of Healing. The mastery advantage comes with the ability to cure disease, blindness, and combat wounds, as well as being able to identify the properties of herbs, roots, and potions. Additional advantages are gained at higher rank as the Magnakai [Discipline] improves.

                                    Summer Special 1987
                                    @@ -2639,7 +2639,7 @@

                                    [Q:] When you complete a Lone Wolf adventure, do you renew your ENDURANCE points to their original total for the next adventure?

                                    [A:] All lost [ENDURANCE] points are regained at the end of an adventure. If you have completed any new Lore-circles by finishing an adventure successfully, the bonuses you gain to your [COMBAT SKILL] and [ENDURANCE] are added to this basic score prior to the next adventure.

                                    [Q:] In the basic series (Books 15) I possessed the Kai Discipline of Healing and was able to restore 1 ENDURANCE point for every section I passed through in which I was not involved in combat. Now that I am a Kai Master with the Magnakai Discipline of Curing I can no longer benefit from my basic healing skillsor can I?

                                    -

                                    [A:] If you have completed all five of the Basic series books you can add +1 [ENDURANCE] as per the rules of Healing. This advantage will benefit all those Kai Masters who have completed the basic series books prior to tackling the Magnakai Series.

                                    +

                                    [A:] If you have completed all five of the Basic series books you can add 1 [ENDURANCE] as per the rules of Healing. This advantage will benefit all those Kai Masters who have completed the basic series books prior to tackling the Magnakai Series.

                                    [Q:] When I was captured in Book 9, All my weapons were taken from me. Can I retrieve them at the end of the book?

                                    [A:] Yes. The South Gate Guard would definately allow the Saviour of Tahou to have his weapons back!

                                    [Q:] In some books you can choose Fireseeds at the start. It says 3 Fireseedsif you take all three does this mean you have taken 3 [separate] items from the 5 you are allowed to pick?

                                    @@ -2657,10 +2657,10 @@
                                    Newsletter No.28
                                    -

                                    [Q:] Can you clarify what happens to the +1EP bonus when you progress from Kai Master to Grand Master?

                                    -

                                    [A:] The [+1EP] bonus gained when passing through combatless sections does still apply, but only if you have played and survived the Magnakai series books. Joe Dever intended this as a hidden loyalty bonus for readers who had played the earlier books, which is why it was ommitted from the Grand Master rules.

                                    -

                                    [Q:] If a person keeps the +4CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has +9CS with the weapons he has proficiency in?

                                    -

                                    [A:] The +4CS Weaponmastery bonus is not added to Grand Weaponmasteryit simply rises by 1 to +5.

                                    +

                                    [Q:] Can you clarify what happens to the 1EP bonus when you progress from Kai Master to Grand Master?

                                    +

                                    [A:] The [1EP] bonus gained when passing through combatless sections does still apply, but only if you have played and survived the Magnakai series books. Joe Dever intended this as a hidden loyalty bonus for readers who had played the earlier books, which is why it was ommitted from the Grand Master rules.

                                    +

                                    [Q:] If a person keeps the 4CS Weaponmastery ability from one series to the next, does that mean that when he gets Grand Weaponmastery he has 9CS with the weapons he has proficiency in?

                                    +

                                    [A:] The 4CS Weaponmastery bonus is not added to Grand Weaponmasteryit simply rises by 1 to 5.

                                    [Q:] Is the Dagger of Vashna taken from the bandit leader Barraka at the Maakengorge useable as a Weapon?

                                    [A:] Yes, if you possess this Special Item you may use it as an ordinary [Dagger] in combat. It could also prove especially usefull during the quest for the Lorestone of Tahou (Lone Wolf 9).

                                    diff --git a/en/xml/tmc.xml b/en/xml/tmc.xml index a28b3df..13ef886 100644 --- a/en/xml/tmc.xml +++ b/en/xml/tmc.xml @@ -243,7 +243,7 @@

                                    The Danarg

                                    Ruler: Unknown
                                    Capital: No major settlements -
                                    Population: 50,000 + +
                                    Population: 50,000
                                    Resources: Undeveloped
                                    Currency: None

                                    This vast tract of forest swamp lies in the crater of an ancient volcano, and is fed by the many rivers and streams that flow down from the encircling hills and mountains. Ferocious monsters, the legacy of the Agarashi empire, control the swamp and occasionally raid the freelands of Talestria. It is said that the lost temple of the Elder Magi still stands at the heart of the Danarg, but as yet these rumours have not been confirmed.

                                    @@ -251,7 +251,7 @@

                                    Ghatan

                                    Ruler: Darklord Dakushna of Kagorst
                                    Capital: Torgar -
                                    Population: 25,000 + +
                                    Population: 25,000
                                    Resources: Sulphur, slave labour
                                    Currency: Kika (10 Kika = 1 Gold Crown)

                                    The hills of Ghatan have harboured creatures of evil since the dark days of the Agarashi empire. Nothing grows in the sulphurous soil, except for the twisted trees that border upon the source of the Hellswamp. In MS 2801, Ghatan was overrun by the Drakkarim who, in the midst of this desolation, constructed the city of Torgar for the grim purpose of imprisoning and torturing their enemies. In MS 3150, when the Drakkarim allied themselves to the Darklords, Torgar came under Darklord control.

                                    @@ -282,7 +282,7 @@

                                    The Helotry of Nyraz

                                    Ruler: High Warlord Magnaarn of Darke
                                    Capital: Darke -
                                    Population: 55,000 + +
                                    Population: 55,000
                                    Resources: Shipbuilding, timber, slaves, agriculture
                                    Currency: Kika (10 Kika = 1 Gold Crown)

                                    @@ -804,7 +804,7 @@

                                    The Kingdom of Durenor

                                    Ruler: King Alin IV
                                    Capital: Hammerdal -
                                    Population: 96,000 + +
                                    Population: 96,000
                                    Resources: Iron ore, agriculture, shipbuilding, gold, silver, copper, fish, gems, timber
                                    Currency: Gold Crown

                                    @@ -813,7 +813,7 @@

                                    The Magiocracy of Dessi

                                    Ruler: Magi Regnanti (The Council of Elder Wizards)
                                    Capital: Elzian -
                                    Population: 4000 + +
                                    Population: 4000
                                    Resources: Iron ore, gold, silver, platinum, rare gems, minerals
                                    Currency: Gold Crown

                                    @@ -822,7 +822,7 @@

                                    The Free State of Chaman

                                    Ruler: Arch-Chief Borghanaphon
                                    Capital: Gleesh -
                                    Population: 11,000 + +
                                    Population: 11,000
                                    Resources: Fishery, timber, copper, bronin
                                    Currency: Lune (4 Lune = 1 Gold Crown)

                                    @@ -840,7 +840,7 @@

                                    The Plenary of Bautar

                                    Ruler: Magnalord Fennic
                                    Capital: Talon -
                                    Population: 8000 + +
                                    Population: 8000
                                    Resources: Rare herbs, timber, fish, copper, bronin
                                    Currency: Gold Crown

                                    @@ -854,7 +854,7 @@

                                    The Gynarchy of Telchos

                                    Ruler: Council of Thirty
                                    Capital: Telchos -
                                    Population: 30,000 + +
                                    Population: 30,000
                                    Resources: Silver, platinum, iron ore, gold, agriculture, fish, rare gems
                                    Currency: Telc (1 Telc = 1 Gold Crown)

                                    @@ -916,7 +916,7 @@

                                    The Autocracy of Bhanar

                                    Ruler: Imperial Autarch Sejanoz
                                    Capital: Otavai -
                                    Population: 350,000 + +
                                    Population: 350,000
                                    Resources: Fish, shipbuilding, timber, agriculture, silver, copper, jadin
                                    Currency: Ren (10 Ren = 1 Gold Crown)

                                    Following the creation of Bhanar during the Great Civil War (MS 1620), the Imperial Autarch set about the expansion of his empire. In the north, vast tracts of dense timberland were laid bare and the city of Sejanoz built in his honour. Rumour is rife that the Imperial Autarch has entered into a pact with the demonic creatures of Naaros: it is based on the fact that Autarch Sejanoz has not aged a day since the completion of the city, over 3000 years ago.

                                    @@ -924,7 +924,7 @@

                                    The Kingdom of Vaduzhan

                                    Ruler: King Rhetaka
                                    Capital: Vaduz -
                                    Population: 120,000 + +
                                    Population: 120,000
                                    Resources: Fish, timber, shipbuilding, gold, silver, iron ore, copper, spices
                                    Currency: Ren (10 Ren = 1 Gold Crown)

                                    @@ -938,7 +938,7 @@

                                    Chai

                                    Ruler: Khea-khan of Pensei
                                    Capital: Pensei -
                                    Population: 89,000 + +
                                    Population: 89,000
                                    Resources: Fish, timber, gold, silver, iron ore, agriculture, copper, bronin, jadin
                                    Currency: Ren (10 Ren = 1 Gold Crown)

                                    The natural defences of Chaimountains, swamps, and dense forestshave protected her from aggressive neighbours for over three thousand years. Long ago, during the Age of Eternal Night, the land of Chai was stalked by hideous monstersthe creatures of Agarash the Damned. When he was destroyed, his creatures scattered into the wilderness of Chai. Many are alive to this day, hiding deep in swamp, burrow, and cave.

                                    @@ -953,7 +953,7 @@

                                    The Province of Suhn

                                    Ruler: Mother Magri
                                    Capital: Port of Suhn -
                                    Population: 25,000 + +
                                    Population: 25,000
                                    Resources: Fish, spices, rare herbs, rare minerals, shipbuilding
                                    Currency: Noble (1 Noble = 1 Gold Crown)

                                    @@ -981,7 +981,7 @@

                                    The Principality of Forlu

                                    Ruler: Mother Lhasa
                                    Capital: Forlu -
                                    Population: 36,000 + +
                                    Population: 36,000
                                    Resources: Agriculture, timber, iron ore, jadin
                                    Currency: Noble (1 Noble = 1 Gold Crown)

                                    Formally ruled by the corrupt household of Mesanna, this principality suffered its ruthless leadership for several centuries. The populace grew weaker and poorer as the Lords of Mesanna hoarded the wealth of the jadin-rich Shuri Mountains. They entered into an alliance with the evil forces of the Shadakine Empire, but were betrayed during the War of the Winds. For the Shadakine invaded and took control of the Mesanna palace in Forlu, throwing the former corrupt rulers to the angry citizens.

                                    @@ -1044,7 +1044,7 @@

                                    The Palinate of Firalond

                                    Ruler: Grandar Beylian
                                    Capital: Firina -
                                    Population: 89,000 + +
                                    Population: 89,000
                                    Resources: Cloth, textiles, agriculture, iron ore (little)
                                    Currency: Lune (4 Lune = 1 Gold Crown)

                                    @@ -1119,14 +1119,14 @@

                                    The Kingdom of Starn

                                    Ruler: King Korl
                                    Capital: Mount Vost -
                                    Population: 2000 + +
                                    Population: 2000
                                    Resources: Iron ore, gold, gems, rare minerals, bronin, silver
                                    Currency: Ain (1 Ain = 1 Gold Crown)

                                    The Drodarin giants of Starn have occupied the halls of Mount Vost ever since the Age of the Old Kingdoms. They are an insular race who have shunned all contact with humans since the Great Plague of 2514 MS devastated their population. A strong bond of friendship exists with the dwarves of Boden, who, in spite of their great physical differences, are also of Drodarin descent.

                                    The Free State of Caron

                                    Ruler: Svedchek Moldo
                                    Capital: Orello -
                                    Population: 6000 + +
                                    Population: 6000
                                    Resources: Iron ore, copper, timber, fish, shipbuilding, agriculture, silver
                                    Currency: Lune (4 Lune = 1 Gold Crown)

                                    This small but resourceful free state is the home of a Drodarin race of blue-skinned creatures called Ogrons. Closely related to the dwarves of Bor and the giants of Starn, they frequently have had cause to call on their aid to repel their sinister neighboursthe Cenerese of Ruelfrom their northern territories.

                                    @@ -1134,7 +1134,7 @@

                                    The Kelderwastes

                                    Ruler: Count Laj of Sheasu
                                    Capital: Sheasu -
                                    Population: 2000 + (Sheasu)/30,000 (Mainland) +
                                    Population: 2000 (Sheasu)/30,000 (Mainland)
                                    Resources: Shipbuilding, fish, agriculture
                                    Currency: Ren (10 Ren = 1 Gold Crown)

                                    The Isle of Sheasu is the only human settlement in the Kelderwastes, the mainland being a vast jungle populated by lizards and other semi-intelligent reptilians of Agarashi descent, that fled there after the fall of Naaros. Count Laj rules over a small population of exiles from several nations who, for a variety of reasons, choose not to return to the lands of their birth.

                                    @@ -1150,14 +1150,14 @@

                                    The Kingdom of Boden

                                    Ruler: King Lomaer II
                                    Capital: Anarin -
                                    Population: 120,000 + +
                                    Population: 120,000
                                    Resources: Iron ore, bronin, gold, silver, rare metals, rare minerals, agriculture, fish
                                    Currency: Ain (1 Ain = 1 Gold Crown)

                                    The Burntlands of Lara

                                    Ruler: Shasarak the Wytch-king
                                    Capital: None -
                                    Population: 2000 + +
                                    Population: 2000
                                    Resources: Sparse agriculture
                                    Currency: Noble (1 Noble = 1 Gold Crown)

                                    @@ -1185,7 +1185,7 @@

                                    The Wilderlands of Kaum

                                    Ruler: Unknown
                                    Capital: None -
                                    Population: 1000 + +
                                    Population: 1000
                                    Resources: Silver, gems, rare metals, rare herbs
                                    Currency: None

                                    @@ -1617,9 +1617,9 @@

                                    A complete game lasts for 16 game rounds. At the end of the Gaming Quarter of the 16th round, calculate each players score as follows:

                                      -
                                    • For every characters objective achieved +6 points
                                    • -
                                    • For every character that survives the game +3 points
                                    • -
                                    • For every Special Item you possess +1 point
                                    • +
                                    • For every characters objective achieved 6 points
                                    • +
                                    • For every character that survives the game 3 points
                                    • +
                                    • For every Special Item you possess 1 point
                                    • For every character you have lost -2 points
                                    @@ -1664,7 +1664,7 @@
                                • 0 Axe Spawnsmite+55 versus reptilian enemies+66
                                  1 Axe Alema+55 versus undead enemies+77
                                  2 Axe Magnara+55 versus rock or stone+88
                                  3 Sword Sunstrike+55 when used in daylight+66
                                  4 Sword Kaistar+55 when used at night+77
                                  5 Sword Valiance+55 when used versus magicians+88
                                  6 Sword Ulnarias+55 when used underwater+99
                                  7 Broadsword Raumas+55 versus winged enemies+66
                                  8 Broadsword Illuminatus+55 when used underground+77
                                  9 Broadsword Firefall+55 versus fire-emitting enemies+88
                                  RN = Random Number
                                  -11 or lower-10/ -9-8/ -7-6/ -5-4/ -3-2/ -111 or lower10/ 98/ 76/ 54/ 32/ 1 0 1/ 2 3/ 4
                                  - + @@ -1695,15 +1695,15 @@

                                  Special Items

                                    -
                                  1. Magic Sword+4 to COMBAT SKILL
                                  2. -
                                  3. Ring of Speed+ 2 to MOVEMENT
                                  4. -
                                  5. Elixir of Life+8 to ENDURANCE (once only)
                                  6. -
                                  7. Magic Mace+2 to COMBAT SKILL
                                  8. +
                                  9. Magic Sword4 to COMBAT SKILL
                                  10. +
                                  11. Ring of Speed 2 to MOVEMENT
                                  12. +
                                  13. Elixir of Life8 to ENDURANCE (once only)
                                  14. +
                                  15. Magic Mace2 to COMBAT SKILL
                                  16. Spell BookPut any player to sleep for two game turns (twice only)
                                  17. Magic WandStop any player moving for two game turns (twice only)
                                  18. -
                                  19. Magic Talisman+ 4 to COMBAT SKILL when attacked by another player
                                  20. -
                                  21. Golden Shield+ 2 to COMBAT SKILL when attacked by another player
                                  22. -
                                  23. Medallion of Stealth+2 to MOVEMENT
                                  24. +
                                  25. Magic Talisman 4 to COMBAT SKILL when attacked by another player
                                  26. +
                                  27. Golden Shield 2 to COMBAT SKILL when attacked by another player
                                  28. +
                                  29. Medallion of Stealth2 to MOVEMENT

                                  Helghast Profile

                                  @@ -1881,7 +1881,7 @@

                                  [illustration]

                                  Sommlending Knight of the Realm -
                                  This noble knight owns a castle and lands in Anskaven. His household trains young warriors for battle, and he personally commands a charge of his own landed retainers (200+ men) in times of war. He is an expert horseman and a master of battle lore. His war horse responds instantly to the commands of the rider. Its ferocity in combat is matched only by its indefatigable stamina.

                                  +
                                  This noble knight owns a castle and lands in Anskaven. His household trains young warriors for battle, and he personally commands a charge of his own landed retainers (200 men) in times of war. He is an expert horseman and a master of battle lore. His war horse responds instantly to the commands of the rider. Its ferocity in combat is matched only by its indefatigable stamina.

                                  The Magnamund Companion: Jac Taynor<ch.emdash/>Farmer<ch.apos/>s Son @@ -2010,7 +2010,7 @@

                                  Ruler: King Sarnac III
                                  Capital: Heimstorm -
                                  Population: 92,000 + +
                                  Population: 92,000
                                  Resources: Copper, silver, tin, agriculture, fish, shipbuilding
                                  Currency: Lune (4 Lune = 1 Gold Crown)

                                  @@ -2020,7 +2020,7 @@

                                  Ruler: King Vanagrom VI
                                  Capital: Helgor -
                                  Population: 82,000 + +
                                  Population: 82,000
                                  Resources: Iron ore, copper, bronin, gold, silver, furs
                                  Currency: Gold Crown

                                  The peoples who settled in this territory at the source of the River Storn were mixed groups of Vaderish and Aluvian origin. The ore-rich mountains of its northern provinces were extensively mined, and brought great wealth to its people. However, the treasures of Magador soon attracted outlaw bands and robber-barons who fought for possession of the land. In MS 3657, the royal household was murdered, and the pretender Prince Dolgorn acceded to the throne. It is rumoured that the present ruler, King Vanagrom VI, is a puppet of the Darklords.

                                  @@ -2029,7 +2029,7 @@

                                  Ruler: King Konral XI
                                  Capital: Varetta -
                                  Population: 40,000 + +
                                  Population: 40,000
                                  Resources: Agriculture, iron ore, mercenaries
                                  Currency: Gold Crown

                                  @@ -2039,7 +2039,7 @@

                                  Ruler: Queen Evaine
                                  Capital: Garthen -
                                  Population: 53,000 + +
                                  Population: 53,000
                                  Resources: Timber, fish, agriculture
                                  Currency: Lune (4 Lune = 1 Gold Crown)

                                  @@ -2057,7 +2057,7 @@

                                  Ruler: King Naumon III
                                  Capital: Luyen -
                                  Population: 65,000 + +
                                  Population: 65,000
                                  Resources: Agriculture, timber, shipbuilding, ore
                                  Currency: Gold Crown

                                  @@ -2065,7 +2065,7 @@

                                  Ruler: Prince Cillan of Tyssek
                                  Capital: Duadon -
                                  Population: 137,000 + +
                                  Population: 137,000
                                  Resources: Timber, agriculture, silver, shipbuilding
                                  Currency: Gold Crown

                                  @@ -2093,21 +2093,21 @@

                                  The Grand Duchy of Kasland

                                  Ruler: Archduke Chalamis
                                  Capital: Casala -
                                  Population: 180,000 + +
                                  Population: 180,000
                                  Resources: Iron ore, timber, fish, shipbuilding, copper
                                  Currency: Orla (2 Orla = 1 Gold Crown)

                                  The Great Union of Lunarlia

                                  Ruler: King Aluvaria XV
                                  Capital: Avalar -
                                  Population: 300,000 + +
                                  Population: 300,000
                                  Resources: Agriculture, iron ore, timber, shipbuilding, copper, gems, bronin
                                  Currency: Lune (4 Lune = 1 Gold Crown)

                                  The Republic of Palmyrion

                                  Ruler: Elector Manatine of Vanamor
                                  Capital: Vanamor -
                                  Population: 156,000 + +
                                  Population: 156,000
                                  Resources: Agriculture, timber, fish, shipbuilding
                                  Currency: Lune (4 Lune = 1 Gold Crown)

                                  @@ -2120,7 +2120,7 @@

                                  The Empire of Vassagonia

                                  Ruler: Zakhan Moudalla
                                  Capital: Barrakeesh -
                                  Population: 1,000,000 + +
                                  Population: 1,000,000
                                  Resources: Gold, gems, rare minerals, spices, agriculture, silver, platinum, copper, bronin, iron ore, fish, shipbuilding
                                  Currency: Gold Crown

                                  This rich and powerful empire owes its wealth and status to the ruthless imperialism of the Black Zakhan, a former ruler, of Vassagonia. Under his iron rule, the nomadic Vassa tribes of the Dry Main united and waged war on their weaker neighbours, capturing much land and many resources in the north and west. The current ruler is old and has no heir to claim his throneone of the richest thrones in all of Magnamund.

                                  @@ -2128,7 +2128,7 @@

                                  The Empire of Shadaki

                                  Ruler: Shasarak the Wytch-king
                                  Capital: Shadaki -
                                  Population: 850,000 + +
                                  Population: 850,000
                                  Resources: Fishery, agriculture shipbuilding, timber, iron ore, gold, copper, bronin, silver, rare gems, horses, spices
                                  Currency: Noble (1 Noble = 1 Gold Crown)

                                  Formerly a collection of remote city states which were defeated and subsequently ruled over by the invading nomads of the Sadi desert, this nation rose to power under the rulership of Shasarak the Wytch-king. Its capital was built to celebrate the unification of the Vassa and Sadi peoples, and to mark the fall of Jazer, the original province of Shadaki. Shasarak dedicated himself to the expansion of the realm building a mighty iron-clad fleet in preparation for the War of the Winds. Victory in this war brought the downfall of the neighbouring states and their occupation by Shadakine armies. Elated by victory, the Shadakine empire chose to declare war on their distant relativesthe Vassagonians of Northern Magnamund. A massive invasion ended in disaster for the Shadaki at the Battle of the Tentarium, in which both the fleet and the army were devastated. This disastrous war paved the way for rebellion among its subjugated neighbours, and led to the uprising of Karnali.

                                  MissileTarget DistanceENDURANCE loss
                                  12/45/78+
                                  12/45/78
                                  Dagger24683
                                  Axe/Other Thrown Weapons24564
                                  Chair37MM2