HOW TO USE THE DARKSIDE OF XEEN MODULES: 1.> Load up the "modifier" you want There are seven modules: a.) Character Basics (Name, Stats, Level, XP, HP, SP, Condition) b.) Character Skills and Resists (Skills, Guild Members, Resistance) c.) Weapons (Attributes & Types for all 9 weapon slots) d.) Armor (Attributes & Types for all 9 armor slots) e.) Accessories (Attributes & Types for all 9 accessory slots) f.) Miscellaneous (Attributes, Types, Charges for all Misc slots) g.) Party Info (Location, Time, Money, Gems, Food) (Note: Doubtless the casual user will yelp, "WHY SO MANY MODULES?" Yes, normally UGE's modules don't need to be QUITE so spread out. However, Darkside of Xeen's Saved Game format is a little weird in that it not only saves info on all present party members, but on 24 other "slots" which are available for creation in any tavern! Not only that, but it is unlikely that your six party members will actually occupy slots 1-6; therefore, it became necessary to make variables for ALL 30 SLOTS! Anyone who's played with UGE before knows what this means to a game with THIS many variables!) 2.> Modify your saved game (the ones w/".SAV" extensions, choose M from the games list to change which saved game to change around) with whatever changes you need to make. Then exit UGE & run Xeen again...your changes should be in effect if you restore the game you modified! That's all there is to it! (WARNING: THIS DOES HAVE LIMITS. As you can't save a game IN combat, you can't make sudden changes if you're caught in a combat in which you're clearly in a lot of trouble. Try running away...if you do that successfully, you can turn the tables pretty easily...EVEN IF ANY OF YOUR CHARACTERS GETS KILLED OR ERADICATED IN THE PROCESS OF RUNNING AWAY!! ) So as long as ONE character is still alive, plenty of changes can be made!) HOW TO USE EACH INDIVIDUAL MODULE: MODULE 1: CHARACTER BASICS: Search through the 30 "slots" until you find the name of the character you want to modify. Yes, you can change names, too...up to 10 letters. I did NOT allow class/race changes, due to the way that'd screw up a lot of other things. Listed in the changable things are each characters' Ability Scores (Mgt, Int, Per, End, Spd, Acc, Lck)...each of these can be set at least over 200. I haven't found the range where it'll crap out yet, but I know it does eventually, so be careful. Also, you have the character's Level; you can set this up to 255, although I don't know if the game'll crap out if you go that high. I know I've put it up over 100 before, though. Level adjusts XP automatically, so I didn't bother including a "modify XP" field in this one...it seems useless to me. The levels for HP and SP are "Current" levels; these do NOT affect your normal "maximum," rather just what you have "now" in the game. "Maximum" levels are set by the game through an interpretation of the Level stat. The remaining features for each slot are possible problems you could run across in the game, and ways to fix them. For example "Unnat. Age" is the number of years of UNNATURAL aging your character has suffered (whether hit by an Undead or affected by a special item or even casting a Divine Intervention spell). Set this to 0 and all unnatural aging disappears! Same with most of the others...the number shown is the "minus" your character suffers as a result of his or her condition. Set each to 0 to eliminate the condition. And yes, there are flags to remove Unconscious, Dead, Stoned (no, not drugged out, TURNED TO STONE!), and even Eradicated! Talk about a savings on Temple expenses...you know how much it costs to revive an Eradicated 100th level character? MODULE 2: CHARACTER SKILLS AND RESISTS: With this module, you can set the flags that determine whether or not your character has certain skills, as well as the level your character has of certain resistances. Setting any of the "Skill" (Arms Master, etc) values to 1 enables your character to use the skill! And yes, that means you can have a Paladin with Thievery! (Weird concept, but neat). By the way, Thievery is based on class and level, so you can't change your Thievery SCORE without changing your level. Ability, yes. Score, no. For the most part, I did NOT include Awards; you miss out on a lot of the game if you don't go get 'em yourself. The only one I DID include is the one BAD one..."Convicted Thief." If you're dumb enough to let a character WITHOUT Thievery skill try to steal from the Blacksmith's display cases, setting this value back to 0 will erase the "black mark" on your record. Now if only real life were like that. Too bad you still lost a year in jail, but, hey, you earned it! The other awards I included are the memberships in the Guilds in the five towns (Castleview, Sandcaster, Lakeside, Necropolis, Olympus). In order to make these functional, set them to 16 (or 17). The reason for this setting is that these same fields are used by Clouds to indicate Clouds of Xeen awards (a 1 setting here indicates the award is granted for the Clouds side). Setting it to 16 enables only the Darkside award, and setting it to 17 enables both sides' awards. The remaining spots are your resistances to Fire, Cold, Electricity, Poison, Energy, and Magic. Near as I can figure, these directly subtract their values from any damage of the appropriate type you take from certain attacks or hostile environments. They can also be set pretty high, at least well over 50, but I haven't figured out the absolute maximum yet. MODULE 3: WEAPONS: Once again, just jump to any character you want to modify. Your equipment list can hold up to 9 "weapon" items. Pick a slot, and choose whatever you want. Setting all your weapons with "Undead Eater" capability would be pretty useful for walking into Necropolis, wouldn't it? Each "Weapon" slot has three fields you can modify...Attributes (Attr.), Weapon Type (Type), and Other. Choose the number that corresponds to each of what you want. Weapon Types are listed below in Table 1. Attributes are listed below in Table 5. Other factors are listed below in Table 6. MODULE 4: ARMOR: Exactly the same as Weapons, except...it modifies the armor slots, and you CANNOT use the "1-6" options for additional abilities for the armor piece; they can ONLY be used for repairing Cursed or Broken items. Armor types are listed below in Table 2. MODULE 5: ACCESSORIES: Yep. Exactly the same as Armor, except...it modifies the Accessory slots. Accessory types are listed below in Table 3. MODULE 6: MISCELLANEOUS: A little different this time. Once again, this modifies the slots for Miscellaneous equipment. This time, howver, the first number is the equipment TYPE, the second is the ABILITY, and the third is "Other." Once again, if Other is set from 64 to 127, it's "cursed," and if it's set from 128+, it's "broken." Settings from 0 to 63 indicate the CHARGES the particular item holds. Miscellaneous types are listed below in Table 5. A list of available "powers" is contained in Table 7. MODULE 7: PARTY INFORMATION: This is the "leftovers," or the stuff that applies to the entire party, rather than just one particular member. Strangely enough, these are some of the most popular things to change! The first three items, X Coordinate, Y Coordinate, and Location, are the three variables that determine where you are on the Darkside of Xeen map. The "location" variable can be set anywhere from 1 to 85; the values for these locations are shown in Table 8. X and Y are the "x=" and "y=" coordinates shown when you pull up the map function from the regular party interface menu. Note: Please be careful when using this function. If you aren't careful, you might wind up teleporting yourself into the Void, or into a wall. Either or these is NOT good for the program, nor for your character's continued existances. I recommend you make some maps before using this feature TOO much, especially when teleporting into relatively dangerous areas like the sewers under Necropolis. Food is the number of pieces of food you have on you. Divide this by the number of conscious party members for each meal, and you can figure out how many days the party can go on it. Values shouldn't be set much over 1000; the program tends to crap out when you go a bit higher than that. Gold In Party, Gold In Bank, Gems In Party, Gems In Bank-Exactly what each says. Recommend you put a good amount in the bank; interest is a wonderful thing. You can plug in numbers up over a billion in each without a problem, but I'm not sure if there is an upper limit. And no, I don't know how six people lug around a billion gold pieces, but they do. Maybe they have a portable hole (sorry, old AD&D reference). Finally, a truly bizarre feature called "Minutes Past Midnight." This affects time of day. Now, of course, some will ask, "WHY?" Easy. Some things only can be done at certain times of the day. With this feature, you can set the time to whatever you like, and get done what has to get done. Now for the info tables: TABLE 1: Weapon Types: (1 handed) 1.Long Sword 2.Short Sword 3.Broad Sword 4.Scimitar 5.Cutlass 6.Sabre 7.Club 8.Hand Axe 9.Katana 10.Nunchakas 11.Wakazashi 12.Dagger 13.Mace 14.Flail 15.Cudgel 16.Maul 17.Spear (2-handed) 18. Bardiche 19. Glaive 20. Halberd 21.Pike 22.Flamberge 23. Trident 24. Staff 25. Hammer 26. Naginata 27.BattleAxe 28. Grand Axe 29. Great Axe (Missile) 30. Short Bow 31. Long Bow 32. Crossbow 33. Sling TABLE 2: Armor Types: 1. Robes 2. Scale Mail 3. Ring Mail 4. Chain Mail 5.Splint Mail 6. Plate Mail 7. Plate Armor 8. Shield 9. Helm 10. Boots 11. Cloak 12. Cape 13. Gauntlets TABLE 3: Accesory Types: 1. Ring 2. Belt 3. Broach 4. Medal 5. Charm 6. Cameo 7. Scarab 8. Pendant 9. Necklace 10. Amulet TABLE 4: Miscellaneous Item Types: 1. Rod 2. Jewel 3. Gem 4. Box 5. Orb 6. Horn 7. Coin 8. Wand 9. Whistle 10. Potion 11. Scroll TABLE 5: Attributes List: (For use w/Weapons, Armor, Accessories) (Fire) 1.Burning 2.Fiery 3.Pyric 4.Fuming 5.Flaming 6.Seething 7.Blazing 8.Scorching (Electric) 9.Flickering 10.Sparking 11.Static 12.Flashing 13.Shocking 14.Electric 15.Dyna (Cold) 16.Icy 17.Frost 18.Freezing 19.Cold 20.Cryo (Poison) 21.Acidic 22.Venomous 23.Poisonous 24.Toxic 25.Noxious (Energy) 26.Glowing 27.Incandescent 28.Dense 29.Sonic 30.Power 31.Thermal 32.Radiating 33.Kinetic (Magic) 34.Mystic 35.Magical 36.Ectoplasmic (Materials) 37.Wooden 38.Leather 39.Brass 40.Bronze 41.Iron 42.Silver 43.Steel 44.Gold 45.Platinum 46.Glass 47.Coral 48.Crystal 49.Lapis 50.Pearl 51.Amber 52.Ebony 53.Quartz 54.Ruby 55.Emerald 56.Sapphire 57.Diamond 58.Obsidian (Enhancements) (Might) 59.Might 60.Strength 61.Warrior 62.Ogre 63.Giant 64.Thunder 65.Force 66.Power 67.Dragon 68.Photon (Intellect) 69.Clever 70.Mind 71.Sage 72.Thought 73.Knowledge 74.Intellect 75.Wisdom 76.Genius (Personality) 77.Buddy 78.Friendship 79.Charm 80.Personality 81.Charisma 82.Leadership 83.Ego 84.Holy (Speed) 85.Quick 86.Swift 87.Fast 88.Rapid 89.Speed 90.Wind 91.Accelerator 92.Velocity (Accuracy) 93.Sharp 94.Accurate 95.Marksman 96.Precision 97.True 98.Exacto (Luck) 99.Clover 100.Chance 101.Winners 102.Luck 103.Gamblers 104.Leprechauns (Hit Points) 105.Vigor 106.Health 107.Life 108.Troll 109.Vampyric (Spell Points) 110.Spell 111.Castors 112.Witch 113.Mage 114.Archmage 115.Arcane (Armor Class) 116.Protection 117.Armored 118.Defender 119.Stealth 120.Divine (Thievery) 121.Mugger 122.Burglar 123.Looter 124.Brigand 125.Filch 126.Thief 127.Rogue 128.Plunderer 129.Criminal 130.Pirate TABLE 6: Other: (FOR WEAPONS ONLY) 1.Dragon Slayer 2.Undead Eater 3.Golem Smasher 4.Bug Zapper 5.Monster Masher 6.Beast Bopper (FOR ALL ITEMS) If the number for "Other" does not read 0 and the item has been Cursed, Broken, etc...setting it back to 0 (or from the above list) will return it to "normal." Settings of 1-6 on Weapons indicate suffixes, as above. Settings of 1-63 on Miscellaneous indicate Charges (you can set # up to 63) Settings of 64-127 indicate that the item is Cursed. Settings of 128+ indicate that the item is Broken. TABLE 7: Powers: (For Miscellaneous Items Only...) 1. Light 2. Awakening 3. Magic Arrows 4. First Aid 5. Fists 6. Energy Blasts 7. Sleeping 8. Revitalization 9. Curing 10. Sparking 11. Shrapmetal 12. Insect Repellant 13. Toxic Clouds 14. Elemental Prot. 15. Pain 16. Jumping 17. Beast Control 18. Clairvoyance 19. Undead Turning 20. Levitation 21. Wizard Eyes 22. Blessing 23. Monster Identify 24. Lightning 25. Holy Bonuses 26. Power Curing 27. Nature's Cures 28. Beacons 29. Shielding 30. Heroism 31. Hypnotism 32. Water Walking 33. Frost Biting 34. Monster Finding 35. Fireballs 36. Cold Rays 37. Antidotes 38. Acid Spraying 39. Time Distortion 40. Dragon Sleep 41. Vaccination 42. Teleportation 43. Death 44. Free Movement 45. Golem Stopping 46. Poison Volleys 47. Deadly Swarms 48. Shelter 49. Daily Protection 50. Daily Sorcery 51. Feasting 52. Fiery Flails 53. Recharging 54. Freezing 55. Town Portals 56. Stone To Flesh 57. Raising The Dead 58. Etherealization 59. Dancing Swords 60. Moon Rays 61. Mass Distortion 62. Prismatic Light 63. Enchant Item 64. Incinerating 65. Holy Words 66. Resurrection 67. Storms 68. Megavoltage 69. Infernos 70. Sun Rays 71. Implosions 72. Star Bursts 73. of the GODS! (Divine Intervention) TABLE 8: Available (Valid) "Locations:" Locations: 1. A1 2. A2 3. A3 4. A4 5. B1 6. B2 7. B3 8. B4 9. C1 10. C2 11. C3 12. C4 13. D1 14. D2 15. D3 16. D4 17. E1 18. E2 19. E3 20. E4 21. F1 22. F2 23. F3 24. F4 25. El.Plane Of Fire 26. El.Plane Of Air 27. El.Plane Of Earth 28. El.Plane Of Water 29. Castleview 30. Castleview Sewer 31. Sandcaster 32. Sandcaster Sewer 33. Lakeside 34. Lakeside Sewer 35. Necropolis 36. Necropolis Sewer 37. Olympus 38. Olympus Sewer 39. Gemstone Mines 40. Troll Holes 41. Castle Kalindra, Level 1 42. Castle Kalindra, Level 2 43. Castle Kalindra, Level 3 44. Castle Kalindra, Dungeon 45. Castle Blackfang, Level 1 46. Castle Blackfang, Level 2 47. Castle Blackfang, Level 3 48. Castle Blackfang, Dungeon 49. Castle Alamar, Level 1 50. Castle Alamar, Level 2 51. Castle Alamar, Level 3 52. Castle Alamar, Dungeon 53. Ellinger's Tower, Level 1 54. Ellinger's Tower, Level 2 55. Ellinger's Tower, Level 3 56. Ellinger's Tower, Level 4 57. Great Western Tower, Level 1 58. Great West Tower, Level 2 59. Great Western Tower, Level 3 60. Great West Tower, Level 4 61. Great Southern Tower, Level 1 62. Great South Tower, Level 2 63. Great Southern Tower, Level 3 64. Great South Tower, Level 4 65. Great Eastern Tower, Level 1 66. Great East Tower, Level 2 67. Great Eastern Tower, Level 3 68. Great East Tower, Level 4 69. Great Northern Tower, Level 1 70. Great North Tower, Level 2 71. Great Northern Tower, Level 3 72. Great North Tower, Level 4 73. Temple Of Bark, Level 1 74. Temple Of Bark, Level 2 75. Temple Of Bark, Level 3 76. Temple Of Bark, Level 4 77. Temple Of Bark, Level 5 78. Dun. Of Lost Souls, Level 1 79. Dun. Of Lost Souls, Level 2 80. Dun. Of Lost Souls, Level 3 81. Dun. Of Lost Souls, Level 4 82. Dun. Of Lost Souls, Level 5 83. Great Pyramid, Level 1 84. Great Pyramid, Level 2 85. Great Pyramid, Level 3 86. Great Pyramid, Level 4 87. Escape Pod 1 88. Escape Pod 2 89. Skyroad A1 90. Skyroad A2 91. Skyroad A3 92. Skyroad A4 93. Skyroad B1 94. Skyroad B2 95. Skyroad B3 96. Skyroad B4 97. Skyroad C1 98. Skyroad C2 99. Skyroad C3 100. Skyroad C4 101. Skyroad D1 102. Skyroad D2 103. Skyroad D3 104. Skyroad D4 105. Skyroad E1 106. Skyroad E2 107. Skyroad E3 108. Skyroad E4 109. Skyroad F1 110. Skyroad F2 111. Skyroad F3 112. Skyroad F4 Every place in Darkside is accessible using the teleport codes, and with Clouds AND Darkside on your hard drive, you can create the World of Xeen, and explore several new locations on the Clouds side. If you create the World of Xeen, you must change your game to be modified...change it from the "DARKxx.SAV" to "DARKxx.WOX" file. Everything should still work. Please keep the following in mind: When you come right down to it, the Darkside files are given preferential treatment. World of Xeen is not as easy to edit, because there are always TWO saved files for your characters. I recommend you rip through Clouds first (using the Clouds module, if you like), THEN make the "World Of Xeen," shift sides and modify the DARKxx.WOX files appropriately using these modules. Good luck!