// Text Library  - text library 11 instructions 2

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begintextlibrary;

0 = "  Damage";
1 = "When monsters hit you, you will take damage. You can restore your health by drinking healing potions or casting healing spells. As you cast spells, your spell energy will drain away.";
2 = "To restore all of your health and spell energy, stay in an inn or walk through the gates of a major city.";
3 = "If your character takes a blow which knocks him or her below 0 health, that character will fall unconscious. When you walk through the gates of a friendly city, that character will be revived. You can also revive an unconscious character with the Return Life spell.";
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20 = "  Outdoors, Disciplines";
21 = "$Outdoor Combat";
22 = "Sometimes, when exploring the outdoors, groups of creatures will attack you. When this happens, the battle will take place on a small battlefield. When your foes are dead, press the End Combat button to leave the battlefield and resume your travels.";
23 = "During most outdoor battles, you can flee your enemies by moving your entire group onto the blue-shaded area at the north end of the battlefield. If that area is absent, you won't be able to flee.";
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25 = "$Battle Disciplines";
26 = "Skilled warriors can learn up to twelve battle disciplines. These are special abilities that can be used in combat to protect you or damage your enemies.";
27 = "The number of disciplines you can use is determined by your Battle Skills. The sum of your Melee, Pole Weapons, Bows and Thrown Missiles skills determines how many disciplines you can use.";
28 = "To select a discipline, press the Battle Discipline button or type 'd'. To see a description of a discipline, move your cursor over it."; //IOS
29 = "Using a discipline uses the same number of action points as an attack or spell and will make you fatigued for a number of turns. You can't use any new disciplines until the fatigue fades.";
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40 = "  Ending Combat, Resistance";
41 = "$Ending Combat";
42 = "When you are through with combat, press the End Combat button or type f'. If there are no enemies visible, combat ends immediately. Otherwise, it will cease at the end of the current round. Note, however, that if you still have a foe nearby, combat will immediately begin again.";
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44 = "$Armor and Resistances";
45 = "There are several different sorts of damage you and your foes can inflict. The most common sort is physical damage, caused by blows from weapons, claws, or teeth. You can also strike your foes with (and be struck by) fire, cold, magical energy, and so on.";
46 = "Different foes can resist different sorts of damage. If the fire lizard you are fighting is taking no damage from your Fireblast spells, try Icy Rain instead.";
47 = "Wearing armor reduces the damage you take from blows. Each piece of armor reduces the damage from attacks by a certain percentage. If you're wearing several pieces of armor, the reductions are applied one at a time.";
48 = "For example, if you're wearing a breastplate that is 30% armor and a shield that is 10% armor, each blow is reduced by 30% and then 10% (so being hit for base 100 damage means actually taking 63 points).";
49 = "Armor provides full protection from physical blows and half protection from fire, cold, and energy (so a good shield helps a little bit against drake's breath).";
50 = "Items that provide protection from other sorts of attacks (for example, a ring that provides 10% resistance against cold) work the same way.";
51 = "To see your character's resistances against the various sorts of damage, consult the Training window. What you see there is the cumulative result of all of your resistances.";
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60 = "Casting Spells";
61 = "Magic is one of the most powerful tools available to you in Avernum 3: Crystal Souls. Weapons are great, but nothing produces damage faster or more reliably than a good magic spell. Without magic, you will have a very difficult time succeeding.";
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63 = "$Mage and Priest Spells";
64 = "There are two different sorts of spells: Mage and Priest. Mage spells call upon powerful forces to reshape reality and are good at dealing damage and affecting physical things. Priest spells call upon unseen beings to provide supernatural aid and are better at healing people and affecting the minds of foes.";
65 = "To cast a spell, you first need to learn it. Every character starts out knowing the first four mage and priest spells at level 1. Other spells are bought in towns or learned from spellbooks you find on your adventures. Talk to all of the mages and priests you find in your travels.";
66 = "In addition, to cast a spell you must have a high enough level of the appropriate skill (Mage or Priest Spells skill) and enough spell energy.";
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80 = "  Picking a Spell";
81 = "To have the active character cast a spell, you press the Cast Mage Spell (or Cast Priest Spell) button, select the spell, and select the target. As always, to change the active character, select a portrait or type 1'-'4'.";
82 = "To see the description of a spell on the selection window, move the cursor over it. When you do this, if you can't cast the spell, you'll be told why."; //IOS
83 = "Some spells can only be cast in combat. If you are not in combat and try to cast one of these spells, combat will begin.";
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100 = "  Spell Levels, Encumbrance";
101 = "$Three Levels of Spells";
102 = "You can know each spell at level 1, 2, or 3. At higher levels, spells gain more power and start being able to inflict extra effects.";
103 = "When buying a spell in a shop, you can purchase up to two levels of it. To learn a spell at level 3, you need to find a spellbook or trainer that teaches it. There are 50 such books/trainers hidden all over Avernum and Valorim, one for each spell.";
104 = "To learn from one of these hidden resources, the total Arcane Lore skill of your party must be high enough.";
105 = "You can use the Character Editor to learn spells. (Select Character Editor on the title screen to learn how to use it.) However, the editor can't enable you to learn a spell at level 3.";
106 = "";
107 = "$Mage Spells and Bulky Armor";
108 = "Casting Mage Spells requires great freedom of movement. Bulky pieces of armor make it more difficult to cast spells. If your armor is too bulky, you won't be able to cast Mage spells. Having the Swordmage trait increases the amount of armor you can wear and still cast these spells.";
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120 = "  Targeting, Summoning";
121 = "$Targeting Spells";
122 = "Some spells are cast on a character in your party. To select the target, select the character's portrait (or type 1'-'4')."; //IOS
123 = "Some spells are cast on your enemies. When you cast such a spell, you will be asked to indicate a target. Some spells affect a single foe. Other spells affect a circular or cone-shaped area. When you move the cursor, white lines will indicate the targeted area.";
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125 = "$Summoning Spells and Allies";
126 = "Some spells summon allies to fight by your side. They will stay around a short time and then disappear. They aren't very bright. If there are no foes nearby, they will just stand around until they disappear.";
127 = "Summoned creatures are powerful but hard to control. Each character can only have one summoned creature at one time.";
128 = "You can cast blessing and healing spells on creatures you summon and people who are fighting on your side. If it is a spell that is targeted (like Heal), select the friendly creature to cast it on.";
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140 = "Tips for Getting Started";
141 = "Your nice new party is getting stomped. Again and again. It's humiliating. You can't find anything good to fight. The monsters are slaughtering you. You can't get money. What can you do?";
142 = "Don't give up! This chapter contains some good advice for getting through the early game. There is hope.";
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144 = "1. Be sure to search all of the rooms and containers in Fort Emergence. Lots of supplies have been left for you.";
145 = "2. At early levels, magic will keep you alive. Use bless and haste spells, and buy better spells in Fort Emergence. Spells that damage an area are strong.";
146 = "3. Some skills are more important than others for building strong parties. The Melee and Pole Weapons skills increase your damage output. Buy lots of them for your melee fighters. Spellcraft makes every spell you cast more effective.";
147 = "4. In general, your wizards will do more damage and your warriors will keep the monsters from killing your wizards. Get used to putting your warriors in front to grab the attention of monsters. Have your priests and mages stand back and heal, bless, and haste the warriors.";
148 = "5. If you are still being overwhelmed, chip away at the dungeons. Duck in, kill a few enemies, and run back to the city gates to rest.";
149 = "6. Change the difficulty to Casual on the Options window or use the Character Editor. This is a far better option than getting stuck and not having any fun.";
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