# Edit Champion

The Edit Champion dialog allows you to modify most characteristics of a champion.

On the left are fields for entry of current statistics and levels. It provides two fields, where the first field is for the current effective value including boosts or drains. The second field is the current base value without any boosts or drains. (You will typically want to set these the same for map creation.)

On the right, you can change the first name and last name or title of the champion. Food and water each range from 1 (badly starving) to 1000 (full). The poison value is the current amount of poison damage being taken, and ranges from 0 (not poisoned) to 15 (very poisoned). Silence indicates the time left before spells can be cast again. Values range from 0 (not silenced), to 50 (just hit by a LO silence spell), to 200 or more (just hit by a MON silence spell).

The portrait may also be selected by using the arrow buttons to cycle through images in the Heroes directory, or by using the Browse button to bring up a file dialog. When changing the portrait, the only important thing to note is that the file must be in the Heroes directory or some subdirectory inside it.

### Special Abilities

Clicking the Special Abilities button will bring up the Hero Specials dialog. This dialog allows the creation and assignment of various special abilities. These include most spell effects, as well as a few unique effects like Steal and Conjure Item. The name of the ability can be anything. What the ability acutally does is then selected from the drop-down list. Additionally, a sound can be associated with the ability, and played whenever the ability is used. The class to gain experience in, if any, can be set, along with a power for the ability. Delay before next use can be set (experiment with various settings, but around 20 is pretty fast, while 300 or higher is a hefty delay). The amount of mana consumed to use the ability can also be set (0 if no mana is required). Finally, abilities can be set to be only available at or above certain skill levels. It is not necessary, but it is probably a good idea to give more powerful abilities a very high delay and/or high mana consumption, along with some level requirements.

### Available Abilities:

Anti-Ven

- Causes the caster to purify poison from his body.
- The power field is the amount by which the poison is reduced. The strongest poison has a value of 15, while the weakest has a value of 1, so using a power of 15 for example would compeletely remove any poison.

Arc-Bolt

- Casts the Arc Bolt spell.

Armor and Armor Party

- Causes the caster (or party) to receive a bonus to both defense and magic resist (this is just Shield Party and Spellshield Party combined).
- The power field is the amount of increase. The effect wears off at the same rate as the equivalent spells/potions would.

Backstab

- Allows the caster to attempt a backstab during the next attack. Obviously, the monster must be facing away from the party. The backstab will increase damage dealt (1.5x at ninja level < LO Master, 2x at ninja level >= LO Master). The caster only gets one attempt: if the attack misses, the backstab is wasted.
- After selecting, simply perform any normal attack with the weapon of your choice.

Berserker

- Cause the caster to go berserk. The caster receives a 25% bonus to strength and special, bonus health points (bonus health = vitality*133%).
- The power field determines duration, where 1 point of power is equivalent to the time it takes a modified stat to increase/decrease.
- There is a drawback to this ability: once the duration has expired, the caster becomes winded and receives a 25% penalty to strength.
- The vitality value used for bonus health includes any bonuses or penalties (so drinking some vitality potions before using the ability will grant a larger bonus).

Blow Horn

- Horn of Fear effect, causing monsters to always flee.

Bolt

- Casts the Bolt spell.

Calm

- As the item ability, causes monsters to possibly stop attacking.

Climb Down/Up

- As the item ability, allows the entire party to climb down/up Pits.

Conjure

- Allows the caster to conjure a specified item. The item is placed in one of the champion's hands or on the ground (if the champion does not have a free hand).
- Any item, predefined or custom, can be conjured.

Detect Illusion

- Allows the caster to attempt to detect (and permanently destroy) an illusion in the square directly in front of the party.
- Illusions that can be detected include: false walls (turned into a floor), invisible walls (turned visible), and illusionary pits (illusion removed).
- Chance of success increases with ninja level.

Dispell

- Casts the Dispell spell.

Drain Life

- Allows the caster to attempt to steal health from a monster directly in front of the party.
- Power determines the amount of health to drain (though the monster's magic resistance will be applied).
- The caster will only drain health up to the amount of health the monster currently has.
- Be warned! Attempting to drain life from a non-material monster, Skeleton (predefined only), or Deth Knight (predefined only) will instead heal the monster and damage the caster.

Drain Mana

- Allows the caster to attempt to steal mana from a monster directly in front of the party.
- Power determines the amount of mana to drain (though the monster's magic resistance will be applied).
- The caster will only drain mana up to the amount of mana the monster currently has (so monsters that have no mana will not benefit the caster at all).

Enhance Fist/Weapon

- Causes the caster to add magical enhancements to his fist (barehanded attacks Punch and Kick) or his current weapon.
- Enhance Fist only works on the fist, and Enhance Weapon will work on any weapon other than the fist.
- The power field determines duration, where 1 point of power is one attack (whether it hits or misses).
- Effects include:
  - Hit Non-Material: allows the caster to harm ghosts.
  - Diamond Edge Style: cuts through the defense of highly-defended monsters (Stone Golems, Deth Knights, etc.).
  - Stunning Blow: same as the Mace of Order (predefined item), successful hit has a chance of stunning a monster if the monster is below 1/3 of maximum health.
  - Poison: same as poisoned weapons, successful hit has a chance of poisoning the monster (non-material monsters are unaffected by poison).

False Image

- Allows the caster to create false images of himself for added protection.
- Each successful attack by a monster will destroy one image (leaving the caster unharmed).
- Power indicates the number of images to generate (this ability is not cumulative).

Feeble Mind

- Casts the Feeble Mind spell.

Fireball

- Casts the Fireball spell.

Freeze

- As the item ability, freezes all monsters for a duration depending on power.

Freeze Life

- As the item ability, freezes all living monsters (material, not including predefined Deth Knights and Stone Golems) for a duration depending on power.

Frighten

- As the item ability, causing monsters to possibly flee.

Good Berries

- With this ability, the caster conjures 1 or more Good Berries (how many exactly is random, but the maximum number is determined by Priest level).
- Power determines the amount (percentage) of health and mana each Berry restores. Priest level also plays a role, so total percent of maximum restored = Power + Priest Level*2.

Heal

- As the item ability, restores health to the caster.

Invoke

- As the item ability, casts a randomly chosen attack spell.

Light

- As the item ability, boosts the light level like a torch.

Purify

- With this ability, the caster removes any poison from food items in hand. Additionally, bad food is made good (though it will have only small food benefit).

Ruiner

- Casts the special "Ruiner" spell. Ruiner is actually multiple spells: Weakness, Feeble Mind, Slow, Strip Defenses, and Silence.

Shield and Shield Party

- Causes the caster (or party) to receive a bonus to physical defense.
- The power field is the amount of increase. The effect wears off at the same rate as the equivalent spells/potions would.

Sight

- As the Magic Vision spell.
- Power determines duration.

Silence

- Casts the Silence spell.

Slow

- Casts the Slow spell.

Slowfall

- As the Slowfall spell.
- Power determines duration.

Spellshield and Spellshield Party

- Causes the caster (or party) to receive a bonus to magical defense.
- The power field is the amount of increase. The effect wears off at the same rate as the equivalent spells/potions would.

Stat Boost

- Identical to drinking the equivalent potions, though multiple affects can be combined into one ability.
- Negative values (for effectively a Stat Drain) are permitted.

Steal

- Causes the caster to attempt to steal any unequipped items from a monster directly in front of the party.
- Power is the base percent chance of success. Success is further modified by ninja level and the speed of the monster.
- The champion using the ability must have a free hand (either will work).

Strip Defenses

- Casts the Strip Defenses spell.

True Sight

- Causes the caster to see through all illusions in all visible squares. False walls are seen as floors, Invisible walls are seen as semi-transparent walls, and Illusionary Pits are seen without illusion.
- Power is the duration in game cycles (experiment to find a good value -> 5 is pretty short, while 50 is fairly long).
- The spell "follows" the caster, so moving around will continue to reveal all illusions in the visible area.

Ven Cloud

- Casts the Ven Cloud spell.

Venom

- Casts the Venom (poison bolt) spell.

War Cry

- As the item ability, small chance of frightening a monster.

Weakness

- Casts the Weakness spell.

ZO

- Casts the ZO (open/close door) spell.

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