
AVERNUM 1 TEMPLATE

	by Ishad Nha

Purpose of this template:
Avernum 1 Template is meant to act as a ready-made basis for a scenario based in the world of Avernum 1. Scenario designers won't need to spend hours designing proforma towns meant for basically utility purposes.	
	
For a list of SDFs used:
Check the town scripts. (You can load all the files into Crimson Editor and then use Search > Find in Files command.)

Custom Spellbook:
Is meant for custom spells like Safe Travel or Hovering Feet. Currently it only has provision for H = Hovering Feet.

Key Translation Problems:

Towns that are usually well - lit but do have some totally dark areas.  Examples include Erika's Tower, the Final Gauntlet and the Spiral Pit near Mertis. In BoA the lighting level applies to the entire town only. My solution is to make the whole town totally dark, then have special floor types in the well-lit areas, these floors have a light radius of 1.

Doors that only unlock with a level 3 Unlock spell, Erika's Tower is an example here. Now in Avernum 1 the level 3 Unlock spell was obtainable in only one place, hence it is quite rare.

Recall Crystal can't be finally replicated in the Blades of Avernum world, here it takes you to a town, the proforma town 0, when you attempt to enter the town you are sent back to Fort Avernum.

In Avernum 1 the Divine Warrior spell was the way to win tough fights. In BoA the solution is Heroic Brew.

I have included a second scenario, "Outdoor A1 Template", this has all of the A1 outdoor zones but it only contains one town, the pro-forma town used for the Recall Crystal. Most scenarios would not have need for anything vaguely like 78 towns. Towns can be imported from the main Template into this reduced Template as needed. Otherwise it would be a real hassle to delete unwanted towns from the main scenario file.

Hidden groups in Avernum 1 are now just ordinary placed monsters, exception is the Spire Arena.

Where special items, SDFs or whatever were required to open certain doors I usually omitted these requirements.  This scenario is meant to be a resource not a BoA import of Avernum 1, anything too closely linked to the plot of A1 will be left out.

The Royal Spire is now a friendly town, thanks to the Init State of its town script, the attempt to kill Hawthorne was too specific to A1.

Town 80, Giant Docks, was made necessary because Blades of Avernum only permits boats to be created in towns, unlike Avernum 1.
Town 81 was found in Exile 1 but not Avernum 1, it had no plot, maybe that is why it was dropped from A1.


List of towns in Avernum 1:
(0	Recall Crystal)
1	Fort Avernum
2	Fort Duvno
3	Brigand Fort
4	Goblin Caves
5	Cotra
6	Underground Fort
7	Cave of Motrax
8	Formello
9	Nephilim Fortress
10	Upper Nephilim Fort
11	Under Nephilim Fort
12	Spider Cave
13	Silvar
14	Fort Draco
15	Mertis
16	Spiral Pit
17	Athron's Lair
18	Ogre Cave
19	Tower of Magi
20	Shattered Fort
21	Hidden Tower
22	Island Fort
23	Swamp City
24	Fort Dranlon
25	Aranea Cave
26	Aranea City
27	Slith Temple
28	Upper Slith Temple
29	Almaria
30	Slith Castle
31	Upper Slith Castle
32	Slith Fort         
33	Foul Cavern
34	Lair of Pyrog
35	The Castle
36	Slith Fortification
37	Gremlin Cave
38	Crypt of Drath
39	Crypt of Drath, L2
40	Crypt of Drath, L3
41	Stagnant Tunnels
42	Giant Castle
43	Giant Basement
44	Hidden Island Tower
45	Fort Emerald
46	Gnass
47	Blosk
48	Tower of Patrick
49	Ruined Bandit Lair
50	Bandit Lair
51	Fort Spire
52	Spire
53	Bargha
54	Below Bargha
55	Lair of Khoth
56	Black Spire
57	Tower of Barriers
58	Fort Saffron
59	Dharmon
60	Fort Remote
61	Fort Remote Ruins
62	Gremlin's Gold
63	Skarragath
64	Skarragath Ruins
65	Prison of Grah-Hoth
66	Erika's Tower
67	Ruined Fort
68	Strange Cave       
69	Grah-Hoth Fortress
70	Pit of the Drake
71	Tower of Sulfras
72	Final Gauntlet     
73	Strange Cave
74	The Royal Spire
75	Bat Cave
76	Ancient Crypt
77	Lost Bahssikava
78	Bahssikava Tunnels
79	Bahssikava Deeps
80	Giant Docks
81	Remote Temple
