======================================================================
    Soul of Evil: Indian Summer
         D  E  V  K  I  T
======================================================================

Version  : 1.1
Date     : 12/23/2008

    1. Engine and General Notes
    2. Items
    3. Weapons
    4. Triggers and Func Objects
    5. Miscellaneous Entities
    6. Monsters
    7. Impulses
    8. Compiling Notes

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    1. Engine and General Notes
======================================================================

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WORLDSPAWN

"drama1"
Short for DRAke Map Arsenal release 1.  This field overrides the
items field (see below) for weapons the player will be given.
Use this field if you want to give the player custom weapons.
    1 = Vorpal Sword
   (2 = Chainsaw -- DISABLED)
    4 = Shotgun
    8 = Nailgun
   16 = Blaster
   32 = Super Shotgun
   64 = Grenade Launcher
  128 = Proximity Gun
  256 = Super Nailgun
  512 = Rocket Launcher
 1024 = Hyperblaster
 2048 = Thunderbolt
 4096 = Chain Thunderbolt
 8192 = MIRV Launcher
16384 = Mjolnir

"gravity"
Add a value to set the gravity of the map.  Values less than zero
are ignored.  Default gravity is 800, and e1m8 gravity is 100.

"items"
Sets the default items the player receives when starting a new game
on the map.  Player will be given a small amount of ammo to use each
weapon.  Note that if the drama1 field is set, the items field will
be ignored.
   -1 = No items!
    1 = Shotgun
    2 = Super Shotgun
    4 = Nailgun
    8 = Super Nailgun
   16 = Grenade Launcher
   32 = Rocket Launcher
   64 = Thunderbolt
 4096 = Axe
 8192 = Green Armor
16384 = Yellow Armor
32768 = Red Armor

"noise"
Causes the map the play the given .wav filed shortly after the map
starts.  Useful for playing background music.  If the field is blank,
nothing will be played.

"sky"
Some custom engines can load a skybox and display that instead of
the textures from a sky brush.  Soul of Evil includes and uses the
following skyboxes, all from Kell:

 duske
 heather
 tramonto

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DUAL TARGETING

The field "target2" has been added to allow entities to activate two
independent targets.  This also allows monsters to follow a path set
by path_corners and target other things when slain.  However, a
monster will only seek path_corners if their targetname matches
the monster's target field.  target2 is not used for path_corners.

----------------------------------------------------------------------
NO KILLTARGET SHORT-CURCUITING

If an entity has the field killtarget set, it will no longer ignore
any targets it had when used.  After the removal of entities whose
targetname matches the killtarget, entities whose targetname matches
target or target2 will be activated.


======================================================================
    2. Items
======================================================================

item_armor4
item_artifact_equalizer
item_artifact_leviation
item_artifact_regeneration
item_artifact_reflection
item_artifact_shambler
item_backpack
item_bloodcube
item_book
item_draco
item_fake
item_money
item_potion
item_pushup
item_sigil_bane
item_treasure

----------------------------------------------------------------------
ITEM SPAWNFLAGS

Most items have may use the following fields.

"spawnflags"
 64 = Delay Spawn
128 = Always Respawn

DELAY SPAWN
With this spawnflag and a valid targetname, items do not spawn until
triggered.

ALWAYS RESPAWN
Item respawns in any game mode, not just deathmatch.  Has no effect
on items that do not respawn at all in any mode, such as runes or
fake items.

"style"
1 = Spawn Fog
Normally, sf64 delayed spawns are silent.  With this bit, the entity
will spawn with teleport effects.

----------------------------------------------------------------------
ITEM MODIFICATIONS

-- Biosuit --
The biosuit has inherited the effects of the wetsuit from Scourge of
Armagon.  This means in addition to drown and slime immunity, the
biosuit allows the player to swim faster and grants immunity to
lightning damage.  Also, any item_artifact_wetsuit entities found
are automatically converted to Biosuits.

----------------------------------------------------------------------
COURAGE ARMOR

Classname......:  item_armor4

Originally from Zerstorer, courage armor is a breastplate that
protects the player against frontal attacks only.  However, when
effective, the protection granted is superb -- it reflects nearly all
missile attacks, and reduces damage by 95% against all other attacks.
Courage armor may stop up to 150 points of damage, same as the yellow
armor.  In addition, some powerful missiles may damage the armor by
only 10 points instead of the full damage when reflected.

----------------------------------------------------------------------
DRAGONSCALE

Classname......:  item_armorInv
Spawnflags.....:  1

Setting spawnflag 1 on for "item_armorInv" changes red armor into
Dragonscale.  Dragonscale not only offers the same protection as red
armor, but also has a special power activated by double-pressing the
jump button.  For as long as the player wears dragonscale, he can
morph into a small, fire-breathing red dragon by double pressing
jump, if he has enough room for the transformation.

In dragon form, the player has the following powers:  unlimited
flight, unlimited fire attacks, and the ability to eat gibs.
While in dragon form, all damage taken is absorbed by armor,
even damage that normally ignores armor.  This is because armor
behaves more like a second life bar.  Once the armor is destroyed
or replaced, the player will be forced back into human form.

As a dragon, the player has two types of fire attacks, just like
enemy red dragons, both powered by its own finite but rechargable
energy.  Just pressing the fire button will cause the player to
breathe a stream of fire.  The fire stream is the more potent of
the two attacks and can be held continuously for up to four seconds.
However, the stream has limited range and is ineffective underwater.
Double pressing the fire button will launch large fireballs.  While
the fireball attack has a lower rate of damage, it has superior range
and has some effectiveness in the water.

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EQUALIZER

Classname......:  item_artifact_equalizer

This rune increases the power of shotguns and nailguns by doubling
the number of missiles launched per shot, but reduces the weapons'
rate of fire by half.  The result is while shotgun and nailgun damage
per second stays the same, the ammo required to kill an enemy may be
reduced by up to half.  Unlike other powerups, the effects of the
equalizer will last until a player reset, which usually occurs after
the end of an episode.  In Soul Of Evil: Indian Summer, this occurs
after each nsoe* level.

Note that if the player collects another equalizer while his weapons
are already equalized, his shells and nails will be set to maximum.

-- PM says --
The equalizer was created to serve two purposes:
1. To boost shell and nail capacity without increasing ammo limits.
2. To bring back Doom style shotguns.

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BOOTS OF LEVITATION

Classname......:  item_artifact_levitation

This powerup allows the player to reverse the effects gravity has on
him.  While the jump button is held, the player will levitate by
falling upward.  Releasing the jump button will restore gravity back
to normal.  In addition to levitation, the artifact bestows a feather
fall effect so that anytime the player falls down, he will always
fall downward slowly and never take falling damage.  The artifact
wears out like most others, but the duration is longer, 45 seconds
instead of 30.

----------------------------------------------------------------------
REJUVENATOR

Classname......:  item_artifact_regeneration

Collecting this powerup grants the player the power to regenerate
health at a rate of one per 1.2 seconds, or 100 per two minutes.
The regeneration power lasts until the end of the level.  Should
the player collect another rejuvenator in the same level, the
regeneration effects will stack, quickening the rate of regeneration.

-- PM says --
This is good for the map designer who does not want to place health
packs all over a map.  Keep in mind that anytime the player is hurt
and is able to hide, he will eventually heal back to full.

----------------------------------------------------------------------
AMULET OF REFLECTION

Classname......:  item_artifact_reflection

This artifact raises a powerful force field that repels nearly any
missile attack away from the player.  Buckshot, nails, rockets,
lightning bolts... you name it.  The force field does not protect
against melee attacks, full body attacks (such as pummeling from
fiends), splash damage, or deadly effects from hostile environments.

This is an extremely powerful powerup.  Although not quite on the
level of invincibility, it is close.  The reflective force field can
provide complete protection against other players and monsters that
rely solely on ranged attacks.  Against melee specialists such as
knights, not so much.

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SHAMBLER DOLL

Classname......:  item_artifact_shambler

This plush monster doll will summon a tame shambler near the player.
If there is no room near the player, the summoning will be delayed
until room is available.  The shambler will follow its new master
and attack any enemies it finds.  The shambler will last until slain
or the end of the level.

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HEART OF DARKNESS

Classname......:  item_artifact_vitality

This artifact raises a player's maximum health by 25, then heals him
back to full health.  Maximum health cannot exceed 250 this way.
Useful in levels where the default health maximum of 100 is not
quite enough.

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BACKPACK

Classname......:  item_backpack

Backpacks may be placed on the map.  The following fields may be
set to set the backpack's contents.

ammo_shells  = Amount of shells in backpack.
ammo_nails   = Amount of nails in backpack.
ammo_rockets = Amount of rockets in backpack.
ammo_cells   = Amount of cells in backpack.
healamount   = Amount of health in backpack.
healtype     = Antidote to cure sickness.

The defaults of all of the above are 0.  If all of the ammo fields
are zero, the backpack will be filled with a small box of each ammo
type.

"spawnflags"
1 = Doubles the default ammo given.  Has no effect on custom settings.
2 = Add all weapons except Mjolnir to the backpack.  Player will
 be given the lowest ranking weapon not in the player's possession
 when backpack is taken.

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BLOODCUBE

Classname......:  item_bloodcube

A relic from Zerstorer, this bloodthirsty and treacherous entity will
"befriend" the player and suck the blood from all nearby creatures.
Those slain by the bloodcube are instantly reduced to gibs which it
can absorb.  Each gib absorbed increases the player's health be 3,
and the health increase can exceed the normal maximum.  Once every
two seconds, the bloodcube will feed on the player, inflicting one
point of damage.  After 40 seconds (or 30 if deathmatch), the
bloodcube will leave the player.

Assuming the map has the proper ambience, the bloodcube can be a
nice substitute for a megahealth.

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BOOK

Classname......:  item_book

The books featured in Soul of Evil behave more like miscellaneous
entities than items, but are included here since it uses items code.
When the player touches a book, a message is displayed at the center
of the screen and stays there for as long as the player is touching
the book.  Books are not taken and do not disappear when touched.
A book can have targets, but it will only trigger them once when
a message is displayed for the first time.

Books may have multiple pages, up to eight, and each page can by
accessed by the number keys or the / key.  For example, press 3 to
read page 3.

"noise1" (required)
Page 1 of message to be displayed.

"noise2"
Page 2 of message to be displayed.

"noise3"
Page 3 of message to be displayed.

"noise4"
Page 4 of message to be displayed.

"noise5"
Page 5 of message to be displayed.

"noise6"
Page 6 of message to be displayed.

"noise7"
Page 7 of message to be displayed.

"noise8"
Page 8 of message to be displayed.

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DRACO

Classname......:  item_draco

Summons a small dragon named Draco to aid the player.  Draco has a
number of features that other monster summons lack.

Compared to other dragons, Draco has armor, increased strength,
and increased awareness and agility.

Draco is very loyal and will follow the player from level to
level until slain or a player reset.

Draco can follow the player more easily than other monsters.
If Draco is unable to follow, he can teleport to the player.

Draco does not attack indiscriminately.  It only attacks when hurt
or when the player attacks a monster.

Draco can regenerate health.  It can regenerate fully in one minute.

Draco can repair its armor by feeding on gibs.

Draco is greedy and will pick up treasure for itself.

Draco will pick up backpacks then bring them back to the player.
Touch Draco to collect any loot it has accumulated.

In deathmatch, Draco will also pick up powerups and share their
effects with the player.

"skin"
0 = cycle (color changes every 2 seconds)
1 = green
2 = blue
3 = white
None of the above gives the red dragon.  Gold is not available.
Default is 0.

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FAKE ITEM

Classname......:  item_fake

This is an item that can appear to be any other item.  When touched,
it disappears in a puff of smoke, then triggers its targets.  Useful
for the map designer who wants to place fake runes or powerups on
the level.

"mdl"
Sets item model.
Default is "progs/end1.mdl".

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MONEY

Classname......:  item_money

Small pocket change laying around, which take the form of coins or
gemstones.  Coins increase armor by 1, while gems increase health
by 1.  The stat increase can exceed normal maximums.

Money is removed in deathmatch games, and it does not respawn in
others even if spawnflag 128 is on.

"style"
0 = gold coin
1 = gem, round (brilliant cut)
2 = gem, rectangular
3 = gem, triangular
Default is 0.

"skin"
0 = red
1 = orange
2 = yellow
3 = blue-white
Default is 0.  Applies only to gems.

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ELIXIR

Classname......:  item_potion

Liquor in a potion bottle, which has a random effect when quaffed.
The better it tastes, the more potent the effect.

     Message          Odds           Effect
--------------------------------------------------------------
"Ack! Tastes foul!"   1/8            nothing
"Ah, refreshing..."   3/4, healthy   +5 hp
"What a relief!"      3/4, sick      cure illness
"Wow! Tastes great!"  1/8            +25 hp, cure, quad damage

The effect chosen is locked in when the potion is spawned, then
reset after it is taken for possible respawning.  This prevents
the player from save-scumming until he gets 25 health and quad.
The exception is the normal, most common result -- healthy players
gain five health, while sick players are cured, but gain no health.

The elixir is merely a cute item the player may expect to find when
raiding the abodes of enemy soldiers, who may have nothing better
to do than to loaf around and get drunk; or perhaps the laboratory
of a crazy mage, brewing up something best left to the imagination.

----------------------------------------------------------------------
JUMP ITEM

Classname......:  item_pushup

Whoever takes this strange item will have his velocity overriden by a
preset velocity.  With the proper velocity, this item can serve as a
one-time super jump item.  Once taken, the item disappears and will
not respawn.

"movedir"
Velocity to be set at when the item is taken.  Must be set manually.

-- PM says --
This item was created to overcome a design flaw in nsoe4.  Namely,
the tower with a broken spiraling staircase.  It is very hard to
climb the stairs without falling off to certain death, unless the
player is willing to save scum as insurance against failure.  With
this new item, the player has one chance to super jump to the top.

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SEAL OF BANE

Classname......:  item_sigil_bane

A custom MacGuffin, similar to end-of-episode runes, made special for
nsoe5.  When taken, all players' maximum health are raised by 50, and
health set to the new maximum.  In addition, corpse removal is turned
off for the rest of the level.

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TREASURE

Classname......:  item_treasure

Treasure can take the form of either gold coins or gemstones.
Similar to armor shards in the games Quake2 and Doom3, gold coins
increase armor by 5 per coin, which can exceed the normal maximum,
though the player is bound by a hard limit of 250.  Gemstones
increase health similarly, with a hard limit of 150 above maximum
health.

The default treasure item spawned is a gold coin.  To spawn a gem
instead, check the first spawnflag on.  Gems, and only gems, have
four colors available, with ruby red as the default.

It is important to note that all gems use fullbright colors,
while the gold coins do not.

"skin"
0 = red
1 = orange
2 = yellow
3 = blue-white
Default is 0.

"spawnflags"
1 = gem, spawn gem instead of coin
2 = big, +10 to stat instead of +5


======================================================================
    3. Weapons
======================================================================

weapon_blaster
weapon_chainlightning
weapon_chainsaw
weapon_mjolnir
weapon_shotgun
weapon_stinger
weapon_sword

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WEAPON MODIFICATIONS

-- Thunderbolt --
Lightning has been modified so that it hits all in its path, not just
the first target in the way.  This means it is possible for the
player to line up monsters in his aim, then fire away to hit two or
more of them simultaneously.

-- Laser Cannon --
Renamed to Hyperblaster to make it clear it is the super version of
the blaster.  The center shot only costs half of the twin shot.
However, the glowing tracer shot no longer hits for increased damage.

-- Mjolnir --
This mighty hammer received several upgrades.  See below for details.

----------------------------------------------------------------------
BLASTER

Classname......:  weapon_blaster
Attack Type....:  projectile (laser)
Rate Of Fire...:  2 shots/0.3 seconds
Damage Per Shot:  18
Ammo Type......:  cells
Ammo On Pickup.:  30
HUD Slot.......:  2
Select Command.:  impulse 2 while shotgun is selected, or impulse 22
Special........:  rebounding shots

Quake lacks two things:  blasters you can take from slain enforcers,
and a cell-based weapon that is not overpowering in non-deathmatch
games.  The blaster presented addresses both of these problems, or
at least the non-overpowered part in the case of Soul of Evil, since
futuristic gun-toting enforcers do not belong there in its medieval
setting.  The blaster is perfect for the map designer who desires
to give the player a weapon that can consume cells and not be
overpowering.

To keep the blaster from becoming yet another projectile weapon,
the energy bolts fired from the weapon will rebound off the walls
like those fired from the Laser Cannon in Scourge of Armagon.
In fact, the blaster is a 44%-strength Laser Cannon.  The only
difference is these blaster bolts do not have the 15% chance of
disappearing on impact with a wall.  Compared to the original Quake
weapons, the blaster ranks between the nailgun and super nailgun,
thanks to its damage rate of 120 per second.

While the blaster does not have a rate of damage as high as the other
cell-based weapons, its 18 damage per cell versus thunderbolt's 15
means the blaster gives more bang for the buck against lone targets
when cell conservation is necessary.

----------------------------------------------------------------------
CHAIN THUNDERBOLT

Classname......:  weapon_chainlightning
Attack Type....:  hitscan (lightning bolt)
Rate Of Fire...:  1 shot/0.3 seconds
Damage Per Shot:  40
Ammo Type......:  cells
Ammo On Pickup.:  30
HUD Slot.......:  8
Select Command.:  impulse 8 while thunderbolt is selected,
                   or impulse 28
Special........:  chain attack, discharge

Designed for crowd control, the chain thunderbolt fires electricity
that arcs from target to target.  A target can be hit multiple times
as long as a minimum of three targets are available to form a loop.
The first target hit takes 40 points of damage.  Each jump weakens
the bolt by 5 points, so that the second target hit takes 35, the
third takes 30, etc.  As long as the lightning strikes the first
target, all secondary targets will be hit automatically.  Allies are
neither targeted nor hit by the lightning, making chain thunderbolt
perfect for zapping a crowd without harming allies.

Against a single target, the chain thunderbolt is relatively weak,
slightly more damaging than the blaster.  Against a tight group of
three or more targets, chain lightning can inflict up to 180 damage
per shot, giving the weapon an effective rate of damage of 600 per
second, though not all of it dealt to the same target.

Even though Chain Thunderbolt is the best crowd killing weapon, with
the possible exception of the MIRV Launcher, it requires cells, and
cells are also used by the Thunderbolt and Hyperblaster, the weapons
with the best damage-per-second rates.  Sometimes, the player needs
a weapon with high damage-per-second to neutralize lone threats
immediately.  This gives the player a choice, use the cells for
Chain Lightning to destroy crowds, or use the cells for Thunderbolt
or Hyperblaster to destroy a lone, killer behemoth.

As far as the map designer is concerned, if group combat is not
very common or cells are limited, he does not need to worry about
Chain Thunderbolt dominating the level.

- Note -
If fired underwater, the weapon will discharge like the Thunderbolt.
In other words, generate a colossal explosion with you at the center.

----------------------------------------------------------------------
CHAINSAW

Classname......:  weapon_chainsaw
Attack Type....:  melee
Rate Of Fire...:  1 hit/0.2 seconds
Damage Per Hit.:  24
Ammo Type......:  none
Ammo On Pickup.:  none
HUD Slot.......:  1
Select Command.:  impulse 1 while nailgun is selected,
                   or impulse 29
Special........:  noisy, can destroy zombies

This is the same tool of mayhem and destruction from Zerstorer.
The chainsaw is a rapid-fire melee weapon that can shred most
monsters to pieces quickly.  While it is more damaging than the
vorpal sword, the chainsaw lacks special powers other than killing
zombies.  However, the chainsaw in noisy, and selecting it while
monsters are nearby will alert them to your presence.

- Note -
The chainsaw has been disabled for Soul Of Evil.  You may add a
chainsaw to a level, but it will simply vanish if the player attempts
to take the chainsaw.

----------------------------------------------------------------------
MJOLNIR

Classname......:  weapon_mjolnir
Attack Type....:  special
Rate Of Fire...:  special, no faster than 1 hit/0.7 seconds
Damage Per Shot:  varies
Ammo Type......:  cells
Ammo On Pickup.:  60
HUD Slot.......:  1
Select Command.:  impulse 1 while sword is selected,
                   or impulse 21
Special........:  static field and storm procs, shockwave, slam,
                   can be thrown

The Mjolnir in Soul of Evil has more special powers than it did in
the first mission pack, Scourge of Armagon.  This is because the
mission pack version is usually weaker and less efficient than the
thunderbolt.  This is fine in levels where the thunderbolt would be
overpowered.  However, in Soul of Evil, Mjolnir may be found after
one of the lightning guns is found.  To prevent the Mjolnir from
becoming nothing more than an extra large ammo box of cells, it was
given several extra special powers.

Mjolnir can be swung to hit targets in melee.  A direct hit will
inflict 50 damage to the target.  If the target is a zombie, it is
obliterated instead.  In addition to damage, there is a small chance
per hit for two additional effects to activate.  The first effect is
a field of static that weakens nearby enemies by reducing their
current health by 25%.  The second effect calls a thunderstorm to
send lightning down from the sky to strike enemies.  The chance to
activate static field per hit is 20%, and the chance to activate a
thunderstorm is 10% per hit if enemies are found outdoors.  However,
if a thunderstorm should be activated but no targets are found,
it will activate static field instead.  The effects are checked
independently of each other, and both can be activated in the
same hit.  Neither effects drain ammo.

When not used in melee, the hammer can be slammed or thrown,
depending on when the fire button was pressed or released.

On the third frame of the hammer swing, if the fire button is held
and the attacker has at least 25 cells, the hammer will be thrown.
The hammer will automatically home in on the closest target in front
of the attacker.  If no target is available, the hammer will fly
straight ahead for about two seconds before returning.  If the hammer
hits its target, and the attacker is not too close to the hammer,
the hammer will discharge, inflicting up to 250 damage against the
target struck, and send lightning toward other nearby targets, up
to a maximum of five, and zap them for a maximum of 100 damage.
Entities who are friendly to the attacker take reduced damage from
a hammer impact and are not targeted by the lightning.  The hammer
does not discharge on impact if it strikes a wall, if the attacker
is too close to the hammer, or strikes another target after a
discharge.  If the hammer strikes a target without discharging,
the target takes normal hammer damage of 50.  After impact the hammer
will return to the attacker.  The hammer can hit other targets who
are in the hammer's path.  If the hammer gets stuck on something and
cannot return to the attacker, the hammer will teleport back to the
attacker.  If the hammer returns without discharging or teleporting,
the attacker will get his cells back.  The hammer will remain in
mid-air for a maximum of ten seconds, and the hammer will teleport
back to the attacker if it has not returned by then.

If the hammer was not thrown, then the hammer will slam the ground on
the fourth frame of the hammer swing animation.  The effects of the
slam depends if the fire button is held or not.

If the fire button is not held, or if the player has less than 25
cells, the hammer will produce a shockwave when it slams the ground.
The shockwave will repel any nearby hostile target and inflict up to
50 points damage.  The shockwave does not consume any ammo.

If the fire button is held when the hammer slams the ground, and the
player has at least 25 cells, the hammer will cause an earthquake and
the standard lightning effects from Scourge of Armagon.  Since
holding the fire button throws the hammer on frame three, the player
only has a tenth-of-a-second window to press the fire button for the
super slam on frame four.  The standard lightning effects from the
original hammer can cause up to 200 damage to a maximum of four
targets.  Since lightning pierces in this mod, it is possible to
for lightning to overlap such that targets take damage from multiple
bolts.  Theoretically, a target can take up to 800 damage if all four
lightning bolts hit for the entire duration.  In addition to the
damage from the lightning, the earthquake will damage every hostile
creature incapable of flight and some objects for up to 40 points
within a long distance from the epicenter.  The further away from the
epicenter, the less damage a target takes.  Those affected by the
earthquake will also their movement impaired until the quake stops.

- Note -
If the player attempts the super slam while underwater, the hammer
will discharge with him at the center, just like the thunderbolt
weapon series.  However, the hammer will not discharge if only the
slam point is underwater.  The player must be deep enough in water
for the suicidal discharge to occur.

----------------------------------------------------------------------
SHOTGUN

Classname......:  weapon_shotgun
Attack Type....:  hitscan (pellets)
Rate Of Fire...:  1 shot/0.5 seconds
Damage Per Shot:  24
Ammo Type......:  shells
Ammo On Pickup.:  5
HUD Slot.......:  2
Select Command.:  impulse 2
Special........:  none

The player always starts with one.  However, if you want to place
a shotgun in the map for grins-and-giggles, the weapon entity is
available for use.

----------------------------------------------------------------------
MIRV LAUNCHER

Classname......:  weapon_stinger
Attack Type....:  projectile
Rate Of Fire...:  1 MIRV or 5 payload missiles/1.5 seconds
Damage Per Shot:  190 or 95x5
Ammo Type......:  rockets
Ammo On Pickup.:  5
HUD Slot.......:  7
Select Command.:  impulse 7 while rocket launcher is selected,
                   or impulse 27
Special........:  remote control guidance, payload homing missiles

Designed to be a BFG-class weapon, the MIRV Launcher is the most
powerful all-around weapon available to the player.  However, it
is a bit complicated to use, or least more complicated than just
point-and-shoot like most other weapons.  Proper use of the weapon
is a three step process:

Step 1. Press the fire button to launch the MIRV.  As long as
the fire button is held, the player may steer the MIRV wherever
he wants just by looking.

Step 2. While the fire button is held, select targets for the
payload missiles by aiming the weapon until the desired target(s)
are within the launcher sights.  Once done...

Step 3. Release the fire button.  This will cause the MIRV to
self-destruct (harmlessly) and release its payload of five homing
missiles.  Each missile will seek its assigned target, and on
impact, explode for up to 95 damage.

If the MIRV impacts before it releases the warheads, it will explode
big, for up to 190 damage.  This huge explosion can be useful for
catching enemies with high splash damage, or as a super rocket jump
for the player.  However, since each MIRV consumes five rockets per
shot, these applications are usually a waste of ammo.

On the other hand, if each payload missile hits a single target,
the target may take up to 480 damage.  While this combined assault
only has the power of four standard rockets for the price of five,
the rate this damage can be inflicted by this weapon can only be
matched by the Thunderbolt.

All of this explosive power gives the MIRV Launcher its primary
weakness: it is a medium-to-long range weapon.  Attempts to fire
the weapon in close combat will result in a near-lethal amount of
backlash damage to the attacking player.  Despite this weakness,
this weapon is extremely powerful, and should only be placed in maps
that feature high-level horde combat, final boss encounters, or other
similar apocalyptic fights.

Tip:  Never fire this weapon against a target with reflection unless
you have reflection yourself.  All reflected payload missiles will
be sent back at the attacker.

----------------------------------------------------------------------
VORPAL SWORD

Classname......:  weapon_sword
Attack Type....:  melee
Rate Of Fire...:  special
Damage Per Shot:  24
Ammo Type......:  none
Ammo On Pickup.:  none
HUD Slot.......:  1
Select Command.:  impulse 1
Special........:  slays some weak monsters in one hit, 5% chance of
                   instakill by decapitation, deflects missiles,
                   increases loot dropped by monsters

The player begins with the vorpal sword, and it replaces the axe.
While the entity is unnecessary, it is available for those who
want it.

In standard Quake, the axe is so weak the player has very little
incentive to use it.  To make sure the Vorpal Sword could get some
use, it features several upgrades over the axe.

1. Sword damage is slightly higher than axe damage, 24 (axe is 20).
Against monsters that have a maximum health of 30 or less, the damage
rises to 30 so the sword can kill such a weak target in one hit.

2. Standard attack rate is once every half-second.  However, if the
sword strikes a solid target, the player can interrupt his swing and
start another a tenth of a second later, speeding up the attack rate
to one every three-tenths of a second (1/0.3 sec.) for as long as
the sword can hit.  With increased speed and damage, the sword's
effective rate of damage is twice that of the standard axe.
Not quite on the level of the nailgun, but close.

3. As with the Vorpal Sword in (old versions of) Dungeons & Dragons
and the computer game Nethack, the Vorpal Sword has a 5% chance per
hit of instantly slaying a monster by decapitation.  Monsters that
cannot be gibbed and some bosses cannot be killed in this way.
If the player has quad damage, the sword will always decapitate or
gib an enemy on a kill.  Decapitated enemies cannot be raised
from the dead.  Yes, there are monsters who can raise the dead!

4. The sword can destroy zombies in three hits.  Useful when
grenades are unavailable.  It can also break down other obstacles
that normally require a one-hit kill to destroy.  No, you cannot
kill Shub-Niggurath with the sword -- she has godmode to stop this.

5. Most missiles can be deflected away just by hitting them with a
sword swing, if the swing does not hit something else.  This is not
as easy as it sounds because most missiles fly too fast to be
deflected reliably.  Hitscan attacks of any kind cannot be deflected,
and homing missiles will simply loop back to their target, you.

6. Monsters killed by the sword often drop more treasure than usual.

All in all, the faster speed and chance for instakill by decapitation
are reasons enough to use the sword occasionally.


======================================================================
    4. Triggers and Func Objects
======================================================================

func_door
info_teleport_destination
info_teleport_random
trigger_changelevel
trigger_teleport
trigger_victory
trigger_void

----------------------------------------------------------------------
DOORS

Classname......:  func_door

Same as usual, except for one modification:  Turning on both key
spawnflags (8 and 16) causes the door entity to require both silver
and gold keys to open.

----------------------------------------------------------------------
TELEPORT DESTINATION

Classname......:  info_teleport_destination

Turning on spawnflag 32 will make it glitter like a misc_glitter
entity.  Except for angles, it can use any field usable by a
glitter spawner to set glitter properties.  Otherwise, this is the
entity as before.

----------------------------------------------------------------------
RANDOM TELEPORT DESTINATION

Classname......:  info_teleport_random

This entity serves as a possible destination for teleport triggers
with random destinations.  No targetname is necessary.

As with info_teleport_destination, spawnflag 32 will make the entity
glitter as well.

----------------------------------------------------------------------
TRIGGER CHANGELEVEL

Classname......:  trigger_changelevel

As before, activating the trigger ends the level.

"targetname"
If set, the trigger cannot be touched, and must be used to exit the
level.

"spawnflags"
 1 = No Intermission
 8 = DMSP Off
16 = DMSP On
32 = Glitter

NO INTERMISSION
Intermission between levels is skipped.

DMSP OFF
Turns off dmsp mode beginning next level.

DMSP ON
Turns on dmsp mode beginning next level.

GLITTER
Creates a glitter spawner at the trigger's center.  The new glitter
spawner will inherit any usable fields except angles from the
trigger.  See misc_glitter for usable fields.

----------------------------------------------------------------------
TRIGGER TELEPORT

Classname......:  trigger_teleport

Teleports entities touching the trigger as before.  The teleporters
have more features available via spawnflags 4+.

"spawnflags"
 1 = Player Only
 2 = Silent
 4 = Random
 8 = Stealth
32 = Glitter

PLAYER ONLY
May be triggered only by players.

SILENT
Teleporter will not produce any ambient humming noises.

RANDOM
Teleports entities to the location of a randomly chosen
"info_teleport_random" entity.  No target is required.

STEALTH
This entity does not spawn any teleporter effects when used.

GLITTER
Creates a glitter spawner at the trigger's center.  The new glitter
spawner will inherit any usable fields except angles from the
trigger.  See misc_glitter for usable fields.

"target" (required unless sf4 is set)
Teleports entities to an info_teleport_destination with a matching
targetname.

----------------------------------------------------------------------
TRIGGER VICTORY

Classname......:  trigger_victory

This trigger works much like a trigger_relay, except trigger_victory
can be activated only once as soon as 100% kills are scored.  Thus,
trigger_victory only needs 'target's, and no targetname is needed.

----------------------------------------------------------------------
TRIGGER VOID

Classname......:  trigger_void

Any (solid) creature that touches this trigger disappears and dies
instantly, regardless of health or protections.  Most items that
touch this trigger are removed as well.

"spawnflags"
1 = Sky

SKY
Flying or ethereal creatures are unaffected.


======================================================================
    5. Miscellaneous Entities
======================================================================

misc_bell
misc_chest
misc_corpse
misc_decor
misc_explobox
misc_fireball
misc_glitter
misc_meat
misc_statue
misc_tree
misc_wanted

----------------------------------------------------------------------
BELL

Classname......:  misc_bell

This is a huge bell like those found in an old bell tower.  All it
can do is ring loudly.  To make it ring, use it like other entities,
that is, set its targetname field.

The bell is a huge entity with an unusual size.  To make it fit in
with the nsoe* maps, the dimensions of the bell were set from
'-64 -64 -80' to '64 64 88'.

----------------------------------------------------------------------
TREASURE CHEST

Classname......:  misc_chest

This is a locked treasure chest that is usually filled with treasure.
To open it, the player must break it with an attack.  However, the
chances of an empty chest are one-in-eight, and half of the empty
chests are booby-trapped with lethal explosives.  The rest of the
time, a large coin or gem is spawned followed by several smaller
coins and gems.  The chest's contents are determined at spawn time,
so the player cannot reroll the contents by save-scumming.

In addition to the treasure, or lack of, the chests themselves may
be pushed around or stood on as platforms.  Each chest is 24 units
tall.  Thus, chests may be pushed, stood on, then used as a platform
to jump to places that are normally too high for the player to reach
without the aid of the chest.

----------------------------------------------------------------------
CORPSE

Classname......:  misc_corpse

This is just an forest thug, frozen in its final death frame.
The entity is merely decor, and is static when spawned.

----------------------------------------------------------------------
GENERIC DECORATION

Classname......:  misc_decor

This spawns a solid model that just sits there as decoration.
Model and size are adjustable.  If the fields are not filled in,
the entity will default to a Zerstorer style dead tree.

"mdl"
Sets model.  Default is "progs/tree_zer.mdl".

"pos1"
Sets bounding box minimum.

"pos2"
Sets bounding box maximum.

----------------------------------------------------------------------
EXPLOSIVE BARREL

Classname......:  misc_explobox

The large radioactive containers found in base levels are replaced
by wooden barrels, which are just as explosive when destroyed.
Unlike the original radioactive containers, barrels are wider,
shorter, and can be pushed and stood on.  In fact, barrels are
short enough for the player to jump onto, although doing so with
enemies nearby is foolish since their attacks may explode the barrel.
Also, the barrels' origin is centered.

----------------------------------------------------------------------
LAVABALLS

Classname......:  misc_fireball

The same red hot lavaballs you are familiar with, plus one added
feature, their damage is adjustable.

"dmg"
Damage done on contact.  If set to 40 or higher, the lavaball will
explode like a rocket.  Default is 20.

"spawnflags"
If the second spawnflag is checked on, the lavaball spawner will be
converted to a gib fountain as in Zerstorer.

----------------------------------------------------------------------
GIB FOUNTAIN

Classname......:  misc_gibft

This entity is a gib spawner, which periodically spews blood-soaked
gibs into the air, producing a gory shower of blood in the process.

"speed"
How fast the gibs are sent.  Default is 1000.

----------------------------------------------------------------------
TELEGLITTER

Classname......:  misc_glitter

This a glitter spawner, similar to those in the game Heretic.
The glitter spawned consists of particles and glitter sprites.
They begin with some velocity then speed up until they impact with
a solid.  Useful for decorating teleporter pads and the like.

Glitter is spawned within a bounding box from '-16 -16 -8' to
'16 16 48' relative to the spawner's origin.

A word of warning, glitter spawners are entity spawning hogs.
Limit usage of these entities to a few, say three or four, maximum
per map.  Also, glitter is disabled in deathmatch games.

"wait"
Time between glitter spawns.  Default is 0.1.

"count"
Color of particles and glitter sprites.  Default is 244.
  
"speed"
Initial speed of the particles when spawned.  Default is 100.

"height"
Speed added to each glitter sprite after each tenth-of-a-second.
Default is 50.  Note, use 80 if you want default gravity speed.

"angles"
Affects the direction of glitter flight.  Default is '0 -1 0',
which sets movedir to '0 0 1' and causes the glitter to float up.

----------------------------------------------------------------------
GIBS

Classname......:  misc_meat

This entity spawns a pile of four gibs near its origin during spawn
time.  The gibs produced are a zombie head, an arm, a torso, and a
meat chunk.  The gibs do not disappear, although they can be eaten
by dragons or the bloodcube.

----------------------------------------------------------------------
STATUE

Classname......:  misc_statue

This is simply a larger-than-life statue of the player.
Used by map soeexit from the original Soul of Evil pack.

----------------------------------------------------------------------
TREES

Classname......:  misc_tree

Specialized decoratation, this is a dead-looking tree which may or
may not be destroyed.

"cnt"
If the value is 1, 2, or 3, a Zerstorer-style tree will be spawned.
All other values will spawn a Hexen2-style tree.

"health"
How much damage the tree can take before splintering.  Damage must
be enabled first by checking the first spawnflag.  Default is 200.

"spawnflags"
Checking the first spawnflag will make the tree vulnerable to damage.
Trees will bleed sap when damaged.

----------------------------------------------------------------------
WANTED POSTER

Classname......:  misc_wanted

This is a simple, Wild West style "Wanted" poster of the player,
who is named Baneslayer in the Soul of Evil: Indian Summer story.

This entity is a near duplicate of the Hipnotic function wallsprite,
with the following two differences:

1. Default model is "progs/wanted.mdl", instead of "s_blood1.spr".

2. The entity can be destroyed by 10 points of splash damage.
This also means the entity is not static, unlike those spawned
by wallsprite.


======================================================================
    6. Monsters
======================================================================

6. Monsters
   6.1 Wilderness
   6.2 Disciples of Bane
   6.3 Knights of the Bane
   6.4 Hellspawn
   6.5 Miscellaneous

----------------------------------------------------------------------
COMMON STUFF

"ammo_shells"
"ammo_nails"
"ammo_rockets"
"ammo_cells"
Most monsters can carry and drop ammo.  Setting any of these will
override the monster's defaults.

"health"
Monster health is adjustable.  However, it cannot be less than 1
or greater than 50,000.

"message"
Friendly monsters (see below) will display a message to the player
they choose to serve.  It is displayed only on the first encounter.

"netname"
Monsters may be given a name by setting the netname field.  This
changes its obituary to a generic "Player was slain by <netname>".
Note: The dragon bot Draco has its name preset to Draco.

"spawnflags"
All monsters may use the following spawnflags:
 64 = Delay Spawn
128 = Friendly

DELAY SPAWN (sf64)
With this spawnflag and a valid targetname, monsters do not spawn
until triggered.  This is the same feature as in the mods Zerstorer
and Quoth.

FRIENDLY (sf128)
Monsters with sf128 will be spawned as friendly NPCs.  Once a monster
becomes aware of the player, that monster becomes a pet of the player.
As a pet, the monster will follow the player around and fight other
hostile monsters.  NPC monsters do NOT count toward the monster
counter, and they will be attacked by hostile monsters.

"style"
This is a catch-all field for various features common to most,
if not all, monsters.  Think of it as a secondary spawnflag field
for monsters.
  1 = Spawn Effects (fog and sound)
  2 = Spawn Aware (monsters only)
  4 = Calm

SPAWN EFFECTS / SPAWN AWARE
By default, as in Zerstorer, sf64 delayed monster spawns are silent
and unaware of the entity who triggered their spawn.  Turning on
spawn effects will enable teleporter effects when the monster spawns,
and spawn aware will make the monster angry (or friendly if sf128
is active) at the activator when it spawns.

CALM
Monster does not wake up when an enemy is sighted.  It only attacks
when hurt or triggered.

----------------------------------------------------------------------
MONSTER AI

Z-AWARE
Ogres, zombies, and other monsters who can toss ballistic projectiles
can aim up or down to hit the player.  However, missiles remain bound
by their normal speeds, so they have range limits.  For example,
ogres' grenades have the same speed and range as the player's.
Even so, this change gives the player much fewer safe spots available
to attack such monsters with impunity.

----------------------------------------------------------------------
MONSTER SKINS

Some classic monsters have multiple skins, and can be set.
The monsters whose skin value only affects appearance are below
as follows:

-- monster_demon1 --
0 = classic fiend
1 = black scaly shadow fiend
2 = gray mutant wolf-fiend
Note:  Shadow Fiend has quicker melee attacks.

-- monster_dog --
0 = gray wolf
1 = classic rottweiler

-- monster_ogre --
0 = classic ogre
1 = flak ogre (see monster_ogre_flak below)

-- monster_shalrath --
0 = dark blue
1 = classic white

-- monster_shambler --
0 = classic white
1 = dark blue and black
2 = Sha'Vile (see monster_shamvile below)

-- monster_wizard --
0 = green Drake
1 = classic Scrag
Note:  Drakes bleed green.

----------------------------------------------------------------------
MONSTER MODIFICATIONS

Monsters who have modifications beyond skin color and not detailed
in their own section are listed here.

FIENDS (monster_demon1)
Their old Qtest overhead smash has been given back.  It is slower
but stronger than the lateral slashing attacks.

VORE (monster_shalrath)
Renamed to Shal-Rath.  Multiple spike bombs from the same shal-rath
can merge into a single, stronger missile.

SPAWN (monster_tarbaby)
Whenever its enemy dies, and it has no more enemies to kill,
it stops bouncing.  It also bleeds purple instead of red.

ROTFISH (monster_fish)
Has several bugs fixed.  Monster counter no longer counts fish twice.
Fish can glide along the water surface from below, instead of getting
stuck there previously.  Also, fish can see targets across contents
and will always attack the player if close enough.

GREMLIN (monster_gremlin)
A stolen weapon may be recovered if the gremlin who stole it is slain
before it loses the weapon.  Also, all attacks from stolen weapons
are of the same power as those from a player.  For instance, grenades
will hit for up to 120 damage instead of the ogres' 40.

WRATH and OVERLORD (monster_wrath and monster_super_wrath)
Checking spawnflag 4 will make wraths ghostly like the wraith in
Nehahra.  They also bleed dark blue.


======================================================================

6.1. Wilderness

monster_army
monster_archer
monster_thug
monster_ogre_flak
monster_dragon

----------------------------------------------------------------------
GOBLIN

Classname......:  monster_army
Health.........:  30
Size...........:  small
Ranged.........:  arrows
Melee..........:  none
Special........:  drops 10-15 nails, will infight with anyone

Appears in place of standard grunts.  Each goblin is equipped with a
bow, and shoots arrows at the player.  The arrows are fast and hit
for 9 damage each.

As with their original base counterparts, goblins are weak and
will die just by sneezing on them with just about anything.  They
are only a threat when encountered en masse or when accompanied by
stronger opposition.  Even then, once a goblin gets hit by friendly
fire, their penchant for infighting will cause chaos within the
enemy group.

"skin"
0 = green-skined goblin
1 = human bandit
Special:  Bandits, and only bandits, flagged with spawnflag 128 are
upgraded to rebel fighters, who have higher health, stronger arrows,
and smarter AI.

----------------------------------------------------------------------
ORC

Classname......:  monster_archer
Health.........:  80
Size...........:  small
Ranged.........:  arrows
Melee..........:  none
Special........:  drops 20-25 nails

Appears in place of standard enforcers, with some differences.
Shoots two powerful arrows at the player.  The arrows are fast,
and hit for 15 damage each.

As with the enforcers they replace, they are still low level fodder.
However, orcs can dish out the pain if the player cannot or does not
care to dodge their incoming fire.

For those who have played Hexen2, you will recognize these guys as
the archer grunts.  However, their AI was modified to behave more
like Quake's enforcers, since they were designed to replace the
"greater goblins" from the original Soul of Evil.

----------------------------------------------------------------------
FOREST THUG

Classname......:  monster_thug
Health.........:  200
Size...........:  small
Ranged.........:  none
Melee..........:  axe
Special........:  none

The forest thug is a fleet-footed, homicidal, axe-wielding maniac.
His basic attack strategy is to run to the player as fast as possible,
then whack the player until he is dead.  The thug has no other
abilities.  Think of him like a knight, only faster and tougher.

Due to the axemen's speed, the player will need at least a super
shotgun and plenty of room to maneuver in to take down an axeman
without taking too much damage.

----------------------------------------------------------------------
FLAK OGRE

Classname......:  monster_ogre_flak
Health.........:  200
Size...........:  large
Ranged.........:  nail scattergun
Melee..........:  chainsaw
Special........:  drops 10 nails

A variation of the standard ogre, the flak ogre has a different skin
and a scattergun to launch spikey buckshot at your general direction.
When a flak ogre fires his scattergun, four nails are launched
simultaneously.  One nail is fired straight at the player while
the remaining three spread out slightly in a random direction.
In essence, the flak ogres' scattergun is a projectile version of
the shotgun.  Each nail can hit for 9 damage, and with four nails,
the maximum damage possible per attack is 36.

Flak ogres are slightly more dangerous than normal ogres since the
scattergun has better range and accuracy than grenades.  Flak ogres
can be very annoying snipers.  Otherwise, they are no tougher than
other ogres.

----------------------------------------------------------------------
DRAGON

Classname......:  monster_dragon
Health.........:  varies by size
Size...........:  special
Ranged.........:  varies by color
Melee..........:  bite
Special........:  flight, strafes, elemental resistance,
                   explodes after death (wyrm only)

Dragon Stats by size
Size    Level  Health      Mins          Maxs
----------------------------------------------------
Small     2      200  '-32 -32 -24'   '32 32 32'
Classic   3      450  '-48 -48 -24'   '48 48 48'
Medium    4      800  '-64 -64 -24'   '64 64 64'
Large     6     1800  '-96 -96 -24'   '96 96 96'
Wyrm     12     3200  '-128 -128 -24' '128 128 128'

Winged creatures that spew death from above.  All dragons can fly and
most are capable of dodging incoming fire.  Each dragon may come in
one of several different flavored colors and sizes.

RED DRAGON
Breathes fire, and has two types of attack.  One is a fire spray,
which is a stream of mini-fireballs.  Each hit causes 9 damage.
The mini-fireballs fade quickly and have limited range.  They also
cannot penetrate water.  The other attack is a single large
fireball, tossed like a grenade, except it explodes on impact like
a rocket.  Maximum damage is 20 times its level.  A huge fireball
can pass through water, but will lose power doing so.

GREEN DRAGON
Launches a stream of poison shots much like the scrags' except they
fly much faster, and are affected by gravity.  Launches a number of
shots equal to 9 or twice its level, whichever is less.  If shots
launched is 9, damage is equal to twice its level, otherwise
damage is 9.  Green wyrms launch bile bombs instead, up to three
at a time, which can hit a target for up to 120 damage each.  If
the bile bomb misses and impact a wall, it will explode for up to
60 splash damage and spawn three bomblets that will splash outward
and can hit and explode for up to 60 damage.

BLUE DRAGON
Shoots lightning like a shambler.  Maximum damage caused is 10
times its level.  The bolt can be dodged partially.  Blue wyrms
gain a second attack, plasma balls.  Wyrms may launch up to three
plasma balls per attack, and a direct hit will cause up to 90 damage.
After impact, the plasma ball will discharge and hit other nearby
targets, friend or foe, for up to 30 damage.

WHITE DRAGON
Launches a spray of ice shards, sort of like an icy shotgun.
The shard are fast, but have limited range.  Damage is the same
as the poison shots from the green dragon.  White wyrms launch a
spray of icy spike bombs instead, from two to four at a time, and
each can explode for up to 80 damage.

GOLD DRAGON
Aside from color, it is identical to the red dragon.

The dragons use incremental shot leading for all ranged attacks,
except for the large fireball.  Incremental shot leading means the
dragon will aim the first shot of the salvo at the player's current
location.  Each successive shot is aimed increasingly closer to the
player's projected location.  The last shot of the salvo will have
perfect leading, and will be aimed at where the player will be.
In the case of the blue dragons' lightning attack, it will initially
aim behind the player, then steer the bolt toward the player.  Due
to incremental shot leading, dodging the full attack is difficult,
and the player will often take about 10 to 20 damage per attack,
if cover is not available.

In close combat, any dragon without wyrm AI can bite the player twice
per attack.  Each bite will cause damage equal to a maximum of its
level times 5.

When a wyrm, and only a wyrm, dies, it will explode into a shower of
fire and gore a few seconds later.  The explosion is deadly and will
cause up to 160 damage.

"classname"
monster_dragon_small
monster_dragon_classic
monster_dragon
monster_dragon_large
monster_dragon_wyrm

"height" (bbox size)
1 = Small (64x64x88)
2 = Medium (128x128x88)
3 = Large (192x192x120)
4 = Wyrm (256x256x144)
5 = Classic (96x96x88)
Default is 2.

"skin"
0 = Red
1 = Green
2 = Blue
3 = White
4 = Gold
Default is 0.

"spawnflags"
 1 = Ambush
 2 = Path
 4 = Fast
 8 = Slow

AMBUSH
Standard.  Flag this to make the dragon wake up only when it sees an
enemy.

PATH
Instead of chasing the enemy like most other monsters, a dragon with
path AI will merely fly along a path set by path_corners, or glide
back and forth at a set elevation.  As it flies, the dragon will
shoot at a random enemy in front of it periodically.  Any dragon
with this alternate movement behavior cannot dodge incoming fire.
Note that this spawnflag changes behavior only; smaller dragons
do not get the wyrms' stronger attacks.  Lastly, since wyrm-sized
dragons automatically use this behavior, this spawnflag is pointless
for them.

FAST
Dragon gains increased awareness and agility, allowing it to dodge
while attacking.  Wyrms may also lead their shots to a moving target.

SLOW
Dragon moves slower and cannot fully track an enemy with its attacks.
Cranked and Slow are mutually exclusive -- if combined with Cranked,
the spawnflag that is overriden varies on skill level.  If in Easy,
Slow will be used.  If in Normal, both spawnflags are ignored.  If in
Hard or higher, Cranked is used.

Countermeasures:
Players with a MIRV Launcher can just point and shoot.  The dragon,
try as it might, cannot dodge the homing payload missiles effectively.
Only a few shots are needed to shoot down a dragon.  Usually, the
player will not have this super weapon and must use more conventional
weaponry.

Unless the dragon has the cranked spawnflag, the dragon will slow
down when it attacks.  During this time, rockets or a good spray from
the super nailgun will deal the pain effectively.  If the player
cannot wait for an attack, hitscan weapons will work.  If the dragon
is stuck somewhere at long range, the humble shotgun can be used to
snipe and wear down the dragon.  At closer range, thunderbolts are
ideal, although the super shotgun is adequate.

Players with dragonscale should not try to fight a dragon as a
dragon.  Player dragon attacks have low damage rates, and the
increased size while in dragon form makes it much more difficult
to dodge enemy dragon attacks.


======================================================================

6.2. Disciples of Bane

monster_acolyte
monster_sorcerer
monster_warlock

----------------------------------------------------------------------
ACOLYTE

classname......:  monster_acolyte
Health.........:  150
Size...........:  small
Ranged.........:  sidewinding poison shots
Melee..........:  sickle
Special........:  poisoning, immune to other acolytes' shots,
                   won't infight with other disciples

The weakest of the three disciple ranks.  From a distance, acolytes
can launch two or three poisonous, sidewinding, green shots at the
player.  Up close, they swing a mean sickle to cut down the player.

The sidewinding poison shots have limited homing ability, and will
sidewind toward the player.  Despite this, the shots can be
sidestepped easily, provided the player has room to do so, and once
the shots travel behind him, they lose of their target and will not
loop back to hit.  Should the player get hit by a poison shot, he
suffers 9 points of damage and has a 10% chance per hit of contracting
a disease.  If the player contracts a disease, the message "You feel
sick" appears at the upper-left corner of the screen and from that
point on, the player will lose one point of health every ten seconds.
Further hits from the green shots may speed up the rate.  The only
way to cure the disease is to either pick up a health box worth 25
health or more, or pick up a non-tainted potion.

Countermeasures:
A super shotgun or any other stronger gun will put these guys in
their place soon enough.

----------------------------------------------------------------------
SORCERER

classname......:  monster_sorcerer
Health.........:  300
Size...........:  small
Ranged.........:  bouncing fireball
Melee..........:  explosive rune
Special........:  teleportation, won't infight with other disciples

The middle rank of discipleship.  Sorcerers wield wands and use them
to cast their spells.  They favor ranged combat and will lob bouncing
fireballs at the player from afar.  If caught within melee range,
the sorcerer will teleport away and, if no other ally (enemy to you)
is found, leave behind a rune that will explode one second later or
on contact.  Explosion damage has a maximum of 70.  The sorcerer can
also teleport anytime he sees incoming fire.

The fireballs sorcerers cast are almost identical to those from
Zerstorer's nemesant.  A ballistic fireball is tossed at the player,
causing up to 40 points of damage on a direct hit.  If the fireball
misses then hits the ground or wall, it will bounce in a new direction
toward the player.  Unlike fireballs cast by a nemesant, which could
bounce up to three times before exploding, the fireballs cast by a
sorcerer may bounce only once.

Countermeasures:
Shotguns or either thunderbolt are your best bet since their attacks
are hitscan and the sorcerer cannot dodge those.  Any other weapon
may activate his teleportation, which usually results in wasted ammo.
Never, under any circumstance, try to attack with the sword.  You
will simply run into the rune the sorcerer will leave behind and
take severe damage.  If you do not have the weapons to take down a
sorcerer, try to lure one of the bouncing fireballs into another
monster, such as knights, to instigate infighting.

----------------------------------------------------------------------
WARLOCK

classname......:  monster_warlock
Health.........:  450
Size...........:  small
Ranged.........:  guided energy bolt
Melee..........:  telekinesis
Special........:  reflector shield, immune to other warlocks' shots,
                   won't infight with other disciples

The highest of the three disciple ranks.  Warlocks are powerful
enough not to require any tools to do their work.  As with the
sorcerer, warlocks prefer ranged combat, but use even nastier spells
to fight with.  Warlocks can launch powerful guided crimson bolts of
energy to seek out and blast enemies with.  If an enemy approaches
too close to the warlock, the warlock may use telekinesis to shove
the enemy away for 20 damage.  Warlocks may also defend themselves
from missile fire by erecting a force field to repel nearly any
ranged attack.  Compared to other monsters, warlocks are very powerful
and extremely dangerous.  Even though their health is not as high as
other top non-boss monsters, their firepower allows them to destroy
shamblers or even larger dragons without much trouble.

The guided bolt is a strange, yet potent attack.  It is similar to
the shal-rath spike bombs except the bolt updates velocity only once
per second.  Each bolt may update up to three times before vanishing,
and each update weakens the bolt's power by 10 points.  A direct hit
from a bolt at full power explodes for up to 70 damage, and other
targets nearby will take splash damage.  Occasionally, the warlock
will aim his bolts toward the ground, hoping to catch his prey with
splash damage.

Countermeasures:
Thunderbolt, with hitscan and high damage per second, is ideal for
taking warlocks down.  The shotguns will work, but are slow given
the warlock's health.  Attacks from projectile weapons usually talk
to the hand and get blown away by the shield unless the player is
almost close enough for melee.  Within this border range, nailguns
and blasters are effective, though the player runs a high risk of
taking damage, either from the warlock's bolts or telekinesis.
Rockets of any kind are unreliable at best.  Do NOT try to kill
warlocks with the MIRV Launcher.  There is a very good chance the
reflector shield will be up, and the missiles will be redirected back
at the player!


======================================================================

6.3. Knights of The Bane

monster_knight
monster_soldier
monster_hell_knight
monster_axeman
monster_archer_lord
monster_hell_lord
monster_baron
monster_golem
monster_hkboss
monster_bane

----------------------------------------------------------------------
KNIGHT

Classname......:  monster_knight
Health.........:  75
Size...........:  small
Ranged.........:  none
Melee..........:  sword slash
special........:  won't infight other Bane knights

The classic Quake knight is the same as before with one exception:
His armor has been enchanted to absorb magic missiles, protecting
him completely against the missile sprays from hell knights.

Skin is automatically set to 0.

"spawnflags"
1 = Upgrade to Soldier (changes classname to monster_soldier)
2 = Ambush

----------------------------------------------------------------------
SOLDIER OF BANE

Classname......:  monster_soldier
Health.........:  150
Size...........:  small
Ranged.........:  none
Melee..........:  sword slash
special........:  won't infight other Bane knights

The Soldier of Bane is a more experienced knight with more health
and quicker swordsmanship.  Aside from these enhanced attributes,
the soldier is still the same Quake knight.

Skin is automatically set to 1.

----------------------------------------------------------------------
HELL KNIGHT

Classname......:  monster_hell_knight
Health.........:  250
Size...........:  small
Ranged.........:  magic missile spray
Melee..........:  sword slash
special........:  won't infight other Bane knights

You know him well.  He is the same as in normal Quake, only renamed
from Death Knight to Hell Knight.  The only change of note is his
magic missiles do not harm other knights of any kind.

Skin is automatically set to either 0 or 1, with equal chance of
either.

"spawnflags"
1 = Upgrade to Hell Lord (changes classname to monster_hell_lord)
2 = Ambush

----------------------------------------------------------------------
AXE KNIGHT

Classname......:  monster_axeman
Health.........:  300
Size...........:  small
Ranged.........:  throwing axe
Melee..........:  axe
Special........:  won't infight other Bane knights

Like the forest thug, the axe knight is a fleet-footed, homicidal,
axe-wielding maniac.  His basic attack strategy is to run to the
player as fast as possible, then whack the player until he is dead.
Unlike the thug, the axe knight can throw axes at the player while
on the move along the way, and he has an unlimited supply of axes.
In addition, the axe knight is a part of Bane's army of knights,
meaning he does not infight with other knights, and his armor
protects him from the hell knights' magic missiles.

Due to the axemen's speed, the player will need at least a super
shotgun and plenty of room to maneuver in to take down an axeman
without taking too much damage.

"skin"
0 = Axe Knight
1 = Forest Thug (see monster_thug above)

----------------------------------------------------------------------
ASSASSIN

Classname......:  monster_archer_lord
Health.........:  325
Size...........:  small
Ranged.........:  explosive arrows
Melee..........:  none
Special........:  leads shots, drops 20-25 nails, won't infight other
                   Bane knights or orcs.

An archer who is much tougher and meaner than the orcs.  He shoots
arrows at the player, and can them lead them on an intercept course
with frightening accuracy.  He has two types of arrows he can shoot.
One type is a normal ebony arrow that can hit for 18 damage.
The other type is an energy arrow that can not only explode for up
to 30 damage, but also send an enemy hit directly by the arrow
flying away.

As part of Bane's army, he is immune to magic missiles, and will not
infight with other knights in Bane's army.  Also, as an elite archer,
he does not infight with other orcs, and orcs do not infight with
the assassin.

Countermeasures:
Assassins will read your movements, so keep your distance and avoid
moving in the same direction for any extended period of time.  As
for counterattacking, any long range projectile weapon is ideal.
As one of the tougher enemies in the game, use the stronger weapons
such as the rocket launcher or super nailgun to eliminate assassins
as quickly as possible.  If you are forced into a closer distance
with an assassin, thunderbolt may take him out before he gets a shot
off.

----------------------------------------------------------------------
HELL LORD

Classname......:  monster_hell_lord
Health.........:  400
Size...........:  small
Ranged.........:  magic missile spray (two patterns), meteor strike,
                   firewall
Melee..........:  sword slash
special........:  won't infight other Bane knights

Hell Lords may seem little more than upgraded hell knights with more,
stronger ranged options.  However, their increased health and new
fiery magics make Hell Lords much more dangerous than a standard
Hell Knight.  In addition to all of the Hell Knights' attacks,
Hell Lords may also rain meteors or raise firewalls at the player.

The meteor strike spawns a lavaball in mid-air then sends it toward
the player at a slow speed.  If the skill level is Hard or Nightmare,
the velocity will be sent on an intercept course to hit a moving
target.  Despite slow speed, the lavaball hits with the force of a
rocket.

The firewall is an unusual attack.  It is a wall of fire that glides
along the ground toward the player.  The firewall is unstable, and
can explode for up to 80 damage if the head of the firewall impacts.
If the player crosses the flames behind the head he will burn for
6 to 12 damage per flame touched per tenth of a second.  As with
the meteor, firewalls will be set on an intercept course in the
higher skill levels.

Countermeasures:
Stay away from walls!  Meteors and firewalls will impact quickly and
may cause unavoidable splash damage.  His meteor attacks are slow
and very powerful, making them ideal projectiles to deflect with the
vorpal sword.  Other than that, the player can treat Hell Lords as
Hell Knights and fight them as such.

----------------------------------------------------------------------
BARON

Classname......:  monster_baron
Health.........:  500
Size...........:  small
Ranged.........:  leap attack, magic missile spray, fireballs,
                   lightning bolt
Melee..........:  claymore, fist smash
special........:  won't infight other Bane knights

If you have played Nehahra or Rapture, you will recognize these guys.
If not, the Baron is a big, muscle-bound knight wielding a claymore
in his blood-stained hands.  Up close, he alternates attacks between
his claymore and a left overhead fist.  From a distance, he has a
variety of attacks he can use.

The Baron may spray magic missiles much like a hell knight, albeit
in a slightly different pattern.  The missiles are the same as
those cast by the Hell Knights.

The Baron may point at the player then cast either a fireball or
a lightning bolt.  The fireball is the equivalent of a half-strength
rocket, and he may fire two in quick succession in the higher skill
levels.  The alternative is a lightning bolt much like a shambler's.
The lightning bolt cannot be dodged and will cause up to 20 damage.

Sometimes, the Baron will jump at the player.  While such jumps are
harmless in Nehahra or Rapture, they are not here.  If the Baron
connects with the player during his jump, he will swing his sword
down and strike for 20 to 30 points of damage.  If the jump misses
its mark but lands close, the baron will begin melee immediately
for some quick minor damage.

"level"
Setting this to a non-zero value will enable elemental boss mode
as in Rapture.  Elemental bosses' attacks cause much more damage,
and they use different ranged attacks.
0 = Normal, Nehahra-style Baron
1 = Fire Baron
2 = Earth Baron
3 = Storm Baron
4 = Rain Baron
Default is 0.

FIRE BARON
Has 1400 health.  Changed the least from the default Baron.
Magic missiles fly much faster and cause 20 damage per hit.
When pointing, the Fire Baron may launch up to four fireballs
in quick succession, each hitting for up to 60 damage.  He may
slam the ground and spawn a firewall.  The firewall is similar
to the hell lords' but more powerful, as it can home on in the
player and explode for up to 120 damage.

EARTH BARON
Has 1900 health.  The bruiser of the bunch.  Sprays superspikes
instead of magic missiles.  When pointing, he casts a spray of
5 to 8 chunks of rubble that can hit for up to 45 damage each.
Yes, this means a full spray of rubble to the face is a near-
guaranteed kill for the player.  He may also slam the ground to
cause an earthquake, shaking up nearby players and causing up to
40 damage per quake.  The earthquake will also cause a rock geyser
to erupt a few moments later where the target stood when the baron
slammed the ground.  The rock geyser is simply a rubbly spray
originating from the ground, causing similar damage.

STORM BARON
Has 2200 health.  The toughest of the bunch.  While his attacks may
inflict the least damage, they are much more difficult to avoid.
May cast air gusts from beneath all opponents to throw them up and
away and cause 10 to 15 points of unavoidable damage, and to deflect
incoming missile attacks.  When pointing, the baron will cast a
powerful lightning bolt which strikes for up to 40 damage.  The baron
can also summon lightning from the sky, causing up to 80 damage per
bolt.

RAIN BARON
Has 1000 health.  The weakest link of the baron boss family.
Sprays ice shards which can hit for 18 damage each.  When pointing,
he sprays more ice shards 6 to 9 at a time.  Occasionally, he may
summon a storm to rain deadly ice shards on his target for five
seconds.

"spawnflags"
1 = Ambush
2 = Crouch
4 = No jump

CROUCH
In the baron's normal stand scene, the baron is standing tall with
his sword strapped to his back, grunting as he fidgets around.
This spawnflag changes his stand scene to one with the baron
squat down while holding his sword, as if preparing for an ambush.
The baron is completely silent in this pose.

NO JUMP
Disables jumping.  Useful for the map designer when jumping may be a
bad idea for the baron, such as fighting on a bridge over lava.

----------------------------------------------------------------------
GOLEM

Classname......:  monster_golem
Health.........:  500
Size...........:  small
Ranged.........:  shard spray
Melee..........:  sword chop
special........:  never flinches, won't infight other Bane knights

This is a stone statue version of the Hell Knight.  The golem shares
the same model and animations as the Hell Knight, but this is where
the similarity ends.  When it finds an enemy, the golem will walk
relentlessly towards it, pausing only occasionally to launch five
shards in a deadly spray.  Each shard is an energy missile that
explodes on impact and may cause up to 40 damage per hit.  Despite
the relatively high firepower it wields, the golem can launch shards
no faster than once every five seconds.  Once the golem is within
melee range with its target, it will swing its sword down, causing
up to 120 damage per hit, much like a shambler.

As a tough construct made of stone, the golem does not flinch when
it takes damage, so it is impossible to interrupt its attacks.
Also, since it is built in the image of Bane's army, it does not
infight with its members.

"spawnflags"
4 = Statue
With this, the golem spawns dormant.  While dormant, the golem is
motionless and immune to damage.  If the golem has a targetname,
it will begin to move and become vulnerable to damage when activated.
If targetname was given, the golem is merely decoration and will not
increase the monster count.  One note:  statue and delay spawn (sf64)
are mutually exclusive, so if both are on, sf64 will override the
statue spawnflag.

Countermeasures:
Avoid putting your back against the wall.  Multiple shards will cause
high splash damage otherwise.  Aside from that, his attacks are easy
to avoid.  The golem is the classic tank monster -- high damage and
moderate health, but very slow speed.  The player can either stay
back and shoot, dodging when necessary; or if the player feels
daring, employ the shambler dance, that is repeatedly run into melee
range then back away when the monster starts swinging, to put the
golem in a melee lock.  As it swings at air, attack.

----------------------------------------------------------------------
STEEL LORD

Classname......:  monster_hkboss
Health.........:  900
Size...........:  small
Ranged.........:  magic missile spray, homing spikeball,
                   lightning pillar
Melee..........:  sword slash
special........:  won't infight other Bane knights

An upgraded hell knight similar to those found in other level paks
such as mexx8, Rapture, and a few others.  The steel lord wears gray
armor with blue stripes, so that it is easier to tell apart from his
lesser brethren.  (In other mods, he simply had green and yellow
stripes.)  He has increased health and extra attacks to put him on
the level of a sub-boss.  In addition to possessing the standard hell
knights' attacks, the steel lord can launch homing spike bombs like
a shal-rath or spawn a pillar of lightning.

The pillar of lightning is a thin bolt of lightning that arcs from
the ceiling to the ground continuously, and the pillar to sent
toward the player by the attacking steel lord.  Contact with the
pillar causes 15 damage per one-twentieth of a second.  A stationary
player that lets the pillar hit him usually takes 15 or 30 damage.

Countermeasures:
The knight boss favors the shal-raths' homing spike bomb attack,
which means the player needs cover to hide behind and let the bombs
impact.  Otherwise, he can be treated much like a hell knight.
Despite high health, the knight boss is not a damage-per-second
machine like the hell lords or even the barons.

With high health, the knight boss will stick around for a while if
the player does not have high damage per second capability such as
the thunderbolt or nearly any weapon with quad damage.  However,
the knight boss is vulnerable to decapitation, so if the player
feels lucky, he can wield the vorpal sword and trade blows with the
knight.

----------------------------------------------------------------------
THE BANE

Classname......:  monster_bane
Health.........:  2000
Size...........:  small
Ranged.........:  leap attack, fireball spray, thunderstorm
Melee..........:  sword slash
special........:  teleportation, resurrects dead monsters, cloning,
                   immune to decapitation, will infight with anyone

The endboss of nsoe5 in Soul of Evil: Indian Summer.  As leader of
the knights, the Bane is extremely powerful and brutal.  The Bane runs
at double speed, and his melee attacks are stronger and quicker than
normal.  The combination of extreme speed and variety of deadly
special powers make The Bane death incarnate.  To help drive home the
point that the Bane is deadly and not just yet another hell knight,
the Bane wears black armor.

Leap Attack
The Bane can jump at the player just like a fiend, except the Bane
does not stop running the few frames preceeding a jump, so it is
even harder to dodge.  Contact will cost the player 40 to 50 health.

Fireball Spray
Same as the hell lords' magic missile spray except the projectiles
launched are fireballs with half the explosive power of a standard
rocket.  Each fireball can hit for up to 60 damage.  As you can
imagine, the spray will make short of nearly anything.

Thunderstorm
When summoned, the screen will darken then lightning will flash down
from the sky for about three seconds.  Each lightning bolt can strike
for up to 80 damage each.  Lightning will lock on to a point, usually
the target's origin, a half second before striking.

Resurrection
Bane may revive most dead monsters, much like Doom2's Arch-Vile.
Not much else needs to be said about this.

Teleportation
The Bane fades away then reappears elsewhere near the player.
Bane will teleport under any of the following conditions:
* Random chance in lieu of an attack if the enemy is above The Bane.
* Low random chance when hit for damage.
* Bane takes damage in slime or lava.
* Enemy has not been in The Bane's line-of-sight for more than five
 seconds.  This means it is very difficult to impossible to camp
 and hide from The Bane.

Cloning
When Bane's health falls below or at 500 in Normal or 666 in Hard,
Bane will heal back up to 500 or 666 health, disappear as if
teleporting, then multiple images of Bane reappear.  The Bane can
spawn clones only once in his life.  Each clone has all of the Bane's
powers at the time of cloning.  If a clone dies, it disappears in a
puff of smoke.  If the real Bane dies, all surviving clones vanish.

The Bane was designed as a boss and should be treated as such.
The Bane can run faster than the player, and the player will need
terrain with enough obstacles to make it harder for the Bane to
reach the player.  The player will also need powerful weapons such
as the super nailgun and enough ammo to defeat the Bane and any
monsters he may resurrect.

Initially, The Bane's powers are limited to the leap attack and
fireball spray.  In Easy, this is all he is allowed to do, but in
Normal and higher skill levels, the Bane will be allowed to use more
of his powers as he takes damage.  Once the Bane's health falls below
50% of maximum health in Normal or 66% in higher skill levels, he may
begin to teleport, summon storms, and revive any monster with a
maximum health of 300 or less.  Once the Bane's health falls below
25% of maximum health in Normal or 33% in higher skill levels, he
will clone himself and be allowed to resurrect any monster that can
be revived.

- SoE Note -
The progs have a hack that disables all of Bane's special attacks and
powers except for the leap attack and fireball spray in soe1m5.  Also
in soe1m5 and nsoe5, the Bane will broadcast messages to all players.
He will not broadcast messages in any other map.


======================================================================

6.4. Hellspawn

monster_imp
monster_nemesant
monster_trogboss
monster_vomit
monster_shamvile

Hellspawn includes the more monstrous members of the Shal-Rath Cult
as well as other horrors from beyond.

----------------------------------------------------------------------
IMP

Classname......:  monster_imp
Health.........:  75
Size...........:  small
Ranged.........:  fireball or ice spray
Melee..........:  claw
Special........:  flight, swoop

Winged little devils that fly around to cause trouble.  They can
detect and evade incoming fire, making them difficult to hit,
especially with projectiles such as nails or rockets.  From a
distance, imps can lob either a fireball or a trio of ice shards at
the player.  Fireballs explode for up to 20 damage.  Ice shards hit
for 9 damage each.  If the imp has a clear path to the player, it
may swoop at the player and try to ram him for up to 30 damage.
Up close, imps can scratch the player for 10 to 15 damage.

"skin"
0 = brown, fire imp
1 = black, ice imp
2 = red, fire imp (immune to fire)
3 = blue, ice imp (immune to cold, has 100 health)
Default is 0.

"spawnflags"
4 = Statue
With this, the imp spawns as a stone statue.  While in statue form,
the imp is dormant, and the player can push it around or even stand
on it and use it as a platform.  If the statue has a targetname, the
imp will break free from its stony imprisonment when activated.  If
no targetname was given, the imp statue is merely decoration and will
not increase the monster count.  One note:  statue and delay spawn
(sf64) are mutually exclusive, so if both are on, sf64 will override
the statue spawnflag.

Countermeasures:
Imps have relatively low health, so any weapon will work, although
they will try to dodge attacks.  However, this can work against them
since firing a weapon will stop the imps' swooping attack cold.

----------------------------------------------------------------------
NEMESANT

Classname......:  monster_nemesant
Health.........:  280
Size...........:  small
Ranged.........:  explosion, bouncing fireballs, magic missiles,
                   lightning bolt
Melee..........:  telekinesis
Special........:  flight, teleportation

You may remember this guy as the troglodyte from the classic
Zerstorer pack.  Well, he is back, and with new tricks.  To refresh
your memory, the nemesant can float freely in the air, much like a
scrag, and attack the player from above.  When shot at with nails or
rockets, the nemesant can teleport to the player's rear, not only
dodging the attack, but also relocated favorably to launch a counter
attack.  The nemesant from Zerstorer possessed two signature attacks,
the bouncing fireballs stolen by Bane's sorcerers, and a devastating
explosion reminisent of the Arch-Vile's flame explosion attack.
In Soul of Evil: Indian Summer, the nemesant gains two more ranged
attacks and a melee attack.  He can launch homing magic missiles or
lightning.  For enemies who are too close, the nemesant can push them
away for 20 damage, much like a warlock.

Explosion
He takes a relatively long time to cast this spell, but once done,
a large explosion will erupt and anyone caught in the blast will take
up to 120 damage.  If the intended target is close enough to ground
zero, he will also be violently thrown up in the air.  As the spell
is cast, the area around the targeted point will glitter and the
intended target will be sucked in.  The player must fight the pull
by running at full speed.

Fireballs
His signature attack, and does it better than the sorcerer disciples.
Bounces toward the enemy up to three times, and hits for up to 40
damage.

Magic Missiles
A trio of spiraling shots that will seek the player.  Aside from the
homing ability, these shots are identical to the Hell Knights'.

Lightning
Can shoot lightning like the Shambler.  Hits for 10 damage.

The nemesant has a pattern with the classic wizard trio of fireball,
magic missile, and lightning bolt.  After every third fireball, the
nemesant will launch magic missiles.  On every fourth magic missile
attack, it is replaced by a lightning bolt.

Countermeasures:
The player should avoid unnecessary jumping or fighting on sloping
ground since it will make it much harder to escape the pull from any
explosion attacks.

Super shotgun or thunderbolt is ideal for eliminating a nemesant
since hitscan weapons do not trigger his teleportation defense.
With enough cover and a hitscan weapon, the player can take down
a nemesant with no or minimal damage.  On the other hand, if the
player has no cover and/or is limited to projectile weapons such as
nailguns, the nemesant's teleportation will be problematic, and the
player will be exposed to the nemesant's attacks.

- SoE Notes -
The basic nemesant is not used in any of the Soul of Evil maps.
Instead, a boss version named The Master appears as the final boss
in the first Soul of Evil, and as a mid-boss in the fifth level of
SoE: Indian Summer.

monster_troglodyte is recognized then converted to either
monster_trogboss in coe4 (final Coven of Ebony map) or
monster_nemesant in all other maps.

----------------------------------------------------------------------
THE MASTER

Classname......:  monster_trogboss
Health.........:  1800
Size...........:  small
Ranged.........:  explosion, bouncing fireballs, magic missiles,
                   lightning bolt
Melee..........:  telekinesis
Special........:  flight, teleportation, cannot be gibbed or
                   decapitated

He is simply a demon mage/nemesant with a different skin, much higher
health, glows in the dark, and cannot be decapitated by the vorpal
sword.  Skin is automatically set to 2 in soe2m6 or to 1 in all other
maps.  Everything else is the same as his lesser brethren.

- SoE Note -
In soe2m6, the master will make a beeline for the Quad Damage after
it appears.  If he takes the quad, he becomes invincible, then he
will cast a death spell to kill everyone and the episode will end
in failure.

----------------------------------------------------------------------
VOMITUS

Classname......:  monster_vomit
Health.........:  400
Size...........:  large
Ranged.........:  blob spawning or gib shower
Melee..........:  vampiric bite
Special........:  eats weapons and corpses

One of the monsters from Qtest, the vomitus is a giant blob that
vomits stuff at the player.  The vomitus can be blue or orange, and
what it can vomit depends on its color.

The blue vomitus spawns tarbabies by spitting them at the player
one at a time.  Each vomitus is limited to three active tarbabies
at a time, and can only spawn more when one of its existing tarbabies
is destroyed.

The orange vomitus spews a stream of gibs at the player, much like a
zombie, except the gibs are bigger, and usually more than one are
flying at once.

All vomitus can bite the player, causing up to 30 damage per hit.
Also, 10% of the damage inflicted is given to the vomitus as health.
In addition to damage, the vomitus has a 10% chance per hit of eating
the player's weapon.  In effect, the vomitus can steal weapons much
like a gremlin.  However, the vomitus cannot use eaten weapons
against the player.

The vomitus is a voracious glutton.  Any corpse or fallen zombie
it moves over is crushed into gibs then eaten.  The vomitus gains
health as it devours the gibs.

monster_vomitus is recognized then converted to monster_vomit.

"skin"
0 = blue
1 = orange
Default is 0.

----------------------------------------------------------------------
SHA'VILE

Classname......:  monster_shamvile
Health.........:  1000
Size...........:  large
Ranged.........:  fireballs, explosion
Melee..........:  vorpal claw smash
Special........:  resurrects dead monsters, melee decapitates on kill

The sha'vile combines powers from the shambler and the arch-vile
(from Doom II) into one scary package.  It has powerful attacks that
are difficult to avoid, resurrects slain monsters like the classic
arch-vile, and last but not least, it moves with blinding speed.
Our lead tester has called it "caffeine incarnate".  Did we mention
it is tough as hell?

The Sha'Vile has two ranged attacks to choose from.  It can lob
fireballs from its claws or it can spawn explosions centered at
its target.

The fireballs are simply flaming missiles with splash damage.
Each can hit up to 60 damage.  These fireballs also fly at fast
as the players' rockets.

The explosions the Sha'Vile can cast are similar to the fire attacks
from the Arch-Vile in Doom2.  The Sha'Vile raises it arms much like
an attacking Shambler, then a ball of fire appears in its claws.
If the player is in the Sha'Vile's line-of-sight when it finishes
its deadly spell, an explosion will erupt centered on the player,
causing up to 60 damage and producing a shockwave that violently
throws the player up in the air and shoves anyone else near the
explosion away.

The Sha'Vile can attack nearby targets with its deadly, vorpal claws.
The damage is the same as the shambler, but the Sha'Vile swings with
increased speed.  In addition to damage, any monster the Sha'Vile
kills is either gibbed or decapitated.  Also, the one-handed claw
attacks will automatically launch fireballs instead, if the swing
misses its mark, so the strategy known as the "shambler dance" is
usually ineffective against the Sha'Vile.

Given its speed, the player will need hard cover to have a chance
to avoid its explosion attack.

Finally, the Sha'Vile is resistant to damage from rockets just like
the shambler, so firing rockets at it will do little good.

Countermeasures:
If encountered, the Sha'Vile should be the first target the player
should eliminate since it can resurrect other slain monsters.
As for eliminating this beast, the super nailgun or any cell based
weapon will take it down in a satisfactory amount of time.  Also,
despite reduced effectiveness, the MIRV Launcher is still powerful
enough to seriously damage the sha'vile, at the cost of many rockets.
Any other weapon will be slow and relatively ineffective.


======================================================================

6.5 Miscellaneous

monster_eyes
monster_nightshade
monster_ranger

Other custom monsters that are not used in any of the Soul of Evil
maps.

----------------------------------------------------------------------
STALKER

Classname......:  monster_eyes
Health.........:  30
Size...........:  small
Ranged.........:  twin laser
Melee..........:  none
Special........:  flight, invisible to most monsters

This monster can be seen merely as a pair of disembodied eyes, much
like a player with the ring of shadows in standard Quake.  As such,
most monsters will ignore the stalker, at least until the stalker
strikes.  The stalker shoots a pair of laser bolts per attack.
Each laser can hit for 15 damage.

Designed as a annoyance monster, its main goal is to sneak up on an
unsuspecting player, then blast him once or twice with eye beams
before its eyeballs get popped by a counterattack.

----------------------------------------------------------------------
NIGHTSHADE

Classname......:  monster_nightshade
Health.........:  300
Size...........:  special
Ranged.........:  gib spray
Melee..........:  bite
Special........:  ethereal, spawns zombies

The nightshade is an unholy combination of a dragon and a wraith.
This black, ghostly monster will pass through walls like nothing,
and will spew meat chunks at the player.  Each gib can hit for 10
damage.  Should the gib miss then land on the ground, it may spawn
a zombie two seconds later.  At close range, the nightshade can
bite at the player like a dragon.

As a ghost, only explosions, lightning, and some monsters' melee
attacks can harm it.  If the nightshade loses all health, it will
implode then explode for up to 100 damage.

Countermeasures:
Either thunderbolt will cut through the nightshade like a hot knife
through butter.  If neither are available, the player's only recourse
are rockets.  With the MIRV or rocket launcher, the player can aim
rockets at the walls, ground, or the zombies it spawns to blast the
nightshade.  With only a grenade launcher, the player must wait until
the nightshade spawns some zombies, then blow up the zombies with a
grenade to create the explosions needed to blast the nightshade with
splash damage.

"spawnflags"
4 = Boss mode
The nightshade starts small, but as it takes damage, the nightshade
grows larger.  The larger the size, the stronger its attacks are and
the more zombies it can spawn.  Default health for a boss nightshade
is 900.

----------------------------------------------------------------------
RANGER

Classname......:  monster_ranger
Health.........:  100
Size...........:  small
Ranged.........:  player weapons
Melee..........:  sword
Special........:  has armor, drops ammo and a weapon

He is a copy of the player, and can wield the many of the same
weapons just as effectively.  Compared to many other monsters,
the ranger a fast and agile opponent capable of destroying the
player with heavy firepower.  In higher skill levels, the ranger
runs at the same speed as the player, and he can lead his shots
to intercept a moving target.

The weapons used by the ranger can be set with the "drama1" and
"items" fields.  The values used are the same as used in worldspawn.
If the fields are not set, the ranger's inventory will vary by
skill level.

Skill   Default items
--------------------------------------------------------
  0     Shotgun, Nailgun
  1     Shotgun, Nailgun, Green armor
  2     Shotgun, Nailgun, Grenade Launcher, Yellow Armor
  3     Shotgun, Nailgun, Grenade Launcher, Red Armor

As for placement in a map designed for Soul of Evil, rangers are
only appropriate as a shape-shifting boss, or as clones spawned
by a boss capable of copying other beings.

Given how fast and damaging a ranger can be, the player should
have at least a super shotgun or nailgun to have a fighting chance
to win.

"spawnflags"
4 = Melee
This adds a sword to the ranger's arsenal.  In addition, the ranger
will begin with triple ammo, but his attacks will consume ammo.
If the ranger runs out of ammo, he will swing his sword at you.
Fortunately for you, his sword is not vorpal.

Countermeasures:
A ranger who approaches too close to the player will begin to
circle-strafe around him.  It is best for the player to not let
that happen or else the ranger will become much harder to hit.
Therefore, the player should always keep some distance away from
the ranger, backpedaling if necessary.  Attacking frequently
will cause the ranger to favor the nailgun over the shotgun which,
though more powerful, is easier to dodge.


======================================================================
    7. Impulses
======================================================================
Many custom impulses were added, some are cheats or developer tools,
others are not.  Below is a list of all of the impulses used, custom
or standard.  Impulses marked by a * are cheats and single-player
only.

Impulse  Description
-------  -----------
    1    Vorpal Sword / Mjolnir
    2    Shotgun / Blaster
    3    Super Shotgun
    4    Nailgun
    5    Super Nailgun / Laser Cannon
    6    Grenade Launcher / Proximity Gun
    7    Rocket Launcher / MIRV Launcher
    8    Thunderbolt / Chain Thunderbolt
    9 *  Give all weapons and full ammo
   10    Weapon cycle, forward
   11    Rune cheat
   12    Weapon cycle, reverse
   13 *  Give silver and gold keys
   14 *  Give Dragonscale
   15 *  Give Courage Armor
   17 -  Refresh skybox
   18 -  Music toggle
   19 *  Remove all weapons and ammo
   20    Use armor
   21    Mjolnir
   22    Blaster
   25    Laser Cannon
   26    Proximity Gun
   27    MIRV Launcher
   28    Chain Thunderbolt
   29    Chainsaw
   41    Pet: Stay
   42    Pet: Follow
   43    Pet: Walk
   44    Pet: Attack OFF
   45    Pet: Attack ON
   46 *  Anger all pets
   47 *  Kill all pets
   51    Draco: Status
   52    Draco: Teleport
   53    Draco: Stay/Follow
   54    Draco: Walk
   55    Draco: Fight ON/OFF
   56    Draco: Show pack
   57 *  Draco: Greed ON/OFF
   58 *  Draco: Godmode
   59 *  Draco: Notarget
   60 *  Draco: Fire lock
   61 *  Draco: Color change
   62 *  Draco: Size change
   63 *  Draco: Spawn
   70 *  Gamemode: Dmsp
   71 *  Gamemode: Cranked
   72 *  Gamemode: Corpse removal
   73 *  Gamemode: Footsteps
   74 *  Gamemode: Alternate flame model
   75 *  Gamemode: Summon Test
   76 *  Gamemode: Angry monsters
  100    Connect FrikBot to same team
  101    Connect FrikBot to enemy team
  102    Kick FrikBot
  103    Botcam
  111 *  Summon: First
  199 *  Summon: Last
  249 *  Reveal Secret
  250 *  Display current origin and yaw
  251 *  Equalize
  252 *  Reflector shield
  253 *  Aggro -- wake up all monsters
  254 *  Massacre -- kill all monsters
  255 *  Give Quad Damage

The impulses listed below summon monsters.
Summon test must be enabled for them to work.

Impulse  Monster Summoned
-------  ----------------
  111    Ranger (player clone)
  112    Rebel Fighter
 (113 is reserved but unused)
  114    Goblin
  115    Orc
  116    Assassin
  117    Axe Knight
  118    Forest Thug
  119    Fiend, classic
  120    Fiend, shadow
  121    Fiend, gray
  122    Dog, gray
  123    Dog, classic
  124    Acolyte
  125    Sorcerer
  126    Warlock
  127    Stalker
  128    Rotfish
  129    Animated knight statue
  130    Imp, brown
  131    Imp, black
  132    Imp, fire red
  133    Imp, ice blue
  134    The Bane
  135    Baron
  136    Elemental Baron, Water
  137    Elemental Baron, Fire
  138    Elemental Baron, Earth
  139    Elemental Baron, Air
 (140 is reserved but unused)
  141    Knight
  142    Soldier of Bane
  143    Hell Knight
  144    Hell Lord
  145    Steel Lord (hkboss)
  146    Demon Mage (nemesant)
  147    Cult Lord
 (148 is reserved but unused)
  149    Gremlin
  150    Centroid
  151    Wrath
  152    Overlord (super wrath)
  153    Nightshade (wraith dragon)
  154    Nightshade, boss
  155    Ogre
  156    Flak Ogre
  157    Shal-Rath, blue
  158    Shal-Rath, white
  159    Shambler, white
  160    Shambler, black
  161    Sha'Vile
 (162 is reserved but unused)
  163    Tarbaby (spawn)
  164    Drake
  165    Scrag
  166    Vomitus, blue
  167    Vomitus, orange
  168    Zombie
  175    Small red dragon
  176    Small green dragon
  177    Small blue dragon
  178    Small white dragon
  179    Small gold dragon
  180    Medium red dragon
  181    Medium green dragon
  182    Medium blue dragon
  183    Medium white dragon
  184    Medium gold dragon
  185    Large red dragon
  186    Large green dragon
  187    Large blue dragon
  188    Large white dragon
  189    Large gold dragon
  190    Classic red dragon
  191    Classic green dragon
  192    Classic blue dragon
  193    Classic white dragon
  194    Classic gold dragon
  195    Great red wyrm
  196    Great green wyrm
  197    Great blue wyrm
  198    Great white wyrm
  199    Great gold wyrm


======================================================================
    8. Compiling Notes
======================================================================
At the very least, you will need an enhanced QuakeC compiler with
optimization options, such as FrikQcc.  Optimization is required to
build a progs.dat that will not break any standard Quake engine
limits.  More details are available in the file "progs.src", with
comments at the top of the file.

Included in this devkit is the complete source to create a progs.dat
for most Quake engines and replacement files for a progs.dat specific
to DarkPlaces.  To compile a progs.dat for DarkPlaces, copy the
complete source to your working directory, then copy all of the
DarkPlaces specific files to the same place, overwriting any source
files found, then compile the source with your QuakeC compiler.
DarkPlaces requires its version of a progs.dat because it handles
flymode physics differently than other Quake engines.


======================================================================
    T H E   E N D
======================================================================
