FIRST, A QUESTION: For random events, which I am doing next, does anyone know why so many of them start with "into the throne room comes a band of adventurers" when half the time you're on the other side of the map from your capital? Are these supposed to depend on you being at home, or were they at some point? If they don't depend on you being home I'm going to redo the "into the throne room" bit.
CoreGoodieHuts.xml
First of all, do a find and replace:
Find:
<Desc>Searching the area you find a valuable item
Replace:
<Desc>Searching the area, you find a valuable item
Then:
Find:
<Desc>If you build a camp here
Replace:
<Desc>If you build a camp here,
This way I don’t have to list 20 of them and you don’t have to manually do 20 of them.
<Name>Canvas Lean-To</Name>
<Description>A canvas lean-to stretches across a fallen tree limb. Two skinned animals (rabbits, dogs, infant wargs?) hang from a nearby branch. And from the other side of the hill comes the sound of footsteps rapidly approaching.</Description>
---
<Name>Black Tent</Name>
<Description>A black tent stands at the edge of a clearing, its flaps pinned open. The tent bears the forbidden sigil of the White Eye... the sigil of the Titan Curgen.</Description>
---
<Name>Hut</Name>
<Description>A simple hut of stark, unnaturally white wood stands alone in the center of an immense, lifeless clearing. Footsteps lead to the hut's door, and alongside them is a dark-colored smear that may be blood.</Description>
---
<Name>Spire</Name>
<Description>A lone spire beckons in the distance, the sole standing structure amidst a city of ruins.</Description>
---
<Name>Campfire</Name>
<Description>A campfire's light pierces the darkness. A shadowy figure kneels down and tends to the flame... and then, somehow alerted to the presence of watching eyes, stands and draws a weapon.</Description>
---
<Name>Pavilion</Name>
<Description>A pavilion of richly-colored cloths with flags of various trading houses staked out in front of it stands at the edge of a clearing, its flaps pinned open.</Description>
---
<Name>Thieves’ Den</Name>
<Description> Bolts of white silk, a handful of finely woven rugs, and a half-dozen leather saddles lay scattered haphazardly on the ground. This is a bandits’ camp, occupied by the clan of thieves who stole these goods... the clan Hassaini.</Description>
---
<Name>Widow Lair</Name>
<Description>Spun between two dead oaks in a field of ash, a web with threads as thick as rope holds the desiccated corpse of an unfortunate traveler.</Description>
---
<Name>Mysterious Cave</Name>
<Description>Here is a rift in the side of the mountain, a cavern seemingly slashed from the rock by energies too monstrous to contemplate.</Description>
---
<Name>Cobwebbed Ruin</Name>
<Description>The house somehow still stands in the waste, perhaps because of the finger-thick webs covering its every surface... webs that all at once begin to tremble as something from deep within the house approaches.</Description>
---
<Name>Dragon Lair</Name>
<Description>The charred bones of some beast of burden - a horse or camel, most likely - lie scattered across the rocky crag.</Description>
---
<Name>Skeletons in the Swamp</Name>
<Description>Here, amid the fetid decay of a grove of cypra trees, lie bones and broken stones - signposts to buried treasure, or an explorer's graveyard... or, perhaps, both.</Description>
---
<Name>Ancient Tomb</Name>
<Description>The awesome energies unleashed by the Cataclysm have brought an ancient structure to the surface. It looks like a tomb of some sort... though who - or what - lies within remains to be seen.</Description>
---
<Name>Abandoned Forge</Name>
<Description>A blacksmith's workshop. Rusted tools lie nearby... as do several intact wooden chests.</Description>
---
<Name>Bhinadmi Fissure</Name>
<Description>A crack in the earth reveals an unfathomably deep hole... a world beneath the one we know, haunted by creatures more horrible and magnificent than anything that wanders on the world's surface.</Description>
---
<Name>Lair of the Air Shrills</Name>
<Description>Here stand the ruins of an ancient temple, the runes long since worn off the exposed pillars and stone walls. All that remains is crumbled white stone... now home to the chittering creatures scurrying everywhere.</Description>
---
<Name>The Spider's Lair</Name>
<Description>From the dimly-lit recesses of the cave, a pale white monster emerges - a reclusive, deadly creature, glowing from the tint of the phosphorescent cave moss rubbed off against its armor-like carapace.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>DesertTerrain</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Albino_Rock_Spider_01</TileDesign>
<DrawnIcon>Lair_RockSpider.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Albino_Rock_Spider_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Searching the spider’s den, you find an item.</Desc>
---
<GoodieHutType InternalName="Lair_AlbinoRockSpider_Spawned">
<Name>The Spider's Lair</Name>
<Description>From the dimly-lit recesses of the cave, a pale white monster emerges - a reclusive, deadly creature, glowing from the tint of the phosphorescent cave moss rubbed off against its armor-like carapace.</Description>
<Rarity>1</Rarity>
<MinDistanceFromStartingPoints>16</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>DesertTerrain</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Albino_Rock_Spider_01</TileDesign>
<DrawnIcon>Lair_RockSpider.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Albino_Rock_Spider_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Searching the spider’s den, you find a magical item.</Desc>
---
<Title>Dragon Lair</Title>
<Desc>These crags, the spines of the earth, are home to ancient creatures. The air echoes with their voices and the land resonates with the power of massive scaled claws on stone. Dragon will return to this place, as they have for centuries; if you build a camp here you may be able to recruit them to your cause.</Desc>
---
<Name>The Demon's Lair</Name>
<Description>The sounds of the forest fade as a black, horned monster steps forward on two legs from the shadows.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Rugged_Land</PreferredTerrain>
<PreferredTerrain>SwampTerrain</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_DeathDemon</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>240</UpgradesToGoodieHutInTurns>
<TileDesign>L_Assassin_Demon_01</TileDesign>
<DrawnIcon>Lair_Demon.png</DrawnIcon>
<OnSelectSFX>Click_Demon_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Assassin_Demon_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>You interrupted the creature’s last meal. Blood, bones and flesh are scattered like the toys of a demented child. Most of the victim’s possessions are destroyed, but you do find one item of value.</Desc>
---
<Name>The Demon's Lair</Name>
<Description> The sounds of the forest fade as a black, horned monster steps forward on two legs from the shadows.</Description>
<Rarity>1</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Rugged_Land</PreferredTerrain>
<PreferredTerrain>SwampTerrain</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_DeathDemon</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>240</UpgradesToGoodieHutInTurns>
<TileDesign>L_Assassin_Demon_01</TileDesign>
<DrawnIcon>Lair_Demon.png</DrawnIcon>
<OnSelectSFX>Click_Demon_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Assassin_Demon_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc> You interrupted the creature’s last meal. Blood, bones and flesh are scattered like the toys of a demented child. Most of the victim’s possessions are destroyed, but you do find one item of value.</Desc>
---
<Name>The Bandits' Camp</Name>
<Description>A gathering of barely-civilized thieves. Their booty - lumber stolen from mills, bolts of cloth from passing caravans, racks of game taken from lone hunters - lies scattered around them.</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>3</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_BanditArcher</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>60</UpgradesToGoodieHutInTurns>
<TileDesign>L_Bandit_Camp_01</TileDesign>
<DrawnIcon>Lair_Bandit.png</DrawnIcon>
<OnSelectSFX>Click_Bandit_Tent</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bandit_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Found treasure!</Title>
<Desc>The bandits’ camp contains a sack of gold!</Desc>
<Liklihood>20</Liklihood>
<SFX>SackOfGildar_01</SFX>
<GameModifier>
<ModType>Player</ModType>
<Attribute>Treasury</Attribute>
<Value>25</Value>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>In the remains of the bandits’ camp, you find a rusty shield.</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_RustyShield_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>RustyShield</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>In the remains of the bandits’ camp, you find some leather armor</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_LEatherGreaves_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>LeatherGreaves</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>Though most of the bandits’ goods are worthless, you do find a piece of leather armor that might be useful.</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_LeatherVambraces_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>LeatherVambraces</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>Though most of the bandits’ goods are worthless, you do find a something that might come in handy.</Desc>
---
<Name>The Bandits' Camp</Name>
<Description>A gathering of barely-civilized thieves. Their booty - lumber stolen from mills, bolts of cloth from passing caravans, racks of game taken from lone hunters - lies scattered around them.</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>4</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_BanditCaptain</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>120</UpgradesToGoodieHutInTurns>
<TileDesign>L_Bandit_Camp_01</TileDesign>
<DrawnIcon>Lair_Bandit.png</DrawnIcon>
<OnSelectSFX>Click_Bandit_Tent</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bandit_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>In the remains of the bandits’ camp, you find an item.</Desc>
<Name>Signs of the Bear</Name>
<Description>The shattered remnants of a honeycomb lie strewn across the mountain path alongside the broken branches of a blackberry bush.</Description>
<Name>Signs of the Bear</Name>
<Description>The shattered remnants of a honeycomb lie strewn across the mountain path alongside the broken branches of a blackberry bush.</Description>
<Name>Monster's Refuge</Name>
<Description>The landscape is ash. The sun beats down on a collection of rusted armor, broken weaponry, and torn bits of clothing. Nearby, skulls litter the ground, small enough to be those of darkling warriors – or children.</Description>
<Rarity>40</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Bone_Ogres_Refuge_01</TileDesign>
<DrawnIcon>Lair_Ogre.png</DrawnIcon>
<OnSelectSFX>Click_Ogre_Cave</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bone_Ogres_Refuge_01.png</All>
</Medallions>
<Treasure>
<Title>Ogre Camp</Title>
<Desc>A tribe of Ogres lives here. They are smaller than the ones you met in the wild, so you assume they are female. Ogre young stare at you with large, black eyes. All have suffered at the hands of the brutal male Ogres and don't offer any resistance. If you build a camp here you may be able to recruit them to your cause.</Desc>
---
<Name>Monster's Refuge</Name>
<Description>The landscape is ash. The sun beats down on a collection of rusted armor, broken weaponry, and torn bits of clothing. Nearby, skulls litter the ground, small enough to be those of darkling warriors – or children.</Description>
<Rarity>1</Rarity>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Bone_Ogres_Refuge_01</TileDesign>
<DrawnIcon>Lair_Ogre.png</DrawnIcon>
<OnSelectSFX>Click_Ogre_Cave</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bone_Ogres_Refuge_01.png</All>
</Medallions>
<Treasure>
<Title>Ogre Camp</Title>
<Desc>A tribe of Ogres lives here. They are smaller than the ones you met in the wild, so you assume they are female. Ogre young stare at you with large, black eyes. All have suffered at the hands of the brutal male Ogres and don't offer any resistance. If you build a camp here you may be able to recruit them to your cause.</Desc>
---
<GoodieHutType InternalName="Lair_ButchermanMartyr">
<Name>Abandoned Well</Name>
<Description>There is an old well here, but it is as dry and ruined as the creatures that hunt here.</Description>
<Rarity>1</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_ButchermanHecatomb</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>140</UpgradesToGoodieHutInTurns>
<TileDesign>L_Butcherman_01</TileDesign>
<DrawnIcon>Lair_Amhah.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Butcherman</OnSelectSFX>
<Medallions InternalName="">
<All>L_Naja_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The butcherman kept a small pouch of items from his life, including a nearly-ruined ring.</Desc>
---
<Name>Cave Bear Den</Name>
<Description>Fallen trees... trampled brush... all at once, an animal charges from the forest.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>6</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_CaveBear_Final</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>220</UpgradesToGoodieHutInTurns>
<TileDesign>L_Bear_Cave_01</TileDesign>
<DrawnIcon>Lair_CaveBear.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Bear</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bear_Cave_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>You find an item buried in fragments of bones from the bear’s last victim.</Desc>
---
<Name>Cave Bear Den</Name>
<Description>Fallen trees... trampled brush... all at once, an animal charges from the forest.</Description>
<Rarity>1</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Bear_Cave_01</TileDesign>
<DrawnIcon>Lair_CaveBear.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Bear</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bear_Cave_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>You find an item buried in fragments of bones from the bear’s last victim.</Desc>
---
<Name>Dragon Lair</Name>
<Description>Tracks the size of a warrior’s shield lead forward into the darkness of a vast cavern.</Description>
<Rarity>39</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Green_Dragon_01</TileDesign>
<DrawnIcon>Lair_Dragon.png</DrawnIcon>
<OnSelectSFX>Click_Dragon_Lair_Rocky</OnSelectSFX>
<Medallions InternalName="">
<All>L_Green_Dragon_01.png</All>
</Medallions>
<Treasure>
<Title>Dragon Lair</Title>
<Desc>These crags, the spines of the earth, are home to ancient creatures. The air echoes with their voices and the land resonates with the power of massive scaled claws on stone. Dragon will return to this place, as they have for centuries; if you build a camp here you may be able to recruit them to your cause.</Desc>
---
<Name>Broken Ground</Name>
<Description>The ground is broken, as if corpses have pulled themselves out of the earth. But this is not the work of living creatures; it is the earth itself that has risen up.</Description>
---
<Name>Darkling Camp</Name>
<Description>A tribe of Darklings has setup a camp here.</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_DarklingShaman</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>100</UpgradesToGoodieHutInTurns>
<TileDesign>L_Darkling_Warrior_01</TileDesign>
<DrawnIcon>Lair_Darkling.png</DrawnIcon>
<OnSelectSFX>Click_Camp_Darkling</OnSelectSFX>
<Medallions InternalName="">
<All>L_Darkling_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Though most of the darkling riders' equipment is unusable, you do find one item of value.</Desc>
<Liklihood>75</Liklihood>
<SFX>Goodie_BanditLair_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<StrVal>Common</StrVal>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>The camp is empty except for a dark warg you initially mistake for a corpse. He is nearly starved and shows considerable abuse from the darklings. When you offer him some of your provisions, he eagerly accepts.</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_WargMount_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>BasicWargMount2</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>The darkling had a small pouch of items he had collected: a squirrel tail, teeth and a letter from one of his victims.</Desc>
---
<Name>Shaman's Tent</Name>
<Description>A single figure bows low before the flickering firelight, chanting softly to himself.</Description>
<Rarity>-1</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_DarklingShaman_Final</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>200</UpgradesToGoodieHutInTurns>
<TileDesign>L_Darkling_Camp_01</TileDesign>
<DrawnIcon>Lair_Darkling.png</DrawnIcon>
<OnSelectSFX>Click_Camp_Darkling</OnSelectSFX>
<Medallions InternalName="">
<All>L_Darkling_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Darkling Camp</Title>
<Desc>A darkling tribe lives here. With their warriors defeated, they cower before you. If you build a camp here you may be able to recruit darklings to your cause.</Desc>
---
<Name>Shaman's Tent</Name>
<Description>A single figure bows low before the flickering firelight, chanting softly to himself.</Description>
<Rarity>-1</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Darkling_Camp_01</TileDesign>
<DrawnIcon>Lair_Darkling.png</DrawnIcon>
<OnSelectSFX>Click_Camp_Darkling</OnSelectSFX>
<Medallions InternalName="">
<All>L_Darkling_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Darkling Camp</Title>
<Desc>A darkling tribe lives here. With their warriors defeated,they cower before you. If you build a camp here you may be able to recruit darklings to your cause.</Desc>
---
<Name>Dark Tower</Name>
<Description>No animals hunt these lands, no birds fly over. An old tower stands sentry over the quiet land and somehow seems to be in shadow from every direction.</Description>
<Rarity>39</Rarity>
<MinDistanceFromStartingPoints>6</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_DarkWizard2</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>140</UpgradesToGoodieHutInTurns>
<TileDesign>L_Champion_Empire_05</TileDesign>
<DrawnIcon>Artifact_ToppledCastle.dds</DrawnIcon>
<OnSelectSFX>Click_Tower</OnSelectSFX>
<EnvironmentType>DeadEnvironment</EnvironmentType>
<EnvironmentSpreadIntensity>5</EnvironmentSpreadIntensity>
<EnvironmentSpreadRadius>2</EnvironmentSpreadRadius>
<Medallions InternalName="">
<All>L_Champion_Empire_05.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The tower is full of odd remains, bones and skins. Empty cages of all sizes were constructed to hold animals and the unnatural. Searching through the collection, you find an item of value.</Desc>
---
<Name>Dark Tower</Name>
<Description>No animals hunt these lands, no birds fly over. An old tower stands sentry over the quiet land and somehow seems to be in shadow from every direction.</Description>
<Rarity>-1</Rarity>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Champion_Empire_05</TileDesign>
<DrawnIcon>Artifact_ToppledCastle.dds</DrawnIcon>
<OnSelectSFX>Click_Tower</OnSelectSFX>
<EnvironmentType>DeadEnvironment</EnvironmentType>
<EnvironmentSpreadIntensity>5</EnvironmentSpreadIntensity>
<EnvironmentSpreadRadius>2</EnvironmentSpreadRadius>
<Medallions InternalName="">
<All>L_Champion_Empire_05.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The tower is full of odd remains, bones and skins. Empty cages of all sizes were constructed to hold animals and the unnatural. Searching through the collection, you find an item of value.</Desc>
---
<Name>Remnants of the Inferno</Name>
<Description>The shattered columns of the charred and ruined buildings here bear the same inscription, over and over again, a single word: Annielum. This is a place of legend, where Delin, the Pyre of Man, was born.</Description>
---
<Name>Earth Elemental Sanctum</Name>
<Description>Here stands a clearing, surrounded by a ring of dead trees. In the center of that ring, standing knee-deep in the deep, fetid loam of the forest, waits a creature out of legend.</Description>
---
<Name>Lair of the Shrills</Name>
<Description>Long before they can be seen, they are heard... shrills... the monstrous creatures said to have been created by Morrigan the mad, in the depths of N'it'Vaganesh.</Description>
---
<Name>Landslide!</Name>
<Description>A huge pile of boulders blocks the winding mountain path... though beyond the rocks, you can see the entrance to a cavern.</Description>
<Rarity>39</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>16</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Fell_Dragon_01</TileDesign>
<DrawnIcon>Lair_Dragon.png</DrawnIcon>
<OnSelectSFX>Click_Dragon_Lair_Rocky</OnSelectSFX>
<Medallions InternalName="">
<All>L_Fell_Dragon_01.png</All>
</Medallions>
<Treasure>
<Title>Dragon Lair</Title>
<Desc>These crags, the spines of the earth, are home to ancient creatures. The air echoes with their voices and the land resonates with the power of massive scaled claws on stone. Dragons will return to this place, as they have for centuries; if you build a camp here you may be able to recruit them to your cause.</Desc>
---
<Name>Rock Spider's Lair</Name>
<Description>Before the cavern entrance lies a desiccated animal carcass, its skin burned away by venom as powerful as acid.</Description>
---
<Name>Sunken Marsh</Name>
<Description>The marsh is just inside a low-ceilinged, suffocatingly hot cavern... from somewhere within comes a soft hissing sound.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>SwampTerrain</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Haunter_Lair_01</TileDesign>
<DrawnIcon>Lair_Naja.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Haunter</OnSelectSFX>
<Medallions InternalName="">
<All>L_Naja_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Wrapped in tick-infested blankets, you find an item.</Desc>
---
<Name>Hoarder Spider Nest</Name>
<Description>This cave is home to the lord of the spider kingdom, a hoarder spider - largest and most powerful of Elemental's monstrous arachnids... and often found near artifacts of great power.</Description>
<Rarity>39</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_HoaderSpider_Final</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>120</UpgradesToGoodieHutInTurns>
<TileDesign>L_Hoarder_Spider_01</TileDesign>
<DrawnIcon>Lair_HoarderSpider.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Hoarder_Spider_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The floor of the hoarder spider's den is loose earth that looks to have been recently dug up by the spider. Digging through the earth, you find a magical item.</Desc>
---
<Name>Hoarder Spider Nest</Name>
<Description>This cave is home to the lord of the spider kingdom, a hoarder spider - largest and most powerful of Elemental's monstrous arachnids... and often found near artifacts of great power.</Description>
<Rarity>-1</Rarity>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Hoarder_Spider_01</TileDesign>
<DrawnIcon>Lair_HoarderSpider.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Hoarder_Spider_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The floor of the hoarder spider's den is loose earth that looks to have been recently dug up by the spider. Digging through the earth,you find a magical item.</Desc>
---
<Name>Lair of the Ignys</Name>
<Description>These rocks are home to a pack of Ignys, flaming serpents who sometimes nest near Fire Shards.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SupportedResourceType>FireShard</SupportedResourceType>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_FireElemental</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>240</UpgradesToGoodieHutInTurns>
<TileDesign>L_Ignys_BurningLands_01</TileDesign>
<DrawnIcon>Lair_Ignys.png</DrawnIcon>
<OnSelectSFX>Click_Fire_Elemental_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Ignys_BurningLands_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The ground here is a mixture of ash, shattered, blackened bones and warped stones. All the remains of the Ignys' prior victims have been destroyed except for one item.</Desc>
---
<Name>Mite Lair</Name>
<Description>A hive of vile Mites plotting to wreak havok. Mites thrive in chaotic environments and will rue the day that civilization returns to the world.</Description>
---
<Name>Sunken Marsh</Name>
<Description>The marsh is just inside a low-ceilinged, suffocatingly hot cavern... from somewhere within comes a soft hissing sound.</Description>
---
<Name>Mysterious Pit</Name>
<Description>The marsh is just inside a low-ceilinged, suffocatingly hot cavern... from somewhere within comes a soft hissing sound.</Description>
---
<Name>Bloody Clearing</Name>
<Description>A huge cow lies on the ground, literally ripped in half. The outline of a handprint – the size of a man’s chest – is smeared in blood across the nearby rocks. From somewhere close comes the sound of chewing.</Description>
<Rarity>40</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Ogre_Cave_01</TileDesign>
<DrawnIcon>Lair_Ogre.png</DrawnIcon>
<OnSelectSFX>Click_Ogre_Cave</OnSelectSFX>
<Medallions InternalName="">
<All>L_Ogre_Cave_01.png</All>
</Medallions>
<Treasure>
<Title>Ogre Refuge</Title>
<Desc>A tribe of Ogres lives here. They are smaller than the ones you met in the wild, so you assume they are female. Ogre young stare at you with large, black eyes. All have suffered at the hands of the brutal male Ogres and don't offer any resistance. If you build a camp here you may be able to recruit them to your cause.</Desc>
---
<Name>Bloody Clearing</Name>
<Description>A huge cow lies on the ground, literally ripped in half. The outline of a handprint – the size of a man’s chest – is smeared in blood across the nearby rocks. From somewhere close comes the sound of chewing.</Description>
---
<Name>Mysterious Pit</Name>
<Description>The pit is just inside a low-ceilinged, suffocatingly hot cavern... from somewhere within comes a soft hissing sound.</Description>
---
<Name>Cobwebbed Ruin</Name>
<Description>The house somehow still stands in the waste... perhaps because of the finger thick webs covering its every surface... webs that all at once begin to tremble as something from deep within the house approaches.</Description>
<Rarity>-1</Rarity>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Giant_Blackwidow_01</TileDesign>
<DrawnIcon>Lair_Widow.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Giant_Blackwidow_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The spider made its home in the house’s cellar; within the layer of webbing and loose earth, you find an item.</Desc>
---
<Name>A Dark Crevasse</Name>
<Description>Something skitters forward - a spider the size of a warg - and then darts back into the blackness.</Description>
---
<Name>A Dark Crevasse</Name>
<Description> Something skitters forward - a spider the size of a warg - and then darts back into the blackness.</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>3</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_RockSpider</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>100</UpgradesToGoodieHutInTurns>
<TileDesign>L_Rock_Spider_Clutch_01</TileDesign>
<DrawnIcon>Lair_RockSpider.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Rock_Spider_Clutch_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>An emaciated corpse has been pulled halfway into the spider’s burrow. The corpse has little of value except for a single item.</Desc>
---
<Name>The Desert Wanderer</Name>
<Description>Refuge of the Sand Golem - one of thousands created to battle in the last of the Great Wars... one of the few remaining in the wake of the Cataclysm.</Description>
---
<Name>Den of the Silt Skath</Name>
<Description>The great carpet of rushes along the riverbanks lies flattened, as if crushed by a great weight. In the middle of this clearing lies the half-chewed body of a crocodile... and the monstrous creature that killed it.</Description>
---
<Name>Lair of the Spider Queen</Name>
<Description>This cave is home to the lady of the spider kingdom, an Empress black widow spider - most dangerous of Elemental's monstrous arachnids... and often found near artifacts of great power.</Description>
<Rarity>1</Rarity>
<MinDistanceFromStartingPoints>23</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>0</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Hoarder_Spider_01</TileDesign>
<DrawnIcon>Lair_HoarderSpider.png</DrawnIcon>
<OnSelectSFX>Click_Spider_Lair</OnSelectSFX>
<Medallions InternalName="">
<All>L_Hoarder_Spider_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The floor of the spider queen’s den is loose earth that looks to have been recently dug up by the spider. Digging through the earth, you find a magical item.</Desc>
---
<Name>Panther Den</Name>
<Description>This area is quiet and draped in shadow. No birds shriek, no rabbits scurry through the underbrush. Despite the quiet, you can't help but feel like you are being watched.</Description>
---
<Name>Dragon Lair</Name>
<Description>The charred bones of some beast of burden - a horse or camel, most likely - lie scattered across the rocky crag.</Description>
<Rarity>39</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>16</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Dragon_Cave_01</TileDesign>
<TileDesignForTerrain>CurgensTomb:P_Curgens_Tomb_03</TileDesignForTerrain>
<DrawnIcon>Lair_Dragon.png</DrawnIcon>
<OnSelectSFX>Click_Dragon_Lair_Rocky</OnSelectSFX>
<Medallions InternalName="">
<All>L_Dragon_Cave_01.png</All>
</Medallions>
<Treasure>
<Title>Dragon Lair</Title>
<Desc>These crags, the spines of the earth, are home to ancient creatures. The air echoes with their voices and the land resonates with the power of massive scaled claws on stone. Dragons will return to this place, as they have for centuries; if you build a camp here you may be able to recruit them to your cause.</Desc>
---
<Name>Syndicate Head Quarters</Name>
<Description>This is home to the leaders of the criminal organization known as the Syndicate. From this position, the Syndicate directs its followers to ravage the countryside for money, resources and slaves.</Description>
---
<GoodieHutType InternalName="Lair_SyndicateFortress">
<Name>Syndicate Fortress</Name>
<Description>This is home to the leaders of the criminal organization known as the Syndicate. From this position, the Syndicate directs its followers to ravage the countryside for money, resources and slaves.</Description>
---
<GoodieHutType InternalName="Lair_SyndicateOutpost">
<Name>Syndicate Outpost</Name>
<Name>Syndicate Hideout</Name>
<Name>Syndicate Safe House</Name>
<Description>This small outpost is a hive of criminal activity of the nefarious Syndicate. This organization preys on isolated settlements for food, gildar, and other resources.</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_SyndicateStronghold</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>60</UpgradesToGoodieHutInTurns>
<TileDesign>L_Syndicate_Outpost_01</TileDesign>
<DrawnIcon>Lair_Bandit.png</DrawnIcon>
<OnSelectSFX>Click_Bandit_Tent</OnSelectSFX>
<Medallions InternalName="">
<All>L_Bandit_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>The syndicate outpost contains a chest, within which you find an item.</Desc>
---
<GoodieHutType InternalName="Lair_Troll">
<Name>Primitive Campground</Name>
<Description>A bonfire... a series of simple lean-tos... the home of a barely civilized people.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>6</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<PreferredTerrain>SwampTerrain</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_TrollWarrior</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>95</UpgradesToGoodieHutInTurns>
<TileDesign>L_Troll_Camp_01</TileDesign>
<DrawnIcon>Lair_Troll.png</DrawnIcon>
<OnSelectSFX>Click_Troll_Camp</OnSelectSFX>
<Medallions InternalName="">
<All>L_Troll_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Stashed inside a crudely-tanned deerskin bag you find an item.</Desc>
---
<Name>Shaman's Hut</Name>
<Description>From the simple shack's chimney, smoke rises. Smoke that is a brilliant, unearthly blue... the smoke of a channeler's fire. Potions of some sort are being brewed.</Description>
---
<GoodieHutType InternalName="Lair_TrollShaman_Final">
<Name>Shaman's Hut</Name>
<Description>From the simple shack's chimney, smoke rises. Smoke that is a brilliant, unearthly blue... the smoke of a channeler's fire. Potions of some sort are being brewed.</Description>
---
<GoodieHutType InternalName="Lair_TrollShaman_Spawned">
<Name>Shaman's Hut</Name>
<Description>From the simple shack's chimney, smoke rises. Smoke that is a brilliant, unearthly blue... the smoke of a channeler's fire. Potions of some sort are being brewed.</Description>
---
<GoodieHutType InternalName="Lair_TrollWarrior">
<Name>Lair of Savages</Name>
<Description>Bones litter the path leading up to the cave entrance... the guttural sounds of primitive speech, noises that barely qualify as language, come from within the darkened cavern.</Description>
<Rarity>10</Rarity>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Forest</PreferredTerrain>
<PreferredTerrain>SwampTerrain</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_TrollShaman</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>180</UpgradesToGoodieHutInTurns>
<TileDesign>L_Troll_Warrior_Camp_01</TileDesign>
<DrawnIcon>Lair_Troll.png</DrawnIcon>
<OnSelectSFX>Click_Troll_Camp</OnSelectSFX>
<Medallions InternalName="">
<All>L_Troll_Warrior_Camp_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Stashed inside a crudely-tanned deerskin bag you find an item.</Desc>
---
<GoodieHutType InternalName="Lair_Umberdroth">
<Name>Umberdroth Lair</Name>
<Description>Dug from the rock and stone itself is a great cavern whose entrance is as large as a tall-masted merchant ship... whatever lives within is not to be trifled with.</Description>
<Rarity>40</Rarity>
<MinDistanceFromStartingPoints>12</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_Umberdroth_Final</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>380</UpgradesToGoodieHutInTurns>
<TileDesign>L_Umberdroth_Den_01</TileDesign>
<DrawnIcon>Improvement_UmberdrothLair.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Wolf</OnSelectSFX>
<Medallions InternalName="">
<All>L_Umberdroth_Den_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Searching the area, you find an item that was lost by a prior explorer.</Desc>
---
<GoodieHutType InternalName="Lair_Umberdroth_Final">
<Name>Umberdroth Lair</Name>
<Description>Dug from the rock and stone itself is a great cavern whose entrance is as large as a tall-masted merchant ship... whatever lives within is not to be trifled with.</Description>
<Rarity>1</Rarity>
<MinDistanceFromStartingPoints>16</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Umberdroth_Den_01</TileDesign>
<DrawnIcon>Improvement_UmberdrothLair.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Wolf</OnSelectSFX>
<Medallions InternalName="">
<All>L_Umberdroth_Den_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Searching the area, you find an item that was lost by a prior explorer.</Desc>
---
<GoodieHutType InternalName="Lair_WildingArcher">
<Name>Wilding Camp</Name>
<Description>This camp is favored by the nomadic Wilding warriors.</Description>
---
<GoodieHutType InternalName="Lair_WildingGrounds">
<Name>Wilidng Hunting Grounds</Name>
<Description>Wildings are normally only found in the desert. These bold wildings have come into the grasslands in search for food</Description>
---
<GoodieHutType InternalName="Lair_WildingHermit">
<Name>Wilding Camp</Name>
<Description>This camp is favored by the nomadic Wilding warriors.</Description>
---
<GoodieHutType InternalName="Lair_WildingHermit_Spawned">
<Name>Wilding Camp</Name>
<Description>This camp is favored by the nomadic Wilding warriors.</Description>
---
<GoodieHutType InternalName="Lair_WildingHunting">
<Name>Wilding Camp</Name>
<Description>Wildings are normally only found in the desert. These wildings have claimed these grasslands as their own</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>30</Rarity>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_WildingShaman</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>110</UpgradesToGoodieHutInTurns>
<TileDesign>L_Wilding_Camp_03</TileDesign>
<TileDesignForTerrain>Scrapyard:L_Scrapyard_Wilding_Camp_2</TileDesignForTerrain>
<DrawnIcon>Lair_Wilding.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Darkling</OnSelectSFX>
<Medallions InternalName="">
<All>L_Wilding_Shaman_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Animal bones litter the Wilding camp but there is little of value. After a careful search you find a single item.</Desc>
<Liklihood>95</Liklihood>
<SFX>Goodie_DemonLair_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<StrVal>Common</StrVal>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>There is an Umbran War Boar tied here. He is thin and emaciated. Though he violently paws the ground as you approach, when you offer him some food he chuffs happily.</Desc>
---
<GoodieHutType InternalName="Lair_WildingRider">
<Name>Wilding Camp</Name>
<Description>This camp is favored by the nomadic Wilding warriors.</Description>
<Rarity>10</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>8</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>DesertTerrain</PreferredTerrain>
<PreferredTerrain>Rugged_Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<UpgradesToGoodieHut>Lair_WildingShaman</UpgradesToGoodieHut>
<UpgradesToGoodieHutInTurns>110</UpgradesToGoodieHutInTurns>
<TileDesign>L_Wilding_Camp_01</TileDesign>
<TileDesignForTerrain>Scrapyard:L_Scrapyard_Wilding_Camp_2</TileDesignForTerrain>
<DrawnIcon>Lair_Wilding.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Darkling</OnSelectSFX>
<Medallions InternalName="">
<All>L_Wilding_Shaman_01.png</All>
</Medallions>
<Treasure>
<Title>Wilding Village</Title>
<Desc>All of the wildings you have seen have been warriors of one type or another. But here you find their children and elderly living in simple but well-made huts. They offer no resistance to you and seek only to continue to live in their small village. If you build a camp here you may be able to recruit them to your cause.</Desc>
---
<GoodieHutType InternalName="Lair_WildingShaman">
<Name>Shaman of the Wildings</Name>
<Description>Within this cave dwells a Bajinn... a witch-doctor of the Wilding people... powerful, and easily angered.</Description>
<Rarity>40</Rarity>
<AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
<LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>
<MinDistanceFromStartingPoints>3</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>DesertTerrain</PreferredTerrain>
<PreferredTerrain>Rugged_Land</PreferredTerrain>
<ReleaseGuardiansOnInfluenceHit>1</ReleaseGuardiansOnInfluenceHit>
<SpawnRating>0</SpawnRating>
<TileDesign>L_Wilding_Shaman_01</TileDesign>
<TileDesignForTerrain>Scrapyard:L_Scrapyard_Wilding_Cave_2</TileDesignForTerrain>
<DrawnIcon>Lair_Wilding.png</DrawnIcon>
<OnSelectSFX>Click_Cave_Darkling</OnSelectSFX>
<Medallions InternalName="">
<All>L_Wilding_Shaman_01.png</All>
</Medallions>
<Treasure>
<Title>Wilding Village</Title>
<Desc>All of the wildings you have seen have been warriors of one type or another. But here you find their children and elderly living in simple but well-made huts. They offer no resistance to you and seek only to continue to live in their small village. If you build a camp here you may be able to recruit them to your cause.</Desc>
---
<GoodieHutType InternalName="Lair_WildingWarrior">
<Name>Wilding Camp</Name>
<Description>This camp is favored by the nomadic Wilding warriors.</Description>
---
<GoodieHutType InternalName="Treasure_Caravan">
<Name>Abandoned Caravan</Name>
<Description>Here lies the wreckage of several wagons... splintered wood lies scattered across the ground. A few canvas bags can be seen as well... and there are, of course, several corpses.</Description>
---
<GoodieHutType InternalName="Treasure_Chest">
<Name>Treasure Chest</Name>
<Description>Here lies a crate of polished hardwood, a crate stamped in red ink with the seal of the Merchant’s Guild... a crate whose treasures wait to be revealed.</Description>
---
<GoodieHutType InternalName="Treasure_CrumbledStatue">
<Name>Shattered Statue</Name>
<Description>A shattered statue lies on the ground, a statue of Dariun the Founder, namesake of his line, first king of fabled Antheros. He bears the twin swords with which he vanquished the armies of the Quendar.</Description>
<IsStartingPointObject>1</IsStartingPointObject>
<Rarity>100</Rarity>
<MinDistanceFromStartingPoints>2</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>G_Crumbled_Statue_01</TileDesign>
<DrawnIcon>Treasure_CrumbledStatue.png</DrawnIcon>
<OnSelectSFX>Click_Magic_Statue</OnSelectSFX>
<Medallions InternalName="">
<All>G_Crumbled_Statue_01.png</All>
</Medallions>
<Treasure>
<Title>Found Item</Title>
<Desc>Beneath the feet of the once-great warrior you find a shattered urn containing a dust covered potion.</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_HealingNectar_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>HealingNectar</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>There was a faceted stone embedded in the chest of the statue, but it has since fallen loose.</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_HateStone_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>HateStone</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found a Scroll</Title>
<Desc>You find a scroll tucked in the broken pieces of the statue. </Desc>
<Liklihood>20</Liklihood>
<SFX>Found_Scroll_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>Scroll_Escape</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>The remains of the statue’s weapon would make a crude mace.</Desc>
<Liklihood>20</Liklihood>
<SFX>Found_Mace_01</SFX>
<GameModifier>
<ModType>GiveItem</ModType>
<Attribute>Mace_Golem</Attribute>
</GameModifier>
</Treasure>
<Treasure>
<Title>Found Item</Title>
<Desc>A runed token is inset in the statue; the one who owns the token can command the statue.</Desc>
---
<GoodieHutType InternalName="Treasure_DarkSpire">
<Name>Dark Spire</Name>
<Description>This atrous tower draws in all light and appears black even against the starless night sky. It is like a bottomless pit that pulls you toward its dark walls, and you can’t help but feel a tremor of unnatural fear as you draw close.</Description>
<Rarity>-1</Rarity>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>Category:Land</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>G_Dark_Spire_01</TileDesign>
<DrawnIcon>Treasure_DarkSpire.png</DrawnIcon>
<OnSelectSFX>Click_Shadow_Temple</OnSelectSFX>
<Medallions InternalName="">
<All>G_DarkSpire.png</All>
</Medallions>
<Treasure>
<Title>Found the Blood Curse Spell</Title>
<Desc>The spire is unoccupied except for the withered remains of scribes, soldiers and aristocrats, along with the evidence of their depravity. In the highest tower you find a tome bound in flesh and written in blood. It contains a spell that makes the caster something not quite alive, immortal as long as there are those that can be sacrificed in his or her place.</Desc>
<Liklihood>100</Liklihood>
<SFX>Goodie_BloodCurse_01</SFX>
<GameModifier>
<ModType>Player</ModType>
<Attribute>UnlockSpell</Attribute>
<StrVal>BloodCurse</StrVal>
</GameModifier>
</Treasure>
</GoodieHutType>
<GoodieHutType InternalName="Treasure_DrakesBones">
<Name>Skeleton</Name>
<Description>A monster's skeleton lies in the dirt, its bones bleached white by the sun. This long-dead creature was easily thrice the size of a man, with teeth a foot long and wings wider than a longship.</Description>
---
<GoodieHutType InternalName="Treasure_LibraryofIlluna">
<Name>Library of Illuna</Name>
<Description>The runes above the entry door mark this building as a Lexicouros - a library from fabled Antheros. Within may lie the secrets of that vanished Empire's famed technological feats.</Description>
---
<GoodieHutType InternalName="Treasure_LostLibrary">
<Name>Lost Library</Name>
<Description>The runes above the entry door mark this building as a Lexicouros - a library from fabled Antheros. Within may lie the secrets of that vanished Empire's famed technological feats.</Description>
---
<GoodieHutType InternalName="Treasure_SwampTree">
<Name>Skeletons in the Swamp</Name>
<Description>Here, amid the fetid decay of a grove of cypra trees, lie bones and broken stones... signposts to buried treasure... an explorer's graveyard... or perhaps, both.</Description>
<Rarity>100</Rarity>
<MinDistanceFromStartingPoints>6</MinDistanceFromStartingPoints>
<BarredTerrain>River</BarredTerrain>
<PreferredTerrain>SwampTerrain</PreferredTerrain>
<SpawnRating>0</SpawnRating>
<TileDesign>G_Great_Swamp_Tree_01</TileDesign>
<DrawnIcon>Treasure_GreatSwampTree.png</DrawnIcon>
<OnSelectSFX>Click_Swamp</OnSelectSFX>
<Medallions InternalName="">
<All>G_Great_Swamp_Tree_01.png</All>
</Medallions>
<Treasure>
<Title>Found Gildar!</Title>
<Desc>Several gildar are scattered amongst the bones of past adventurers. Noting their lack of need, you pocket the currency for yourself.</Desc>
---
<GoodieHutType InternalName="Treasure_WitchHut">
<Name>Desolate Hovel</Name>
<Description>A hut of stick and straw that at first glance looks uninhabited... until from within comes the sound of chanting, low and insistent.</Description>
---