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Archive Team

Formed in 2009, the Archive Team (not to be confused with the archive.org Archive-It Team) is a rogue archivist collective dedicated to saving copies of rapidly dying or deleted websites for the sake of history and digital heritage. The group is 100% composed of volunteers and interested parties, and has expanded into a large amount of related projects for saving online and digital history.
History is littered with hundreds of conflicts over the future of a community, group, location or business that were "resolved" when one of the parties stepped ahead and destroyed what was there. With the original point of contention destroyed, the debates would fall to the wayside. Archive Team believes that by duplicated condemned data, the conversation and debate can continue, as well as the richness and insight gained by keeping the materials. Our projects have ranged in size from a single volunteer downloading the data to a small-but-critical site, to over 100 volunteers stepping forward to acquire terabytes of user-created data to save for future generations.
The main site for Archive Team is at archiveteam.org and contains up to the date information on various projects, manifestos, plans and walkthroughs.
This collection contains the output of many Archive Team projects, both ongoing and completed. Thanks to the generous providing of disk space by the Internet Archive, multi-terabyte datasets can be made available, as well as in use by the Wayback Machine, providing a path back to lost websites and work.
Our collection has grown to the point of having sub-collections for the type of data we acquire. If you are seeking to browse the contents of these collections, the Wayback Machine is the best first stop. Otherwise, you are free to dig into the stacks to see what you may find.
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To use ArchiveBot, drop by #archivebot on EFNet. To interact with ArchiveBot, you issue commands by typing it into the channel. Note you will need channel operator permissions in order to issue archiving jobs. The dashboard shows the sites being downloaded currently.
There is a dashboard running for the archivebot process at http://www.archivebot.com.
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The Wayback Machine - https://web.archive.org/web/20210907203537/http://www.harehunter.info/Avernum6/Maps/SkillEffects6.html
Avernum 6 Annotated Maps
Comprehensive Skill Effects
Copied from Crises on Infinite Slarties post on
Spiderweb Message Boards
Unless otherwise specified, bonuses listed in red are applied once per point of the skill you buy.
The exception is effects marked with (10-cap). These effects occur once for each point of the skill from 1-10, once every other point between 11-20, once every third point between 21-30, and so on.
For armor and resistances provided by skills, each skill acts kind of like one extra piece of equipment. For example, with 5 Hardiness, you get a 10% bonus to armor and resistances that is multiplied together with your other resistances, just as with equipment. Note that armor and all resistances are capped at 90%.
Each point of Attack Bonus grants +5% to hit; the number of dice you roll when calculating attack damage is increased by 0.75 for each point of Attack Bonus (rounded down).
OFFENSIVE SKILLS (HAND-TO-HAND COMBAT)
STRENGTH (Base: 2, Cost: 6 -- No Trainers)
+1 to Attack Bonus for melee/pole weapons
+5 lbs to Encumbrance Limit (Base of 30)
+3% Stun Resistance
+1 towards the fairly low requirements to turn a few wheels
Need to buy 2 points to unlock Gymnastics
Need to buy 4 points to unlock Blademaster (--> Riposte, Lethal Blow)
MELEE WEAPONS (Cost: 4 -- Train: 225, 248, 216 per sp @ Eastern Great Cave)
+1 to Attack Bonus for melee weapons
+1 towards Battle Discipline requirements
Need to buy 6 points of this or Poles to unlock Quick Strike
Need to buy 7 points of this or Poles to unlock Dual Wielding
Need to buy 7 points of this or Poles to unlock Anatomy (--> Lethal Blow)
Need to buy 9 points of this or Poles to unlock Blademaster (--> Riposte, Lethal Blow)
POLE WEAPONS (Cost: 4 -- Train: 383, 421, 367 per sp @ Fort Remote)
+1 to Attack Bonus for pole weapons
+1 towards Battle Discipline requirements
Need to buy 6 points of this or Melee to unlock Quick Strike
Need to buy 7 points of this or Melee to unlock Dual Wielding
Need to buy 7 points of this or Melee to unlock Anatomy (--> Lethal Blow)
Need to buy 9 points of this or Melee to unlock Blademaster (--> Riposte, Lethal Blow)
BLADEMASTER (Cost: 5 -- No Trainers)
+1 to Attack Bonus for pole/melee weapons
+5% chance each round of 1 pt Fatigue Reduction
Unlocks after buying 4 Strength, 9 Melee or Pole Weapons
Need to buy 5 points of this to unlock Lethal Blow
Need to buy 6 points of this to unlock Riposte
QUICK ACTION (Cost:1 -- No Trainers)
+4% chance of double strike on all melee/pole attacks (10-cap)
Improves Initiative
ANATOMY (Cost: 4 -- Train: 175, 193, 168 per sp @ Eastern Great Cave)
+3% to total damage for melee/pole weapons when attacking humanoids
Slightly increases Health and Energy restored after battles
Unlocks after buying 2 Intelligence, 7 Melee or Pole Weapons
Need to buy 5 points of this to unlock Lethal Blow
DUAL WIELDING (Cost:2 -- 850, 935, 680 per sp @ Fort Remote)
Reduces dual wielding damage penalty by about 2% (Base: 20% penalty)
Reduces dual wielding hit chance penalty semi-randomly by 5-30% (Base: -30 to -15% penalty)
Unlocks after buying 2 Dexterity, 7 Melee or Pole Weapons
LETHAL BLOW (Cost: 4 -- Train: 510, 561, 490 per sp @ Fort Remote)
+4% chance of +40% to total damage for melee/pole weapons, ranged weapons, and single target or spray type magic attacks (10-cap)
Unlocks after buying 5 Blademaster, 5 Anatomy
OFFENSIVE SKILLS (RANGED COMBAT)
DEXTERITY (Base: 2, Cost: 6 -- No Trainers)
+1 to Attack Bonus for bows/thrown weapons
+5% to Evasion (10-cap)
Improves Initiative
Need to buy 2 points to unlock Sharpshooter
Need to buy 2 points to unlock Dual Wielding
Need to buy 3 points to unlock Quick Strike
Need to buy 3 points to unlock Parry (--> Riposte)
Need to buy 3 points to unlock Resistance
Need to buy 4 points to unlock Gymnastics
BOWS (Cost: 2 -- No Trainers)
+1 to Attack Bonus for bows
+0.5 towards Battle Discipline requirements
Need to buy 6 points of this or Throws to unlock Sharpshooter
THROWN WEAPONS (Cost: 2 -- No Trainers)
+1 to Attack Bonus for thrown weapons
+0.5 towards Battle Discipline requirements
Need to buy 6 points of this or Bows to unlock Sharpshooter
SHARPSHOOTER (Cost: 2 -- Train: 175, 193, 168 per sp @ Eastern Great Cave)
+1 to Attack Bonus for bows/thrown weapons
Unlocks after buying 2 Dexterity, 6 Bows or Thrown Weapons
MAGIC SKILLS
MAGE SPELLS (Cost: 5 -- 180, 198, 180 per sp @ Fort Duvno)
+1 to Attack Bonus for mage spells
+1 towards Mage Spell requirements
PRIEST SPELLS (Cost: 4 -- No Trainers)
+1 to Attack Bonus for priest spells
+1 towards Priest Spell requirements
SPELLCRAFT (Cost: 3 -- 400, 440, 360 per sp @ Tower Colony)
+1 to Attack Bonus for mage/priest spells
Need to buy 5 points to unlock Magical Efficiency
INTELLIGENCE (Base: 2, Cost: 6 -- No Trainers)
Determines Base Spell Energy (main multiplier)
+3% Mental Resistance
Need to buy 2 points to unlock Pathfinder
Need to buy 2 points to unlock Anatomy (--> Lethal Blow)
Need to buy 4 points to unlock Magical Efficiency
MAGICAL EFFICIENCY (Cost: 3 -- Train: 480, 528, 432 per sp @ Tower Colony)
+5% average reduction to Spell Energy used (10-cap)
Unlocks after buying 4 Intelligence, 5 Spellcraft
DEFENSIVE SKILLS
HARDINESS (Cost: 1 -- No Trainers)
+2% to Armor, Fire, Cold, Energy, Poison, and Acid Resistances
Need to buy 7 points to unlock Resistance
RESISTANCE (Cost: 5 -- 120, 132, 120 per sp @ Fort Duvno)
+3% to Fire, Cold, Energy, Poison, and Acid Resistances
Unlocks after buying 3 Dexterity, 4 Endurance, 7 Hardiness
PATHFINDER (Cost: 1 -- No Trainers)
+5% to Poison and Acid Resistances
Unlocks after buying 2 Intelligence, 6 Nature Lore
LUCK (Cost: 2 -- No Trainers) (NB: before v1.01, was cost: 4)
+2% to Armor and All Resistances (10-cap) (NB: before v1.01, was +1%)
+2% to Evasion (10-cap)
+2% to Hit Rate for all attacks
DEFENSE (Cost: 2 -- No Trainers)
+3% to Evasion (10-cap)
Need to buy 5 points to unlock Parry (--> Riposte)
GYMNASTICS (Cost: 4 -- Train: 105, 116, 101 per sp @ Fort Duvno)
+5% to Evasion (10-cap)
Improves Initiative
Unlocks after buying 4 Dexterity, 2 Strength
PARRY (Cost: 3 -- Train: 453, 499, 408 per sp @ Fort Remote)
+3% chance to parry hand-to-hand attacks (Max: 50%)
+2% chance to parry ranged attacks
+1% chance to parry missile-based magic attacks
Unlocks after buying 3 Dexterity, 5 Defense
Need to buy 6 points of this to unlock Riposte
RIPOSTE (Cost: 5 -- No Trainers)
+3% chance to riposte hand-to-hand attacks (10-cap) (Max: 50%)
Unlocks after buying 6 Parry, 6 Blademaster
ENDURANCE (Base: 2, Cost: 5 -- No Trainers)
Determines Base Health (main multiplier)
+2% Poison Resistance
+1% Acid Resistance
Need to buy 4 points to unlock Resistance
OTHER SKILLS
TOOL USE (Cost: 1 -- No Trainers)
+1 towards requirements to open/unlock/activate stuff
NATURE LORE (Cost: 1 -- 500, 550, 300 per sp @ Gnass)
+1 towards requirements to uncover items from caches
+1 towards requirements to pacify weak wild animals
Need to buy 6 points to unlock Pathfinder
ARCANE LORE (Cost: 1 -- 700, 770, 420 per sp @ Gnass)
+1 towards requirements to learn spells from spellbooks
+2% Mental Resistance
FIRST AID (Cost: 1 -- No Trainers)
Slightly increases Health and Energy restored after battles
QUICK STRIKE (Cost: 3 -- No Trainers)
Each round, a PC with Quick Strike gets two separate chances to get a bonus AP. Each
chance has a success rate equal to 5% per point of Quick Strike. You can receive 0, 1, or 2 bonus APs each round.
Unlocks after buying 3 Dexterity, 6 Melee or Pole Weapons