Torment Unimplemented Files By Platter - Source here
Unimplemented Files
These are dialogs, items, images and sounds that are in the game's files but
were not used in the game. You can view them with Infinity Explorer and Near Infinity.
Pendant of Yemeth
Quest
Candlestick
Quest
Curst
Prisoners
Other
Curst Dialogs
Spells
Miscellaneous
Dialogs
Miscellaneous
Items
Character
Animations
Item
Images
Sounds
The Rest
Pendant of Yemeth
Quest;SKULPEND.ITM
DRATBONE.DLG
DRKCHSR.DLG
DRKCHSR2.DLG
DADYZOEL.DLG
(DAETHEL.DLG
& DTEGARIN.DLG)
PENDANT OF YEMETH Weight:
1
The Pendant of Yemeth is constructed of some silvery metal. Six
crystals radiate from the skull in a circle, forming a crown of sorts. A
leather lanyard is looped though an eyehole attached to the top of the
skull.
The item is named for its creator, a sorcerer of a by-gone
age. Though Yemeth's power was great, time began to take its toll on him;
he began to grow weak and sodden. The Pendant was commissioned by the
dying wizard to serve as a vessel for souls -- souls which Yemeth himself
would draw from dying mortals, and later use to power his waning
life-force. Yemeth was eventually slain in a battle, destroyed utterly,
and the Pendant was lost. Sages said that, even if the Pendant were to be
recovered, no mortal knows the secrets of its use. |
Candlestick
Quest;ARKRING.ITM
CANDLE.ITM
DSHERYL.DLG
DULTHERA.DLG
ARKIN'S RING Weight:
0
This ring belongs to Arkin, Sheryl's father.
CANDLESTICK Weight: 2
This
candlestick has seen much use. Dents and nicks adorn the tarnished
surface. |
Curst
Prisoners;DRAE.DLG
DKEMAK.DLG
DDYLANA.DLG
DGIB.DLG
DPEATO.DLG
DGERIK.DLG
DYELAAN.DLG
DBINIAN.DLG
DELDAN.DLG
Other Curst Dialogs;DADMINAS.DLG (Carl
Parfidor)
DCRSDHTR.DLG
DCRSINKP.DLG
DCSTCANG.DLG
DCSTCHLP.DLG
DCSTCPR1.DLG
DCSTCPR2.DLG
DCSTCPR3.DLG
DCSTCROG.DLG
DCSTCSER.DLG
DCSTCSUS.DLG
DCSTNEP.DLG
DCBPAT1.DLG
DCBPAT2.DLG
DCBPAT3.DLG
DCBPAT4.DLG
DCBPAT5.DLG
Spells;Howl of
Pandemonium
SPWI603.SPL
SPWI603.ITM
S055PSKL.BAM
S055SKLC.BAM
S055SWHD.BAM
HOWL OF PANDEMONIUM Range: 50
feet Duration: Special Speed: 6 Area of Effect: 30 ft. radius or
60 x 20 ft. cone Saving Throw: Special
The Madness from the
Howling Land - Pandemonium's Noise screams forth and bathes everyone in
its cacophony.
The Winds of Pandemonium shoot forth from the
caster's body to stun any enemies on screen. The spell can also nullify
all sound-based attacks and deflect normal missile weapons. Creatures of
2HD or less who fail a saving throw vs. spell are incapacitated for 10 -
60 minutes. Those creatures with greater than 2HD but less than the
caster's who fail their saving throw become confused (as if a Confusion
spell was cast on them). |
Miscellaneous
Dialogs;DTEST.DLG
DDDABUS.DLG
DHAPGOOD.DLG
DHAUNT.DLG
DHENS.DLG
DPESTIL.DLG
DCORNUG.DLG
DABISHAG.DLG
DABISHAR.DLG
DCBOSS.DLG
DCHIGH.DLG
DCMOD.DLG
DCLOW.DLG
DALLEY.DLG
SKELCAT.DLG
DSWORDOW.DLG
DGITHANG.DLG
DJARCK.DLG
DPODGE.DLG
DFANE.DLG
DELYCE.DLG
DTARIN.DLG
DMAETH.DLG
DMOURN3.DLG/DMOURN4.DLG
DDILLON.DLG
DLWCUSF.DLG
DLWCUSM.DLG
DLWSECRE.DLG
DLWSICK.DLG
DLWTALKA.DLG
DLWUNFRI.DLG
DSENSATE.DLG
DSCWASTE.DLG
DDILIG.DLG
DREVLEG.DLG
DMARKET.DLG
DDERFEM.DLG
DDERMALE.DLG
DRAT.DLG
DVILF1.DLG
DVILM1.DLG
DTWIST.DLG
DCOLTHUG.DLG
DVIRAGO.DLG
DMURK.DLG
DGILDEA.DLG
DDORN.DLG
PLACE2.DLG
ROBTEST.DLG
DMERCHF.DLG
DMERCHFO.DLG
DMERCHM.DLG
DMERCMO.DLG
DZOMMCAT.DLG
Miscellaneous Items;
EYE OF VECNA
(Cursed
Artifact)
Special:
Doubles all 1st Level Mage Spells
Doubles all 2nd
Level Mage Spells
+35% Resistance to Magic
+4 Save vs. Death Magic
-3
to Wisdom
-3 to Intelligence
Weight: 0
Many tales are told of the
arch-lich Vecna.
It is said that Vecna was one of the Planes' mightiest
sorcerers, able to draw life from dust and send it back again, extinguish lives
with a glance, and make the earth shudder beneath his touch. He was said to be
so powerful that when the end of his life drew near, death refused to take him
into its kingdom.
And so Vecna died, yet lived on.
Abandoned by
death, Vecna became the master of a vast kingdom on a prime world called Oerth.
Neither kind nor just, Lord Vecna's rule was one of great horror and suffering,
and it is said his reach was so great that even the Powers of Oerth feared to
cross him for fearing of drawing his eye.
Yet, while Vecna's gaze
traveled ever outward in search of new conquests, he failed to see his own end
when it came for him... in the form of his lieutenant, Kas.
As was
fitting for Vecna's left hand servant, the arch-lich had fashioned a terrible
weapon for his lieutenant as a symbol of his authority. Vecna made this weapon
with such skill it is said that part of the sorcerer entered the blade, and it
was this sliver of Vecna that gave the blade its life and its treacherous
nature. Where once there was lifeless steel, there became thought, intent, and,
perhaps most horrible of all, a voice.
The sword whispered treacheries
to the ambitious Kas, night upon night, month upon month, year upon year, until
one night, the remains of Kas' discipline was seduced by the rippling edge of
the blade. Convinced by his blade that he was Vecna's superior, Kas confronted
his dread master upon his Dessicated Throne, and the two of them fought a
terrible battle.
During the battle, Kas was killed, but before he fell,
his blade had dismembered his former master, scattering his remains so that no
one may draw them together again. And so it has come to pass that pieces of
Vecna have made their way across the Planes... one of these is the Eye of Vecna.
It carries with it a bloody, violent history, so much so that many scholars
refuse to speak of its treacheries, for fear the eye will come to them, seeking
to add another victim to its bloody chronology.
The Eye of Vecna was
instrumental in the extermination of the House of Hyeric, once the ruling
dynasty in Nyrond. It is said to have been behind the sundering of the Conclave
of Tyssis-on-the-Sea, which led to the three-cycle war that poisoned the seas of
Malhatai and left the oceanic world barren of life. On the ashen Plane of
Ghalentir, it possessed the gentle father of Sasaran, a babe with the potential
to lead his suffering people from their shadowed lands to the Gates of
Paradise... had not the eye drove Sasaran's father to murder his son as he lay
sleeping in his crib. All these kingdoms, all these futures, the Eye of Vecna
laid waste.
The Eye's powers are said to shift with each new owner, but
one thing is certain: no good ever comes from whoever has the misfortune to
possess it. It is destined to betray its wearer at a critical moment, failing
him when he needs its power the most.
"THE EVISCERATOR"
(Unique, Artifact,
Cheat)
Damage: 4-80 + 20
+20 to hit
+20 to Armor Class
Sets all
Stats to 25
Weight: 0
Speed: 1
Proficiency: Edged
This unholy
weapon is obviously intended for Quality Assurance to massacre any creature in
their path as quickly as possible.
WHISTLE OF WARDING
Invokes: "Anti-Magic
Shell"
Weight: 0
Carved of human bone, the Whistle of Warding is a
favorite artifact of the practicing Necromancer. The enchantments placed upon
the item allow its possessor to invoke its magic simply by blowing a tune on the
whistle. The whistle can only be blown one time, for once its enchantment is
released, its power is spent and the item crumbles to dust.
SOEGO'S DUSTMAN HOLY SYMBOL
Weight:
1
This holy symbol used to belong to the Dustman Soego. The symbol is of
heavy iron, designed to be wrapped around the wearer's wrist with a series of
small, tightly linked chains. The symbol itself reminds you of a screaming face.
LUMP OF OBSIDIAN
Weight:
1
This is a chunk of rough obsidian, recently burnt by Avernus' fires.
LOWER PLANES VERMIN ARMOR
Armor Class:
5
Weight: 10
Usable only by Annah
This armor has been woven from
the hides of various Abyssal vermin. The stitching thread appears to be a single
white hair (though the type of creature is unknown). There are no metal
fixtures, studs, or buckles anywhere on the armor... it is composed solely from
the remains of living creatures.
"LAST RESORT"
(Cursed
Artifact)
Damage: 1-2 Slashing
Enchanted: +3
Speed: 10
Weight:
1
Proficiency: Edged
Not usable by Priests
This small dagger looks
fragile, but a series of jagged teeth line the edge of the blade. The hilt
itself is covered with dried blood, most likely the blood of the users who held
the weapon and were unable to release their grip.
Research indicates
that this cursed dagger has had many names, the most prominent of which was
"Last Resort." When equipped, the user cannot release the grip until death, or
until the curse is lifted by spell or divine intervention. Although the dagger
is slower than most two-handed weapons and the damage it inflicts is comparable
to a scratch, it is rumored to be able to hurt almost any creature it strikes,
no matter what the creature's plane of origin or its defenses. One planewalker
who had freed herself from its curse actually chose to travel with it, figuring
that in any instance where she *had* to use it couldn't be worsened by having it
in her possession.
SPIKED GAUNTLETS
Damage: 1-4
Piercing
Speed: 1
Weight: 2
Proficiency: Fists
Usable only by
Fighters and Thieves
A ridge of spikes bristle along the knuckles of
these gauntlets, allowing the wearer to perforate any target they punch.
IANNIS'S VAULT KEY
Weight:
0
This thick metal key looks like it may unlock the vaults in the
advocate's office.
GAUNTLETS OF RENDING
Damage: 2-7
Slashing
Enchanted: +1
THAC0: +1
Speed: 1
Weight: 1
Proficiency:
Fists
Usable only by Fighters and Thieves
These leather gloves give
the user the ability to use his hands like claws. When the wearer attacks a foe
with his hands, long black talons lance forth from the fingers of the gauntlets
and allow the user to rake an opponent for additional slashing damage. When the
wearer is not attacking, the talons recede back into the gauntlets...although
they seem to do so reluctantly. When the talons are not extended, the gauntlets
appear to be nothing more than stiff leather gloves.
DEVIL'S DUE
Damage: 3-8
Crushing
Enchanted: +1
Special:
1-6 Acid Damage to target
1-6 Acid
Damage to self
+2 to Armor Class vs. Piercing
THAC0: +2
Speed:
4
Weight: 4
Proficiency: Clubs
Usable only by Fighters
This
weapon has a black metal handle that seems to have grown into the narrow skull
that is affixed to its top. The metal looks as if it has grown out from the
skull, and spikes pierce through the eye sockets, jaw and from the skull cap
itself.
The "metal" is not metal at all, but the remnants of a
creature's forearm that punched through the base of the fiendish skull that now
bedecks the head of this weapon. The spikes that have pierced through the skull
actually appear to be some sort of quills from the creature's
forearm.
When this weapon is used in combat and the spikes of the club
penetrate a creature's skin, acid oozes from the quills into the target, doing
additional damage. This acid also burns the hands of the user, doing some damage
to the wielder every time he strikes someone else.
The common name of
this weapon is "Devil's Due." To who or what event it refers to is unknown, but
it was obviously a painful experience for the two parties involved.
SWORD OF WH'YNN
(Unique,
Artifact)
Damage: 2-7 Slashing
THAC0: +1
Speed: 1
Weight:
1
Proficiency: Edged
Not usable by Priests
The Sword of Why'nn -
also known as the Cheater's Blade - looks more like an ornamental dagger than a
combat-worthy blade. Though not particularly well balanced, it has been
enchanted with powerful magicks and is thus more effective in battle than a more
'common' knife. The Sword of Wh'ynn's greatest power, however, lies in its
ability to let its bearer cheat: by merely holding the 'sword' aloft in a
suitably melodramatic pose, its owner will beat whatever game the artifact's
been found in.
LINGUIST'S ASHES
Weight: 3
This
is an urn full of ashes and charred bits of bone. Etched into the base of the
urn are the words 'Fin Andlye - Beloved Husband, Father, and Scholar of One
Hundred Languages.'
CHAOS FEATHER
Damage: 2-5
Piercing
Enchanted: +1
Special:
Panics target
Fragile,
Breakable
THAC0: +1
Speed: 2
Weight: 1
Proficiency: Edged
Not
usable by Priests
This feather is ash-gray, fading to black around the
edges. It is much larger than a bird feather, and it creates an unpleasant
tingling sensation when held for more than a minute.
Examination of the
feather reveals that is the feather from a Vrock, one of the many races of
tanar'ri that fill the Abyss. The Vrock resemble huge vultures, and they are
often used as socuts for the tanar'ri forces in the Blood War.
This
particular feather is believed to have been taken from a Vrock shaman, who is
reported to have died by simply disbelieving himself. Possessed of a certain
mental imbalance and with an odious habit of devouring his followers to gain
strength, this barmy Vrock was rumored to be capable of causing others of his
flock to behave erratically -- much more so than for a normal tan'nari. He
convinced many of his flock to tear off their wings and take up burrowing in the
ground. Other times, he preached the virtues of honesty as being more evil and
destructive than any lie. When he disintegrated, only the feather was left
behind as testament to his fevered existence. Some of the shaman's residue is
believed to reside in this "Chaos Feather."
The Chaos Feather, when used
in combat as a dagger, inflicts a minor amount of damage (about the same as a
conventional dagger) and has the power to confuse any target it strikes.
Creatures struck by the feather may be stunned, run away, or attack their
allies.
Most tan'nari consider the feather to be a sacred object. Vrocks
will kill anyone possessing it in order to retrieve it.
Morte's Bite (Sharpened)
?
FIEND'S TEETH
Damage: 1-6
Crushing
Special:
18/30 Base Strength
+50% Resistance to Cold
+10%
Resistance to Fire
+10% Resistance to Electricity
+10% Resistance to
Poison
Speed: 4
Weight: 1
Proficiency: Fists
Usable only by
Morte
These teeth are short, dull and radiate a feeling of unease. They
appear to have been taken from a fiend of the lower planes, but their exact
origin is unknown. Using the teeth grants the wearer certain benefits normally
possessed only by fiends.
INKWELL
Weight: 1
This small,
ceramic inkwell and quill pen are common tools among scribes and scholars.
CHARCOAL PENCIL
Weight: 0
This
is an ordinary charcoal pencil used for writing and drawing.
PARCHMENT
Weight: 0
This is an
ordinary blank sheet of parchment.
COPPER-EYES DEAD CONTRACT
Weight:
0
You obtained this blank contract from Copper-Eyes, and it has a faint
metallic smell about it. From what you can make out from the tiny, cramped
writing, this document seems to be a contract between two parties: The Dustman
faction and an as-of-yet unnamed signer. In exchange for thirty copper pieces,
the signer gives away the rights to his corpse to the Dustmen, presumably so
that they can use him as a worker in the Mortuary.
TOME O' CHEATS
Weight: 4
This is
the infamous Tome o' Cheats, a massive libram of sleazy little loopholes and the
like written through the collaboration of dozens of dastardly
power-gamers.
As soon as it's decided exactly how much of its possible
functions can be implemented in the short amount of time we want to allot to it,
you'll be able to cheat, cheat, *cheat* like mad with it. Hoody-hoo!
BAATOR SPELL KEY
Weight:
0
This symbol of Baator is inscribed upon a piece of human flesh. It
smells burnt, and it is frayed around the edges. As long as you carry it on your
person, it will prevent your spells from going awry while on the plane of
Baator.
CARCERI SPELL KEY
Weight:
0
This symbol of Carceri is inscribed upon a piece of human flesh. It has
a rose-colored tint about it, and it feels cold to the touch, almost like a
sheet of ice. As long as you carry it on your person, it will prevent your
spells from going awry while on the plane of Carceri.
NEGATIVE MATERIAL PLANE SPELL
KEY
Weight: 0
This symbol of the Negative Material Plane is inscribed
upon a piece of human flesh. It smells of dust and corpse rot, yet it feels dry
to the touch, like a serpent's tongue. As long as you carry it on your person,
it will prevent your spells from going awry while on the Negative Material
Plane.
BLANK JOURNAL
Weight: 4
This is
a rather unremarkable book. Its pages are blank.
ANARCHIST TATTOO
Invokes:
"Haste"
Weight: 0
This tattoo is created from the four symbols of the
Revolutionary League. Wearing this openly is not a good idea.
The
Revolutionary League believes that all power structures should be overthrown,
and they have devoted themselves to seeing that this occurs. They are the
natural enemies of nearly all the other factions, and so they must move quickly
when identified.
The problem with this tattoo, of course, is that it
immediately identifies its wearer as an Anarchist. Authority figures have a
problem with this.
INDEP EARRING
Special:
+1 to
Armor Class
+1 to All Saving Throws
+1 to Save vs. Spells
Immunity to
Confusion
Weight: 0
Usable only by Indeps
This barbed earring marks
the wearer as a member of the Indep faction. This earring is the home of an
independent spirit which accompanies the wearer and does its best to protect him
from harm. Whenever possible, the spirit gives its wearer a mental nudge to get
them out of harm's way... the tiny counseling spirit provides the user with +1
to all Saving Throws, and its mere presence gives the wearer an additional bonus
to avoid spells and confusion effects.
Many of these enchanted items
were made in the bazaars of Sigil by a silversmith from Oerth, who had found a
way of shaping metal in such a way that it attracted 'free spirits' to the metal
and caused them to take up residence there. The spirit is not bound to the
earring by any means; from what scholars have determined, there is something
about the earring that the spirits find "cozy."
FORGED DEAD CONTRACT
Weight:
0
This false 'Dead Contract' is similar to a standard Dustman Dead
Contract, but the tiny cramped writing on it hides the fact that the signer in
fact does not owe his corpse to the Dustman after death at all... essentially,
any Dustman who signs the contract will essentially be paying the signer for
doing nothing but putting his signature to paper.
BAG OF TEETH
Weight: 2
This
small leather bag holds a number of teeth, ranging from human molars to
fiendish-looking fangs. It rattles when shaken, like a maracca.
TATTOO OF THE DECEIVER
Special: +3 to
Damage with all Attacks
THAC0: +3
Weight: 0
This tattoo seems to
have the mark of the Deceiver upon it... it represents someone who wants to
accomplish something with ease, rather than work for it.
TATTOO OF THE UNBROKEN CIRCLE
Invokes:
"Zerthimon's Focus"
Weight: 0
This tattoo recognizes your knowledge of
Zerthimon's teachings and marks you as a friend to the githzerai people. It
allows you to summon the discipline and focus of Zerthimon, giving strength and
accuracy to your strikes against your enemies.
This tattoo has only a
limited number of uses before it vanishes.
WINGED BOLTS
Damage: 3-6
Piercing
THAC0: +1
Speed: 5
Weight: 0
Proficiency:
Missiles
These head of these bolts have been carved to resemble a pair of
feathered wings. The bolts are extremely light and look more like arrows than
crossbow bolts. Although not magical, they are more accurate and do more damage
when they strike an opponent than standard crossbow bolts.
Character Animations
"Graphics (BAM)" --> "CA_lop.bif"
An avatar for the Lady
of Pain.
"Graphics (BAM)" --> "CA_gst.bif"
An avatar for Lothar's
Stone Golem. The Golem's CRE file is GHOULSG.CRE. You can read more about this
Golem from "In The Cage: A Guide To Sigil" here.
Item Images ("Graphics (BAM)" --> "items.bif");
II081.BAM
II086.BAM
II093.BAM
II113.BAM
II114.BAM
II127.BAM
II132.BAM
II137.BAM
II143.BAM
II144.BAM
II145.BAM
II146.BAM
II147.BAM
II149.BAM
II153.BAM
II161.BAM
II164.BAM
II165.BAM
II180.BAM
II185.BAM
II198.BAM
II206.BAM
II223.BAM
II224.BAM
II318.BAM
II322.BAM
II354.BAM
II355.BAM
II358.BAM
II467.BAM
II470.BAM
II472.BAM
II473.BAM
II474.BAM
II476.BAM
Sounds
Note that many of these sounds may be very similar to sounds
actually used in the game. Thanks to Ash for finding most of these
sounds.
The Transcendent One:
TRA001A - "I will no longer play
with you. Prepare to suffer."
TRA002 - "NO... HOW IS THIS
POSSIBLE?"
TRA003A - TTO Death
TRA007 - "How dare you come to this place,
my home, again?"
TRA020 - "I don't know how you're managing to click on me so
many times during our encounter, but it's probably because... you're
cheating."
TRA021A - "The loss of a thousand lifetimes make up this
fortress."
TRA031 - "Ahh... the skull."
TRA033 - "Ahh... the
spirit."
TRA036 - "Ahh... the succubus."
TRA038B - "Arise
Ignus."
TRA042 - "After I have torn you apart I shall feed you to the Shadows
of those you've murdered."
TRA043 - "After I have torn you apart I shall feed
you to the shades of those that died in your place."
TRA045 -
"Impossible!"
TRA046 - "How is this possible?"
TRA047 - "Very well... it
seems there is no other resolution to this matter."
TRA048 - "There shall be
an ending between us, Broken One."
TRA049 - "This shall be the end of matters
between us."
TRA050 - "Where did you get that? Give it to me!"
TRA051A -
"Do not play with that which you do not understand. Surrender it to
me."
TRA052 - "Pain."
TRA056 - "You shall not escape me again."
TRA062
- "Are they dead? Yes. Unlike you, they have but one life."
TRA065 -
"Defiance will hurt you more than any wound in this place. Anger me and the
twist of a knife through your heart will be a fond memory in what remains of
your consciousness."
TRA067 - "Among the many lessons taught in the house of
pain is that the body is a shell: intense pressure may fracture it. Shall I
continue?"
TRA068 - "There is nothing that I cannot do here. Every stone,
every regret that makes up the walls of this fortress obeys me."
TRA074 -
"Pain shall teach you!"
TRA078C - "I was building this fortress through force
of will while you were dying in bar fights and contracting diseases in Sigil's
brothels. There's nothing I cannot do."
TRA079 - "What?! What are you doing
here?!"
TRA080B - "Then you shall die again!"
TRA082 - "Ahhh... the love
torn spirit."
TRA083 - "Have you come to die again, child?"
TRA086 -
"Shadows: to me..."
TRA088A - "Torment"
TRA088B - "Torment"
TRA088C -
"Torment"
TRA088D - "Torment"
TRA089A - "Torment"
TRA089B -
"Torment"
Deionarra:
DEN005A - Dies
DEN029 -
"Shadows."
DEN030 - "No... no, it cannot be!"
DEN031 - "Such is the way of
all things flesh and bone."
DEN032 - "You will pay for harming him
creature."
Ravel:
RAV001 - "Well... hello my pretty."
RAV003
- "Well, now, my pretty thing, have you returned at last?"
RAV004 - "You were
a-gone so long, I a-feared you forgot poor, lonely Ravel."
RAV010A -
Unknown... hit?
RAV010C - Unknown... hit?
RAV012 - "You have become
strong."
RAV053 - "Pander your flattery elsewhere."
RAV056 - "Half-man?
Your attention Ravel needs."
RAV071 - "Coming events cast their shadows
before them."
RAV072A - "Kill me you will, your will shall kill me, it is no
matter."
RAV076B - "Come, hollow man." ::Laughs:: "Do you fear me?"
RAV077
- "Your bones and blood will blanket my garden."
RAV078 - "I shall test your
immortality this day, half-man!"
RAV080B - "Only this, a question I ask...
What can change the nature of a man?"
RAV081 - "No... where did all these
Shadows come from?"
RAV082 - "Dahh! Pesky
Shadows!"
Trias:
TTB099 - "What are these
shades?"
Fhjull:
FFT056 - "Feh! You'll regret attacking
me!"
FFT095 - "Distill, else a chamberpot you'll be! Feh!"
FFT097 - "Feh!
Thrice-cursed bottle!"
FFT098 - "Feh! Thrice-cursed foot
rash..."
Annah:
ANA012 - "Ack! I want no more of this, I
don't."
ANA107A - "Oh adventure... glory... aye, this is the
life."
ANA179A - "We shouldn't be here! The Lady'll put us in the Dead Book
for sure!"
ANA200A - "I feel dead already."
ANA201A - "I donnae think
we'll be leaving this place."
ANA202D - "Would yeh stay close? I don't want
to be alone here."
ANA204D - "I won't let yeh down."
ANA206I - "Oh, see...
I... love yeh."
ANA207F - "I hafta stay, yeh see... I love yeh."
ANA208E -
"I don't care what yeh say to this, I don't want yeh to say anything... but I
can't let yeh die here."
ANA210D - "It's alright. I trust yeh."
ANA210E -
"Do what you have to. I trust yeh."
ANA211D - "I forgive yeh."
ANA211E -
"It's alright, I forgive yeh."
ANA245A - "I'll sort it out."
ANA247A -
"Right."
ANA287C - "Would you stop it?"
ANA308B - "Are you ready to leave
yet, fiend?"
ANA309A - "If yeh want to leave, go ahead."
ANA310A - "You
might want to strike out on yer own."
ANA310D - "Oh, no. Ladies
first."
ANA311B - "So just how many souls have yeh taken into the
Abyss?"
ANA313A - "Oh, sizing up our necks for a feast, are yeh?"
ANA314B
- "Never trust a Tanar'ri, that's what I say."
ANA315A - "And what do you
want from our leader?"
ANA316A - "Back off, skull!"
ANA333B - "Try it, and
yeh'll be spittin' teeth for a week."
ANA334A - "Try it, and I'll grind yeh
to a powder, you floating bone box."
ANA390A - "Shadows."
ANA390C -
"Shadows."
ANA452D - "Eh, I have something to say."
ANA462C - "I'm not
giving that up."
ANA464A - "Keep yer mitts off that. Eh!"
ANA464B - "Keep
yer mitts off it."
ANA481D - "I spotted a trap."
ANA574A - "Keep up yer
chatter, skull, and I'll be seeing what you have in your veins."
ANA577A -
"That tongue of yers is gonna get your nose broken."
ANA578A - "Ooh, if I
were you I'd be prepared to pick up your teeth."
ANA578AA - "Hey Morte, you
want the good news? Yeh're going bald."
ANA579A - "Aye, what is it you
want?"
ANA583A - "What can change the nature of a man?"
ANA583D - "What
can change the nature of a man?"
ANA583G - "What can change the nature of a
man?"
ANA583I - "What can change the nature of a man?"
ANA583K - "What can
change the nature of a man?"
ANA583M - "What can change the nature of a
man?"
ANA583O - "What can change the nature of a man?"
ANA585D - "He
matters more to me than my life!"
ANA586A - "I hope a hound litters in your
bed roll."
ANA588A - "Why don't you go rot with an Aoskan hound?"
ANA591A
- "Torment."
ANA591B - "Torment."
ANA591C - "Torment."
ANA592A -
"Torment."
ANA592B - "Torment."
Fall-From-Grace:
FFG007 - "I
cannot allow your evil to continue. Prepare yourself."
FFG008 - "There is
nothing you can say or do that will change what has happened. I will
leave."
FFG011 - "It is good to be journeying again. The brothel was a
learning experience, but I think it was time I moved on."
FFG045 - "Forgive
me."
FFG053 - "The Hive changes so rapidly. It has changed a great deal since
I was here last."
FFG054 - "Fell has a studio down here, does he
not?"
FFG068 - "I fear that not all of us shall return."
FFG072 - "I don't
think anything has walked on these flagstones for several lifetimes."
FFG135
- "You may be scared Morte, but I would be afraid too if I were to hold
you."
FFG136 - "I'm afraid my pack would be quite stuffy, Morte."
FFG137 -
"Oh Morte, do you ever tire of being improper?"
FFG138 - "I appreciate your
energy Morte but, perhaps you might direct it inwards."
FFG139 - "I think
it's time for a swim in lake you."
FFG140 - "Actually, I was planning to stay
for a while if that does not offend, Annah."
FFG141 - "Actually, I was
planning on staying for a while if that does not offend."
FFG142 - "Actually,
I enjoy the company. The resentment directed toward me makes me feel quite
brisk."
FFG143 - "Have you ever thought about doing something with your
hair?"
FFG144 - "Actually, none. It made my adolescence rather difficult. But
I am sure you are no stranger to that."
FFG145 - "I agree. Tanar'ri by their
nature are unpredictable."
FFG193 - "I think you hide from yourself by dying.
Do you hate life that much?"
FFG231 - "Shadows."
FFG245 - "I would speak
to you a moment."
FFG246 - "Listen to me. I don't have much time."
FFG312
- "What can change the nature of a man?"
FFG315 - "Torment."
FFG316 -
"Torment."
Vhailor:
VHA008 - "Defend yourself."
VHA023 -
"You have broken your word! You are a liar, a traitor to truth and an enemy to
all honest men!"
VHA027 - "Executing sentence."
VHA041 - "I continue the
battle beyond the Eternal Boundary."
VHA162 - "Shadows are upon
us."
VHA163 - "These shades mean us harm."
VHA176 - "I would have you hear
me."
VHA260 - "What can change the nature of a man?"
VHA261B -
"Torment."
VHA261C - "Torment."
VHA262A - "Torment."
VHA262B -
"Torment."
VHA262C - "Torment."
VHA262D - "Torment."
VHA262E -
"Torment."
VHA262F - "Torment."
Nordom:
NOR087 - "Sense of
closure: imminent."
NOR148 - "You intend to harm him. Nordom will stop you.
Prospect of success: slight."
NOR150 - "You wish harm upon one who has aided
Nordom at cost to his selves. Nordom will attempt to stop you."
NOR158 -
"Shadows in vicinity have achieved mass and threatening trajectory."
NOR169 -
"Nordom wishes to speak."
NOR302 - "What can change the nature of a
man?"
NOR303A - "Torment."
NOR303B - "Torment."
NOR303C -
"Torment."
NOR303D - "Torment."
NOR304A - "Torment."
NOR304B -
"Torment."
NOR304C - "Torment."
Nameless One:
NAM029 - "So
cold here I can feel it."
NAM030 - "This place stinks of death and
shadow."
NAM042 - "Memories returning."
NAM045 - "I feel more
experienced."
NAM077 - "I've remembered something."
NAM150B -
"Shadows?"
NAM202 - "Gained an ability."
NAM208A - "Torment."
NAM208F -
"Torment."
NAM208G - "Torment."
NAM208H - "Torment."
NAM209A -
"Torment."
NAM210B - "What can change the nature of a
man?"
Morte:
MRT002 - "Hey... are you alright? Heh... I thought
you were a deader for sure."
MRT041 - "It's almost like the master of our
destinies got up for some coffee."
MRT088 - "This ward's usually just home to
a bunch of scribes, but this section's got the Festhall in it so it's a little
more lively."
MRT101 - "Chief, let's forget this. Let's go."
MRT103 -
"I've got a bad feeling about this place."
MRT106 - "You know, this place
looks like Mechanus but it feels all wrong."
MRT108B - "Chief, this is it. Be
careful."
MRT110 - "I won't let you down chief."
MRT111 - "I won't fail
you, chief."
MRT112 - "I won't let you down again, chief."
MRT114 - "Don't
listen to 'em chief. They're not you."
MRT133 - "You got it,
chief."
MRT157 - "Annah, could you stop flicking that tail for a few seconds?
It's really irritating."
MRT163 - "Grace, I'm scared. Hold me?"
MRT177A -
"Ooh. Looks like death's come for the bill."
MRT182 - "Rest easy,
Dak'kon."
MRT196 - "I'm not staring! I'm drooling."
MRT223 - "If you wanna
give me something, give me Annah's vest, huh?"
MRT224 - "If you wanna give me
something... why don'tcha give me, uh... I don't know, Grace's
bodice?"
MRT229 - "Chief, what are we doing in here? Let's say we just give
this place the laugh, alright?"
MRT244 - "Shadows."
MRT311B - "Hold up
chief. I've got something to say to you."
MRT458D - "Ow, your comments, they
sting me like, uh... like stinging things."
MRT459A - "Even fifty swigs of
brandy wouldn't make you look good."
MRT460A - "Your words are like whips
across my naked shoulders."
MRT475CA - "Chief, we really oughtta ditch this
guy before he remembers something the last you did."
MRT476Z - Annah and
Morte bickering.
MRT481 - "Do you have ice water in your veins?"
MRT487 -
"Hold up a moment chief."
MRT488 - "Hello deadly and delicious."
MRT489 -
"What can change the nature of a man?"
MRT490 - "Hello my sweet cadaverous
beauty."
MRT491 - "Ooh, look at this sweet cadaverous flower."
MRT492 -
"You don't need an identify spell to know what she wants."
MRT493 - "Ah,
Chief, if I don't come back, it's 'cause I'm gonna be dying the little death
with that zombie chit."
MRT494 - "Ooh... I want to be buried with
her."
MRT495 - "I sooo want to lie in her coffin."
MRT496 - "Do you want
to get buried together?"
MRT497 - "Want to trade death
experiences?"
MRT498 - "Your coffin or mine?"
MRT499 - "Hello my beautiful
grave angel."
MRT500 - "Enough about me, ok? What do you think about
me?"
MRT501 - "I think I'm in love."
MRT502 - "I think I'm in lust...
uh... love."
MRT503 - "So what was your death like?"
MRT504 - "You know, I
really like the way the grave mold highlights your cheekbones."
MRT505 -
"Your skin is a lovely shade of ghoul green."
MRT506 - "You are the most
succulent shade of ghoul green."
MRT507 - "Oh... now that's a sight for dead
eyes."
MRT508 - "What is this rotting vision I see before me?"
MRT509 -
"Oh... this one has almost all her parts!"
MRT510 - "Hey chief... this zombie
chit is scouting my territory, you know what I mean?"
MRT511 - "Hello. I'm
Morte. And your name was uh...?"
MRT512 - "Rigor mortis has never looked so
good."
MRT512D - "Oh... did you hurt yourself when you fell out of
heaven?"
MRT513 - "Psst... Hey chief, you see the way she was looking at me?
Huh? You see that? You see the way she was following the curve of my occipital
bone? Yeah baby."
MRT514 - "Oh my sweet dirtiness."
MRT528 - "Ten times
more than you I'll bet."
MRT529 - "I bet you get asked that a lot."
MRT534
- "You couldn't *possibly* understand."
MRT535 - "Been there, done that
fiendling. Pain: yeah, it's old hat."
MRT536 - "Torment."
MRT537 -
"Torment."
MRT538 - "Banshee."
MRT539 - "... little witch..."
MRT540 -
"Great. I finally meet a succubus, and she's a puritan."
MRT543A - "You know,
sometimes I sure miss having a body."
MRT543B - "It probably went looking for
you."
MRT545 - "Fiendling, if that accent was any thicker you wouldn't be
able to breathe."
MRT552A - "If things get any worse I might as well go dance
in the Lady's shadow."
MRT552B - "Oh! I'm sorry... you know, what I meant to
say was that I might as well go dip my pen in the Lady of Pain if things get any
worse."
MRT552C - "Sheesh... you women all stick together."
MRT567A - "Is
Fall-From-Grace still wearing clothes?"
MRT567B - "Then the answer is
yes."
MRT570B - "Tell it to the gods, Nordom."
MRT571B - "Not as I see
it."
MRT574 - "Fall-From-Grace scratching the back of my skull while singing
the Sonata of Lights in my ear."
Ignus:
IGN001 - "I
live."
IGN013 - "The flames will consume you."
IGN114 - "The skies shall
be flames and all life shall be as torches."
IGN140 - "Shadows."
IGN147 -
"Ignus would speak with you."
IGN250B - "What can change the nature of a
man?"
IGN251A - "Who have I become?"
IGN252A - "What have I
done?"
IGN253 - "Master, I am sorry. I know not what I did."
IGN255 -
"Torment."
IGN256 - "Torment."
If you talk to "The Justifier" while it's in a party member's inventory (besides
Nameless One's) it will recognize you. The reason for this is that it is
supposed to recognize you after talking to it a certain number of times, but
items can't use that trigger. When you talk to it in, say, Dak'kon's inventory
it will go by how many times you've talked to Dak'kon.
There is a conversation you can't get with Sere the Skeptic which involves
convincing her to become an Anarchist.
That guy in Curst who is being beaten that you can't initiate dialog with
actually has a small dialog but there's nothing in the trigger so even Infinity
Explorer won't show it. You can see it (DJANSEN.DLG) with Near
Infinity.
This is what it says;
----
Curst Citizen: This man is
bruised and bloody. His face is puffed, swollen from the savage beating
administered by Curst's guards. He does not speak, but spits out a tooth and a
mouthful of blood.
Nameless One: "Farewell, then."
----
Here is a dialog you can only see in Near Infinity, where Ingress' Teeth
first go onto Morte. I'm guessing this was meant as an introduction to Morte's
teeth-switching ability.
You can't get this in the game.
DMORTE.DLG;
starts at State 137 and Response 339;
----
Morte: Morte floats
over. "What's the chant, chief?"
Nameless: "You see these
teeth?"
Morte: Morte glances at your palm. "Yechhhh." He seems
morbidly fascinated. "Ugly little berks, aren't they?"
"Bar that." Morte
shudders. "Would you want those things in *you?*"
Nameless: "Come on,
Morte, they seem to like you. Look at the way they're staring at
you."
Morte: "Those little pikers better not come anywhere near me, or
I'll..." Morte pauses. "You know, I have no idea how to threaten
teeth."
And then the dialog would continue two different ways, depending
on whether you wanted to take a Good or Evil
path;
Good;
Nameless: Examine the teeth.
Morte:
"What's wrong?" Morte floats in closer and glances at your palm. "Hey... they
look like they're planning something, don't they?"
Nameless: "They
sure do, don't th --"
Morte: What happens next is difficult to
describe... and painful to watch. Faster than you can close your palm, the teeth
hop out of your hand and swarm onto Morte's jaw. Morte howls as Ingress' teeth
promptly rip out his old teeth and then jump into the exposed
cavities.
Nameless: "Morte!"
Morte: Morte continues howling.
The teeth settle in, adjusting themselves and planting their roots with a horrid
drilling noise.
Nameless: "Morte? You okay?"
Morte: Morte
doesn't seem to hear you... he keeps howling and howling, then suddenly starts
smashing his teeth together. He gets in three powerful bites before the upper
and lower teeth lock together and prevent him from opening his
mouth.
Nameless: "Wow."
Morte: Morte mumbles something at
you, his eyes wide.
Nameless: "Morte, are you okay?"
Morte:
They teeth suddenly unlock, and Morte takes a deep breath. "I will *kill* you
for this! You planned that! I know it!"
Nameless: "Look, I didn't mean
that to happen... I even warned you. Uh... how do they feel?"
Morte:
Morte moves his jaw around experimentally. "Odd. But not bad." Suddenly, the
teeth extend into fangs. "Ooooooh! They change!" They shrink down to normal,
then fangs again, then normal... "I think I'm going to like
these."
Nameless: "I'm sorry, Morte. I didn't mean you any
harm."
Morte: "Oh, I'll still get you for this," Morte replies. He
grins, his teeth turning into fangs again. "Just you wait."
Nameless:
"Uh... revenge never helped anyone, Morte... uh, let's
go."
Evil;
Nameless: Grab Morte, shove the teeth in his
mouth.
Morte: The struggle is brief. You catch Morte in a headlock --
the only move you can really do -- and as he attempts to bite his way free, the
teeth hop out of your hand and swarm onto his jaw. Morte howls as Ingress' teeth
promptly rip out his old teeth and then jump into the exposed
cavities.
Nameless: "There, Morte. That wasn't so bad, was
it?"
Morte: Morte doesn't seem to hear you... he keeps howling and
howling, then suddenly starts smashing his teeth together. He gets in three
powerful bites before the upper and lower teeth lock together and prevent him
from opening his mouth.
Nameless: "Wow."
Morte: Morte
mumbles something at you, his eyes wide.
Nameless: "So... you like
them?"
Morte: The teeth suddenly unlock, and Morte takes a deep
breath. "I will *kill* you for this," he says. "That was a dirty thing to
do."
Nameless: "How do they feel?"
Morte: Morte moves his
jaw around experimentally. "Odd. But not bad." Suddenly, the teeth extend into
fangs. "Ooooooh! They change!" They shrink down to normal, then fangs again,
then normal... "I think I'm going to like these."
Nameless: "See?
Wasn't I right?"
Morte: "Oh, I'll still get you for this," Morte
replies. He grins, his teeth turning into fangs again. "Just you
wait."
Nameless: "You'll thank me later. You'll see."
----
String Reference 2844 and 2845;
----
String Reference 2844: I'm
Dak'kon. A githzerai. One of the party members. I don't have anything to say
right now. You should check out my cool combat animations, though. Too bad there
aren't any Chambara movie death animations for monsters I kill...
Dak'kon:
"Watch my sword: koroshicharu!"
Hive Thug: "Gaaahh... munen nariiii..."
*Sssssssss* <--- arterial blood spray *thud*
Dak'kon: "Fmm." *sching*
<-- *karach* blade being sheathed
(Cherry blossoms fall from top of
screen.)
String Reference 2845: Later, Dak'kon. Can't wait until
you're a part of the group.
----
When they disabled the LUA console in Torment.exe they replaced it with some
funny stuff.
Starting at 0x53B85C of Torment.exe (four CD
version);
----
MOVETOPOINT: %s does not exist Error File does not exist
Error File does not exist Error File LUA INIT: Torment has had LUA Lobotomy!
No more LUA!!!!!! LUA UNINIT: Torment has had LUA Lobotomy! No more
LUA!!!!!! Invalid variable %s::%s == %d Invalid variable %s::%s == %d
Don't you go messin' with my Stats! MORTE DMORTE DMORTE1 Morte's dialog
is now set to DMORTE1 DMORTE Morte's dialog is now set to DMORTE Sorry, fresh
out of MORTEs Nameless stats: %d %d %d %d %d %d protagonist %s motrale set
to %d No creatures found matching %s Nameless PickPocket skill: %d drizzatt
drizzdef scrlzz misc78 scrl2k scrl3F potn08 potn20 scrlpet chickdef chickdef
chickdef chickdef chickdef chickdef chickdef chickdef chickdef chickdef does not
exist Error File does not exist Error File ,) CONSOLE: (= movetopoint No
matter where you go, there you are... tra076 shazam Lua Lua, we gotta go
now.... MM createcreature It's ALIVE!!!! createitem Look,
something shiny..... setvar setglobal explorearea Have a nice day Mr.
Columbus unexplorearea Holy $%@!, I can't see! exploremapchunk
enablecheatkeys addtime strrefon strrefoff cpuid queryvideomode checkvar ::
GLOBAL armageddon World ends at 10:00, Film at 11:00 setwalkscale
setrunscale fixengineroom reputationinc givepartygold givepartyexp playsound
savevars mortedialog restorevars triggernometry setnamelessclass Only Mage (1),
Fighter (2), or Thief (4). Invalid class. Have a nice day. Class Changed.
changestats ERROR: 6 params needed ERROR: 6 params needed setpickpockets ERROR:
Missing param setmorale ERROR: Need string and int param ERROR: Need string and
int param Command not recognized Lua You talking to me?
----
There is an unused Bestiary entry for the alu-fiend;
----
String
Reference 3643: The child of a tanar'ri and a human father, the alu-fiend is
akin to a succubus in appearance. Some of them try to repress the evil within
them; far more attempt to outdo their fiendish forebears in sheer evil and
cruelty. You should know better than to trust a tanar'ri.
----
String Reference 3522 is a Bestiary entry, of sorts, for Torment's Project
Director Guido Henkel;
----
String Reference 3522: The
Henkelmonster is a tall German creature with long. flowing hair.
----
Nordom's Crossbows and Bolts have descriptions for when they are not identified
but you never see them because they require 0 Lore to identify.
String
Reference 233;
----
NORDOM'S CROSSBOWS
Damage: Varies According to
Ammo
Speed: 10
Weight: 7
Proficiency: Missiles
Usable only by
Nordom
These crossbows make about as much sense as Nordom does. Despite
their apparent complexity, these crossbows don't seem to have any actual moving
parts; it is as if the crossbows were carved from a single piece of metal...
even the drawstring looks to be made of some metal wire that blends seamlessly
into the crosspiece.
The crossbows occasionally make small clicking and
rattling noises, as if they are talking to each other.
----
NORDOM'S
CROSSBOW BOLTS
Damage: 2-5 Piercing
Speed: 10
Weight: 0
Proficiency:
Missiles
Usable only by Nordom
Nordom's crossbow bolts seem to rise up
from the centerpiece of the crossbow itself and automatically arm themselves.
Where they come from is a mystery, but he seems to have an infinite supply of
them.
Where they go is also a curiosity... you can never find the
crossbow bolts once Nordom has fired them. It's like they vanish after they hit
a target.
----
This is the string reference associated with the sound Ignus plays when you kill
him in the Fortress when he says "Master, forgive me. I have betrayed your
teaching."
----
String Reference 61893: Ignus Fortress Becoming
slightly sane, suddenly realizing who he's become and what he's done,
apologizing to player 2
----
There is an unused description for a set of lockpicks.
String Reference
137;
----
LOCKPICKS
+5% to Open Locks
Weight: 0
Usable by Thieves
only.
These metal instruments are used to open stubborn
locks.
----
There is an unused string reference for the inscription in the Nameless One's
tomb in the Drowned Nations with the list of some of his previous names. The
name "Yemeth" is missing and "Bigby" and "Hero" are in its place.
Bigby is a
powerful and well known Mage in D&D.
String Reference
37568;
----
An inscription: So they said - You have been divided. You are
one of many men. You bear many names, and each has left their scars on your
flesh:
Lost One
Immortal One
Incarnations End
Man of a Thousand
Deaths
The One Doomed To Life
Restless One
One Of Many
The One Whom
Life Holds Prisoner
The Bringer of Shadows
The Wounded One
Misery
Bringer
Bigby
Hero
I grow weary.
----
There is an unused string reference for a Blood Fly Charm with Troll's blood
instead of the blood of an Abishai.
String Reference 30483;
----
BLOOD
FLY CHARM (TROLL)
Heals 3 hit points.
Grants/Bolsters
Regeneration
Blood flies are used by some healers to draw forth diseased
blood from an individual. On occasion, swarms of blood flies are used to siphon
off rare types of blood and are then paralyzed with powders or spells and kept
in storage for future use. This particular blood fly charm seems to hold troll's
blood within its food sac.
When this paralyzed fly is consumed, the user
heals a small amount of damage immediately and also gains the ability to
regenerate for a certain period of time. If the character is already able to
regenerate, then the regeneration rate is increased.
----
----
String Reference 32068: Hi Dr. Nick!
----