If you're interested in this mod, and would like help, post here, or PM me.
Download:
https://www.wincustomize.com/explore/elemental_war_of_magic/12/
Note: To install, unzip the file into your mods folder (in my docs) ex :
C:\users\yourname\My Documents\My Games\Elemental\Mods\ACP
C:\users\yourname\My Documents\My Games\Elemental\Mods\Gfx\ACPGfx
[This is for Win 7. Win XP is slightly different, look for the Elemental directory under My Documents].
Included is a mapobject file for Elementerra 2 (so that you will see ACPs goodiehuts)
Note:
The Adventure Content Pack now includes Artifact. You no longer need to download that seperately. Please delete the old Artifact directory before installing. If you do not want artifact included, it has it's own directory, so you can just delete it.
If you are running Kenata's Updated Weapons mod, artifact will automatically use those abilities. If you do not have it installed, then you won't get any abilities. Besides, I forgot to add in the non UW version and things got overwritten.
What this mod adds
1. Recruitable NPCs
2. Quests
3. GoodieHuts
4. Monsters
Recruitable NPCs
This is a smattering of the NPCs you will be able to recruite with the mod. All NPCs are of the Fallen races, as there are none in the "vanilla" game. The fallen armor set has been added to the Kingdom techs so that if you play a Kingdom, you can equip the Fallen NPCs. Right now, there are almost 50 additional NPCs that are added with this mod.
In trying to keep with the general feel of the game, I've added tactical abilities to all of the NPCs. Seeing as the races of Men all have strategic abilities (+1 tech, arcane, etc) which are geared towards furthering the empire they serve, I figured tactical, combat based abilities would suit the Fallen races well, as they are more geared to destroy.
All abilities in the mod are unique to each race, and also scale with the appropriate stat. Abilities listed at the end of this post.
The general idea I went with for the races is as follows:
Quendar - More of a dexterity based race, abilities that modify accuracy, dodge, and combat speed.
Trogs - A hearty race, they have high constitution with abilities dealing with dmg, counter attacks, etc.
Urxen - A very strong race. Abilities modify things like attack, defense, counter attacks
Wraiths - Their strength is intelligence. They make the best spellcasters, and have magic related abilities.
Quests
This is the most time consuming thing to do in this mod. As more options get opened up to us modders for quests, I will add more. I just don't want to keep doing the same thing over and over.
Note: All the battles in the quests are quite large, with quite a few opponents. They are designed with the idea that you will be doing the quests with a party, or army. Anything above level 1 or so, you will NEED a good army to take on the battles! Also, you most likely WILL lose people, so plan accordingly!
Level 1 Quests:
A Problem with Wolves (two versions) : This is a simple quest to kill a couple of wolves. The reward is choosing from the nobleman's children to join your cause. The two versions are identical except one will give you a choice of 4 females, one gives you a choice of 4 males. The idea being, you could get a suitable champion to marry to pump out babies like rabbits. However, there's a dud in each one.
Haunted Vagabonds : This is a quest to help out some vagabonds who are being tormented by the undead. If you can help them, you can receive their knowledge of the cleaver to equip yourself, or your troops with.
Level 2 Quests:
A Sage's Request: A basic quest to retrieve the sage's prized "scroll" from his old assistant. You have basically two ways to achieve this. There's a third option to just forget everything, but what fun is that?
Long Forgotton Temple: This is actually a quest disguised as a goodiehut. You still get a goodie, but you must fight the archer to get it. (*Wuss penalty applied)
Tomb Of Hagall: Depending on how you play this one, you can end up with 25 spellpoints, a 25% boost to research or prestige, or a 25% reduction to Gold or Food for 20 turns. You can always get the 25 spellpoints, but the 25% boost/reductions are given at random. It's basically 50/50 for good vs bad.
Return Of The Undead: Again, vagabonds are harrassed by the undead. Tougher fight, but you can gain their knowledge of dual claws (again for you, or your troops).
Level 3 Quests:
Old Homestead: A family is being harrased by a pack of umberdroths. Don't underestimate them, as they are immune to spells.
The Ranger's Stolen Boots: This one took me quite a while to do. It will probably take you a bit to complete it to. There are a couple of battles here which will cause some trouble. It also depends on how you decide to handle the situations. You also get to choose your reward.
Undead Culmination: Those poor vagabonds. This is a pretty tough fight, make sure you have help, and something to heal . With this you will achieve the knowledge of the bone bow (it's pretty bad ass) which of course you, or your troops can use. The vagabonds also concede that they cannot live in the wild, and join you. (A resource is placed, like refugee camp, and they provide 150 population).
Level 4 Quests:
Fresh Ruins: Investigate some freshly made ruins throughout the land. Quest battles get quite intense at this point culminating into a battle with a dragon.
Heh, a fight with a dragon, and I haven't even created any level 5 quests yet.
GoodieHuts
Heavily Guarded Resources
The picture above is from two of the four heavily guarded resources. They are the four shards from the core game, although there is a small chance you don't end up with a shard, but not to worry, you will at least get some kind of resource for getting through those battles (they're not meant to be easy).
Those are the flashy ones. The rest are designed to be like the goodiehuts you normally see in the game. The amount of huts added is quite large, and there's a large amount of treasure in each hut (as in, there are many different treasure possibilities for each hut). Several new tiles were also inserted to enhance the variety.
Another thing to note: Not all goodiehuts are good! Some have traps in them, or have nothing at all.
The Artifact mod has been merged into this one. There are weapon caches throughout the 5 notable location levels which give some kind of magic weapon (hundreds of possibilities). Thanks go to Heavenfall and Kenata. For more info on artifact, you can check out the original thread here: https://forums.elementalgame.com/402428
Monsters
In order of appearance: Skeleton Captain, Zombie Captain, "The Head", Possessed Battle Axe
The Undead have made their way into the lands.
Skeletons have been seen wandering around. There's a regular Skeleton, skeleton captain, and a giant skeleton captain.
Then there are the pesky Zombies. That zombie captain can be a pest as he has a disease cloud special ability.
Floating monsters! Above you see "The Head", a diseased Wraith head. Some say he is undead. Others say he has a body, but because of an invisibility spell gone wrong, his head is the only visible thing left. While he wasn't always the best spellcaster in the land, he did manage to perfect the Fireball. It does 12 damage, and also has a 2 round burning effect as well.
Then you get the floating weapons. There's a club, a cursed shortsword, a possessed battle axe (Above), and the great scimitar of death.
Weapons
Artifact Mod which comes included in this mod adds in over 80 different weapon models. A few axes, a few spears, hammers, etc. Mainly there are a LOT of different swords here. Pretty much guaranteeing you getting a truly unique weapon!
Some weapons are added as techs which can be found through quests (so you can equip your troops with them). The three added so far:
* Cleaver - This has the Bleeding Strike, and Windup abilities from Updated Weapons. 7 Attack.
* Dual Claws - These dual claws have the Flurry, and Cleave abilities from Updated Weapons. 10 Att. 25% Counter attack multiplier. +2 Dodge.
* Bone Bow - Modified PoisonShot ability. 20 Att. +5 Accuracy
These weapons below will be found in goodiehuts. This is the list of weapons going into version 1.1.
- * Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/ShortSword.jpg
- Rusty Short Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyShortSword.jpg
- * Machete1 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete1.jpg
- * Machete2 - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Machete2.jpg
- Steel Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SteelSpear.jpg
- Heavy Spear - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpear.jpg
- War Axe - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/WarAxe.jpg
- * Silvian Sword - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianSword.jpg
- Sword Of Slaying - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SwordOfSlaying.jpg
- * Blade Of The Titans - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BladeOfTheTitans.jpg
- * Silvian Great Blade - http://dl.dropbox.com/u/8949112/Shots/Weaponpics/SilvianGreatBlade.jpg
* - Models and artwork by 3DGrunge.
Shields
These still need their attachments fixed, which will hopefully happen in the near future. These are also found via goodiehuts.
- Shield (Still needs a unique name) http://dl.dropbox.com/u/8949112/Shots/Weaponpics/Shield1.jpg
- Holy Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HolyShield.jpg
- Heavy Spiked Shield http://dl.dropbox.com/u/8949112/Shots/Weaponpics/HeavySpikedShield.jpg
Headgear
Like the above, these are found via goodiehuts.
- Blood Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/BloodIronHelm.jpg
- Rusty Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/RustyHelm.jpg
- Tempered Iron Helm http://dl.dropbox.com/u/8949112/Shots/Weaponpics/TemperedIronHelm.jpg
- Bandit Mask +2 Charisma, 5% Chance of Double Damage *Note: This can be worn with other head gear such as:
- Bandit Hat +1 Defense +3 Dodge +1 Sight
- Skull Mask +2 Defense +2 Dodge +5 Charisma Unlocks Frighten Ability
- Wizard's Hat +3 Defense +10 Dodge +5 Intelligence
Armguards
- Rusty Vambrances +4 Defense
Greaves
- Cheap Heavy Greaves +6 Defense
Ability List
Quendar Abilities:
Pinpoint - +35% accuracy + an additional 2% per DEX point above 14. Combat speed is halved. [Self/3 turns]
Slippery - +5 dodge +1 additional per DEX over 12. Unit loses (DEX)% accuracy. [Self/3 turns]
Swiftness - Boost of DEX/10 to combat speed, but lowers counter attack effectiveness by 30%. [Rangeof1/3 Turns]
Distraction - Lower accuracy 25% +1% per DEX above 15. [EnemyUnit/3 Turns] [AOE2]
Gale Winds - Lower combat speed by ( (DEX/9) * 10 )%. [EnemyUnit/3 Turns] [AOE1]
Take Aim (Group) - +1% per DEX to Accuracy [Self/2turns] [AOE1]
Prepare Dodge (Group) - +1% per DEX to Dodge [Self/2 turns] [AOE1]
Marked Enemy - Target unit gets -3 to dodge (-1% per point of Dex) [EnemyUnit/3 turns]
Slowness - Debuffs DEX/10 to target unit's combat speed for 3 turns. [EnemyUnit/3 turns]
Blinding - Target unit's accuracy is decreased by 20% (+2 per DEX above 14). [EnemyUnit/3 turns]
Marked Enemies - Target units gets -2 to dodge (-.5% per point of Dex) [EnemyUnit/3 turns] [AOE1]
Great Focus - This buff grants a bonus to accuracy (DEX*3)/2 % for 3 turns. [FriendlyUnit/3 turns] [AOE1]
Trog Abilities:
Tend Wounds - Heal CON/3 HP. [Rangeof1]
Weaken - Reduce attack by CON%. [EnemyUnit/lasts entire combat]
Brave Sir Robin - Escape the battle at a sacrifice of DEX/3 HP.
Sneak Attack - Does not provoke counter attacks for 2 turns. [Self]
Smoke Bomb - Unit throws a smoke bomb, and moves 2 tiles away.
Soul Stealer - Drains a minimum of (CON/6)+1 HP , maximum (CON/3)+5 which gets transfered to the caster.
Gas Cloud - Drain CON/3 HP. [EnemyUnit/3 turns]
Rallying Cry - 25% Counter attack bonus. [FriendlyUnit/3 Turns] [AOE2]
Call To Defense - CON/9 to Defense, -3 attack, ( (CON/8) * 5 )% HP boost. [FriendlyUnit/3 turns] [AOE2]
Rally Defense - Defense(1% per CON) counter multiplier(+1% per CON) accuracy(-30%+0.5% per CON) [Friendly/2 turns] [AOE1]
Stun Group - 2% + 1% Per CON chance to lose turn [EnemyUnit/2 turns] [AOE1]
Defense Drain - Unit drains enemy's defenses by CON/3 for 2 turns. [Self/2 turns] [AOE1]
Urxen Abilities:
Concentrated Shot - +30% +1% per point of STR above 15 to attack. Lose counter attack for 1 turn. [Self]
Defensive Stance - STR/8 boost to defense, str/8 reduction of attack. [Self/2 turns]
Instant Rage - 150% boost to counter attacks, combat speed lowered by 2. [Self/2 turns]
Sacrifice - Unit loses STR/4 HP, but gains STR/4 in attack. [Self/2 turns]
Ground Stomp - Knockback targets STR/12 tiles, and lose turn. [EnemyUnit/1 turn] [AOE1]
Insight Riot - add STR/4 to attack, lose STR/4 defense. [FriendlyUnit/2 turns] [AOE2]
Rally Attack - Attack (1% per STR) defense(-20%+0.5%perSTR) [Friendly/2 turns] [AOE1]
All Out Assault - Attack(1% per STR) Defense/dodge(-30%+0.5%perSTR) [AllFriendlies/2 turns] [All Friendly, very big AOE]
Harrowing Howl - Defense lowered by ((STR*3)/2)%. [Self/2 turns] [AOE1]
Wraith Abilities:
Mind Melt - INT lowered by INT/3. [EnemyUnit/3 turns]
Magic Defense - Magic Resistance boosted by INT/4. [AnyFriendlyUnit/4 turns]
BattleForm - Lose INT/4 magic resistance to gain INT/4 in attack. [Self/2 turns]
Magic Boost - Gain 50% boost to INT, but movement is significantly more costly. [Self/2 turns]
Invigorate - Boost attack by INT/10. [FriendlyUnitwithin2/4 turns] [AOE2]
Paralyze - Lose turn. [EnemyUnit/2 turns] [AOE1]
Mass Spell Defense - INT/3 boost to magic resistance. [FriendlyUnit/4 turns] [AOE1]
Frighten Group - chance to lose turn(2% Per INT), counter(-1% Per INT) [Enemy/1 turn] [AOE1]
Mass Immunity - Immune from spells (75 mana) [Friendly/4 turns] [AOE1]
Air Awareness - Adds INT/4 to dodge against ranged attacks. [Friendly/3 turns] [AOE1]
Death From Above - Subtracts INT/5 from dodge against ranged attacks [Enemy/3 turns] [AOE1]
Mend Group - Restore Health (1.0%PerInt) [Friendly] [AOE1]
* AOE mean area of effect. The number after it represents the radius. So, AOE1 means that the ability will effect units within a 1 tile radius (which is actually 9 total tiles).
If there's any other type of adventuring type thing you'd like see added, let me know any ideas.
Credits so far:
RavenX
Kenata
Murteas
Heavenfall
John Hughes
Oddrheia
FearZone
jmccrea
W0000000000000000000t.Edit: Lol, pagebreaker.
Here is impinc's 0.99 changelog: https://forums.elementalgame.com/399062/get;2869914
impinc - Excellent Job! This is great.
Thanks impinc, love having Artifacts integrated! Are these also "Lootable" from monsters? Checked the package and it does not look like it..
Also did you add some more custom monsters in .99 by chance? Looks like something new is in the lists...
Nope, same ol' monsters. I hesitate to add more unless I get new models or skins. I'm not good at either of those. As far as the loot from monsters, it is not in here. Heavenfall PM'd the person who did that mod, but I have no heard any mention of it yet. I don't want to just throw it in there without getting permission first.
I finally got the chance to install this mod and play it. One heck of a job on this!!
Hey impinc, I don't have a ArtifactUW.zip in the download. Have you just integrated the UW weapons into your mod, or should I still have to do something to get it working (looks like the artifact.xml already has the appropriate changes, but I was wondering).
Yeah, you know, I think I screwed up, and had the UW in there. I'm just going to leave it that way. If you don't have UW, it won't break anything, you just wont get the abilities.
Working on the next release now. Just a couple things which will be in by version 1.0 (they may be another version or two up before then):
More abilities for NPCs. There are now 48 abilities for the 48 NPCs. Level 1 and 2 NPCs will have 2 each, level 3 will have 3, 4 will have 4, etc. This may be ability overload, but I think it's fun. Combine that, and give your newly recruited NPC an updated weapon, and whoo hoo! I'm almost done with this part (need 2 more abilities, and then need to distribute them to the NPCs - although I have done most of the distribution already).
"New" Weapons - I'm adding in most of 3DGrunge's models. Some people may not have these, and it's a shame. These weapons will have some abilities. These will be found by questing. There will be a couple quests which will unlock a tech which will allow your faction to train troops with the newly discovered weapon.
String Quest - This is coming along at a slow, but steady pace. The story so far is great (thanks to John Hughes), and I can't wait until it's complete (we aren't really done with level 1 yet, but the whole thing has a general outline as to how things will go).
It's a lot of work, but it will be worth it in the end.
"New Weapons": this sounds good, I still have those files and they were really cool weapons. Are you planning on having the set that constitutes the Elven weapons in as options or just the ones that exist but are explicitly not already in EF?
Also, go John_ go!
I'm using the models, and changing the stats, and adding abilities from UW. Right now, I have three things that are going to be unlockable techs. The cleaver, dual claws, and bone bow. The rest I am going to hide in various goodiehuts. I don't want to have to make a crap load of quests for it. At least right now. I'm already doing a quest for each of the unlockable techs.
Hey impinc, I plan on adding the elven weapons somewhere down the line to the artifact generation. I just need to do some xml hacking in the hkb files so I can assign variable skins instead of the hardcoded that are in there now, and that's very timeconsuming. No idea when I will get around to that though, possibly after next update to expandedfactions.
That'd be awesome. I guess it would be asking too much to do all of the 3dgrunge models . I'm not worried though, if/when you can do it, awesome. If not, no big deal, at least there will be more choice.
A note on balance as well, if you give abilities from UW to the new weapons, why would you ever want to use the normal stuff in game? What I would suggest is adding the non-Elven weapon stuff in like you describe, having them unlock for units via "unlockable tech quests", and playing with the attack / dodge / stat /etc bonuses to differentiate them from the vanilla set. Maybe leave the Elven stuff as is for flavour in EF and for Heavenfall to give the Artifact treatment later? (Also reduces your workload)
You could then have a sub mod that gives the Updated Weapons abilities to the new stuff; this will keep ACP balance compatible with the vanilla game while making the additions play well with those using the UW mod.
For one off magic items to be used by heroes, all this doesn't matter. I just worry about overpowering "basic" weapons available to troops.
Well, if you're running Updated weapons, you have abilities on the core weapons too. If you don't have updated weapons installed, these new weapons won't have abilities either. That way, they'll still jive with the vanilla stuff. It's hard to gauge balance because everyone does questing at different times. There's no real way to know how advanced a faction is. Yes, you have quest level by tech, but who's to say how much military/civ techs they have researched? I guess I'm going for a little bit higher stats here. Think of it as an alternate to researching a military tech. Only you get one weapon for getting this tech.
Obvioulsy, I'll need help balancing the stats after I get things in there, but that's a conversation for another day .
All of the ideas sounds good from a gameplay perspective. (I am thinking dodge and dex bonus on claws) And I am sure someone might be interested in balance testing...
The only thing to be careful of is performance issues around having XML abilities that are not tied to anything. The game seems to slow down and get bunged up when you have unassigned "Floaters" in the XML pool. It still works, but the engine has to complete the "FAIL, MOVE ON" evaluation threads every time the weapon is used, touched or referenced. This is particularly true when you are running on less powerful machines that don't have multiple core's to spare spinning off evaluation threads. That is why I did sub-mods for Elven Weapons & Murteas instead instead of trying to get the changes into the main files for native seamless support.
@ Heavenfall: I don't have anything formally documented, was something I noticed when I was first trying figure out how to get Updated Weapons & Elven Weapons to play together nicely. I tried a bunch of different configurations of the files (abilities as separate folder, doing a drop in replacement for file in EF, adding Eleven Weapons to the list of weapons in UW, finally my current solution).
I had not noticed anything odd for performance, and was trying different combinations of mods to make sure my adding stuff did not "break" any of them if used individually. Half way through this process I went on vacation and switched from using my gaming station to working on my laptop. Elemental on the laptop runs in a virtual machine that only gets 1 core and 2 gigs of RAM; suddenly when I had my replacement Elven Weapon def file in but did not have Updated Weapons, they entire thing slowed to a crawl and got painful delays in tactical battles. Installing UW or rolling back to the original EF-Elf Weapon definition file fixed the problem immediately. I was still playing around with the abilities I wanted to give, so I tried a few ways to do it and it seemed that having a floater ability undefined anywhere else in the mod directory was the root cause. That is why I released it as a sub-mod in the form I did, seemed the best way to do what I wanted without having to worry about messing up the original files of either mod and causing their creators grief.
Please note that I have not exhaustively tested this issue, only saw it in relation to weapons and abilities, and have not attempted to duplicate it in 1.11.
they entire thing slowed to a crawl and got painful delays in tactical battles
Would you equate the slow down you saw to something similar to the Mounted fighters slow down that we saw back in the day, then saw reported again with the Floating uniques that were added in the MOD that contained them? Both of which have been resolved at this time though.
The reason I ask is I am curious about HF's inquiry and his thought that it may be problematic. I thought HF had a hand in the FIX for the slow down with the Floating unique issue.(my memory may be a tad fuzzy on that though)
I am currently bogging the process down with "Story Line" at this time.
The limitations of the Text boxes (rather tight character allowed limits ( ) within a Quest are more than frustrating. But with Impinc's vast paitence we will prevail.
Disclaimer here: This was a month ago on vacation, so my memory is definitely a tad fuzzy. I chalked it up at the time to being a n00b modder and not having a proper grasp of the syntax.
I do not believe so, cause I never had mounted troops & I think the issues you mentioned for both were tied to the animation pack they used. This was specifically tied to Elven Weapons, tested almost always equipped onto a champ. (Fastest way I knew at the time to get to actually testing & yes, Heavenfall fixed those issues)
I have also noticed that Elemental uses different XML evaluation engines in different OS's, so this could be related to that change as well. I went Win 7 to Win XP during the development of Elven Weapons, and had the issue. I then had a different issue in regard to skinning models when I did MG's going XP to Win 7 (XP it just added the abilities and kept custom skins no worries, in Win 7 it added abilities and overwrote custom skins). I believe that this is related to XP vs 7 and their respective implementations of .NET, but christ if I am doing a full operational stack trace for a fun hobby project!
Hasn't found a file ArtifactUW.zip in ACP folder.
Yeah, someone already mentioned this. It's the UW version. I ended up overwriting things. If you have UW installed, it will use it's abilities. If you don't, you wont get the abilities.
Thank you for your work!
Getting close to a release of 1.0. I was going to release it tomorrow, but perhaps I will wait until 1.19 drops. Come to think of it, there will be quite a bit to change within the abilities. Ok, so for now, I'm planning on a Friday release. I still have to add two more abilities, then distribute the rest of the abilities to the NPCs. I have a few more weapons to add into goodiehuts, and the string quest is coming along well. For the 1.0 release, it will have the first part of the string quest. I'm loving how this is coming along, and can't wait to see how it comes out in the end.
Thanks for your efforts. Great work with spicing up elemental to a playable level and am anxiously waiting for the release of the 1.19 version of your Mod. One glitch I noted: The ranger's boots from the ranger quest are actually not wearable. They show up in the equip-screen but aren't probably flagged as a wearable item..
No problem. It's not all me, as plenty of people have put in their efforts as well. Glad you're enjoying it. On the ranger's boots, it's set so only a few different types (races) can wear it. Right now it's EmpireMale, KingdomMale, MancerMale, IroneerMale, AmarianMale, TarthanMale, and WraithMale.
Version 1.0 will be uploaded at some point today. Just making sure everything is good to go.
Version 1.0 uploaded
- Added four more quests.
- Added updated tile designs by John Hughes, and oddrheia.
- Created a few more abilities, and added some from Kenata's skill library to equal 48 NPC abilities.
- Spread out the abilities a little bit differently.
- Tweaked rarity values. They may have to be tweaked again.
- Added in new weapons; Cleaver (pretty bad ass if you get it early), Dual claws (with nice bonuses), and bone bow (i'd hate to be against this).
- Added in part one of the string quest. It's labeled Find The Lost Expedition.
- Changed images for most quests to give a little more flavor instead of the same two images always popping up.
Hope you enjoy the changes. There will be tweaks and additions as we go along, but i'm rather proud of what we have with the current 1.0 release. A big thank you to everyone who has contributed!
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