;
; ITEMS
;
;-------------------
; Items used in the game.  Each line describes one item
; (some of these are objects with which you can be EQUIPPED and which 
; modify your attack and defense values, others are things like potions that
; you consume)
;
; NOTE: the bmp files should be in the world directory (your world's ART directory)
; and should be windows RLE bmp files with a 256 color palette (use soul.pal in
; the well of souls ART folder)  (otherwise you will experience horrible color
; matching.. a hint to the wise is to draw the images using the right palette
; in the first place)
;
; Each item gets one line of text in the table with multiple arguments separated
; by commas.  The arguments are in the following order:
;
;	// arg 0	Equipment ID Number  (1-1023) and (1024-5119)
;
;				* ID: (1-1023)
;					These first group of items are 'multiple' in that a character can carry
;					up to 100 of each (based on current wallet size).  Use these for 'potions'
;					or anything else the user needs more than one of at a time.
;
;				* ID: (1024-5119)
;					This second group of items are 'single' in that a character can carry no
;					more than one of each (no matter what their wallet size is).  Use these for
;					things which the user only needs one of... say.. shields.  Please note that
;					they can have one of EACH of these, all at once.  So that's 4096 things in
;					their pocket if they have ALL of them.  That's a lot.
;
;				Each item must have a unique ID number.  So you cannot define more than 5119 items
;				in the world.
;
;	// arg 1	Name of Item
;				
;				* Name:
;
;				Each item has a name, which appears in the Item list and the shops.  
;
;					For example: "Fire of Agony" 
;
;				You should put the name in double-quotes, especially if it contains spaces.
;
;	// arg 2	Class (one of the following, note the image file name for each class)
;				An item's class controls how it can be used.  
;				Here are the defined classes:
;
;	//			0	POTION			"items.bmp"		// affect hp and mp
;
;	//			1   ANTIDOTE		"items.bmp"		// cures disease.  The disease in question is 
;													// set by arg 12 (ability)  Each antidote item
;													// can cure only a single disease, and acts like
;													// a single cast of the related 'cure spell' for
;													// that disease.
;
;	//	<<DO NOT USE YET>>		2	SPECIAL			items.bmp		// QUest Item
;	//	<<DO NOT USE YET>>		3	EXIT			items.bmp		// Get out of current trouble.
;
;	//			4	TRAVEL			items.bmp		// take you somewhere
;													// full ticket looks like:  4.mode.num.link.dropin.sceneNum
;													// operation is similar to the scene opcode GOTO
;													// mode = 1 means "drop into scene 'num'" (you don't really travel, just see scene)
;													// mode = 0 means "go to link on map 'num'"
;													// if 'dropin' is '1' then you go INSIDE that link, otherwise you just land on top of it
;													// Examples:
;													//	4.1.15		start scene 15, when you exit the scene you are still where you were
;													//	4.0.0.0.0	go to link 0 of map 0 and do not drop in (sets you on top of evegreen gateway)
;													//	4.0.0.0.1	go to link 0 of map 0 and DO drop in (puts you inside gateway scene - when you exit you are near gateway)
;													//  4.0.1.2.0	go to link 2 of map 1 and do NOT drop in.
;													//
;													// Adding the FIFTH dotted argument restricts use of the ticket to
;													// a particular scene number, so:
;													//  4.0.1.2.0.45  takes you to the destination ONLY if you are inside scene 45 at the time
;
;	//	<<DO NOT USE YET>>		5	THROWABLE		darts.bmp		// ninja stars, arrows, etc.
;	//			10	EQUIP_HELMET	"helmets.bmp"	// my helmet ID (0 for none)
;	//			11	EQUIP_ARMOR		"armor.bmp"		// my armor ID
;	//			12	EQUIP_RIGHT_1	"swords.bmp"	// right-hand weapons 1 (evergreen swords)
;	//			13	EQUIP_RIGHT_2	"staffs.bmp"	// right-hand weapons 2 (evergreen staffs)
;	//			14	EQUIP_RIGHT_3	"bows.bmp"		// right-hand weapons 3 (evergreen bows)
;	//			15	EQUIP_RIGHT_4	"music.bmp"		// right-hand weapons 4 (evergreen music)
;	//			16	EQUIP_RIGHT_5	"right5.bmp"	// right-hand weapons 5 (evergreen fist)
;	//			17	EQUIP_RIGHT_6	"right6.bmp"	// right-hand weapons 6 (evergreen dart)
;	//			18	EQUIP_RIGHT_7	"right7.bmp"	// right-hand weapons 7 (evergreen Book)
;	//			19	EQUIP_RIGHT_8	"right8.bmp"	// right-hand weapons 8 (evergreen Spirit)
;	//			20	EQUIP_BOOTS		"boots.bmp"		// my boots
;	//			21	EQUIP_SHIELD		"shields.bmp"	// my shield
;	//			22	EQUIP_RING		"rings.bmp"		// my ring
;	//			23	EQUIP_AMULET		"amulets.bmp"	// my amulet
;
;
;				100	ATTR_STRENGTH	affects strength (by amount in arg12 - ability points)
;				101	ATTR_WISDOM		affects wisdom	
;				102	ATTR_STAMINA		affects stamina	
;				103	ATTR_AGILITY		affects agility	
;				104	ATTR_DEXTERITY	affects dexterity
;				105	ATTR_ALL		brings up ability point dialog and lets you assign at will
;
;				200	ITEM_CLASS_PET	It's a "pokegatchi" for sale - very special rules.  Only by OFFER command, not OFFER2
;									Pets do not have an item 'image #' so arg3 is used instead to point to
;									their MONSTER number (each pet must be described as a monster in the MONSTER table,
;									though you are not obliged to place them on a map)
;
;				201 ITEM_CLASS_HTML	When this object is "used" it causes a web page to be displayed.
;									The URL for the page is found in the SOUNDEFFECT argument (arg15)
;									If the URL begins with "http://" then it is a full URL and the
;									real Internet will be used.  Otherwise, it is assumed to be a local
;									file in the WoS\Worlds\YourWorldName\HTML folder.
;
;	// arg 3	imageNumber.extensionNumber
;
;				* imageNumber: 0 - 63  (depending on number of images in filmstrip)
; 
;				(offset from left in appropriate class's image BMP file)
;				Class Image files consist of a 'film strip' of images with #0 being the
;				far left image.  Which is a bad example, since 0 is not a legal image index number.
;				(because the stock image list uses that frame for the 'empty-handed' image)
;
;				* extensionNumber: (optional)
; 
;				You can now have an additional 'extension' bitmap for each item class.  For example
;				you might wish to re-use all the stock sword images in your world, but then add some more as well.
;				You would then make a filmstrip file of the normal name, but add "_1" to it.  (as in "items_1.bmp, 
;				helmets_1.bmp, etc.).  Then in arg3, instead of simply putting an offset, add a second dotted argument
; 				with the extension number, hence "3" would mean image 3 in the stock bitmap, while "2.1" would mean 
;				image 2 in the extension_1 bitmap.  Your extension bitmaps should be placed in your world's ART folder. 
;				At present, only a single extension is supported, so if an extension # is given, it must be "1"
;				// News: As of WoS version A77, you may now have 9 extensions per item class.
;					(.1 to .9, loading from files named: xxx_1.bmp to xxx_9.bmp)
;
;				Note: it is recommended that you do not exceed 4096 pixels width in any given WoS .bmp file,
;				(this is a practical limit of 64 'cells' in an item filmstrip (since each item is 64 pixels wide)
;
;	// arg 4	GP
;
;				* GP:
;
;				Standard purchase price of item, in store (in Gold Pieces)
;
;					1 - N		Price of item is N gold pieces
;					0			means it is a special item which cannot be sold in stores, 
;								nor	given to others and you probably want to keep it. 
;
;				For example, quest items will often have a GP of 0, making it impossible
;				to accidentally get rid of the hard-won item.
;
;	// arg 5	Level.EquipToken.flags.maxCount.trophyNeeded.trophyMade.trophyCountNeeded.trophyCountMade
;
;				* Level:
;
;				This is the minimum character level the player must be at, in order to use or equip the
;				item.
;
;				* EquipToken: (optional)
;
;				This optional 'token' means the item still cannot be equipped until the player has that token
;				(note, you cannot use token zero for this)
;
;				Examples:
;
;					"4"			// requires character to be level 4 or higher
;					"23.14"		// requires character to be at least level 23 AND be in possession of token 14.
;
;				One reason you might like to use the token is to characterize an item to be equippable only
;				by certain character classes. In this case the token might mean "elf-only"  Alternatively you
;				might use the token to describe the nature of the object, like "wooden" and then only allow certain
;				clases to equip wooden objects.  You would then hand out the appropriate tokens to your character
;				classes (either right away, or as quest rewards).
;
;				* Flags
;
;				Note that if you want to use Flags, but no equipToken, you will have to insert a 0 for
;				the equiptoken.
;
;				Example:
;					"4"			// requires level 4
;					"4.0.1"		// requires level 4 and has flag setting of 1 (and no EquipToken)
;					"4.23.1"	// requires level 4, EquipToken 23, and has a flag setting of 1
;
;				Flags are the sum of these values (add together all the effects you want)
;
;					1			// private use only (item cannot be given to another player)
;					2			// reserved
;
;				* MaxCount
;
;				This lets you set the most a person can carry of this item at a time.  This is a lower
;				limit only.  You cannot use this to increase the limit above 100, or the player's current
;				wallet size.  You can only use this to reduce the amount even further.
;
;				* trophyNeeded
;
;				This specifies the 'ammunition' for an equipped hand weapon.  It consumes one of these
;				trophies each time you use the weapon.  The weapon will not work without them.  This only
;				works for the hand-equipped weapon.
;
;				* trophyMade
;	
;				This specifies a trophy which is 'given to' the hero (scene host only?) upon completion of the use
;				of this item... This may not be fully functional, use at your own risk.  Actually this is NOT
;                               available at this time (only spells can create trophies)
;  
;                               * trophyCountNeeded
; 
;                               If you specify trophyNeeded, you can additionally specify how many.  Default is '1'
;
;                               * trophyCountMade
;
;                               If you specify trophyMade, you can additionally specify how many.  Default is '1'
;
;
;				Example:
;					"5.13.0.25" // requires level 5, token 13, no flags, and can only carry 25 at a time tops.
;					
;				
;
;	// arg 6	spellBinding.bootEffect
;
;				* spellBinding:
;
;	          	Some equipment (staffs, mainly) are bound to a specific spell.  If a character is holding
;				this item in their right-hand and selects ATTACK in battle, then this spell is used (costs
;				no MP to cast this spell) 
;
;				NOTE: 'ALL' spells can not be used as spell bindings.  Only single-target spells.
;   			
;					0 	- no binding
;				     (1 - N)	- (ID# of a spell from the +SPELLS table)
;	
;				* bootEfect:
;	
;				You may optionally include a "bootEffect" code as a "dotted argument". Traditionally boot
;				effects only worked on boots, but nowadays you can apply a boot effect to any equippable item.
;				So the character could have as many as seven boot effects in effect at the
;				same time. 
;
;					0  	- has no special effect. 
;					1-9 - enables you to cross terrains 1-9 (see +TERRAINS table)
;					10 	- lets you 'fly over' all but impassable terrain.
;					11 	- means 'monster repellent' and fewer monsters will attack while wearing them.
;					12 	- means 'ride the invisible beasts' (lets you cross map at double speed)
;
;				Having more than one of the same effect on at once, does NOT make the effect any
;				better, faster, etc.
;
;	//
;	// arg 7	Element		(actual names in ELEMENTS table)
;	//			0 LIFE  	(Healing magic)
;	//			1 WATER
;	//			2 NATURE
;	//			3 EARTH 
;	//			4 DEATH		(also, training in DEATH is how you handle training for 'chaos' elements)
;	//			5 FIRE
;	//			6 SPIRIT
;	//			7 AIR
;   //			Items currently cannot be set to any but the basic 8 elements.
;	//			Also, the "All" modifier for items is not implemented
;	//			As late as version A52, this field is ignored, but world-designers are advised to use a
;	//			value of 0 if they don't plan to use this feature (assuming it is ever supported)
;   //
;	//			Starting with A56, you can bind weapons to elements and they will then be more (or less)
;	//			effective when hitting monsters.  
;   //			For example, an element water sword would hurt element fire monsters the most.
;	//
;	// arg 8	Defense points		(cursed items are negative!)
;
;	// arg 9	Attack points		(cursed items are negative!)
;
;	// arg 10	HP points			(amount added, when used)
;									Note that the HP is also added to any monster you toss the item too, so
;									this can be used as a cure, or a weapon for monsters (or pets).  Heroes
;									(humans) will simply catch anything you toss them, so this wouldn't be
;									a way to make a ninja-star which hurt humans.
;
;	// arg 11	MP Points			(amount added, when used)
;
;	// arg 12   Ability Points      For SEED items, this is the # of points you get to apply to your abilities
;									For ANTIDOTE items, this field is the disease number that it
;									cures (note that some diseases prevent you from using items, so an item
;									antidote is useless in that case).
;										-2			DISEASE_POISON		(prevents HP restores from working)		
;										-3			DISEASE_SAP			(makes spells cost more MP to be cast)		
;										-4			DISEASE_STUN			(cannot move, or attack)
;										-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;										-6			DISEASE_NUMB			(cannot use right-hand)(* wears off)
;										-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;										-8			DISEASE_CONFUSE		(attacks may hit friends)(* wears off)	
;										-11			DISEASE_FREEZE		(cannot move)
;										-20			DISEASE_STRENGTH		(lowers strenth til end of scene) (cure raises it)
;										-21			DISEASE_WISDOM		(lowers wisdom til end of scene) (cure raises it)	
;										-22			DISEASE_STAMINA		(lowers stamina til end of scene) (cure raises it)	
;										-23			DISEASE_AGILITY		(lowers agility til end of scene) (cure raises it)
;										-24			DISEASE_DEXTERITY	(lowers dexterity til end of scene) (cure raises it)	

;
;   // arg 13   <find Probility>.<monster ID>
;				
;				This argument determines whether or not you can find an item after killing a monster.
;				The optional <monster ID> allows you to limit the item to only having a chance of being
;				found if a monster of that type was killed in the scene.
;									
;				'Find' Probability  (chance in 2000 of finding one after battle 0(never) - 2000(always))
;									(0 also means cannot be bought in stores, but you CAN get rid of it)
;									(i.e. for a quest item you can get rid of)
;								    (-1 means you cannot FIND it, but you CAN buy it with offer2 command)
;
;				Here is an attempt to describe the inter-relationship between FP and GP
;
;				GP			FP			Item Attributes
; 				--			--			---------------
;				>0          >0			This is an item you can buy at a store, find after a fight, and sell later
;				>0			0			This is an item you can't buy at a store, won't find after a fight, but can sell later
;										(a sellable quest item)
;				>0			-1			This is an item you can buy at a store, won't find after a fight, but can sell later
;				0			0			This is an item you cannot buy, cannot find after a fight, and cannot sell
;										(a permanent quest item)
;				0			>0			This is an item you cannot buy, can find after a fight, but cannot sell
;										(a permanent, monster gift - probably not a good idea)
;				0			-1			This is an item you cannot buy, cannot find, and cannot sell
;										(same as permanent quest item, I guess)
;			
;	// arg 14	Long description of item or effect (250 characters maximum, though for esthetic reasons you will want
;				to keep it shorter, or it may not all fit on the screen nicely.)
;
;	// arg 15   (optional) wave file to play when used ("sword.wav")
;				Note: For ITEM_CLASS_HTML, this field actually holds a URL and not a sound effect
;
;	// arg 16	attackPath.imageID.flags.weather.effect
;
;				Arg16 defines an optional "attack path" which determines what animation
;				occurs when you use the item (generally only for equipped right-hand
;				items).
;				
;				* attackPath:  (0-63)
;				
;				This controls the movement of the attacker or weapon, according to
;				this table:
;
;					-1	Pick random path for this item when world is loaded
;					0	No attack path (this is the default)
;					1	LUNGE	Attacker runs up to target then runs back
;					2	JUMP	Attacker jumps straight onto target, then runs back
;					3	LEAP	Attacker HIGH jumps straight onto target, then runs back
;					4	STAB	Attacker runs straight to target, then does attack frame, then runs back
;					5	DBL-STAB	Attacker runs straight to target, does attack frame twice, then runs back
;					6	TRAMPLE	Attacker does one Big hop to target, then hops again on top of it
;					7	HOP		Attacker reaches target in several hops, each getting higher.
;
;					30  ARROW	Image follows straight line from attacker to target
;					31	STONE	Image follows short arc from attacker to target
;					32	LOB		Image follows high arc from attacker to target
;					33	Swoop   Image goes all the way from one side of the screen to the other
;
;				* image: (0-199)
;
;				"Image" is used with attacks which hurl objects. Each image is an eight-frame animation
;				stored in a file named attackNN.bmp  Each file contains 10 such filmstrips where the
;				topmost filmstrip is the '0' index of that file.  SO, image 143 would be index '3' in
;				the file attack14.bmp  I hope that's not too confusing.  The first one hundred images
;				(files 00-09) are reserved for ME to use, while the rest (attack10.bmp to attack19.bmp)
;				are reserved for world designers (and go in your world's ART folder)
;
;				* flags: (0-63)
;
;				Flags are the sum of any combination of these values:
;
;					0-3	- duration of attack (0 is quick, 3 is slow)
;					4	- if this flag is set, each of the 8 frames of animation consumes one eigth
;						  the entire attack (instead of rolling through the frames over and over)
;					8	- If this is set, the images is not 'flipped' when attacking from left to right.
;					16	- reserved
;					32	- reserved

;				* weather: (0-63)
;
;				Values are the same as for SPELLs.  Basically this weather happens in 
;				the scene for the duration of the attack.  So you can have it snow or
;				rain while the ice arrow finds its target, for example.
;
;				* effects: (0-63)
;
;				Values are the same as for SPELLs.  Effects include things like wobbly
;				image, dimmed image, lake reflection in lower part of screen, etc.
;
;
;
;
; ITEMS
;
;
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description					Sound Effect			Attack Path
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14							15				16

	1,	"Potion of Healing",	0,	0,	500,	0,	0,	0,	0,	0,	100,0,	0,	5,	"Recovers a small amount of HP",petGulp.wav,	,				
	2,	"Potion of Greater Healing",0,	0,	1000,	0,	0,	0,	0,	0,	500,0,	0,	1,	"Restores a modest amount of HP",petGulp.wav,	,				
	3,	"Potion of Superior Healing",0,	0,	2000,	0,	0,	0,	0,	0,	1000,0,	0,	0,	"Restores a large amount of HP",,				,				
	4,	"Potion of Supreme Healing",0,	0,	5000,	0,	0,	0,	0,	0,	2000,0,	0,	0,	"Restores an immense amount of HP",,				,				
	5,	"Potion of Arcana",		0,	1,	500,	0,	0,	0,	0,	0,	0,	50,	0,	5,	"Restores a small amount of MP",,				,				
	6,	"Potion of Greater Arcana",0,	1,	1000,	0,	0,	0,	0,	0,	0,	200,0,	1,	"Restores a modest amount of MP",,				,				
	7,	"Potion of Superior Arcana",0,	1,	2000,	0.0,0,	0,	0,	0,	0,	500,0,	0,	"Restores a large amount of MP",,				,				
	8,	"Potion of Supreme Arcana",0,	1,	5000,	0,	0,	0,	0,	0,	0,	1000,0,	0,	"Restores an immense amount of MP",magic7.wav,		,				
	9,	"Potion of Hill Giant Strength",1,	11,	500,	0,	0,	0,	0,	0,	0,	0,	-20,-1,	"Boosts your Strength for a short time.",petGulp.wav,	,				
	10,	"Potion of Arcane Cultivation",1,	11,	500,	0,	0,	0,	0,	0,	0,	0,	-21,-1,	"Boosts your Wisdom for a short time.",petGulp.wav,	,				
	11,	"Potion of Resistance",	1,	11,	500,	0,	0,	0,	0,	0,	0,	0,	-22,-1,	"Boosts your Stamina for a short time.",petGulp.wav,	,				
	12,	"Potion of Speed",		1,	11,	500,	0,	0,	0,	0,	0,	0,	0,	-23,-1,	"Boosts your Agility for a short time.",petGulp.wav,	,				
	13,	"Potion of Cat's Grace",1,	11,	500,	0,	0,	0,	0,	0,	0,	0,	-24,-1,	"Boosts your Dexterity for a short time.",petGulp.wav,	,				
	14,	"Camp Supply Pack",		0,	20.2,200,	0.999,0,	0,	0,	0,	0,	0,	0,	-1,	"Essential for camping in the wilderness.",,				,				
	15,	Bait,					0,	21.2,20,		0.999.0,0,	0,	0,	0,	0,	0,	0,	0,	"Bait for catching fish.",,				,				
; Treasures. Only use is to be sold.
	16,	"Flawed Quartz",		0,	0.2,50,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A common gemstone. Can be sold.",summon8.wav,	,				
	17,	"Flawed Amethyst",		0,	1.2,110,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A purple variety of quartz. Can be sold.",,				,				
	18,	"Flawed Moonstone",		0,	2.2,180,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A lustrous blue-white stone. Can be sold.",,				,				
	19,	"Flawed Malachite",		0,	3.2,260,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep green stone. Can be sold.",summon8.wav,	,				
	20,	"Flawed Tourmaline",	0,	4.2,370,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A multicolored gemstone. Can be sold.",magic7.wav,		,				
	21,	"Flawed Bloodstone",	0,	5.2,470,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Despite the name, it's green. Can be sold.",magic7.wav,		,				
	22,	"Flawed Agate",			0,	6.2,570,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A banded glass-like stone. Can be sold.",magic7.wav,		,				
	23,	"Flawed Obsidian",		0,	7.2,680,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A type of volcanic glass. Can be sold.",magic7.wav,		,				
	24,	"Flawed Onyx",			0,	8.2,830,	0.999,0,	0,	0,	0,	0,	1750,0,	0,	"As black as Dagon's heart. Can be sold.",summon8.wav,	,				
	25,	"Flawed Turquoise",		0,	9.2,1000,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A blue-green stone. Can be sold.",magic7.wav,		,				
	26,	"Flawed Garnet",		0,	10.2,1110,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep red stone. Can be sold.",,				,				
	27,	"Flawed Amber",			0,	12.2,1320,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"It has a bug in it. Can be sold.",summon8.wav,	,				
	28,	"Flawed Aquamarine",	0,	11.2,1490,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The Creator's birthstone. Can be sold.",,				,				
	29,	"Flawed Pearl",			0,	13.2,1660,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Round and lustrous. Can be sold.",petChew.wav,	,				
	30,	"Flawed Opal",			0,	14.2,1890,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Ancient water gives its its blue color. Can be sold.",petChew.wav,	,				
	31,	"Flawed Topaz",			0,	15.2,2090,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Iron gives it its yellow color. Can be sold.",petChew.wav,	,				
	32,	"Flawed Emerald",		0,	16.2,2310,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A dazzling green gemstone. Can be sold.",petGulp.wav,	,				
	33,	"Flawed Sapphire",		0,	17.2,2580,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A beautiful blue gemstone. Can be sold.",petGulp.wav,	,				
	34,	"Flawed Ruby",			0,	18.2,2810,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A scintillating red gemstone. Can be sold.",petGulp.wav,	,				
	35,	"Flawed Diamond",		0,	19.2,3060,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The hardest thing around, and so sparkly. Can be sold.",petGulp.wav,	,				
	36,	Quartz,					0,	15,	50,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A common gemstone. Can be sold.",summon8.wav,	,				
	37,	Amethyst,				0,	16,	110,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A purple variety of quartz. Can be sold.",,				,				
	38,	Moonstone,				0,	17,	180,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A lustrous blue-white stone. Can be sold.",,				,				
	39,	Malachite,				0,	18,	260,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep green stone. Can be sold.",summon8.wav,	,				
	40,	Tourmaline,				0,	19,	370,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A multicolored gemstone. Can be sold.",magic7.wav,		,				
	41,	Bloodstone,				0,	20,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Despite the name, it's green. Can be sold.",magic7.wav,		,				
	42,	Agate,					0,	21,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A banded glass-like stone. Can be sold.",magic7.wav,		,				
	43,	Obsidian,				0,	22,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A type of volcanic glass. Can be sold.",magic7.wav,		,				
	44,	Onyx,					0,	23,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"As black as Dagon's heart. Can be sold.",summon8.wav,	,				
	45,	Turquoise,				0,	24,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A blue-green stone. Can be sold.",magic7.wav,		,				
	46,	Garnet,					0,	25,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep red stone. Can be sold.",,				,				
	47,	Amber,					0,	26,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"It has a bug in it. Can be sold.",summon8.wav,	,				
	48,	Aquamarine,				0,	27,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The Creator's birthstone. Can be sold.",,				,				
	49,	Pearl,					0,	29,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Round and lustrous. Can be sold.",petChew.wav,	,				
	50,	Opal,					0,	30,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Ancient water gives its its blue color. Can be sold.",petChew.wav,	,				
	51,	Topaz,					0,	31,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Iron gives it its yellow color. Can be sold.",petChew.wav,	,				
	52,	Emerald,				0,	32,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A dazzling green gemstone. Can be sold.",petGulp.wav,	,				
	53,	Sapphire,				0,	33,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A beautiful blue gemstone. Can be sold.",petGulp.wav,	,				
	54,	Ruby,					0,	34,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A scintillating red gemstone. Can be sold.",petGulp.wav,	,				
	55,	Diamond,				0,	35,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The hardest thing around, and so sparkly. Can be sold.",petGulp.wav,	,				
	56,	"Fine Quartz",			0,	15,	50,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A common gemstone. Can be sold.",summon8.wav,	,				
	57,	"Fine Amethyst",		0,	16,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A purple variety of quartz. Can be sold.",,				,				
	58,	"Fine Moonstone",		0,	17,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A lustrous blue-white stone. Can be sold.",,				,				
	59,	"Fine Malachite",		0,	18,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep green stone. Can be sold.",summon8.wav,	,				
	60,	"Fine Tourmaline",		0,	19,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A multicolored gemstone. Can be sold.",magic7.wav,		,				
	61,	"Fine Bloodstone",		0,	20,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Despite the name, it's green. Can be sold.",magic7.wav,		,				
	62,	"Fine Agate",			0,	21,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A banded glass-like stone. Can be sold.",magic7.wav,		,				
	63,	"Fine Obsidian",		0,	22,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A type of volcanic glass. Can be sold.",magic7.wav,		,				
	64,	"Fine Onyx",			0,	23,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"As black as Dagon's heart. Can be sold.",summon8.wav,	,				
	65,	"Fine Turquoise",		0,	24,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A blue-green stone. Can be sold.",magic7.wav,		,				
	66,	"Fine Garnet",			0,	25,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep red stone. Can be sold.",,				,				
	67,	"Fine Amber",			0,	26,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"It has a bug in it. Can be sold.",summon8.wav,	,				
	68,	"Fine Aquamarine",		0,	27,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The Creator's birthstone. Can be sold.",,				,				
	69,	"Fine Pearl",			0,	29,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Round and lustrous. Can be sold.",petChew.wav,	,				
	70,	"Fine Opal",			0,	30,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Ancient water gives its its blue color. Can be sold.",petChew.wav,	,				
	71,	"Fine Topaz",			0,	31,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Iron gives it its yellow color. Can be sold.",petChew.wav,	,				
	72,	"Fine Emerald",			0,	32,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A dazzling green gemstone. Can be sold.",petGulp.wav,	,				
	73,	"Fine Sapphire",		0,	33,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A beautiful blue gemstone. Can be sold.",petGulp.wav,	,				
	74,	"Fine Ruby",			0,	34,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A scintillating red gemstone. Can be sold.",petGulp.wav,	,				
	75,	"Fine Diamond",			0,	35,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The hardest thing around, and so sparkly. Can be sold.",petGulp.wav,	,				
	76,	"Exquisite Quartz",		0,	15,	50,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A common gemstone. Can be sold.",summon8.wav,	,				
	77,	"Exquisite Amethyst",	0,	16,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A purple variety of quartz. Can be sold.",,				,				
	78,	"Exquisite Moonstone",	0,	17,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A lustrous blue-white stone. Can be sold.",,				,				
	79,	"Exquisite Malachite",	0,	18,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep green stone. Can be sold.",summon8.wav,	,				
	80,	"Exquisite Tourmaline",	0,	19,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A multicolored gemstone. Can be sold.",magic7.wav,		,				
	81,	"Exquisite Bloodstone",	0,	20,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Despite the name, it's green. Can be sold.",magic7.wav,		,				
	82,	"Exquisite Agate",		0,	21,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A banded glass-like stone. Can be sold.",magic7.wav,		,				
	83,	"Exquisite Obsidian",	0,	22,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A type of volcanic glass. Can be sold.",magic7.wav,		,				
	84,	"Exquisite Onyx",		0,	23,	0,		0.999,0,	0,	0,	0,	0,	1750,0,	0,	"As black as Dagon's heart. Can be sold.",summon8.wav,	,				
	85,	"Exquisite Turquoise",	0,	24,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A blue-green stone. Can be sold.",magic7.wav,		,				
	86,	"Exquisite Garnet",		0,	25,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep red stone. Can be sold.",,				,				
	87,	"Exquisite Amber",		0,	26,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"It has a bug in it. Can be sold.",summon8.wav,	,				
	88,	"Exquisite Aquamarine",	0,	27,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The Creator's birthstone. Can be sold.",,				,				
	89,	"Exquisite Pearl",		0,	29,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Round and lustrous. Can be sold.",petChew.wav,	,				
	90,	"Exquisite Opal",		0,	30,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Ancient water gives its its blue color. Can be sold.",petChew.wav,	,				
	91,	"Exquisite Topaz",		0,	31,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Iron gives it its yellow color. Can be sold.",petChew.wav,	,				
	92,	"Exquisite Emerald",	0,	32,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A dazzling green gemstone. Can be sold.",petGulp.wav,	,				
	93,	"Exquisite Sapphire",	0,	33,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A beautiful blue gemstone. Can be sold.",petGulp.wav,	,				
	94,"Exquisite Ruby",		0,	34,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A scintillating red gemstone. Can be sold.",petGulp.wav,	,				
	95,	"Exquisite Diamond",	0,	35,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The hardest thing around, and so sparkly. Can be sold.",petGulp.wav,	,				
	96,	"Flawless Quartz",		0,	15,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A common gemstone. Can be sold.",summon8.wav,	,				
	97,	"Flawless Amethyst",	0,	16,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A purple variety of quartz. Can be sold.",,				,				
	98,	"Flawless Moonstone",	0,	17,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A lustrous blue-white stone. Can be sold.",,				,				
	99,	"Flawless Malachite",	0,	18,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep green stone. Can be sold.",summon8.wav,	,				
	100,"Flawless Tourmaline",	0,	19,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A multicolored gemstone. Can be sold.",magic7.wav,		,				
	101,"Flawless Bloodstone",	0,	20,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Despite the name, it's green. Can be sold.",magic7.wav,		,				
	102,"Flawless Agate",		0,	21,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A banded glass-like stone. Can be sold.",magic7.wav,		,				
	103,"Flawless Obsidian",	0,	22,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A type of volcanic glass. Can be sold.",magic7.wav,		,				
	104,"Flawless Onyx",		0,	23,	500,	0.999,0,	0,	0,	0,	0,	0,	0,	0,	"As black as Dagon's heart. Can be sold.",summon8.wav,	,				
	105,"Flawless Turquoise",	0,	24,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A blue-green stone. Can be sold.",magic7.wav,		,				
	106,"Flawless Garnet",		0,	25,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A deep red stone. Can be sold.",,				,				
	107,"Flawless Amber",		0,	26,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"It has a bug in it. Can be sold.",summon8.wav,	,				
	108,"Flawless Aquamarine",	0,	27,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The Creator's birthstone. Can be sold.",,				,				
	109,"Flawless Pearl",		0,	29,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Round and lustrous. Can be sold.",petChew.wav,	,				
	110,"Flawless Opal",		0,	30,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Ancient water gives its its blue color. Can be sold.",petChew.wav,	,				
	111,"Flawless Topaz",		0,	31,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"Iron gives it its yellow color. Can be sold.",petChew.wav,	,				
	112,"Flawless Emerald",		0,	32,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A dazzling green gemstone. Can be sold.",petGulp.wav,	,				
	113,"Flawless Sapphire",	0,	33,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A beautiful blue gemstone. Can be sold.",petGulp.wav,	,				
	114,"Flawless Ruby",		0,	34,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"A scintillating red gemstone. Can be sold.",petGulp.wav,	,				
	115,"Flawless Diamond",		0,	35,	0,		0.999,0,	0,	0,	0,	0,	0,	0,	0,	"The hardest thing around, and so sparkly. Can be sold.",petGulp.wav,	,				
; Special stuff
; (Generally, special items you can only win by completing quests - set the $ to 0 so they
; cannot be bought or sold.  Set the FP to 0, so they cannot be found.)
;
;	E#, name,					cl  Img	$		lvl Spl		El	D	A	HP	MP	AP	FP	Description		SFX		ATTACK
;	0	1
	116,"Crystal Shard",		1,	0.2,0,		0.999.1.0.0.0,,	,	0,	0,	0,	0,	0,	0.0,"A memento given to you by your mother.",,				2,				
	117,"Old Fishing Rod",		19,	0.2,0,		0.0.1,0,	0,	0,	0,	0,	0,	0,	0,	"Maisy's old fishing rod. No frills to be found.",,				,				
	118,"Quality Fishing Rod",	19,	0.2,0,		0.0.1,0,	0,	0,	0,	0,	0,	0,	0,	"A solid fishing rod from a reputable craftsman.",petChew.wav,	,				
	119,"Expert Fishing Rod",	19,	0,	0,		0.0.1.0.0.0,,	,	0,	0,	0,	0,	0,	0.0,"A fishing rod designed for catching larger fish.",,				,				
	120,"Master Fishing Rod",	19,	,	,		0.0.1,,	,	,	,	,	,	,	,	"The best fishing rod money can buy.",,				,				
	121,"Braided Fishing Line",	23,	0.2,,		0.0.1,,	,	,	,	,	,	,	,	"Multiple strands make this line tougher than standard.",,				,				
	122,"Drowsilk Fishing Line",23,	,	,		0.0.1,,	,	,	,	,	,	,	,	"It's almost invisibly thin, but it's very strong.",,				,				
	123,"Enchanted Fishing Line",23,	,	,		0.0.1,,	,	,	,	,	,	,	,	"Magical fishing line- not much is breaking this.",,				,				
	124,"Mermaid Hair Fishing Line",23,	,	,		0.0.1,,	,	,	,	,	,	,	,	"Looks like Maisy was right. This stuff is nigh unbreakable.",,				,				
	125,"Fly Lure",				22,	,	,		0,	,	,	,	,	,	,	,	,	"Its bright colors attract fish.",,				,				
	126,"Dark Lure",			22,	,	,		0,	,	,	,	,	,	,	,	,	"The evil energy in this bulb is irresistible to aquatic monsters.",,				,				
	127,"Claw Lure",			22,	,	,		0,	,	,	,	,	,	,	,	,	"Not that great for catching fish, but amazing at dredging up treasure.",,				,				
	128,"Curio Lure",			22,	,	,		0,	,	,	,	,	,	,	,	,	"This lure feels lucky, somehow.",,				,				
	129,"Fishing Hat",			10,	,	,		0.0.1,,	,	,	,	,	,	,	,	"Let it be known in the aquatic world: You are inevitable.",,				,				
	130,"Maisy's Fishing Journal",4.1.9994,22.2,,		0.0.1.1,,	,	,	,	,	,	,	,	,						,				,				
; Fish. Can be sold or used to craft camp supply packs.
	131,Shad,					,	31,	148,	0.999,,	,	,	,	,	,	,	0,	"Worth 1 ration point.",,				,				
	132,Cod,					,	31,	188,	0.999,,	,	,	,	,	,	,	0,	"Worth 1 ration point. ",,				,				
	133,Salmon,					,	31,	228,	0.999,,	,	,	,	,	,	,	0,	"Worth 2 ration points.",,				,				
	134,Herring,				,	31,	148,	0.999,,	,	,	,	,	,	,	0,	"Worth 1 ration point. ",,				,				
	135,Carp,					,	31,	444,	0.999,,	,	,	,	,	,	,	,	"Worth 2 ration points.",,				,				
	136,Goldfish,				,	31,	444,	0.999,,	,	,	,	,	,	,	,	"Worth 2 ration points.",,				,				
	137,Trout,					,	31,	528,	0.999,,	,	,	,	,	,	,	,	"Worth 5 ration points.",,				,				
	138,Perch,					,	31,	444,	0.999,,	,	,	,	,	,	,	,	"Worth 2 ration points.",,				,				
	139,
	140,
	141,
	142,
; helmets
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	200,"Cloth Cap",			10,	2,	0,		0.0.0,0,	0,	5,	0,	0,	0,	0,	0,	"A simple cap to keep things out of your hair.",,				,				
	201,"Leather Cap",			10,	2,	0,		5.0.1,0,	0,	17,	0,	0,	0,	0,	0,	"Better than cloth, but not by much.",,				,				
	202,"Leather Helmet",		10,	14,	0,		10,	0,	0,	30,	0,	0,	0,	0,	0,	"The leather in this has been boiled to stiffen it.",,				,				
	203,"Leather Full Helmet",	10,	5,	0,		15,	0,	0,	42,	0,	0,	0,	0,	0,	"A visor protects your face from incoming weapons.",,				,				
	204,"Iron Helmet",			10,	7,	0,		20,	0,	0,	55,	0,	0,	0,	0,	0,	"Rings like a bell when struck, but offers good protection.",,				,				
	205,"Iron Full Helmet",		10,	6,	0,		25,	0,	0,	67,	0,	0,	0,	0,	0,	"Solid all-around protection",,				,				
	206,"Iron Heavy Helmet",	10,	4,	0,		30,	0,	0,	80,	0,	0,	0,	0,	0,	"Now THIS is a helmet",	,				,				
	207,"Steel Helmet",			10,	8,	0,		35,	0,	0,	92,	0,	0,	0,	0,	0,	"Now with added nose protection",,				,				
	208,"Steel Full Helmet",	10,	6,	0,		40,	0,	0,	105,25,	0,	0,	0,	0,	"A similar style to those worn by knights.",,				,				
	209,"Steel Heavy Helmet",	10,	12,	0,		45,	0,	0,	117,0,	0,	0,	0,	0,	"Most blacksmiths can't make much better than this.",,				,				
	210,"Mithril Helmet",		10,	11,	0,		50,	0,	0,	130,0,	0,	0,	0,	0,	"Much lighter than it looks.",,				,				
	211,"Mithril Full Helmet",	10,	12,	0,		55,	0,	0,	142,0,	0,	0,	0,	0,	"This helmet's curious material is both light and durable.",,				,				
	212,"Mithril Heavy Helmet",	10,	13,	0,		60,	0,	0,	155,0,	0,	0,	0,	0,	"Deflects blows incredibly well.",,				,				
	213,"Adamantine Helmet",	10,	14,	0,		65,	0,	0,	167,0,	0,	0,	0,	0,	"One of the hardest materials available.",,				,				
	214,"Adamantine Full Helm",	10,	12,	0,		70,	0,	0,	180,0,	0,	0,	0,	0,	"Pretty much nothing that isn't magical is getting through this.",,				,				
	215,"Adamantine Heavy Helm",10,	6,	0,		75,	0,	0,	192,0,	0,	0,	0,	0,	"Blows against this helmet send your opponent reeling.",,				,				
	216,"Dragonscale Helmet",	10,	7,	0,		80,	0,	0,	205,0,	0,	0,	0,	0,	"Dragon scales provide a degree of elemental resistance.",,				,				
	217,"Dragonbone Helmet",	10,	14,	0,		85,	0,	0,	217,0,	0,	0,	0,	0,	"You ever tried breaking a dragon's bones? Not easy.",,				,				
	218,"Dragon Heartscale Helmet",10,	9,	0,		90,	0,	0,	230,0,	0,	0,	0,	1,	"Many dragons had to die to make this helmet.",,				,				
	219,"Tarrasque Plate Helmet",10,	10,	0,		95,	0,	0,	242,0,	0,	0,	0,	0,	"The unique way the plates overlap gives peerless protection.",,				,				
	220,"Crown of King Luxis",	10,	14,	0,		99.0.1,,	,	255,,	,	,	,	,	"The crown worn by the first king of Aurea.",,				,				
; Stat herbs.
	221,"Muscle Mint",			100,2,	250000,	0,	,	,	,	,	,	,	5,	,	"This mysterious magical herb boosts muscle tone.",petChew.wav,	,				
	222,"Clever Chicory",		101,2,	250000,	0,	,	,	,	,	,	,	5,	,	"This herb is a powerful nootrophic. One bite and you'll feel smarter.",petChew.wav,	,				
	223,"Tough Tarragon",		102,2,	250000,	0,	,	,	,	,	,	,	5,	,	"A bitter herb known for increasing resilience in those that eat it.",petChew.wav,	,				
	224,"Swift Sage",			103,2,	250000,	0,	,	,	,	,	,	,	5,	,	"One bite of this curious plant and you'll become faster.",petChew.wav,	,				
	225,"Dextrous Dill",		104,2,	250000,	0,	,	,	,	,	,	,	5,	,	"This plant improves the consumer's coordination.",petChew.wav,	,				
	226,"Omni Oregano",			105,2,	500000,	0,	,	,	,	,	,	,	5,	,	"This is the rarest plant of them all- it'll make you better at everything.",petChew.wav,	,				
; armor
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	250,"Cloth Shirt",			11,	3,	0,		0.0.1,0,	0,	5,	0,	0,	0,	0,	0,	"Not much good for keeping anything but the wind out.",,				,				
	251,Gambeson,				11,	5,	0,		5,	0,	0,	17,	0,	0,	0,	0,	0,	"A quilted jack often worn underneath armor.",,				,				
	252,"Leather Armor",		11,	1,	0,		10,	0,	0,	30,	0,	0,	0,	0,	0,	"This second skin didn't help its original owner much.",,				,				
	253,"Hide Armor",			11,	6,	0,		15,	0,	0,	42,	0,	0,	0,	0,	0,	Stealthy.,				,				,				
	254,"Iron Chainmail",		11,	5,	0,		20,	0,	0,	55,	0,	0,	0,	0,	0,	"Basic soldier's armor, no frills.",,				,				
	255,"Iron Breastplate",		11,	4,	0,		25,	0,	0,	67,	0,	0,	0,	0,	0,	"Allows for more freedom of movement.",,				,				
	256,"Iron Plate Armor",		11,	6,	600,	30,	0,	0,	80,	0,	0,	0,	0,	0,	"Noisy, but sturdy.",	,				,				
	257,"Steel Chainmail",		11,	5,	0,		35,	0,	0,	92,	0,	0,	0,	0,	0,	"Now with 100 percent more carbon.",,				,				
	258,"Steel Breastplate",	11,	4,	0,		40,	0,	0,	105,0,	0,	0,	0,	0,	"Your unpunctured organs will thank you for wearing this.",,				,				
	259,"Steel Plate Armor",	11,	6,	0,		45,	0,	0,	117,0,	0,	0,	0,	0,	"Standard issue armor for knights.",,				,				
	260,"Mithril Chainmail",	11,	5,	0,		50,	0,	0,	130,0,	0,	0,	0,	0,	"A curious material makes this both light and strong.",,				,				
	261,"Mithril Breastplate",	11,	4,	0,		55,	0,	0,	142,0,	0,	0,	0,	0,	"They say mithril was discovered by the elves.",,				,				
	262,"Mithril Plate Armor",	11,	6,	0,		60,	0,	0,	155,0,	0,	0,	0,	0,	"Much easier to move around in than it looks.",,				,				
	263,"Adamantine Chainmail",	11,	5,	0,		65,	0,	0,	167,0,	0,	0,	0,	0,	"Looks to be of dwarven make.",,				,				
	264,"Adamantine Breastplate",11,	4,	0,		70,	0,	0,	180,0,	0,	0,	0,	0,	"It's a bit small on you.",,				,				
	265,"Adamantine Plate Armor",11,	6,	0,		75,	0,	0,	192,0,	0,	0,	0,	0,	"As stout and tough as the dwarves that forged it.",,				,				
	266,"Dragonscale Armor",	11,	2,	0,		80,	0,	0,	205,0,	0,	0,	0,	0,	"Not much is getting through this.",,				,				
	267,"Dragonbone Armor",		11,	6,	0,		85,	0,	0,	217,0,	0,	0,	0,	0,	"Dragon bones provide near peerless protection.",,				,				
	268,"Dragon Heartscale Armor",11,	4,	0,		90,	0,	0,	230,0,	0,	0,	0,	0,	"The previous owner's vitality thrums with your own.",,				,				
	269,"Tarrasque Plate Armor",11,	6,	0,		95,	0,	0,	242,0,	0,	0,	0,	0,	"Quite literally the best armor money can buy.",,				,				
; swords
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	300,"Dad's Old Sword",		12,	2,	0,		0,	0,	0,	0,	5,	0,	0,	0,	0,	"A bit dull, but it has a history.",,				4,				
	301,Handaxe,				12,	8,	0,		5,	0,	0,	0,	17,	0,	0,	0,	0,	"Better suited to chopping wood than flesh.",,				4,				
	302,Sickle,					12,	6,	0,		10,	0,	0,	0,	30,	0,	0,	0,	0,	"Often paired with a hammer.",,				4,				
	303,Scythe,					12,	6,	0,		15,	0,	0,	0,	42,	0,	0,	0,	0,	"Looks cool but is less effective than you'd think.",,				4,				
	304,"Short Sword",			12,	11,	0,		20,	0,	0,	0,	55,	0,	0,	0,	0,	"A standard-issue soldier's blade.",,				4,				
	305,Khopesh,				12,	6,	0,		25,	0,	0,	0,	67,	0,	0,	0,	0,	"The outward curve increases chopping power.",,				4,				
	306,"Battle Axe",			12,	9,	0,		30,	0,	0,	0,	80,	0,	0,	0,	0,	"Big and heavy.",		,				4,				
	307,Greataxe,				12,	3,	0,		35,	0,	0,	0,	92,	0,	0,	0,	0,	"You'll need two hands to use this.",,				4,				
	308,Longsword,				12,	4,	0,		40,	0,	0,	0,	105,0,	0,	0,	0,	"A sturdy arming sword. ",,				4,				
	309,Foil,					12,	10,	0,		45,	0,	0,	0,	117,0,	0,	0,	0,	"A no-frills thrusting sword",,				4,				
	310,Epee,					12,	9,	0,		50,	0,	0,	0,	130,0,	0,	0,	0,	"The more pronounced handguard distinguishes this weapon.",,				4,				
	311,Saber,					12,	10,	0,		55,	0,	0,	0,	142,0,	0,	0,	0,	"It doesn't even need to ask you whether you're its master.",,				4,				
	312,Scimitar,				12,	6,	0,		60,	0,	0,	0,	155,0,	0,	0,	0,	"The wide blade is good for deflecting blows.",,				4,				
	313,Wakizashi,				12,	12,	0,		65,	0,	0,	0,	167,0,	0,	0,	0,	"A short sword from the Far East.",,				4,				
	314,Uchigatana,				12,	12,	0,		70,	0,	0,	0,	180,0,	0,	0,	0,	"The forging technique gives this weapon its distinct shape.",,				4,				
	315,"Bastard Sword",		12,	4,	0,		75,	0,	0,	0,	192,0,	0,	0,	0,	"Forged out of wedlock.",,				4,				
	316,Greatsword,				12,	9,	850,	80,	0,	0,	0,	205,0,	0,	0,	0,	"You're not compensating for anything, are you?",,				4,				
	317,Odachi,					12,	12,	0,		85,	0,	0,	0,	217,0,	0,	0,	0,	"A two-handed sword from the Far East.",,				4,				
	318,Excalibur,				12,	4,	0,		90,	0,	0,	0,	230,0,	0,	0,	0,	"Formerly known as Calibur",,				100,			
	319,"Vorpal Blade",			12,	7,	0,		95,	0,	0,	0,	242,0,	0,	0,	0,	"This sword is exciting, but try not to lose your head.",,				4,				
	320,"Debug Sword",			12,	11,	0,		0,	0,	0,	0,	32000,0,	0,	0,	0,	"Intended for beta testers.",,				4,				
; Fists
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	350,"Leather Gloves",		16,	7,	0,		0,	0,	0,	0,	5,	0,	0,	0,	0,	"Soft leather gloves, good for working",fist.wav,		1,				
	351,"Boxing Gloves",		16,	12,	0,		5,	0,	0,	0,	17,	0,	0,	0,	0,	"Cushions your hands.",	fist.wav,		2,				
	352,"Studded Gloves",		16,	4,	0,		10,	0,	0,	0,	30,	0,	0,	0,	0,	"Metal studs reinforce this glove",fist.wav,		3,				
	353,"Leather Gauntlets",	16,	11,	0,		15,	0,	0,	0,	42,	0,	0,	0,	0,	"Rigid boiled leather protects your fingers.",fist.wav,		4,				
	354,"Brass Rings",			16,	9,	0,		20,	0,	0,	0,	55,	0,	0,	0,	0,	"Gives your opponent a nasty surprise.",fist.wav,		5,				
	355,"Brass Knuckles",		16,	9,	0,		25,	0,	0,	0,	67,	0,	0,	0,	0,	"A favorite among criminals.",fist.wav,		6,				
	356,"Spiked Knuckles",		16,	9,	0,		30,	0,	0,	0,	80,	0,	0,	0,	0,	"Just don't put them on backwards.",fist.wav,		7,				
	357,Baghnakhs,				16,	13,	0,		35,	0,	0,	0,	92,	0,	0,	0,	0,	"Metal hooks turn your hands into claws.",fist.wav,		1,				
	358,"Iron Gauntlets",		16,	14,	0,		40,	0,	0,	0,	105,0,	0,	0,	0,	"You can rule the battlefield with this.",fist.wav,		2,				
	359,Cestus,					16,	12,	0,		45,	0,	0,	0,	117,0,	0,	0,	0,	"A gauntlet reinforced with metal studs. ",fist.wav,		3,				
	360,"Bear Claws",			16,	13,	0,		50,	0,	0,	0,	130,0,	0,	0,	0,	"Bare hands are out, bear hands are in.",fist.wav,		4,				
	361,"Steel Gauntlets",		16,	15,	0,		55,	0,	0,	0,	142,0,	0,	0,	0,	"Gauntlets typically issued to knights.",fist.wav,		5,				
	362,Katars,					16,	10,	0,		60,	0,	0,	0,	155,0,	0,	0,	0,	"A dagger with a perpendicular grip.",fist.wav,		6,				
	363,"Tiger Claws",			16,	5,	0,		65,	0,	0,	0,	167,0,	0,	0,	0,	"Three blades fitted to a bracer.",fist.wav,		7,				
	364,"Mithril Gauntlets",	16,	16,	0,		70,	0,	0,	0,	180,0,	0,	0,	0,	"A sturdy gauntlet of elven make.",fist.wav,		1,				
	365,Pata,					16,	16,	0,		75,	0,	0,	0,	192,0,	0,	0,	0,	"Sword-length blades that protrude from bracers",fist.wav,		2,				
	366,"Gauntlet Axe",			16,	19,	0,		80,	0,	0,	0,	205,0,	0,	0,	0,	"The simple addition of an axe blade makes for a deadly weapon.",fist.wav,		3,				
	367,"Adamantine Gauntlets",	16,	17,	0,		85,	0,	0,	0,	217,0,	0,	0,	0,	"Strikes with the force of a battering ram.",fist.wav,		4,				
	368,"Dragonbone Gauntlets",	16,	14,	0,		90,	0,	0,	0,	230,0,	0,	0,	0,	"Each knuckle sports a dragon claw.",fist.wav,		5,				
	369,"Gauntlets of Ogre Power",16,	18,	0,		95,	0,	0,	0,	242,0,	0,	0,	0,	"You feel like you could wrestle a giant wearing these.",fist.wav,		6,				
	370,"Debug Fist",			16,	15,	0,		0.0.1,0,	0,	0,	32000,0,	0,	0,	0,	"Intended for beta testers",fist.wav,		7,				
; staffs
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	400,Stick,					13,	2,	0,		0.0.1,0,	0,	0,	5,	0,	0,	0,	0,	"You can cast spells with it, but only barely.",staff.wav,		,				
	401,"Birch Wand",			13,	2,	0,		5.0.1,0,	0,	0,	17,	0,	0,	0,	0,	"A basic spell focus, suitable for stage magic.",staff.wav,		,				
	402,"Birch Rod",			13,	3,	0,		10.0.1,0,	0,	0,	30,	0,	0,	0,	0,	"Your teacher used this to enforce her no napping policy",staff.wav,		,				
	403,"Oak Wand",				13,	2,	0,		15.0.1,5,	0,	0,	42,	0,	0,	0,	0,	"A solid focus, if not very flexible.",staff.wav,		,				
	404,"Oak Rod",				13,	10,	0,		20.0.1,5,	0,	0,	55,	0,	0,	0,	0,	"As useful for physical self defense as for spellcasting.",staff.wav,		,				
	405,"Cedar Wand",			13,	8,	0,		25.0.1,23,	0,	0,	67,	0,	0,	0,	0,	"Smells nicer than oak.",staff.wav,		,				
	406,"Cedar Rod",			13,	6,	0,		30.0.1,23,	0,	0,	80,	0,	0,	0,	0,	"A good defensive weapon against giant moths.",staff.wav,		,				
	407,"Willow Wand",			13,	11,	0,		35.0.1,36,	0,	0,	92,	0,	0,	0,	0,	Flexible.,				staff.wav,		,				
	408,"Willow Rod",			13,	7,	0,		40.0.1,36,	0,	0,	105,0,	0,	0,	0,	"Popular among hags, this focus has a gnarled appearance.",staff.wav,		,				
	409,"Ash Wand",				13,	2,	0,		45.0.1,50,	0,	0,	117,0,	0,	0,	0,	"It's not the very best, but it's pretty good.",staff.wav,		,				
	410,"Ash Rod",				13,	5,	0,		50.0.1,50,	0,	0,	130,0,	0,	0,	0,	"It chose you.",		staff.wav,		,				
	411,"Walnut Wand",			13,	4,	0,		55.0.1,64,	0,	0,	142,0,	0,	0,	0,	"A well-crafted focus made out of fine wood.",staff.wav,		,				
	412,"Walnut Rod",			13,	6,	0,		60.0.1,64,	0,	0,	155,0,	0,	0,	0,	"You could be forgiven for thinking this was the leg of a desk.",staff.wav,		,				
	413,"Mahogany Wand",		13,	8,	0,		65.0.1,78,	0,	0,	167,0,	0,	0,	0,	"Well-polished with a rich color.",staff.wav,		,				
	414,"Mahogany Rod",			13,	11,	0,		70.0.1,78,	0,	0,	180,0,	0,	0,	0,	Fancy.,					staff.wav,		,				
	415,"Teak Wand",			13,	7,	0,		75.0.1,92,	0,	0,	192,0,	0,	0,	0,	"An excellent wand, carved from wood from the Far East.",staff.wav,		,				
	416,"Teak Rod",				13,	9,	0,		80.0.1,5,	0,	0,	205,0,	0,	0,	0,	"Sturdy enough to parry a sword.",staff.wav,		,				
	417,"Ebony Wand",			13,	12,	0,		85,	157,0,	0,	0,	0,	0,	0,	0,	"Cursed Staff of Zambini's Father.",staff.wav,		,				
	418,"Ebony Rod",			13,	5,	950,	90,	105,0,	20,	30,	0,	0,	0,	0,	"Leaves a burning impression.",staff.wav,		,				
	419,"Wand of the War Mage",	13,	9,	0,		95,	5,	0,	20,	35,	0,	0,	0,	0,	,						staff.wav,		,				
	420,"Debug Wand",			13,	1,	0,		0,	121,,	0,	32000,,	,	,	,	"Intended for beta testers only",staff.wav,		,				
;
; Darts
; NOTE: use this for a class with all 'plural' items.. so they read well as "Some X" (some pebbles, some rotten eggs..)
;
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	450,Stones,					17,	15,	0,		0.0.1,0,	0,	0,	5,	0,	0,	0,	0,	"Don't use this in a glass house.",dart.wav,		31.51.2.0.0,	
	451,Needles,				17,	13,	0,		5.0.1,0,	0,	0,	17,	0,	0,	0,	0,	"Can sometimes be found in haystacks.",dart.wav,		31.51.2.0.0,	
	452,Darts,					17,	13,	0,		10.0.1,,	,	0,	30,	,	,	,	,	"Like needles, but more aerodynamic.",dart.wav,		,				
	470,"Debug Dart",			17,	10,	0,		0.0.1,,	,	,	32000,,	,	,	,	"Intended for beta testers only.",,				31.51.2.0.0,	
;
; archery weapons (bows.bmp)
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	500,"Practice Bow",			14,	1,	0,		0,	0,	0,	0,	5,	0,	0,	0,	0,	"Not suitable for hunting anything more threatening than haybales.",bow.wav,		30.60.2.0.0,	
	501,"Short Bow",			14,	2,	0,		5,	0,	0,	0,	17,	0,	0,	0,	0,	"Light but lacking in punch.",bow.wav,		30.60.2.0.0,	
	502,"Hand Crossbow",		14,	16,	0,		10.0.1,,	,	0,	30,	,	,	,	,	"Compact but not very fast.",sword10.wav,	30.60.2.0.0,	
	520,"Debug Bow",			14,	3,	0,		0,	0,	0,	0,	32000,0,	0,	0,	0,	"Intended for beta testers only",bow.wav,		30.60.2.0.0,	
;
; Books
;	E#, name,						cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1							2	3	4		5	6	7	8	9	10	11	12	13	14
	550,"Walking Stick",		18,	10.1,0,		0,	0,	0,	0,	5,	0,	0,	0,	0,	"Nonmagical, but you can hit stuff with it.",sword5.wav,		,				
	551,"Birch Staff",			18,	2.1,0,		5.0.1,0,	0,	0,	17,	0,	0,	0,	0,	"The son of a birch.",	sword5.wav,		,				
	552,"Oak Staff",			18,	8.1,0,		10.0.1,,	,	0,	30,	,	,	,	0,	"Carved from extremely local wood.",sword5.wav,		,				
	570,"Debug Staff",			18,	3,	0,		0,	0,	0,	0,	32000,0,	0,	0,	0,	"Intended for beta testers only",sword5.wav,		,				
;
;
; musical instruments (music.bmp)
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	600,Bell,					15,	1,	0,		0,	0,	0,	0,	5,	0,	0,	0,	0,	Mouth-watering.,		music.wav,		31.70.2.0.0,	
	601,"Bone Chimes",			15,	2,	0,		5,	0,	0,	0,	17,	0,	0,	0,	0,	"Plays notes in a skeleton key.",drum2.wav,		31.71.2.0.0,	
	602,Maracas,				15,	3,	0,		10.0.1,,	,	,	30,	,	,	,	,	"In a pinch you can open them and eat the beans inside.",music2.WAV,		,				
	620,"Debug Lute",			15,	12,	0,		0.0.1,0,	0,	0,	32000,0,	0,	0,	0,	"For beta testers only.",drum2.wav,		31.72.2.0.0,	
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description SFX  ATTACK
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14			15	16
	650,Club,					19,	0.1,0,		0.0.1,0,	0,	0,	5,	0,	0,	0,	0,	"Just about as simple a weapon as you can get.",sword4.wav,		,				
	651,"Brass Club",			19,	1.1,0,		5.0.1,0,	0,	0,	17,	0,	0,	0,	0,	"Metal reinforcement increases weight.",sword4.wav,		,				
	652,"Spiked Club",			19,	0.1,0,		10.0.1,,	,	,	30,	,	,	,	0,	"Adding lots of pointy bits tends to improve things.",sword4.wav,		,				
	670,"Debug Mace",			19,	0.1,0,		0.1,0,	0,	0,	32000,0,	0,	0,	0,	,						,				,				

; boots
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	700,Footwraps,				20,	17,	0,		0.0.1,0.12,0,	5,	0,	0,	0,	0,	0,	"A glorified pair of socks. Keeps your feet warm.",,				,				
	701,Sandals,				20,	5,	0,		5.0.1,0.12,0,	17,	0,	0,	0,	0,	0,	"Simple leather sandals. Protects your feet from sharp rocks.",,				,				
	702,Moccasins,				20,	5,	,		10,	,	,	30,	,	,	,	,	,	"Simple footwear made from a single piece of leather. ",,				,				

; shields
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	800,Bracer,					21,	3,	0,		0.0.1,0,	0,	5,	0,	0,	0,	0,	0,	"Really just a piece of leather with a couple of straps.",,				,				
	801,"Boiled Bracer",		21,	3,	0,		5.0.1,0,	0,	17,	0,	0,	0,	0,	0,	"Boiling has hardened the leather, making it stronger.",,				,				
	802,Buckler,				21,	2,	0,		10.0.1,,	,	30,	,	,	,	,	0,	"A small parrying shield, designed for dueling.",,				,				

; rings
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	900,"Tarnished Ring",		22,	2,	0,		0.0.1,0,	0,	5,	0,	0,	0,	0,	0,	"This ring won't be attracting any maidens.",,				,				
	901,"Brass Ring",			22,	12,	0,		5.0.1,0,	0,	17,	0,	0,	0,	0,	0,	"Shiny, but not very valuable.",,				,				
	902,"Bronze Ring",			22,	9,	0,		10.0.1,,	,	30,	0,	,	,	,	0,	"Swapping out zinc for tin makes this ring more durable.",,				,				

; amulets
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14
	950,"Serpenthide Amulet",	23,	1,	0,		0,	0,	0,	0,	5,	0,	0,	0,	0,	"Green and scaly.",		,				,				
	951,"Brass Amulet",			23,	3,	0,		5,	0,	0,	0,	17,	0,	0,	0,	5,	"Proof that not all that glitters is gold.",,				,				
	952,"Bronze Amulet",		23,	3,	0,		10.0.1,,	,	,	30,	,	,	,	,	"Often awarded for coming in third place.",,				,				
;
; pets (note: these are handled very specially and can only be offered via the OFFER command
; and not the OFFER2 command).  arg3 is not an image#, it is the MONSTER ID of the monster which is
; to be 'sellable' in a shop.  The monsters statistics will be the pet statistics, so do not set
; the pet's stats in the ITEM table.  For example, here the 'level' entry just means the minimum
; player level before the player can purchase the pet.  the element entry does NOT specify the
; pet's element, which comes from the MONSTER table.  Make the MONSTER entry first.  I hope this
; isn't way too confusing.
;
; A "Pet Shop" is just a regular shop using the OFFER command with the pets enumerated, as in:
;
;    "OFFER 1000,1002"  (offers two pets only)
;
; You can NOT use the OFFER2 command with pets. (have I said that enough times yet?)
; And you can never sell a pet back to a storekeeper.
;
;	E#, name,					cl		Img		$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2		3		4		5	6	7	8	9	10	11	12	13	14
	1000,"Elf Ranger",			200,1000,2000,	10,	0,	0,	0,	0,	0,	0,	0,	0,	"A warrior from the forest.",,				,				
	1001,"Human Cleric",			200,1001,2000,	10,	0,	0,	0,	0,	0,	0,	0,	0,	"This is a pious one. The piest, even.",,				,				
	1002,"Gnoll Wizard",			200,1002,2000,	10,	0,	0,	0,	0,	0,	0,	0,	0,	"This seems inadvisable.",,				,				
	1003,"Cage #4",				200,	1003,	150000,	40,	0,	0,	0,	0,	0,	0,	0,	0,	"This one is a little mean. And he loves children, if you know what I mean."
	1004,"Cage #5",				200,	1004,	2000,	20,	0,	0,	0,	0,	0,	0,	0,	0,	"Your basic chicken, only not cowardly."
	1005,"Cage #6",				200,	1005,	20000,	25,	0,	0,	0,	0,	0,	0,	0,	0,	"A rugged free-range fighter."
	1006,"Cage #7",				200,	1006,	50000,	30,	0,	0,	0,	0,	0,	0,	0,	0,	"Likely to make you sit on your OWN #@&^!! eggs."
	1007,"Cage #8",				200,	1007,	90000,	35,	0,	0,	0,	0,	0,	0,	0,	0,	"Tastes like death."
	1008,"Cage #9",				200,	1008,	200000,	50,	0,	0,	0,	0,	0,	0,	0,	0,	"Note from 'Lefty': keep him well fed!"
	1009,"Cage #10",			200,	1009,	120000,	40,	0,	0,	0,	0,	0,	0,	0,	0,	"Cactrot asked us to take care of this one for a couple weeks"

; quest prize pets
	1020,"Cage #21",			200,	2000,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1021,"Cage #22",			200,	2001,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1022,"Cage #23",			200,	2002,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1023,"Cage #24",			200,	2003,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""

;-------------------------- ITEMS 1024-5119 are SINGLETON items.. user can have only one of EACH -----------------

	1024,"Jewelled Trident",		0,	0.1,0,		0.999.1,0,	0,	0,	0,	0,	0,	0,	0,	"A rare curio. You should take it to Aerwyna.",actor.wav,		,				
	1025,"Sea Hag's Cauldron",	,	1.1,,		0.999.1,,	,	,	,	,	,	,	,	"A rare curio. You should take it to Aerwyna.",,				,				
	5119,	"Forum",				201, 4, 0, 		0,	0,	0,	0,	0,	0,0,	0,	0,	"Forum.", 		"http://www.synthetic-reality.com/cgi-bin/ultimatebb.cgi"




;	
;	OFFER2 shop styles
;
; The script commands OFFER and OFFER2 let you populate the shop window with the items of your
; choice.  Here are some example commands for various specialty shops
;
;	// basic shop, levels 0-10, all items
;	OFFER2	0,10
;	OFFER2	5,15
;	OFFER2	10,20
;	OFFER2	15,25
;	OFFER2	20,30
;	OFFER2	25,35
;	
;	// specialty shops
;	OFFER2	0,30,10			;helmets-
;	OFFER2	0,30,11			;armor
;	OFFER2	0,30,12			;swords
;	OFFER2	0,30,13			;staffs
;	OFFER2	0,30,14			;bows
;	OFFER2	0,30,15			;music
;	OFFER2	0,30,16			;rh5
;	OFFER2	0,30,17			;rh6
;	OFFER2	0,30,18			;rh7
;	OFFER2	0,30,19			;rh8
;	OFFER2	0,30,20			;boots
;	OFFER2	0,30,21			;shields
;	OFFER2	0,30,22			;rings
;	OFFER2	0,30,23			;amulets

;
; Be sure to leave a blank line at the end of this file

