;-------------------
; character levels
;
; You can define various character 'classes' which control the
; basic limits of a character (what weapon they can hold in their
; right hand, whether they get magic points, the rate at which
; their levels increase, and some other things)
;
; But a character also has a LEVEL which starts at '1' and goes up along
; with experience points.
;
; This section lets you specify the experience points needed to attain each
; level, and lets you associate a name with each level, so your character
; can appear to evolve through various stages (mage, wizard, warlock, sorceror, etc.)
; even though REALLY only the actual level number is important.
;
; The first argument is a number which indicates the class and the level.  
;
;    arg0:		Class+Level (103 = warrior level 3, 203 = wizard level 3)
;    arg1:		[NO LONGER USED] Additional Experience points to attain level from previous level
;	 arg2:		Additional max HP earned when level is attained
;	 arg3:		Additional max MP earned when level is attained
;    arg4:      Level Name (use the same name for several levels in a row)
;
; These arguments are only valid for level 0 in each character class.  They control
; common aspects of the class
;
;	 arg5		(level 0 only)  magic-ratio
;	 arg6		(level 0 only)  right-hand weapon (1 - 8, or 0 if none (will use start_hand_training instead))
;
; Levels run from 1 to 98 maximum.  
;
; You only need to have entries for levels where you want the hp, mp, new spell, or
; level name to change.  Minimum experience levels are now computed automatically
; for you.  If you give an 'empty' level name (except for level 1 where it is
; mandatory) the previous name will be used for that level
;
; Note that LEVEL ZERO (100,200, etc) is a SPECIAL ENTRY which names the actual
; character class, and is not a level in of itself.  I know this is horribly
; confusing, but it is just so dang CONVENIENT to do it this way!
; So, for LEVEL 0 ONLY:  maxHP and maxMP are the starting levels of a new character
; in that class, level_name is the 'character class name' which appears in the
; new soul dialog box.  
;
; LEVEL ZERO is where you define a characters magic-ration and right-hand weapon.
; Their 'magic ratio' determines what percentage of their attack points are used for magic versus sword attack;
;
; Hence a MAGIC-USER would have a high magic ratio (80-90) while a SWORD-USER
; would have lower one (10-20), and some other characters might be more 50-50
; A character needs to be more than 50% in the respective sense in order to 
; equip swords or staffs.  For example a magic ratio > 50 would allow staff,
; < 50 would allow sword, and == 50 would allow both.
;
; The right-hand weapon controls which class of EQUIP item they can hold in their
; right hand (each class is hard-wired to a single right-hand item, but the
; world designer can define what those actual items are).  Between the combination
; of magic-ratio and right-hand you can create some interesting classes.  For example
; an ARCHER and a MAGIC-ARCHER might both have right-hand set to 'BOW' but different
; magic-ratios.  The magic-archer (with the higher magic-ratio) would be better at
; casting spells, but his actual bow-use would be weaker.
;
; The default (used in Evergreen) right-hand weapons are:
;
;	1	Sword
;	2	Staff
;	3	Bow
;	4	Musical Instrument
;   5   Fist
;   6   Dart
;   7   Book
;   8   Spirit
; 
; if you set arg6 to a value between 1 and 8, then characters of that class will always
; be born with level 5 training in that hand, no matter what the start_hand_pp option
; is for that hand. 
;
; But if you set this field to 0 (Version A57 and later, only), then no hand will be
; pre-trained unless you specifically use the start_hand_pp option.
;
; Setting this field to zero in versions of WoS before A57 will lead to a bug which can
; render the character unusable.  If you publish your world later than July 2001, you can
; probably ignore this comment :)
;
; OPTIONAL CHARACTER LIMITATIONS
;
; If you (as the world designer) like, you can apply certain special commands to each
; character class, generally to limit its access to element and hand training,  You
; place these commands (one per line) just after the introductory line of the class
; For example:
;
; The class name
;	100,	0,			20,		0,		"Sword-User",   10,				1
;    DESCRIPTION	"Warriors are often the first to battle, and last to leave...."
;    MAGIC_RATIO	10
;    HAND_RATIO		90
;    MAX_ABILITY 1,2,3,4,0
;    START_ELEMENT_PP 556,1251,2143,3334,5001,7501,11667,20001		<-- no particular sense to these example values, just levels in order
;    MAX_ELEMENT_PP 1251,2143,3334,5001,7501,11667,20001,45001
;    START_HAND_PP 557,1251,2143,3334,5001,7501,11667,20001
;    MAX_HAND_PP 1251,2143,3334,5001,7501,11667,20001,45001
; now the class levels
;	101,	0,			1,		0,		"Barbarian"
;   etc.
;
; Each command is optional and applies only to the class within which is is embedded.  You
; must provide the information in a fixed syntax
;
;   DESCRIPTION - short text which appears on character creation dialog.  Put text in double quotes
;	MAGIC_RATIO - 0 to 100, specifies effectiveness with magical attacks
;   HAND_RATIO - 1-100, specifies effectiveness of non-magical attacks.  If you set to '0' it will use "100 - magic ratio"
;   MAX_ABILITY str, wis, sta, agi, dex  - must have 5 values in that order.  Max is still 255 each
;   START_ELEMENT_PP  ...   must have 8 values, in order of elements.  sets initial training level
;   MAX_ELEMENT_PP ... must have 8 values, in order of elements.  sets max possible training
;   START_HAND_PP ... mmust have 8 values, in order of hands. sets initial right-hand training
;   MAX_HAND_PP ...  must have 8 values, in order of hands. sets max right-hand training.
;   AUTO_MAX minHP, maxHP, minMP, maxMP, startMPLevel  .. must have five values.  sets rate of HP/MP maximums
;				initial level 0 HP will be minHP, final level 100 HP will be maxHP
;				magic works the same, only the fifth arg (startMPLevel) lets you postpone first MP.
;				NOTE: Actual maximums will be a little lower than you specify because of curve-shaping
;	START_LOCATION  <map>, <link>  - let's you set where a newly created character will appear on their first
;				incarnation, based on class.  (so all elves can be born in Elf Town, for example).  Otherwise, they
;				will appear above link 0 on map 0.  It is your responsibility to make sure the map and link specified
;				actually exist and 'make sense' (it would be cruel to incarnate a newbie in a tough spot)
;   MAX_WALLET nn  - Further limits wallet size to this value, including zero. (cannot make wallets BIGGER than
;					 normal game restrictions.
;   NO_GIFTS - Indicates that class cannot receive money or items from other players.  (but from scripts is OK)
;   START_ITEMS 1, 2, 3, ..  - let's you give character up to 8 items right at start of game.  
;					          Use valid Item number only
;   START_TOKENS 1, 2, 3...  - let's you give character up to 8 tokens right at start of game.  
;							  use valid token numbers only
;
; Note that the 'preferred right hand training' of each class will always be level 5 at start, no 
; matter what START_HAND_PP says.  This is for compatibility with existing worlds.  Sorry.
;
; PP Levels
;
; The PP required for each level grows according to a nasty equation, but here are the PP
; limits as of the time of this writing.
;
; level 0		PP 0 - 555
; level 1		PP 556 - 1250
; level 2		PP 1251 - 2142
; level 3		PP 2143 - 3333
; level 4		PP 3334 - 5000
; level 5		PP 5001 - 7500
; level 6		PP 7501 - 11666
; level 7		PP 11667 - 20000
; level 8		PP 20001 - 45000
; level 9		PP 45000 - 1000000 (one million)(you approach level 9.9999999 asymptotically)
;
; Note that is the total PP which affects your skill and the level numbers are somewhat arbitrary
; so a training level 3 with 3333 PP will hit harder than a training level 3 with 2143 PP
;




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; First the Warrior levels (100 + level #)
;  CCLL	    ???????.	MaxHP	maxMP	Level_name		Magic Ratio		Right-Hand
;	0		1			2		3		4				5				6
;
; The class name
	100,	0,			1900,		1100,		"Sword-User",   10,				1
DESCRIPTION	"Warriors are often the first to battle, and last to leave.  Though mightiest with blade, they eventually pick up some minor magical skills"
AUTO_MAX	1900, 115000,  1100, 111200,  0
; now the class levels
	101,	0,			1,		0,		"Barbarian"
	105,	0,			2,		0,		"Fighter"
	110,	0,			5,		0,		"Soldier"
	120,	0,			8,		10,		"Warrior"
	130,	0,			10,		0,		"Ranger"
	140,	0,			14,		10,		"Dragoon"
	150,	0,			22,		0,		"Knight"
	160,	0,			28,		20,		"Templar"
	170,	0,			36,		0,		"Paladin"
	180,	0,			50,		20,		"Conqueror"
	190,	0,			65,		0,		"Emperor"
;
;---
; Now the Wizard levels (200 + level #)
;  CCLL	    ???			MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	200,	0,			1100,		1900,		"Magic-User",		90,				2
DESCRIPTION	"No one trusts a magician.  Their arcane activities are opaque to the outsider. Yet their hearts beat to the same rhythm."
AUTO_MAX	1100, 1900000,  1900, 1125000,  0	
; the class levels
	201,	0,			1,		2,		"Shaman"
	205,	0,			2,		5,		"Enchanter",		
	210,	0,			4,		10,		"Magician",			
	220,	0,			7,		15,		"Conjuror",			
	230,	0,			8,		15,		"Mage",				
	240,	0,			11,		20,		"Wizard",			
	250,	0,			18,		25,		"Sorcerer",			
	260,	0,			22,		30,		"Thaumaturge",		
	270,	0,			28,		35,		"Demonologist",		
	280,	0,			40,		40,		"Necromancer"
	290,	0,			55,		55,		"Deity",
;			
;---
; Now the Archer levels (300 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	300,	0,			1600,	1400,		"Bow-User",			40,				3
DESCRIPTION	"Archers tend to be aloof, as their elegant weapons do not require such closed quarters. But only a narrow shaft stands between them and their doom."
AUTO_MAX	1600, 114800,  1400, 111500,  0	
; the class levels
	301,	0,			2,		2,		"Stringer"			
	305,	0,			4,		3,		"Shafter",		
	310,	0,			6,		6,		"Bowman",			
	320,	0,			9,		9,		"Arrow Head",			
	330,	0,			12,		11,		"Archer",				
	340,	0,			15,		16,		"Long Arrow",			
	350,	0,			20,		20,		"Boltman",			
	360,	0,			25,		22,		"Master Bowman",		
	370,	0,			32,		27,		"Arbelest",		
	380,	0,			48,		32,		"Master Archer"
	390,	0,			65,		40,		"Quiver Lord",
;
;	
;---
; Now the MUSE levels (400 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	400,	0,			1400,		1600,		"Music-User",		60,				4
DESCRIPTION	"Everyone loves a good song, but people take notice when a muse in the vicinity. Trained in the dark side of melody, their instruments can kill."
AUTO_MAX	1400, 113600,  1600, 111500,  5	
; the class levels
	401,	0,			1,		2,		"Castrati"			
	405,	0,			2,		5,		"Novice",		
	410,	0,			5,		10,		"Hummer",			
	420,	0,			8,		15,		"Yodeler",			
	430,	0,			10,		15,		"Crooner",				
	440,	0,			12,		20,		"Chanter",			
	450,	0,			15,		25,		"Singer",			
	460,	0,			20,		30,		"Musician",		
	470,	0,			30,		35,		"Troubador",		
	480,	0,			50,		40,		"Virtuoso"
	490,	0,			65,		55,		"Muse",

;
;	
;---
; Now the FIST levels (500 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	500,	0,			1950,		1050,		"Fist-User",		5,				5
DESCRIPTION	"These feisty warriors take a hands-on approach, with a minimum of metal between their fists and their enemy's tender parts. They also disdain the use of magic."
AUTO_MAX	1950, 114600,  1050, 111300,  0	
; the class levels
	501,	0,			2,		1,		"Baby"			
	505,	0,			3,		2,		"Punk",		
	510,	0,			7,		4,		"Bully",			
	520,	0,			10,		7,		"Scrapper",			
	530,	0,			12,		9,		"Tussler",				
	540,	0,			14,		11,		"Rumbler",			
	550,	0,			22,		15,		"Brawler",			
	560,	0,			28,		18,		"Contender",		
	570,	0,			36,		21,		"Boxer",		
	580,	0,			50,		24,		"Pugilist"
	590,	0,			65,		27,		"Heavyweight",


;
;	
;---
; Now the DART levels (600 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	600,	0,			1800,		1200,		"Dart-User",		20,				6
DESCRIPTION	"These shy fighters prefer to lurk in the shadows, from which they can hurl sharp objects at their enemies with minimum chance of personal injury."
AUTO_MAX	1800, 116000,  1200, 111500,  0	
; the class levels
	601,	0,			1,		1,		"Camper"			
	605,	0,			2,		2,		"Pitcher",		
	610,	0,			5,		4,		"Hurler",			
	620,	0,			8,		6,		"Pelter",			
	630,	0,			10,		8,		"Lobber",				
	640,	0,			12,		11,		"Sniper",			
	650,	0,			15,		15,		"Shadow",			
	660,	0,			20,		20,		"Assassin",		
	670,	0,			30,		25,		"Ballista",		
	680,	0,			50,		30,		"Catapulter"
	690,	0,			65,		35,		"Ninja",


;
;	
;---
; Now the BOOK levels (700 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	700,	0,			1300,	1700,		"Book-User",		70,				7
DESCRIPTION	"Education is key with these fighters. Their vast knowledge of arcane lore gives them almost magical powers."
AUTO_MAX	1300, 113400,  1700, 112200,  0	
; the class levels
	701,	0,			1,		2,		"Flunky"			
	705,	0,			2,		5,		"Diletante",		
	710,	0,			5,		8,		"Pupil",			
	720,	0,			8,		12,		"Student",			
	730,	0,			10,		14,		"Tutor",				
	740,	0,			12,		16,		"Instructor",			
	750,	0,			15,		19,		"Teacher",			
	760,	0,			20,		23,		"Professor",		
	770,	0,			30,		30,		"Scholar",		
	780,	0,			50,		35,		"Researcher"
	790,	0,			65,		55,		"Pundit",


;
;	
;---
; Now the SPIRIT levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	800,	0,			1200,		1800,		"Spirit-User",		80,				8
DESCRIPTION	"These deeply religious souls act as mediums, channeling the forces of spirits from another domain. They are also skillful magicians."
AUTO_MAX	1200, 113800,  1800, 112200,  0	
; the class levels
	801,	0,			1,		5,		"Charlatan"			
	805,	0,			2,		8,		"Gentile",		
	810,	0,			4,		15,		"Medium",			
	820,	0,			6,		20,		"Preacher",			
	830,	0,			8,		25,		"Channeler",				
	840,	0,			10,		30,		"Priest",			
	850,	0,			13,		35,		"Monastic",			
	860,	0,			16,		40,		"Bishop",		
	870,	0,			19,		45,		"Spirit Guide",		
	880,	0,			24,		50,		"Ecclesiast"
	890,	0,			65,		55,		"Oracle",

;	
;---
; Now the OLD SCAVENGER levels (900 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	900,	0,			1450,		1450,		"X-treme!",			5,				0
DESCRIPTION	"Members of this class reject the filthy contamination of gold or gifts.  They use only what they find after battle.  They are EXTREME Hard-Core, Old-School!.  They are also a bit weak."
AUTO_MAX	1450, 112800,  1450, 112200,  0	
MAX_WALLET	0		; these guys don't believe in money
NO_GIFTS			; these guys can't accept stuff from other players
MAGIC_RATIO	45
HAND_RATIO	45
START_HAND_PP 1000,1000,1000,1000,1000,1000,1000,1000
MAX_HAND_PP 5000,5000,5000,5000,5000,5000,5000,5000
MAX_ABILITY 100,100,100,100,100

; the class levels
	901,	0,			1,		5,		"X-Fool"			
	905,	0,			2,		8,		"X-Prude",		
	910,	0,			4,		15,		"X-Oppressor",			
	920,	0,			6,		20,		"X-Steward",			
	930,	0,			8,		25,		"X-Tyrant",				
	940,	0,			10,		30,		"X-Stoic",			
	950,	0,			13,		35,		"X-Disciple",			
	960,	0,			16,		40,		"X-Purist",		
	970,	0,			19,		45,		"X-Ascetic",		
	980,	0,			24,		50,		"X-Spartan"
	990,	0,			65,		55,		"X-Hardcore",

;	
;---
; Now the BEGGAR levels (1000 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	1000,	0,			1500,	1500,		"Beggar",		50,				5
DESCRIPTION	"These filthy beggars depend upon your largesse for their success."
AUTO_MAX	1500, 113200,  1500, 112200,  0	
MAX_WALLET	100		; these guys don't have MUCH money
MAGIC_RATIO	50
HAND_RATIO	50
; the class levels
	1001,	0,			1,		5,		"Hobo"			
	1005,	0,			2,		8,		"Transient",		
	1010,	0,			4,		15,		"Stricken",			
	1020,	0,			6,		20,		"Pauper",			
	1030,	0,			8,		25,		"Leech",				
	1040,	0,			10,		30,		"Tramp",			
	1050,	0,			13,		35,		"Pleader",			
	1060,	0,			16,		40,		"Supplicant",		
	1070,	0,			19,		45,		"Indigent",		
	1080,	0,			24,		50,		"Vagabond"
	1090,	0,			65,		55,		"Mendicant",


;	
;---
; Now the SPARTAN levels (1100 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	1100,	0,			1750,		1600,		"Scavenger",		80,				0
DESCRIPTION	"Members of this class reject the filthy contamination of gold or gifts.  They use only what they find after battle."
AUTO_MAX	1750, 112800,  1600, 112200,  0	
MAX_WALLET	0		; these guys don't believe in money
NO_GIFTS			; these guys can't accept stuff from other players
MAGIC_RATIO	60
HAND_RATIO	75
START_HAND_PP 3334,3334,3334,3334,3334,3334,3334,3334

; the class levels
	1101,	0,			1,		5,		"Fool"			
	1105,	0,			2,		8,		"Prude",		
	1110,	0,			4,		15,		"Oppressor",			
	1120,	0,			6,		20,		"Steward",			
	1130,	0,			8,		25,		"Tyrant",				
	1140,	0,			10,		30,		"Stoic",			
	1150,	0,			13,		35,		"Disciple",			
	1160,	0,			16,		40,		"Purist",		
	1170,	0,			19,		45,		"Ascetic",		
	1180,	0,			24,		50,		"Spartan"
	1190,	0,			65,		55,		"Hardcore",

;
;---
; now the god levels (1200 + level #)
;	CCLL	Exp_Pts.	MapHP	maxMP	Level_name		Magic-ratio		Right-Hand
;	0		1			2		3		4				5				6
;
; The class name
	1200,	0,			1200,		1200,		"God",			80,				80
DESCRIPTION "The members of the class are not know about yet. Many people fear these though.
AUTO_MAX	1200, 112000, 1200, 112000, 0
MAGIC_RATIO 80
HAND_RATIO	80

; the classes levels
	1201,	0,			5,		5,		"Lost"
	1205,	0,			10,		10,		"Soul",
	1210,	0,			15,		15,		"Purity",
	1220,	0,			20,		20,		"Enchanter",
	1230,	0,			25,		25,		"Entity",
	1240,	0,			30,		30,		"Oracle",
	1250,	0,			35,		35,		"Giude",
	1260,	0,			40,		40,		"Tutor",
	1270,	0,			45,		45,		"Demonologist",
	1280,	0,			50,		50,		"Psychic",
	1290,	0,			55,		55,		"GOD",


;
;---
; now the WEAK levels (1300 + level #)
;	CCLL	Exp_Pts.	MapHP	maxMP	Level_name		Magic-ratio		Right-Hand
;	0		1			2		3		4				5				6
;
; The class name
	1300,	0,			2000,		2000,		"WEAK",			80,				80
DESCRIPTION "The members of the class are not know about yet. Many people fear these though.
AUTO_MAX	2000, 119999, 2000, 119999, 0
MAGIC_RATIO 	30
HAND_RATIO	30

; the classes levels
	1301,	0,			100,		100,		"Lost"
	1305,	0,			200,		200,		"Soul",
	1310,	0,			300,		300,		"Purity",
	1320,	0,			400,		400,		"Enchanter",
	1330,	0,			500,		500,		"Entity",
	1340,	0,			600,		600,		"Oracle",
	1350,	0,			700,		700,		"Giude",
	1360,	0,			800,		800,		"Tutor",
	1370,	0,			900,		900,		"Demonologist",
	1380,	0,			1000,		1000,		"Psychic",
	1390,	0,			1100,		1100,		"WEAK",


;
;---
; now the MAGIC-HEAVY levels (1400 + level #)
;	CCL		Exp_Pts.	MaxHP	MaxMP	Level_name		Magic-ratio		Right-Hand
;	0		1			2		3		4				5				6
;
; the class name
	1400,	0,			900,		900,		"MAGIC-HEAVY",	100,			80
DESCRIPTION	"These member put their strength on their spells."
AUTO_MAX	900, 99999, 900, 9999999, 0
MAGIC_RATIO	100
HAND_RATIO	0
START_TOKENS	

; the class levels
	1401,	0,			10,			10,			"1st Wave"
	1405,	0,			15,			15,			"1st Wave",
	1410,	0,			20,			20,			"2nd Wave",
	1420,	0,			30,			30,			"3rd Wave",
	1430,	0,			40,			40,			"4th Wave",
	1440,	0,			50,			50,			"5th Wave",
	1450,	0,			60,			60,			"6th Wave",
	1460,	0,			70,			70,			"7th Wave",
	1470,	0,			80,			80,			"8th Wave",
	1480,	0,			90,			90,			"9th Wave",
	1490,	0,			100,		100,		"Master Magic",


;
;---
; now the HAND-HEAVY levels (1500 + level #)
;	CCLL	Exp_Pts.	MaxHP	MaxMP	Level_name		Magic-ratio		Right-Hand
;	0		1			2		3		4				5				6
;
; the class name
	1500,	0,			900,		900,		"HAND-HEAVY",	0,				80
DESCRIPTION	"These members put their strength into their hands."
AUTO_MAX	900, 999999, 900, 9999999, 0
MAGIC_RATIO	0
HAND_RATIO	100
START_TOKENS	

; the class levels
	1501,	0,			10,			10,			"1st Wave"
	1505,	0,			15,			15,			"1st Wave",
	1510,	0,			20,			20,			"2nd Wave",
	1520,	0,			30,			30,			"3rd Wave",
	1530,	0,			40,			40,			"4th Wave",
	1540,	0,			50,			50,			"5th Wave",
	1550,	0,			60,			60,			"6th Wave",
	1560,	0,			70,			70,			"7th Wave",
	1570,	0,			80,			80,			"8th Wave",
	1580,	0,			90,			90,			"9th Wave",
	1590,	0,			100,		100,		"Master Hand",




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