;
; 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:
; 
;				(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)
;
;	// 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
;
;				* 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.
;
;				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
;
;				* 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,		"Health Potion",		0,			0,	10,		0,		0,	0,	0,	0,	50,		0,		0,	80,	"A tiny heath potion.", 							useItem.wav,			,
	2,		"Mana Potion",		0,			1,	10,		0,		0,	0,	0,	0,	0,		50,		0,	80,	"A tiny magic potion.", 							useItem.wav,			,
	3,		"Poison Antidote",	1,			2,	25,		0,		0,	0,	0,	0,	0,		0,		-2,	80,	"Cures poison."									useItem.wav,			,
	4,		"Sap Antidote",		1,			3,	25,		0,		0,	0,	0,	0,	0,		0,		-3,	80,	"Cures sap."										useItem.wav,			,				
	5,		"Health Balm",		0,			4,	50,		0,		0,	0,	0,	0,	250,	0,		0,	10,	"A small health potion.", 						useItem.wav,			,	
	6,		"Mana Balm",			0,			5,	50,		0,		0,	0,	0,	0,	0,		250,	0,	10,	"A small magic potion.", 						useItem.wav,			,	
	7,		"Health Chalice",	0,			6,	100,	0,		0,	0,	0,	0,	500,	0,		0,	10,	"A medium health potion.",						useItem.wav,			,
	8,		"Mana Chalice",		0,			7,	100,	0,		0,	0,	0,	0,	0,		500,	0,	10,	"A medium magic potion.",						useItem.wav,			,
	9,		"Health Goblet",		0,			8,	200,	0,		0,	0,	0,	0,	1000,	0,		0,	5,	"A large health potion.",						useItem.wav,			,				
	10,		"Mana Goblet",		0,			9,	200,	0,		0,	0,	0,	0,	0,		1000,	0,	5,	"A large magic potion.",							useItem.wav,			,				
	11,		"Health Grail",		0,			10,	500,	0,		0,	0,	0,	0,	2500,	0,		0,	1,	"A huge health potion.",							useItem.wav,			,							
	12,		"Mana Grail",		0,			11,	500,	0,		0,	0,	0,	0,	0,		2500,	0,	1,	"A huge magic potion.",							useItem.wav,			,				
	13,		Vitrim,				0,			12,	1000,	0,		0,	0,	0,	0,	5000,	0,		0,	1,	"A full health recharge.",						useItem.wav,			,											
	14,		Aliantha,			0,			13,	1000,	0,		0,	0,	0,	0,	0,		5000,	0,	1,	"A full magic recharge.",						useItem.wav,			,		
	96,		"TP Special",		4.0.7.0.0,	14,	0,		22.0.1,	0,	0,	0,	0,	0,		0,		0,	-1,	"Warps you to the Tickets.",					BOOM3.WAV,				,
	97,		"TP Town",			4.0.10.7.0,	15,	0,		22.0.1,	0,	0,	0,	0,	0,		0,		0,	-1,	"Warps you to the Town.",						warp.wav,				,				
	98,		"TP Library",		4.0.3.6.0,	15,	0,		0.0.1,	0,	0,	0,	0,	0,		0,		0,	-1,	"Warps you to the Library.",					warp.wav,				,				
	99,		"TP Chapel",			4.0.0.0.0,	15,	0,		0.0.1,	0,	0,	0,	0,	0,		0,		0,	-1,	"Warps you to the Chapel.",						warp.wav,				,				
	100,	"TP Tower",			4.0.5.3.0,	15,	0,		22.0.1,	0,	0,	0,	0,	0,		0,		0,	-1,	"Warps you to the Tower.",						warp.wav,				,				
	101,	"Glasses"			23,			10,	0,		0.0.1,	0,	0,	-66,	-66,0,		0,		0,	0,	"Mysteroius glasses."							,					,
	196,	"Cerberus Stone",	100,		17,	99000,	50,		0,	0,	0,	0,  0,		0,		5,	1,	"Magic Stone, increases strength.",				stones.wav,				,				
	197,	"Dragon Stone",		101,		18,	99000,	50,		0,	0,	0,	0,	0,		0,		5,	1,	"Magic Stone, increases wisdom.",					stones.wav,				,				
	198,	"Gryphon Stone",		102,		19,	99000,	50,		0,	0,	0,	0,	0,		0,		5,	1,	"Magic Stone, increases stamina.",				stones.wav,				,				
	199,	"Chimera Stone",		103,		20,	99000,	50,		0,	0,	0,	0,	0,		0,		5,	1,	"Magic Stone, increases agility.",				stones.wav,				,				
	200,	"Gargolye Stone",	104,		21,	99000,	50,		0,	0,	0,	0,	0,		0,		5,	1,	"Magic Stone, increases dexterity.",				stones.wav,				,	
	666,	"Castle Adventure", 201,			22,	0,		0.0.0.1,0,	0,	0,	0,	0,		0,		0,	666,"Play the Castle Adventure Game",					"Castle_Adventure.exe",		,

; LvL 99 Stuff
;	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
	
	3180,	"Helm from Hell",	10,	11,	500000,	99.0.1,	0,		0,	215,60,	0,	0,	0,	-1,	"Said to have been worn by The Void himself.",		,			,				
	3181,	"Chaos Plating",		11,	9,	500000,	99.0.1,	0,		0,	50,	230,0,	0,	0,	-1,	"High attack, damn low defense.",					,			,				
	3182,	"Blade of Doom",		12,	10,	500000,	99.0.1,	0.11,	0,	10,	255,0,	0,	0,	-1,	"The name says it all.",								sword1.wav,		5.0.3.0.3,		
	3183,	"Staff of Blood",	13,	3,	500000,	99.0.1,	15,		0,	255,10,	0,	0,	0,	-1,	"Darkness...",										,			,				
	3184,	"Ghost Bow",			14,	4,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Shoots invisable arrows",							arrow.wav,		30.63.2.0.4,	
	3185,	"Dirge of Death",	15,	7,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Good... Evil... it's all the same.",				music1.wav,		31.72.2.0.5,	
	3186,	"Blood Knuckles",	16,	1,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Don't want to get your hands dirty? No problem.",		fist.wav,		4.0.2.0.5,		
	3187,	"Sickled Shiruken",	17,	8,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Classic ninja weapon.",								dart.wav,		31.61.2.0.0,	
	3188,	"Book of the Dead",	18,	12,	500000,	99.0.1,	709,	0,	10,	255,0,	0,	0,	-1,	"Where did who die? Ah, here it is.",				book.wav,		31.58.2.3.2,	
	3189,	"The Curse of Kai",	19,	7,	500000,	99.0.1,	759,	0,	10,	255,0,	0,	0,	-1,	"Said to grant immortality, but at what price...",		talisman.wav,	31.80.3.7.3,	
	3190,	"Demon Gaiter",		20,	1,	500000,	99.0.1,	0.10,	0,	230,50,	0,	0,	0,	-1,	"Boots worn by the demon Etrigan.",					,			,				
	3191,	"Silver Shield",		21,	9,	500000,	99.0.1,	0,		0,	50,	225,0,	0,	0,	-1,	"Shield my ass.",									,			,				
	3192,	"Ring of Jahn",		22,	1,	500000,	99.0.1,	0,		0,	40,	255,0,	0,	0,	-1,	"Said to hold the essence of pure evil.",			,			,				
	3193,	"Amulet of Tormad",	23,	6,	500000,	99.0.1,	0.12,	0,	255,50,	0,	0,	0,	-1,	"Amulet used by Tormad to guide him out of the pits.",	,			,				
	
	4194,	"Kinght's Helm",		10,	6,	500000,	99.0.1,	0,		0,	255,20,	0,	0,	0,	-1,	"Helm of Justice.",									,			,				
	4195,	"Mirror Armor",		11,	1,	500000,	99.0.1, 0,		0,	255,25,	0,	0,	0,	-1,	"Reflects attacks back upon enemies.",				,			,				
	4196,	"Sword of Sai",		12,	3,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Sword used by Daniel to defeat his rival Leinad.",		saber1.wav,		5.0.3.0.3,		
	4197,	"Staff of Solomon",	13,	6,	500000,	99.0.1,	25,		0,	255,10,	0,	0,	0,	-1,	"A mere walking staff, or something more?",			,			,				
	4198,	"Bow of Vitality",	14,	6,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Said to have regenerative properties.",			arrow.wav,		30.63.2.0.4,	
	4199,	"Angel's Harp",		15,	2,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Harp of the Heavens.",								music1.wav,		31.72.2.0.5,	
	4200,	"Gods Right Hand",	16,	5,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Gaulents blessed by The Almighty himself.",			fist.wav,		4.0.2.0.5,		
	4201,	"Sacred Sai",		17,	5,	500000,	99.0.1,	0,		0,	10,	255,0,	0,	0,	-1,	"Power flows from it's tip.",						dart.wav,		31.61.2.0.0,	
	4202,	"Book of Life",		18,	6,	500000,	99.0.1,	709,	0,	10,	255,0,	0,	0,	-1,	"Holds the power of creation in its pages.",			book.wav,		31.58.2.3.2,	
	4203,	"Talisman of Hope",	19,	4,	500000,	99.0.1,	759,	0,	10,	255,0,	0,	0,	-1,	"Lights even the darkest depths.",					talisman.wav,	31.80.3.7.3,	
	4204,	"Adamantine Gaiter",20,	5,	500000,	99.0.1,	0.10,	0,	255,25,	0,	0,	0,	-1,	"Forged of the strongest metal.",					,			,				
	4205,	"Cross Shield",		21,	4,	500000,	99.0.1,	0.11,	0,	255,20,	0,	0,	0,	-1,	"Shield of Faith.",									,			,				
	4206,	"Ring of Jei",		22,	1,	500000,	99.0.1,	0.12,	0,	40,	255,0,	0,	0,	-1,	"Magic ring with unknown powers.",					,			,				
	4207,	"Saphaire Amulet",	23,	4,	500000,	99.0.1,	0,		0,	255,50,	0,	0,	0,	-1,	"Said to grant the wearer clairvoyance.",			,			,				
	
	5000,	"Dynasty's Amulet",	23,	9,	0,		99.0.1, 0.12,	0,	255,255,0,	0,	0,	-1,	"The fabled Amulet of Dynasty.",						,			,				
	5001,   "Ring of Dynasty",  22,	1,	0,		99.0.1, 0.12,	0,	255,255,0,	0,	0,	-1,	"The fabled Ring of Dynasty.",						,			,


; Helmets
;	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
	
	201,"Rusty Helmet",			10,	1,	100,	2,	0,	0,	5,	0,	0,	0,	0,	5,	,				,				,				
	203,"Brittle Helmet",		10,	2,	200,	6,	0,	0,	15,	0,	0,	0,	0,	4,	,				,				,				
	205,"Leather Helmet",		10,	3,	300,	10,	0,	0,	25,	0,	0,	0,	0,	3,	,				,				,				
	207,"Weathered Helmet",		10,	4,	400,	14,	0,	0,	35,	0,	0,	0,	0,	2,	,				,				,				
	209,"Lead Helmet",			10,	5,	500,	18,	0,	0,	40,	5,	0,	0,	0,	1,	,				,				,				
	211,"Light Helmet",			10,	6,	600,	22,	0,	0,	50,	5,	0,	0,	0,	1,	,				,				,				
	213,"Brass Helmet",			10,	7,	700,	26,	0,	0,	55,	10,	0,	0,	0,	1,	,				,				,				
	215,"Reinforced Helmet",		10,	8,	800,	30,	0,	0,	65,	10,	0,	0,	0,	1,	,				,				,				
	217,"Bronze Helmet",			10,	9,	900,	34,	0,	0,	70,	15,	0,	0,	0,	1,	,				,				,				
	219,"Hardened Helmet",		10,	10,	1000,	38,	0,	0,	80,	15,	0,	0,	0,	1,	,				,				,				
	221,"Iron Helmet",			10,	11,	1100,	42,	0,	0,	85,	20,	0,	0,	0,	1,	,				,				,				
	223,"Titanium Helmet",		10,	1,	1200,	46,	0,	0,	95,	20,	0,	0,	0,	1,	,				,				,				
	225,"Steel Helmet",			10,	2,	1300,	50,	0,	0,	100,25,	0,	0,	0,	1,	,				,				,				
	227,"Obsidian Helmet",		10,	3,	1400,	54,	0,	0,	110,25,	0,	0,	0,	1,	,				,				,				
	229,"Silver Helmet",			10,	4,	1500,	58,	0,	0,	115,30,	0,	0,	0,	1,	,				,				,				
	231,"Heavy Helmet",			10,	5,	1600,	62,	0,	0,	125,30,	0,	0,	0,	1,	,				,				,				
	233,"Golden Helmet",			10,	6,	1700,	66,	0,	0,	130,35,	0,	0,	0,	1,	,				,				,				
	235,"Spiked Helmet",			10,	7,	1800,	70,	0,	0,	140,35,	0,	0,	0,	1,	,				,				,				
	237,"Platinum Helmet",		10,	8,	1900,	74,	0,	0,	145,40,	0,	0,	0,	1,	,				,				,				
	239,"Emerlad Helmet",		10,	9,	2000,	78,	0,	0,	155,40,	0,	0,	0,	1,	,				,				,				
	241,"Quartz Helmet",			10,	10,	2100,	82,	0,	0,	160,45,	0,	0,	0,	1,	,				,				,				
	243,"Diamond Helmet",		10,	11,	2200,	86,	0,	0,	170,45,	0,	0,	0,	1,	,				,				,				
	245,"Mithril Helmet",		10,	1,	2300,	90,	0,	0,	175,50,	0,	0,	0,	1,	,				,				,				


; Armor
;	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
	
	250,"Rusted Tunic",			11,	1,	100,	2,	0,	0,	5,	0,	0,	0,	0,	5,	,				,				,				
	251,"Old Brestplate",		11,	2,	200,	6,	0,	0,	15,	-2,	0,	0,	0,	4,	,				,				,				
	253,"Leather Armor",			11,	3,	300,	10,	0,	0,	25,	0,	0,	0,	0,	3,	,				,				,				
	255,"Weathered Armor",		11,	4,	400,	14,	0,	0,	35,	-2,	0,	0,	0,	2,	,				,				,				
	257,"Lead Brestplate",		11,	5,	500,	18,	0,	0,	45,	0,	0,	0,	0,	1,	,				,				,				
	259,"Light Armor",			11,	6,	600,	22,	0,	0,	55,	-2,	0,	0,	0,	1,	,				,				,				
	261,"Brass Torso",			11,	7,	700,	26,	0,	0,	65,	0,	0,	0,	0,	1,	,				,				,				
	263,"Reinforced Armor",		11,	8,	800,	30,	0,	0,	75,	-2,	0,	0,	0,	1,	,				,				,				
	265,"Bronze Armor",			11,	9,	900,	34,	0,	0,	85,	0,	0,	0,	0,	1,	,				,				,				
	267,"Hardened Armor",		11,	10,	1000,	38,	0,	0,	95,	-2,	0,	0,	0,	1,	,				,				,				
	269,"Iron Armor",			11,	1,	1100,	42,	0,	0,	105,0,	0,	0,	0,	1,	,				,				,				
	271,"Titanium Armor",		11,	2,	1200,	46,	0,	0,	115,-2,	0,	0,	0,	1,	,				,				,				
	273,"Steel Armor",			11,	3,	1300,	50,	0,	0,	125,0,	0,	0,	0,	1,	,				,				,				
	275,"Obsidian Armor",		11,	4,	1400,	54,	0,	0,	135,-2,	0,	0,	0,	1,	,				,				,				
	277,"Silver Armor",			11,	5,	1500,	58,	0,	0,	145,0,	0,	0,	0,	1,	,				,				,				
	279,"Heavy Armor",			11,	6,	1600,	62,	0,	0,	155,-2,	0,	0,	0,	1,	,				,				,				
	281,"Golden Armor",			11,	7,	1700,	66,	0,	0,	165,0,	0,	0,	0,	1,	,				,				,				
	283,"Spiked Armor",			11,	8,	1800,	70,	0,	0,	175,-2,	0,	0,	0,	1,	,				,				,				
	287,"Platinum Armor",		11,	9,	1900,	74,	0,	0,	185,0,	0,	0,	0,	1,	,				,				,				
	289,"Emerlad Armor",			11,	10,	2000,	78,	0,	0,	195,-2,	0,	0,	0,	1,	,				,				,				
	291,"Diamond Armor",			11,	1,	2100,	82,	0,	0,	205,0,	0,	0,	0,	1,	,				,				,				
	293,"Dragon Scale",			11,	2,	2200,	86,	0,	0,	215,-2,	0,	0,	0,	1,	,				,				,				
	295,"Mithril Armor",			11,	3,	2300,	90,	0,	0,	225,0,	0,	0,	0,	1,	,				,				,				


; Swords
;	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
	
	301,Stick,					12,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	,				sword.wav,		4,				
	303,"Pitch Fork",			12,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	,				sword1.wav,		4,
	305,Sickle,					12,	3,	300,	10,	0,	0,	0,	30,	0,	0,	0,	3,	,				sword.wav,		4,
	307,Dagger,					12,	4,	400,	14,	0,	0,	-30,70,	0,	0,	0,	2,	,				sword1.wav,		4,
	309,Foil,					12,	5,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	,				sword.wav,		4,				
	311,"Battle Axe",			12,	6,	600,	22,	0,	0,	0,	60,	0,	0,	0,	1,	,				sword1.wav,		4,			
	313,Knife,					12,	7,	700,	26,	0,	0,	0,	70,	0,	0,	0,	1,	,				sword.wav,		4,				
	315,Hatchet,					12,	8,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	,				sword1.wav,		4,
	317,"Chain Sword",			12,	9,	900,	34,	0,	0,	-30,120,0,	0,	0,	1,	,				sword.wav,		4,				
	319,"Short Sword",			12,	10,	1000,	38,	0,	0,	0,	100,0,	0,	0,	1,	,				sword1.wav,		4,				
	321,"Broad Sword",			12,	1,	1100,	42,	0,	0,	0,	110,0,	0,	0,	1,	,				sword.wav,		4,				
	323,"Long Sword",			12,	2,	1200,	46,	0,	0,	0,	120,0,	0,	0,	1,	,				sword1.wav,		4,				
	325,Stiletto,				12,	3,	1300,	50,	0,	0,	0,	130,0,	0,	0,	1,	,				sword.wav,		4,				
	327,Epee,					12,	4,	1400,	54,	0,	0,	-30,170,0,	0,	0,	1,	,				sword1.wav,		4,				
	329,Scythe,					12,	5,	1500,	58,	0,	0,	0,	150,0,	0,	0,	1,	,				sword.wav,		4,				
	331,Saber,					12,	6,	1600,	62,	0,	0,	0,	160,0,	0,	0,	1,	,				sword1.wav,		4,				
	333,Rapier,					12,	7,	1700,	66,	0,	0,	0,	170,0,	0,	0,	1,	,				sword.wav,		4,				
	334,Kodachi,					12,	8,	1800,	70,	0,	0,	0,	180,0,	0,	0,	1,	,				sword1.wav,		4,				
	337,Falchion,				12,	9,	1900,	74,	0,	0,	-30,220,0,	0,	0,	1,	,				sword.wav,		4,				
	339,Scimitar,				12,	10,	2000,	78,	0,	0,	0,	200,0,	0,	0,	1,	,				sword1.wav,		4,				
	341,Katana,					12,	1,	2100,	82,	0,	0,	0,	210,0,	0,	0,	1,	,				sword.wav,		4,				
	343,Excalibur,				12,	2,	2200,	86,	0,	0,	0,	220,0,	0,	0,	1,	,				sword1.wav,		4,				
	345,"El Diablo",				12,	3,	2300,	90,	0,	0,	0,	230,0,	0,	0,	1,	,				sword.wav,		4,				


; Fists
;	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
	
	351,"Rusted Gauntlets",		16,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	,				fist.wav,		1,
	353,"Cotton Gloves",			16,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	, 				fist.wav,		2,
	355,"Leather Gauntlets",		16,	3,	300,	10,	0,	0,	0,	30,	0,	0,	0,	3,	,				fist.wav,		3,				
	357,"Weathered Glove",		16,	4,	400,	14,	0,	0,	-30,70,	0,	0,	0,	2,	, 				fist.wav,		4,
	359,"Lead Gauntlets",		16,	5,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	, 				fist.wav,		5,
	361,"Light Gloves",			16,	6,	600,	22,	0,	0,	0,	60,	0,	0,	0,	1,	, 				fist.wav,		6,
	363,"Brass Gauntlets",		16,	7,	700,	26,	0,	0,	0,	70,	0,	0,	0,	1,	, 				fist.wav,		7,
	365,"Reinforced Gloves",		16,	8,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	,				fist.wav,		1,				
	367,"Bronze Gauntlets",		16,	9,	900,	34,	0,	0,	-30,120,0,	0,	0,	1,	, 				fist.wav,		2,
	369,"Hardened Gloves",		16,	1,	1000,	38,	0,	0,	0,	100,0,	0,	0,	1,	, 				fist.wav,		3,
	371,"Iron Gauntlets",		16,	2,	1100,	42,	0,	0,	0,	110,0,	0,	0,	1,	, 				fist.wav,		4,
	373,"Titanium Knuckles",		16,	3,	1200,	46,	0,	0,	0,	120,0,	0,	0,	1,	, 				fist.wav,		5,
	375,"Steel Gauntlets",		16,	4,	1300,	50,	0,	0,	0,	130,0,	0,	0,	1,	,				fist.wav,		6,				
	377,"Obsidian Knuckles",		16,	5,	1400,	54,	0,	0,	-30,170,0,	0,	0,	1,	, 				fist.wav,		7,
	379,"Silver Gauntlets",		16,	6,	1500,	58,	0,	0,	0,	150,0,	0,	0,	1,	, 				fist.wav,		1,
	381,"Heavy Knuckles",		16,	7,	1600,	62,	0,	0,	0,	160,0,	0,	0,	1,	, 				fist.wav,		2,
	383,"Golden Gauntlets",		16,	8,	1700,	66,	0,	0,	0,	170,0,	0,	0,	1,	, 				fist.wav,		3,
	385,"Spiked Knuckles",		16,	9,	1800,	70,	0,	0,	0,	180,0,	0,	0,	1,	,				fist.wav,		4,				
	387,"Platinum Gauntlets",	16,	1,	1900,	74,	0,	0,	-30,210,0,	0,	0,	1,	, 				fist.wav,		5,
	389,"Emerlad Knuckles",		16,	2,	2000,	78,	0,	0,	0,	200,0,	0,	0,	1,	, 				fist.wav,		6,
	391,"Quartz Gauntlets",		16,	3,	2100,	82,	0,	0,	0,	210,0,	0,	0,	1,	, 				fist.wav,		7,
	393,"Diamond Knuckles",		16,	4,	2200,	86,	0,	0,	0,	220,0,	0,	0,	1,	, 				fist.wav,		1,
	395,"Mithril Gauntlets",		16,	5,	2300,	90,	0,	0,	0,	230,0,	0,	0,	1,	,				fist.wav,		2,				


; Staffs
;	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
	
	401,"Earth 1",				13,	1,	100,	2,	2,	0,	10,	0,	0,	0,	0,	5,	,				staff.wav,		,				
	403,"Air 1",					13,	2,	200,	6,	17,	0,	15,	5,	0,	0,	0,	4,	,				staff.wav,		,				
	405,"Fire 1",				13,	3,	300,	10,	32,	0,	20,	10,	0,	0,	0,	3,	,				staff.wav,		,				
	407,"Ice 1",					13,	4,	400,	14,	42,	0,	25,	15,	0,	0,	0,	2,	,				staff.wav,		,				
	409,"Earth 3",				13,	5,	500,	18,	4,	0,	30,	20,	0,	0,	0,	1,	,				staff.wav,		,				
	411,"Air 3",					13,	6,	600,	22,	19,	0,	35,	25,	0,	0,	0,	1,	,				staff.wav,		,				
	413,"Fire 3",				13,	7,	700,	26,	34,	0,	40,	30,	0,	0,	0,	1,	,				staff.wav,		,				
	415,"Ice 3",					13,	8,	800,	30,	44,	0,	45,	35,	0,	0,	0,	1,	,				staff.wav,		,				
	417,"Earth 5",				13,	9,	900,	34,	6,	0,	50,	40,	0,	0,	0,	1,	,				staff.wav,		,				
	419,"Air 5",					13,	1,	1000,	38,	21,	0,	55,	45,	0,	0,	0,	1,	,				staff.wav,		,				
	421,"Fire 5",				13,	2,	1100,	42,	36,	0,	60,	50,	0,	0,	0,	1,	,				staff.wav,		,				
	423,"Ice 5",					13,	3,	1200,	46,	46,	0,	65,	55,	0,	0,	0,	1,	,				staff.wav,		,				
	425,"Earth 7",				13,	4,	1300,	50,	8,	0,	70,	60,	0,	0,	0,	1,	,				staff.wav,		,				
	427,"Air 7",					13,	5,	1400,	54,	23,	0,	75,	65,	0,	0,	0,	1,	,				staff.wav,		,				
	429,"Fire 7",				13,	6,	1500,	58,	38,	0,	80,	70,	0,	0,	0,	1,	,				staff.wav,		,				
	431,"Ice 7",					13,	7,	1600,	62,	48,	0,	85,	75,	0,	0,	0,	1,	,				staff.wav,		,				
	433,"Earth 9",				13,	8,	1700,	66,	10,	0,	90, 80,	0,	0,	0,	1,	,				staff.wav,		,				
	435,"Air 9",					13,	9,	1800,	70,	25,	0,	95, 85,	0,	0,	0,	1,	,				staff.wav,		,				
	437,"Fire 9",				13,	1,	1900,	74,	40,	0,	100,90,	0,	0,	0,	1,	,				staff.wav,		,				
	439,"Ice 9",					13,	2,	2000,	78,	50,	0,	105,95,	0,	0,	0,	1,	,				staff.wav,		,				
	441,"Body 9 ",				13,	3,	2100,	82,	55,	0,	110,100,0,	0,	0,	1,	,				staff.wav,		,				
	443,"Mind 9",				13,	4,	2200,	86,	30,	0,	120,100,0,	0,	0,	1,	,				staff.wav,		,				
	445,"Doom 9",				13,	5,	2300,	90,	15,	0,	130,100,0,	0,	0,	1,	,				staff.wav,		,				


; Darts 
;	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
	
	451,"Blunt Knife",			17,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	, 				dart.wav,		31.51.2.0.0,
	453,"Jagged Knife",			17,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	, 				dart.wav, 		31.51.2.0.0,
	455,"Small Knife",			17,	3,	300,	10,	0,	0,	0,	30,	0,	0,	0,	3,	,				dart.wav,		31.51.2.0.0,	
	457,"Smooth Knife",			17,	4,	400,	14,	0,	0,	-30,70,	0,	0,	0,	2,	, 				dart.wav, 		31.57.2.0.0,
	459,"Light Knife",			17,	5,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	, 				dart.wav, 		31.54.2.0.0,
	461,"Pointed Knife",			17,	6,	600,	22,	0,	0,	0,	60,	0,	0,	0,	1,	, 				dart.wav, 		31.55.2.0.0,
	463,"Long Knife",			17,	7,	700,	26,	0,	0,	0,	70,	0,	0,	0,	1,	, 				dart.wav, 		31.57.2.0.0,
	465,"Sharpened Knife",		17,	8,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	,				dart.wav,		31.52.2.0.0,	
	467,"Refined Knife",			17,	9,	900,	34,	0,	0,	-30,120,0,	0,	0,	1,	, 				dart.wav, 		31.61.2.0.0,
	469,"Hooked Knife",			17,	1,	1000,	38,	0,	0,	0,	100,0,	0,	0,	1,	, 				dart.wav, 		31.51.2.0.0,
	471,"Iron Knife",			17,	2,	1100,	42,	0,	0,	0,	110,0,	0,	0,	1,	, 				dart.wav, 		31.53.2.0.0,
	473,"Curved Knife",			17,	3,	1200,	46,	0,	0,	0,	120,0,	0,	0,	1,	, 				dart.wav, 		31.64.2.0.0,
	475,"Spiked Knife",			17,	4,	1300,	50,	0,	0,	0,	130,0,	0,	0,	1,	, 				dart.wav,		31.61.2.0.0,
	477,"Weighted Knife",		17,	5,	1400,	54,	0,	0,	-30,170,0,	0,	0,	1,	,				dart.wav, 		31.55.2.0.0,
	479,"Steel Knife",			17,	6,	1500,	58,	0,	0,	0,	150,0,	0,	0,	1,	,				dart.wav,		31.55.2.0.0,	
	481,"Polished Knife",		17,	7,	1600,	62,	0,	0,	0,	160,0,	0,	0,	1,	, 				dart.wav, 		31.64.2.0.0,
	483,"Silver Knife,			17,	8,	1700,	66,	0,	0,	0,	170,0,	0,	0,	1,	, 				dart.wav, 		31.6.2.0.0,
	485,"Runic Knife",			17,	9,	1800,	70,	0,	0,	0,	180,0,	0,	0,	1,	, 				dart.wav, 		31.59.2.0.0
	487,"Poisoned Knife",		17,	1,	1900,	74,	0,	0,	-30,210,0,	0,	0,	1,	, 				dart.wav, 		31.55.2.0.0
	489,"Cursed Knife",			17,	2,	2000,	78,	0,	0,	0,	200,0,	0,	0,	1,	, 				dart.wav, 		31.61.2.0.0
	491,"Bloody Knife",			17,	3,	2100,	82,	0,	0,	0,	210,0,	0,	0,	1,	, 				dart.wav, 		31.54.2.0.0
	493,"Mythic Knife",			17,	4,	2200,	86,	0,	0,	0,	220,0,	0,	0,	1,	, 				dart.wav, 		31.55.2.0.0
	496,"Adamantine Knife",		17,	5,	2300,	90,	0,	0,	0,	230,0,	0,	0,	1,	,				dart.wav,		31.61.2.0.0,	


; Bows
;	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
	
	501,"Broken Bow",			14,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	, 				arrow.wav, 		30.60.2.0.0,
	503,"Wooden Bow",			14,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	, 				arrow1.wav, 		30.0.2.0.0,
	505,"Small Bow",				14,	3,	300,	10,	0,	0,	0,	30,	0,	0,	0,	3,	, 				arrow.wav, 		30.5.2.0.0,
	507,"Smooth Bow",			14,	4,	400,	14,	0,	0,	-30,70,	0,	0,	0,	2,	, 				arrow1.wav, 		30.65.2.0.0,
	509,"Light Bow",				14,	5,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	, 				arrow.wav, 		30.60.2.0.0,
	511,"Compound Bow",			14,	6,	600,	22,	0,	0,	0,	60,	0,	0,	0,	1,	, 				arrow1.wav, 		30.2.2.0.0,
	513,"Long Bow",				14,	7,	700,	26,	0,	0,	0,	70,	0,	0,	0,	1,	,				arrow.wav,		30.60.2.0.0,	
	515,"Bone Bow",				14,	8,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	,				arrow1.wav, 		30.7.2.0.0,
	517,"Refined Crossbow",		14,	9,	900,	34,	0,	0,	-30,120,0,	0,	0,	1,	,				arrow.wav,		30.60.2.0.0,	
	519,"Hooked Bow",			14,	1,	1000,	38,	0,	0,	0,	100,0,	0,	0,	1,	, 				arrow1.wav, 		30.4.2.0.0,
	521,"Iron Bow",				14,	2,	1100,	42,	0,	0,	0,	110,0,	0,	0,	1,	, 				arrow.wav, 		30.63.2.0.0,
	523,"Curved Bow",			14,	3,	1200,	46,	0,	0,	0,	120,0,	0,	0,	1,	, 				arrow1.wav, 		30.60.2.0.0,
	525,"Spiked Bow",			14,	4,	1300,	50,	0,	0,	0,	130,0,	0,	0,	1,	, 				arrow.wav, 		30.0.2.0.0,
	527,"Weighted Bow",			14,	5,	1400,	54,	0,	0,	-30,140,0,	0,	0,	1,	,				arrow1.wav,		30.60.2.0.0,	
	529,"Steel Bow",				14,	6,	1500,	58,	0,	0,	0,	150,0,	0,	0,	1,	, 				arrow.wav, 		30.62.2.0.0,
	531,"Polished Bow",			14,	7,	1600,	62,	0,	0,	0,	160,0,	0,	0,	1,	, 				arrow1.wav, 		30.65.2.0.0,
	533,"Silver Bow",			14,	8,	1700,	66,	0,	0,	0,	170,0,	0,	0,	1,	, 				arrow.wav, 		30.63.2.0.0,
	535,"Runic Crossbow",		14,	9,	1800,	70,	0,	0,	0,	180,0,	0,	0,	1,	,				arrow1.wav, 		30.62.2.0.0,
	537,"Poison Arrow Bow",		14,	1,	1900,	74,	0,	0,	-30,190,0,	0,	0,	1,	,				arrow.wav,		30.60.2.0.0,	
	539,"Cursed Bow",			14,	2,	2000,	78,	0,	0,	0,	200,0,	0,	0,	1,	, 				arrow1.wav, 		30.63.2.0.0,
	541,"Bloody Bow",			14,	3,	2100,	82,	0,	0,	0,	210,0,	0,	0,	1,	,				arrow.wav,		30.60.2.0.0,	
	543,"Mythic Bow",			14,	4,	2200,	86,	0,	0,	0,	220,0,	0,	0,	1,	, 				arrow1.wav, 		30.67.2.0.0,
	545,"Adamantine Bow",		14,	5,	2300,	90,	0,	0,	0,	230,0,	0,	0,	1,	,				arrow.wav,		30.4.2.0.0,		


; Books
;	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
	
	551,"Armored Tome",			18,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	,				book.wav,		,				
	553,"Book of Plague",		18,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	,				book.wav,		,	
	555,"Moon Tome",				18,	3,	300,	10,	701,0,	0,	30,	0,	0,	0,	3,	,				book.wav,		,				
	557,"Book of Dragons",		18,	4,	400,	14,	701,0,	-30,70,	0,	0,	0,	2,	,				book.wav,		,
	559,"Darkness Tome",			18,	5,	500,	18,	701,0,	0,	50,	0,	0,	0,	1,	,				book.wav,		,
	561,"Book of Mystics",		18,	6,	600,	22,	702,0,	0,	60,	0,	0,	0,	1,	,				book.wav,		,
	563,"Blackened Tome",		18,	7,	700,	26,	702,0,	0,	70,	0,	0,	0,	1,	,				book.wav,		,
	565,"Book of Zombies",		18,	8,	800,	30,	703,0,	0,	80,	0,	0,	0,	1,	,				book.wav,		,				
	567,"Lava Tome",				18,	9,	900,	34,	703,0,	-30,120,0,	0,	0,	1,	,				book.wav,		,
	569,"Book of Trees",			18,	10,	1000,	38,	703,0,	0,	100,0,	0,	0,	1,	,				book.wav,		,
	571,"Skeleton Tome",			18,	11,	1100,	42,	704,0,	0,	110,0,	0,	0,	1,	,				book.wav,		,
	573,"Book of Fear",			18,	12,	1200,	46,	704,0,	0,	120,0,	0,	0,	1,	,				book.wav,		,
	575,"Knight's Tome",			18,	1,	1300,	50,	705,0,	0,	130,0,	0,	0,	1,	,				book.wav,		,				
	577,"Book of Desolation",	18,	2,	1400,	54,	705,0,	-30,170,0,	0,	0,	1,	,				book.wav,		,
	579,"Dragon Tome",			18,	3,	1500,	58,	705,0,	0,	150,0,	0,	0,	1,	,				book.wav,		,
	581,"Book of Light",			18,	4,	1600,	62,	706,0,	0,	160,0,	0,	0,	1,	,				book.wav,		,
	583,"Dark Tome",				18,	5,	1700,	66,	706,0,	0,	170,0,	0,	0,	1,	,				book.wav,		,
	585,"Book of Water",			18,	6,	1800,	70,	707,0,	0,	180,0,	0,	0,	1,	,				book.wav,		,				
	587,"Demon's Tome",			18,	7,	1900	74,	707,0,	-30,210,0,	0,	0,	1,	,				book.wav,		,
	589,"Book of Bones",			18,	8,	2000	78,	707,0,	0,	200,0,	0,	0,	1,	,				book.wav,		,
	591,"Flaming Tome",			18,	9,	2100	82,	708,0,	0,	210,0,	0,	0,	1,	,				book.wav,		,
	593,"Book of Wonder",		18,	10,	2200,	86,	708,0,	0,	220,0,	0,	0,	1,	,				book.wav,		,
	595,"Death Tome",			18,	11,	2300,	90,	709,0,	0,	230,0,	0,	0,	1,	,				book.wav,		,				


; Musical Instruments
;	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
	
	601,"Balsa Lyre",			15,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	, 				music.wav, 		31.71.2.0.0,
	603,"Birchen Harp",			15,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	, 				music1.wav, 		31.73.2.0.0,
	605,"Cottonwood Drum",		15,	3,	300,	10,	0,	0,	0,	30,	0,	0,	0,	3,	, 				music2.wav, 		31.71.2.0.0,
	607,"Bamboo Flutes",			15,	4,	400,	14,	0,	0,	-30,70,	0,	0,	0,	2,	, 				music3.wav, 		31.73.2.0.0,
	609,"Ashen Cymbals",			15,	5,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	, 				music4.wav, 		31.71.2.0.0,
	611,"Alder Handbell",		15,	6,	600,	22,	0,	0,	0,	60,	0,	0,	0,	1,	, 				music4.wav, 		31.70.2.0.0,
	613,"Boxwood Bagpipe",		15,	7,	700,	26,	0,	0,	0,	70,	0,	0,	0,	1,	, 				music5.wav, 		31.73.2.0.0,
	615,"Aspen Bell",			15,	8,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	, 				music6.wav, 		31.71.2.0.0,
	617,"Maple Bells",			15,	9,	900,	34,	0,	0, 	-30,120,0,	0,	0,	1,	, 				music4.wav, 		31.71.2.0.0,
	619,"Hickory Lyre",			15,	1,	1000,	38,	0,	0,	0,	100,0,	0,	0,	1,	, 				music.wav, 		31.71.2.0.0,
	621,"Mahogany Harp",			15,	2,	1100,	42,	0,	0,	0,	110,0,	0,	0,	1,	, 				music1.wav, 		31.72.2.0.0,
	623,"Lacewood Drum",			15,	3,	1200,	46,	0,	0,	0,	120,0,	0,	0,	1,	, 				music2.wav, 		31.73.2.0.0,
	625,"Pine Pipes",			15,	4,	1300,	50,	0,	0,	0,	130,0,	0,	0,	1,	, 				music3.wav, 		31.71.2.0.0,
	627,"Ceder Cymbals",			15,	5,	1400,	54,	0,	0, 	-30,140,0,	0,	0,	1,	, 				music4.wav, 		31.72.2.0.0,
	629,"Elm Handbell",			15,	6,	1500,	58,	0,	0,	0,	150,0,	0,	0,	1,	, 				music4.wav, 		31.73.2.0.0,
	631,"Ebony Bagpipe",			15,	7,	1600,	62,	0,	0,	0,	160,0,	0,	0,	1,	, 				music5.wav, 		31.72.2.0.0,
	633,"Cypress Bell",			15,	8,	1700,	66,	0,	0,	0,	170,0,	0,	0,	1,	, 				music6.wav, 		31.73.2.0.0,
	635,"Scyamore Bells",		15,	9,	1800,	70,	0,	0,	0,	180,0,	0,	0,	1,	, 				music4.wav, 		31.72.2.0.0,
	637,"Olive Lyre",			15,	1,	1900,	74,	0,	0, 	-30,190,0,	0,	0,	1,	, 				music.wav, 		31.71.2.0.0,
	639,"Ironwood Harp",			15,	2,	2000,	78,	0,	0,	0,	200,0,	0,	0,	1,	, 				music1.wav, 		31.71.2.0.0,
	641,"Oaken Drum",			15,	3,	2100,	82,	0,	0,	0,	210,0,	0,	0,	1,	, 				music2.wav, 		31.72.2.0.0,
	643,"Redwood Pipes",			15,	4,	2200,	86,	0,	0,	0,	220,0,	0,	0,	1,	, 				music3.wav, 		31.74.2.0.0,
	645,"Cherry Cymbals",		15,	5,	2300,	90,	0,	0,	0,	230,0,	0,	0,	1,	, 				music4.wav, 		31.76.2.0.0,


; Talismans
;	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
	
	651,"Copper Talisman",		19,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	,				talisman.wav,	,				
	653,"Green Talisman",		19,	2,	200,	6,	0,	0,	0,	20,	0,	0,	0,	4,	,				talisman.wav,	,
	655,"Blue Talisman",			19,	3,	300,	10,	751,0,	0,	30,	0,	0,	0,	3,	,				talisman.wav,	31.88.2.7.3,			
	657,"White Talisman",		19,	4,	400,	14,	751,0,	-30,70,	0,	0,	0,	2,	,				talisman.wav	,	,
	659,"Yellow Talisman",		19,	5,	500,	18,	751,0,	0,	50,	0,	0,	0,	1,	,				talisman.wav,	,
	661,"Red Talisman",			19,	6,	600,	22,	752,0,	0,	60,	0,	0,	0,	1,	,				talisman.wav,	,
	663,"Silver Talisman",		19,	7,	700,	26,	752,0,	0,	70,	0,	0,	0,	1,  ,				talisman.wav,	,
	665,"Lime Talisman",			19,	8,	800,	30,	753,0,	0,	80,	0,	0,	0,	1,	,				talisman.wav,	31.88.2.7.3,			
	667,"Black Talisman",		19,	9,	900,	34,	753,0,	-30,120,0,	0,	0,	1,	,				talisman.wav,	,
	669,"Saffron Talisman",		19,	1,	1000,	38,	753,0,	0,	100,0,	0,	0,	1,	,				talisman.wav,	,
	671,"Turquoise Talisman",	19,	2,	1100,	42,	754,0,	0,	110,0,	0,	0,	1,	,				talisman.wav,	,
	673,"Azure Talisman",		19,	3,	1200,	46,	754,0,	0,	120,0,	0,	0,	1,	,				talisman.wav,	,
	675,"Ivory Talisman",		19,	4,	1300,	50,	755,0,	0,	130,0,	0,	0,	1,	,				talisman.wav,	31.88.2.7.3,				
	677,"Brass Talisman",		19,	5,	1400,	54,	755,0,	-30,170,0,	0,	0,	1,	,				talisman.wav,	,
	679,"Scarlet Talisman",		19,	6,	1500,	58,	755,0,	0,	150,0,	0,	0,	1,	,				talisman.wav,	,
	681,"Mint Talisman",			19,	7,	1600,	62,	756,0,	0,	160,0,	0,	0,	1,	,				talisman.wav,	,
	683,"Emerlad Talisman",		19,	8,	1700,	66,	756,0,	0,	170,0,	0,	0,	1,	,				talisman.wav,	'
	685,"Ebony Talisman",		19,	9,	1800,	70,	757,0,	0,	180,0,	0,	0,	1,	,				talisman.wav,	31.88.2.7.3,				
	687,"Jasmine Talisman",		19,	1,	1900,	74,	757,0,	-30,210,0,	0,	0,	1,	,				talisman.wav, 	31.85.2.7.3,
	689,"Jade Talisman",			19,	2,	2000,	78,	757,0,	0,	200,0,	0,	0,	1,	,				talisman.wav,	,
	691,"Lapis Talisman",		19,	3,	2100,	82,	758,0,	0,	210,0,	0,	0,	1,	,				talisman.wav,	,
	693,"Pearl Talisman",		19,	4,	2200,	86,	758,0,	0,	220,0,	0,	0,	1,	,				talisman.wav,	,
	695,"Golden Talisman",		19,	5,	2300,	90,	759,0,	0,	230,0,	0,	0,	1,	,				talisman.wav,	31.88.2.7.3,	


; Boots
;	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
	
	700,"Crypt Boots",			20,	1,	0,		10,	0.4,	0,	0,	0,	0,	0,	0,	0,	"Lets you detect hidden passages.",	,				,				
	701,"Vampyr Boots",			20,	3,	0,		10,	0.6,	0,	0,	0,	0,	0,	0,	0,	"Repels Vampyrs",					,				,				
	702,"Mirror Boots",			20,	5,	0,		10,	0.7,	0,	0,	0,	0,	0,	0,	0,	"Lets you pass through mirrors",		,				,				
	703,"Speed Boots",			20,	6,	50,		 0,	0.12,	0,	5,	0,	0,	0,	0,	0,	"Doubles speed",					,				,				
	705,"Fairy Boots",			20,	4,	0,		10,	0.3,	0,	0,	0,	0,	0,	0,	0,	"Repels Faries",					,				,				
	707,"Leather Boots",		    20,	1,	100,	10,	0.12,	0,	30,	0,	0,	0,	0,	3,	,									,				,				
	708,"Brass Boots",			20,	2,	200,	20,	0.12,	0,	55,	0,	0,	0,	0,	1,	,									,				,				
	709,"Metal Boots",		    20,	3,	300,	30,	0.12,	0,	80,	0,	0,	0,	0,	1,	,									,				,				
	710,"Bronze Legs",			20,	4,	400,	40,	0.12,	0,  105,0,	0,	0,	0,	1,	,									,				,				
	711,"Iron Legs",			    20,	5,	500,	50,	0.12,	0,	130,0,	0,	0,	0,	1,	,									,				,				
	712,"Steel Legs",			20,	6,	600,	60,	0.12,	0,	155,0,	0,	0,	0,	1,	,									,				,				
	713,"Silver Gaiter",			20,	1,	700,	70,	0.12,	0,	180,0,	0,	0,	0,	1,	,									,				,				
	714,"Golden Gaiter",			20,	2,	800,	80,	0.12,	0,	205,0,	0,	0,	0,	1,	,									,				,				
	715,"Platinum Gaiter",		20,	3,	900,	90,	0.12,	0,	230,0,	0,	0,	0,	1,	,									,				,				


; Shields
;	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
	
	801,"Rusted Shield",			21,	1,	100,	2,	0,	0,	10,	0,	0,	0,	0,	5,	,
	803,"Small Shield",			21,	2,	200,	6,	0,	1,	20,	0,	0,	0,	0,	4,	,				,				,				
	805,"Leather Shield",		21,	3,	300,	10,	0,	0,	30,	0,	0,	0,	0,	3,	,				,				,
	807,"Weathered Shield",		21,	4,	400,	14,	0,	0,	70,	-30,0,	0,	0,	2,	,				,				,
	809,"Lead Shield",			21,	5,	500,	18,	0,	0,	50,	0,	0,	0,	0,	1,	,				,				,				
	811,"Large Shield",			21,	6,	600,	22,	0,	0,	60,	0,	0,	0,	0,	1,	,				,				,
	813,"Brass Shield",			21,	7,	700,	26,	0,	0,	70,	0,	0,	0,	0,	1,	,				,				,
	815,"Sickled Shield",		21,	9,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	,				,				,				
	817,"Bronze Shield",			21,	8,	900,	34,	0,	0,	120,-30,0,	0,	0,	1,	,				,				,
	819,"Hardened Shield",		21,	1,	1000,	38,	0,	0,	100,0,	0,	0,	0,	1,	,				,				,
	821,"Iron Shield",			21,	2,	1100,	42,	0,	0,	110,0,	0,	0,	0,	1,	,				,				,				
	823,"Titanium Shield",		21,	3,	1200,	46,	0,	0,	120,0,	0,	0,	0,	1,	,				,				,
	825,"Steel Shield",			21,	4,	1300,	50,	0,	0,	130,0,	0,	0,	0,	1,	,				,				,
	827,"Obsidian Shield",		21,	5,	1400,	54,	0,	0,	170,-30,0,	0,	0,	1,	,				,				,				
	829,"Silver Shield",			21,	6,	1500,	58,	0,	0,	150,0,	0,	0,	0,	1,	,				,				,
	831,"Heavy Shield",			21,	7,	1600,	62,	0,	0,	160,0,	0,	0,	0,	1,	,				,				,
	833,"Golden Shield",			21,	8,	1700,	66,	0,	0,	170,0,	0,	0,	0,	1,	,				,				,				
	835,"Sword Shield",			21,	9,	1800,	70,	0,	0,	0,	180,0,	0,	0,	1,	,				,				,
	837,"Platinium Shield",		21,	1,	1900,	74,	0,	0,	210,-30,0,	0,	0,	1,	,				,				,
	849,"Emerlad Shield",		21,	2,	2000,	78,	0,	0,	200,0,	0,	0,	0,	1,	,				,				,				
	841,"Quartz Shield",			21,	3,	2100,	82,	0,	0,	210,0,	0,	0,	0,	1,	,				,				,
	843,"Diamond Shield",		21,	4,	2200,	86,	0,	0,	220,0,	0,	0,	0,	1,	,				,				,
	845,"Mithril Shield",		21, 5,	2300,	90,	0,	0,	230,0,	0,	0,	0,	1,	,				,				,				


; Rings
;	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
	
	901,"Silver Ring",			22,	1,	100,	1,	0,	0,	10,	0,	0,	0,	0,	5,	,				,				,
	903,"Ring of Love",			22,	2,	200,	5,	0,	0,	15,	5,	0,	0,	0,	4,	,				,				,
	905,"Crystal Ring",			22,	3,	300,	9,	0,	0,	20,	10,	0,	0,	0,	3,	,				,				,				
	907,"Ring of Repose",		22,	4,	400,	13,	0,	0,	25,	15,	0,	0,	0,	2,	,				,				,
	909,"Lapis Ring",			22,	5,	500,	17,	0,	0,	30,	20,	0,	0,	0,	1,	,				,				,
	911,"Ring of Rubies",		22,	6,	600,	21,	0,	0,	35,	25,	0,	0,	0,	1,	,				,				,				
	913,"Chain Ring",			22,	7,	700,	25,	0,	0,	40,	30,	0,	0,	0,	1,	,				,				,
	915,"Ring of Bleakness",		22,	8,	800,	29,	0,	0,	45,	35,	0,	0,	0,	1,	,				,				,				
	917,"Pentagram Ring",		22,	9,	900,	33,	0,	0,	50,	40,	0,	0,	0,	1,	,				,				,
	919,"Ring of Crosses",		22,	10,	1000,	37,	0,	0,	55,	45,	0,	0,	0,	1,	,				,				,
	921,"Azure Ring",			22,	11,	1100,	41,	0,	0,	60,	50,	0,	0,	0,	1,	,				,				,
	923,"Ring of Darkness",		22,	12,	1200,	45,	0,	0,	65,	55,	0,	0,	0,	1,	,				,				,
	925,"Runic Ring",			22,	1,	1300,	49,	0,	0,	70,	60,	0,	0,	0,	1,	,				,				,				
	927,"Ring of Hearts",		22,	2,	1400,	53,	0,	0,	75,	65,	0,	0,	0,	1,	,				,				,
	929,"Amethyst Ring ",		22,	3,	1500,	57,	0,	0,	80,	70,	0,	0,	0,	1,	,				,				,
	931,"Ring of Chains",		22,	4,	1600,	61,	0,	0,	85,	75,	0,	0,	0,	1,	,				,				,
	933,"Sapphire Ring",			22,	5,	1700,	65,	0,	0,	90,	80,	0,	0,	0,	1,	,				,				,
	935,"Ring of Skulls",		22,	6,	1800,	69,	0,	0,	95,	85,	0,	0,	0,	1,	,				,				,				
	937,"Black Ring",			22,	7,	1900,	73,	0,	0,	100,90,	0,	0,	0,	1,	,				,				,
	939,"Ring of Eternity",		22,	8,	2000,	77,	0,	0,	105,95,	0,	0,	0,	1,	,				,				,
	941,"Demon Ring",			22,	9,	2100,	81,	0,	0,	110,100,0,	0,	0,	1,	,				,				,
	943,"Ring of Blood",			22,	10,	2200,	85,	0,	0,	115,105,0,	0,	0,	1,	,				,				,
	945,"Colbat Ring",			22,	11,	2300,	89,	0,	0,	120,110,0,	0,	0,	1,	,				,				,				


; Amulets
;	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
	
	950,"Metalic Amulet",		23,	1,	100,	2,	0,	0,	0,	10,	0,	0,	0,	5,	,				,				,				
	952,"Amulet of Vitality",	23,	2,	200,	6,	0,	0,	10,	10,	0,	0,	0,	4,	,				,				,
	954,"Ruby Amulet",			23,	3,	300,	10,	0,	0,	15,	15,	0,	0,	0,	3,	,				,				,
	956,"Amulet of Clarity",		23,	4,	400,	14,	0,	0,	25,	15,	0,	0,	0,	2,	,				,				,
	958,"Emerald Amulet",		23,	5,	500,	18,	0,	0,	50,	0,	0,	0,	0,	1,	,				,				,	
	960,"Amulet of Hope",		23,	6,	600,	22,	0,	0,	20,	40,	0,	0,	0,	1,	,				,				,				
	962,"Amethyst Amulet",		23,	7,	700,	26,	0,	0,	45,	25,	0,	0,	0,	1,	,				,				,
	964,"Amulet of Holiness",	23,	8,	800,	30,	0,	0,	45,	35,	0,	0,	0,	1,	,				,				,
	966,"Navy Amulet",			23,	9,	900,	34,	0,	0,	50,	40,	0,	0,	0,	1,	,				,				,
	968,"Amulet of Lucidly",		23,	1,	1000,	38,	0,	0,	75,	25,	0,	0,	0,	1,	,				,				,
	970,"Olive Amulet",			23,	2,	1100,	42,	0,	0,	75,	35,	0,	0,	0,	1,	,				,				,
	972,"Amulet of Blood",		23,	3,	1200,	46,	0,	0,	95,	25,	0,	0,	0,	1,	,				,				,
	974,"Sapphire Amulet",		23,	4,	1300,	50,	0,	0,	40,	90,	0,	0,	0,	1,	,				,				,				
	976,"Amulet of the Celts",	23,	5,	1400,	54,	0,	0,	80,	60,	0,	0,	0,	1,	,				,				,
	978,"Pale Amulet",			23,	6,	1500,	58,	0,	0,	40,110, 0,	0,	0,	1,	,				,				,
	980,"Amulet of Diamonds",	23,	7,	1600,	62,	0,	0,	60,100, 0,	0,	0,	1,	,				,				,
	982,"Brass Amulet",			23,	8,	1700,	66,	0,	0,	50,120, 0,	0,	0,	1,	,				,				,
	984,"Amulet of Faith",			23,	9,	1800,	70,	0,	0,	145,35,	0,	0,	0,	1,	,				,				,				
	986,"Silver Amulet",			23,	1,	1900,	74,	0,	0,	145,45,	0,	0,	0,	1,	,				,				,
	988,"Amulet of Ra",			23,	2,	2000,	78,	0,	0,	125,75,	0,	0,	0,	1,	,				,				,
	990,"Crimson Amulet",		23,	3,	2100,	82,	0,	0,	110,100,0,	0,	0,	1,	,				,				,
	992,"Amulet of Truth",			23,	4,	2200,	86,	0,	0,	125,95,	0,	0,	0,	1,	,				,				,
	994,"Jade Amulet",			23,	5,	2300,	90,	0,	0,	125,105,0,	0,	0,	1,	,				,				,



;
; 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,"Cage #1",				200,	114,	0,		1,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1001,"Cage #2",				200,	115,	0,		1,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1002,"Cage #3",				200,	116,	0,		1,	0,	0,	0,	0,	0,	0,	0,	0,	""				
	1003,"Cage #4",				200,	117,	0,		1,	0,	0,	0,	0,	0,	0,	0,	0,	""				
	



; 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,	"Guild Hall",		201, 4, 0, 		0,	0,	0,	0,	0,	0,0,	0,	0,	"Guild Hall.", 	"http://www.synthetic-reality.com/cgi-bin/myCGI/sr-guilds.cgi/WOS/hall"
;	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

