
;-------------------
; 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 99 maximum.  A bonus level "100" is supplied by the game, but it uses the same
; table entry as level 99.  That is to say, you cannot provide a custom level name for level 100.
;
; 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 Demonica(not used in Evergreen) right-hand weapons are:
;
;	1	Sword
;	2	Bow
;	3	Staff
;	4	Axe
;	5	Blunt
;	6	Book
;	7	Instrument
;	8	Special
; 
; 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 :)
;
; LEVEL NAME GENDERS
;
; If you have some level names which would read better for different genders, you may provide
; alternates.  If you do, these must be in order, left to right, genders 0, 1, 2, and 3.  You
; *must* provide gender 0 in all cases.  What the individual genders mean is defined in your
; world's gender.ini file.  In Evergreen the genders are: 0=undefined, 1=male, 2=female, 3-unused.
; So if I want to have a female version of something, I need to provide 3 entries on those lines,
; such as:
;
;    "Emperor|Emperor|Empress"
; 
; Use the 'pipe' symbol to separate the names inside a single set of quotes (don't put each gender in a separate
; set of quotes.)  The pipe symbol is the SHIFT - \ key on most american keyboards.  You foreigner types are
; on your own!  (hint: you can copy and paste from above, if your keyboard hasn't got the symbol.)
;
; Note that the gender 0 value will be used for any missing entries.  Hence I can provide just the first gender
; in those cases where male and female can use the same value.  This is no doubt confusing, but it maintains
; compatibility with existing worlds, and minimizes typing.
;
; 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,		"Dingle-User",   10,				1
;    DESCRIPTION	"Dingle Users are known for their mad dingling skillz...."
;    MAGIC_RATIO	10
;    HAND_RATIO		90
;    MAX_ABILITY 100,100,50,255,0
;    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 level names
;	101,	0,			1,		0,		"Dinglet"
;   etc.
;	198,	0,			1,		0,		"El Dinglo"
;	199,	0,			1,		0,		"Dingle King"
;
; Each command is optional and applies only to the class within which is is embedded.  See how
; all the commands appear between line 100 and line 101? 
; You must provide the information in a fixed syntax, as shown.
;
; Here are the available commands:
;
;   DESCRIPTION	 "This class sucks.  People who pick it are losers"		
;	A short text which appears on character creation dialog.  Put text in double quotes
;
;	MAGIC_RATIO	n		
;	Where n is a number from 0 to 100, specifies effectiveness with magical attacks
;
;   HAND_RATIO	n
;	Where n is a number from 1-100, specifies effectiveness of non-magical attacks.  
;   If you set to '0' it will use "100 - magic ratio" for "balanced" classes.
;
;   START_ABILITY str, wis, sta, agi, dex  
;	Provide all 5 ability values in order, giving the starting level for each.
;   Valid max levels are 0 to 255.  These should be less than the MAX_ABILITY
;
;   MAX_ABILITY str, wis, sta, agi, dex  
;	Provide all 5 ability values in order, giving the maximum level allowed for each.
;   Valid max levels are 0 to 255.
;
;   START_ELEMENT_PP  0,1,2,3,4,5,6,7
;	Must have 8 values, in order of +ELEMENTS table.  Sets initial elemental training.
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   MAX_ELEMENT_PP 0,1,2,3,4,5,6,7 
;	Must have 8 values, in order of +ELEMENTS table.  Sets max possible elemental training
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   START_HAND_PP 0,1,2,3,4,5,6,7  
;	Must have 8 values, in order of +HANDS table. Sets initial right-hand training
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   MAX_HAND_PP 0,1,2,3,4,5,6,7   
;	Must have 8 values, in order of +HANDS table. Sets maximum right-hand training.
;   Values range from 0 to 1000000 as described later (PP Levels).
;
;   AUTO_MAX minHP, maxHP, minMP, maxMP, startMPLevel 
;	Must have all five values.  Sets the max HP and MP levels for each level of the character.
;   That is to say, you are setting the maxHP and maxMP for level 1 and level 100, and the intermediate levels are
;   then computed automatically to span those maximums "appropriately" (semi-logarithmic algorithm)
;	The initial level 1 HP will be minHP, final level 100 HP will be maxHP
;	The fifth arg (startMPLevel) lets you postpone first MP (maxMP will stay 0 until that level).
;	NOTE: Actual maximums will be a little lower than you specify because of curve-shaping
;	If you use this command, the HP and MP entries in your level table for that class will be ignored.
;
;	START_LOCATION  <map>, <link>, <dropIn> 
;	Lets 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)
;   As of A76, a third argument (dropIn) is supported.  If this is set to 1 they will incarnate INTO the link
;   (which logically should be linked to a scene in that case).  Set to 0, or missing, and they will be above the link.
;
;   MAX_WALLET n 
; 	Further limits wallet size to n (0 to 1000000). (cannot make wallets BIGGER than
;	normal game restrictions.)  Normally characters start off with a wallet holding 20K GP at level 1, with
;   an additional 10K added for each level, until they reach one million at level 99.
;
;   NO_GIFTS
;	(No arguments). Indicates that class cannot receive money or items from other players.  (but from scripts is OK)
;
;   START_ITEMS 1, 2, 3, ...
;	Lets you give character up to 8 items right at start of game.  
;	Use valid Item numbers only
;
;	START_SPELLS 1, 2, 3, .. 
;	Lets you give characters up to 8 spells right at start of game
;	 Use valid Spell IDs only.
;
;   START_TOKENS 1, 2, 3...  
;	Lets you give character up to 8 tokens right at start of game.  
;	Use valid token numbers only
;
;	HIDDEN_CLASS  <startLevel>
;   (startLevel optional). Class doesn't show up on New Character dialog as an available choice.
;   You have to be morphed into such a class via "SET num.hostClass, <class#>" script
;   command. If the <startlevel> argument is included, then the character will be changed to that
;   level (so long as it is less than their current level).  Hence "HIDDEN_CLASS 20" would lower
;   a level 40 character to level 20 in the new class, but would NOT raise a level 5 character to
;   level 20 in the new class.
;
; 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 - 554
; level 1		PP 555 - 1249
; level 2		PP 1250 - 2141
; level 3		PP 2142 - 3332
; level 4		PP 3333 - 4999
; level 5		PP 5000 - 7499
; level 6		PP 7500 - 11665
; level 7		PP 11666 - 19999
; level 8		PP 20000 - 44999
; 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
;
; To protect yourself against floating point round off issues from one version of windows to
; another, I recommend not using these exact values, but include a safety buffer.  So, for example
; if you wanted a STARTING level of 4, use 3350 instead of 3333.  And if you want a MAXIMUM level
; of 4, use 4970, not 4999.  A 20 unit buffer should not be noticeable by the user and might make
; your world more reliable.
;

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;----------------------------------------------------START-------------------------------------------------------------------
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; 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 (sword user, magic ratio of 10.. ergo hand ratio of 90.. preferred right-hand weapon is #1 (sword))
	100,	0,	20,	0,	"Warrior",	0,				4

; Next the special commands for the sword-user class.  These come between line nn00 and line nn01
	DESCRIPTION	"These fighters come from the outer fringes of society.  These nomadic fighters cannot afford expensive weapons such as swords."
	AUTO_MAX	25, 4250,  0, 0,  0		
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   10,  0,   0,   0,   0
	START_HAND_PP		0, 0, 4000, 5000, 4000, 0, 0, 0
	MAX_HAND_PP		0, 0,1000000,1000000,1000000,0,0,0
	MAX_ELEMENT_PP 		0,0,0,0,0,0,0,0
	START_TOKENS		801
	MAGIC_RATIO		0
	HAND_RATIO		100
	START_LOCATION 		97,16,1


; now the class level names.. note that since I used the AUTO_MAX command, the maxHP and maxMP values shown in this
; table are actually ignored.  If I weren't so lazy, I would change them all to 0.

	101,	0,			1,		0,		""
	105,	0,			2,		0,		""
	110,	0,			5,		0,		""
	120,	0,			8,		10,		""
	130,	0,			10,		0,		""
	140,	0,			14,		10,		""
	150,	0,			22,		0,		""
	160,	0,			28,		20,		""
	170,	0,			36,		0,		""
	180,	0,			50,		20,		""
	190,	0,			65,		0,		""
;
;---
; 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,	15,	5,	"Knight",	80,			1

; now the special commands for the magic user class.  These also come between line nn00 and nn01 (200 and 201 for this
; class)

	DESCRIPTION	"Knights fight for all that is right and true.  They only use good magic,  and only to help those in need."
	AUTO_MAX	20, 4750,  15, 4000,  10	
;   	START_ABILITY 	str, wis, sta, agi, dex  
	START_ABILITY   0, 0, 10, 0, 0
	START_HAND_PP	5000, 0, 5000, 0, 0, 0, 0
	MAX_HAND_PP		1000000, 0, 1000000, 0,0,0,0
	START_ELEMENT_PP 	600,0,0,0,0,0,0,0
	START_TOKENS		802
	MAGIC_RATIO		15
	HAND_RATIO		90
	START_LOCATION 97,16,1


; the class level names for the magic-user class
	201,	0,			1,		2,		""
	205,	0,			2,		5,		"",		
	210,	0,			4,		10,		"",			
	220,	0,			7,		15,		"",			
	230,	0,			8,		15,		"",				
	240,	0,			11,		20,		"",			
	250,	0,			18,		25,		"",			
	260,	0,			22,		30,		"",		
	270,	0,			28,		35,		"",		
	280,	0,			40,		40,		""
	290,	0,			55,		55,		"",
;			
;---
; 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,			18,		2,		"Archer",			30,				2

	DESCRIPTION	"Archers avoid direct contact with the enemy and only engage in battle from afar."
	AUTO_MAX	25, 4650,  10, 2100,  5	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   0,   0,   10
	START_HAND_PP 0,5000,0,0,0,0,0,0
	MAX_HAND_PP   0,1000000,0,0,0,0,0,0
	START_ELEMENT_PP 0,0,0,0,556,0,0,0
	MAX_ELEMENT_PP	0,0,0,0,1000000,0,0,0
	START_TOKENS		803
	MAGIC_RATIO		35
	HAND_RATIO		75
	START_LOCATION 97,16,1


; the class levels
	301,	0,			2,		2,		"Stringer"			
	305,	0,			4,		3,		"Shafter",		
	310,	0,			6,		6,		"Bowman||Bowwoman",			
	320,	0,			9,		9,		"Arrow Head",			
	330,	0,			12,		11,		"Archer",				
	340,	0,			15,		16,		"Long Arrow",			
	350,	0,			20,		20,		"Boltman||Boltwoman",			
	360,	0,			25,		22,		"Master Bowman||Master Boltwoman",		
	370,	0,			32,		27,		"Arbelest",		
	380,	0,			48,		32,		"Master Archer"
	390,	0,			65,		40,		"Quiver Lord||Quiver Lady",
;
;	
;---
; 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,			18,		2,		"Mage",		60,				6

	DESCRIPTION	"These shadowy people use spells to disable and kill their enemies.  Noone but them know where they draw their mana from."
	AUTO_MAX	20, 5000,  10, 3500,  0	
;   START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   10,   0,   0
	START_HAND_PP	0, 0, 0, 0, 0, 5000, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 1000000, 0, 0
	START_ELEMENT_PP 0,0,0,0,0,0,556,0
	MAX_ELEMENT_PP 2143,0,0,0,2143,0,2143,0
	START_TOKENS		804
	MAGIC_RATIO		90
	HAND_RATIO		20
	START_LOCATION 97,16,1


; the class levels
	401,	0,			1,		2,		""			
	405,	0,			2,		5,		"",		
	410,	0,			5,		10,		"",			
	420,	0,			8,		15,		"",			
	430,	0,			10,		15,		"",				
	440,	0,			12,		20,		"",			
	450,	0,			15,		25,		"",			
	460,	0,			20,		30,		"",		
	470,	0,			30,		35,		"",		
	480,	0,			50,		40,		""
	490,	0,			65,		55,		"",

;
;	
;---
; 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,			20,		0,		"Wizard",		90,				3

	DESCRIPTION	"The Wizards draw their elemental powers from the spirit energy of dead Elementals.  They study one element their entire life."
	AUTO_MAX	30, 5000,  15, 3000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  10,   0,   0,   0
	START_HAND_PP	0, 0, 5000, 0, 0, 0, 0, 0
	MAX_HAND_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_ELEMENT_PP 0,0,0,0,0,0,0,0
	MAX_ELEMENT_PP 0, 2143, 0, 2143, 0, 2143, 0, 2143
	START_TOKENS		805
	MAGIC_RATIO		100
	HAND_RATIO		10
	START_LOCATION 97,16,1


; the class levels
	501,	0,			2,		1,		""			
	505,	0,			3,		2,		"",		
	510,	0,			7,		4,		"",			
	520,	0,			10,		7,		"",			
	530,	0,			12,		9,		"",				
	540,	0,			14,		11,		"",			
	550,	0,			22,		15,		"",			
	560,	0,			28,		18,		"",		
	570,	0,			36,		21,		"",		
	580,	0,			50,		24,		""
	590,	0,			65,		27,		"",


;
;	
;---
; 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,			18,		0,		"Summonyr",		40,				5

	DESCRIPTION	"Summonyrs do not like to engage in direct combat, and hardly ever work alone.  Their summons do most fo the fighting for them."
	AUTO_MAX	25, 4250,  10, 1500,  10	
;  	 START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,   0,   0,   5,   5
	START_HAND_PP	0, 0, 0, 0, 5000, 0, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 1000000, 0, 0, 0
	START_ELEMENT_PP 0,0,556,0,0,0,0,0
	MAX_ELEMENT_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_TOKENS		806
	MAGIC_RATIO		75
	HAND_RATIO		20
	START_LOCATION 97,16,1

; the class levels
	601,	0,			1,		1,		""			
	605,	0,			2,		2,		"",		
	610,	0,			5,		4,		"",			
	620,	0,			8,		6,		"",			
	630,	0,			10,		8,		"",				
	640,	0,			12,		11,		"",			
	650,	0,			15,		15,		"",			
	660,	0,			20,		20,		"",		
	670,	0,			30,		25,		"",		
	680,	0,			50,		30,		""
	690,	0,			65,		35,		"",


;
;	
;---
; Now the Traveler 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,			10,		8,		"Sage",		40,				8

	DESCRIPTION	"Sages use their hands to direct magical energy.  Able to perform some of the spells of mages, they are a force to be reckoned with."
	AUTO_MAX	50, 3600,  10, 2000,  5	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  10,   0,   0,   0
	START_HAND_PP	0, 0, 0, 0, 0, 0, 0, 5000
	MAX_HAND_PP	0, 0, 0, 0, 0, 0, 0, 1000000
	START_ELEMENT_PP 0,0,0,0,556,0,556,0
	MAX_ELEMENT_PP	0, 0, 0, 0, 1000000, 0, 11667, 0
	START_TOKENS		807
	MAGIC_RATIO		60
	HAND_RATIO		45
	START_LOCATION 97,16,1

; the class levels
	701,	0,			1,		2,		""			
	705,	0,			2,		5,		"",		
	710,	0,			5,		8,		"",			
	720,	0,			8,		12,		"",			
	730,	0,			10,		14,		"",				
	740,	0,			12,		16,		"",			
	750,	0,			15,		19,		"",			
	760,	0,			20,		23,		"",		
	770,	0,			30,		30,		"",		
	780,	0,			50,		35,		"",
	790,	0,			65,		55,		"",

;
;	
;---
; 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
	800,	0,			10,		8,		"Priest",		40,				5

	DESCRIPTION	"Priests do only what is good, and avoid all evil things.  Only able to use blunt weapons and good spells, they act mainly as healers."
	AUTO_MAX	30, 5050,  10, 2000,  5	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   0,   0,   0
	START_HAND_PP	0, 0, 0, 0, 5000, 0, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 1000000, 0, 0, 0
	MAGIC_RATIO		85
	HAND_RATIO		35
	START_ELEMENT_PP 556, 0, 0, 0, 0, 0, 0, 0
	MAX_ELEMENT_PP	1000000, 0, 0, 0, 0, 0, 0, 0
	START_TOKENS		808
	START_LOCATION 97,16,1

; the class levels
	801,	0,			1,		2,		""					
	825,	0,			8,		12,		"",					
	850,	0,			15,		19,		"",				
	875,	0,			30,		30,		"",		
	899,	0,			65,		55,		"",
	

;---
; 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
	900,	0,			8,		20,		"Mercenary",		80,				2

	DESCRIPTION	"Mercenaries can be found almost anywhere, though the best ones are trained in the Camp of the Lost Tribe.  They kill for money."
	AUTO_MAX	20, 3500,  20, 4000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,  5,   0,   5
	START_LOCATION	
	START_HAND_PP	5000, 5000, 4500, 4500, 4500, 0, 0, 0
	MAX_HAND_PP		1000000,1000000,1000000,1000000,1000000,0,0,0
	START_ELEMENT_PP 0,0,0,0,556,0,0,0
	MAX_ELEMENT_PP	0, 0, 0, 0, 1000000, 0, 0, 0
	START_TOKENS		809
	MAGIC_RATIO		70
	HAND_RATIO		45
	START_LOCATION 97,16,1


; the class levels
	901,	0,			1,		5,		"Apprentice"			
				

;	
;---
; 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
	1100,	0,			8,		20,		"Musician",			10,				7

	DESCRIPTION	"Musicians travel everywhere, and a good musician can make a lot of iron in a short time.  Musicians fight fiercly when they must."
	AUTO_MAX	50, 5150,  10, 1500,  20	
	START_ABILITY 	0,0,10,0,0
	START_HAND_PP 	0,0,0,0,0,0,5000,0
	MAX_HAND_PP	0,0,0,0,0,0,1000000,0
	START_ELEMENT_PP 1300, 0, 0, 0, 1300, 0, 0, 0
	MAX_ELEMENT_PP	11667, 0, 0, 0, 11667, 0, 0, 0
	START_TOKENS		811
	MAGIC_RATIO		50
	HAND_RATIO		75
	NO_GIFTS
	START_LOCATION 97,16,1



; the class levels
	1101,	0,			1,		5,		""			
	1105,	0,			2,		8,		"",		
	1110,	0,			4,		15,		"",			
	1120,	0,			6,		20,		"",			
	1130,	0,			8,		25,		"",				
	1140,	0,			10,		30,		"",			
	1150,	0,			13,		35,		"",			
	1160,	0,			16,		40,		"",		
	1170,	0,			19,		45,		"",		
	1180,	0,			24,		50,		""
	1190,	0,			65,		55,		"",

;	
;---
; 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,			8,		20,		"Master of Demonica",		0,				8

	DESCRIPTION	"The Master."
	AUTO_MAX	100, 10000,  100, 10000,  0	
	MAGIC_RATIO	100
	HAND_RATIO	100
	START_HAND_PP	5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000
	START_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	START_TOKENS		810
	HIDDEN_CLASS

; the class levels
	1001,	0,			1,		5,		"Master",
	1099,	0,			1,		5,		"Master"

;	
;---
; 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
	1300,	0,			8,		20,		"Kaechin",		80,				2

	DESCRIPTION	"Kaechin are an elite group of female warriors who live in seclusion, training constantly.  They are formidable warriors."
	AUTO_MAX	20, 4750,  50, 5000,  0	
	MAGIC_RATIO	20
	HAND_RATIO	90
	START_HAND_PP 5000,5000,4500,0,0,0,0,0
	MAX_HAND_PP	1000000,1000000,1000000,0,0,0,0,0
	START_ELEMENT_PP 556, 0, 0, 0, 556, 0, 0, 0
	MAX_ELEMENT_PP	11667, 0, 0, 0, 1000000, 0, 0, 0
	START_TOKENS		813

	START_LOCATION 97,16,1

; the class levels
	1301,	0,			1,		5,		""			
	1305,	0,			2,		8,		"",		
	1310,	0,			4,		15,		"",			
	1320,	0,			6,		20,		"",			
	1330,	0,			8,		25,		"",				
	1340,	0,			10,		30,		"",			
	1350,	0,			13,		35,		"",			
	1360,	0,			16,		40,		"",		
	1370,	0,			19,		45,		"",		
	1380,	0,			24,		50,		"",
	1390,	0,			65,		55,		"",

; The class name
	1200,	0,			8,		20,		"SotM",		00,				0

	DESCRIPTION	"Servant of the Master"
	AUTO_MAX	50, 5000,  50, 5000,  0	
	MAGIC_RATIO	70
	HAND_RATIO	70
	START_HAND_PP 5000,2000,5000,2000,5000,2000,5000,2000
	MAX_HAND_PP	1000000,1000000,1000000,1000000,1000000,1000000,1000000,500000
	START_ELEMENT_PP 600,0,0,0,600,0,0,0	
	HIDDEN_CLASS

; the class levels
	1201,	0,			1,		5,		"Servant"			
	1299,	0,			65,		55,		"Faithful Servant",


	1400,	0,			8,		20,		"Squall",		00,				0

	DESCRIPTION	"Squall"
	AUTO_MAX	100, 10000,  100, 10000,  0	
	MAGIC_RATIO	100
	HAND_RATIO	100
	START_HAND_PP	5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000
	START_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	START_TOKENS		814
	HIDDEN_CLASS

; the class levels
	1401,	0,			1,		5,		"Demon"			
	1499,	0,			65,		55,		"Uber Demon",

;	
;---
; 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
	1600,	0,			8,		20,		"Midwayz",		0,				8

	DESCRIPTION	"The Other Master."
	AUTO_MAX	100, 10000,  100, 10000,  0	
	MAGIC_RATIO	100
	HAND_RATIO	100
	START_HAND_PP	5000, 5000, 5000, 5000, 5000, 5000, 5000, 5000
	START_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	START_TOKENS		816
	HIDDEN_CLASS

; the class levels
	1601,	0,			1,		5,		"Midwayz",
	1699,	0,			1,		5,		"Midwayz"


;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;----------------------------------------------SPECIAL CLASSES---------------------------------------------------------------
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



;	
;---
; Now the ASSASSIN 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,			8,		20,		"Gladiator",		0,				8

	DESCRIPTION	"Gladiators live solely to entertain.  Gladiators are never allowed to leave the arena, and are constantly fighting each other."
	AUTO_MAX	30, 3000,  50, 5000,  0	
	MAGIC_RATIO	100
	HAND_RATIO	100
	START_TOKENS		817
	START_LOCATION 22,0,0
	START_ABILITY 225,225,225,225,225
	START_ITEMS 173,174,175,176,177,178,179
	START_ELEMENT_PP 1000000,0,1000000,0,0,0,0,0
	MAX_ELEMENT_PP 1000000,0,1000000,0,0,0,0,0
	START_HAND_PP 0,0,0,0,0,0,0,1000000
	MAX_HAND_PP 0,0,0,0,0,0,0,1000000
	

; the class levels
	1501,	0,			1,		5,		"Gladiator"		

;
;	
;---
; 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
	1700,	0,			20,		0,		"Water Wizard",		90,				3

	DESCRIPTION	"A Wizard who studies the ways of Water."
	AUTO_MAX	50, 4250,  15, 3000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  10,   0,   0,   0
	START_HAND_PP	0, 0, 5000, 0, 0, 0, 0, 0
	MAX_HAND_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_ELEMENT_PP 0,2143,0,0,0,0,0,0
	MAX_ELEMENT_PP 0, 1000000, 0, 0, 0, 0, 0, 0
	START_TOKENS		817
	MAGIC_RATIO		90
	HAND_RATIO		10
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	1701,	0,			2,		1,		""			
	1705,	0,			3,		2,		"",		
	1710,	0,			7,		4,		"",			
	1720,	0,			10,		7,		"",			
	1730,	0,			12,		9,		"",				
	1740,	0,			14,		11,		"",			
	1750,	0,			22,		15,		"",			
	1760,	0,			28,		18,		"",		
	1770,	0,			36,		21,		"",		
	1780,	0,			50,		24,		""
	1790,	0,			65,		27,		"",
;
;	
;---
; 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
	1800,	0,			20,		0,		"Earth Wizard",		90,				3

	DESCRIPTION	"A Wizard who studies the ways of Earth"
	AUTO_MAX	30, 4250,  15, 3000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  10,   0,   0,   0
	START_HAND_PP	0, 0, 5000, 0, 0, 0, 0, 0
	MAX_HAND_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_ELEMENT_PP 0,0,0,2143,0,0,0,0
	MAX_ELEMENT_PP 0, 0, 0, 1000000, 0, 0, 0, 0
	START_TOKENS		818
	MAGIC_RATIO		90
	HAND_RATIO		10
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	1801,	0,			2,		1,		""			
	1805,	0,			3,		2,		"",		
	1810,	0,			7,		4,		"",			
	1820,	0,			10,		7,		"",			
	1830,	0,			12,		9,		"",				
	1840,	0,			14,		11,		"",			
	1850,	0,			22,		15,		"",			
	1860,	0,			28,		18,		"",		
	1870,	0,			36,		21,		"",		
	1880,	0,			50,		24,		""
	1890,	0,			65,		27,		"",
;
;	
;---
; 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
	1900,	0,			20,		0,		"Fire Wizard",		90,				3

	DESCRIPTION	"A Wizard who studies the ways of Fire"
	AUTO_MAX	30, 4250,  15, 3000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  10,   0,   0,   0
	START_HAND_PP	0, 0, 5000, 0, 0, 0, 0, 0
	MAX_HAND_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_ELEMENT_PP 0,0,0,0,0,2143,0,0
	MAX_ELEMENT_PP 0, 0, 0, 0, 0, 1000000, 0, 0
	START_TOKENS		819
	MAGIC_RATIO		90
	HAND_RATIO		10
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	1901,	0,			2,		1,		""			
	1905,	0,			3,		2,		"",		
	1910,	0,			7,		4,		"",			
	1920,	0,			10,		7,		"",			
	1930,	0,			12,		9,		"",				
	1940,	0,			14,		11,		"",			
	1950,	0,			22,		15,		"",			
	1960,	0,			28,		18,		"",		
	1970,	0,			36,		21,		"",		
	1980,	0,			50,		24,		""
	1990,	0,			65,		27,		"",
;
;	
;---
; 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
	2000,	0,			20,		0,		"Air Wizard",		90,				3

	DESCRIPTION	"A Wizard who studies the ways of Air"
	AUTO_MAX	30, 4250,  15, 3000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  10,   0,   0,   0
	START_HAND_PP	0, 0, 5000, 0, 0, 0, 0, 0
	MAX_HAND_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_ELEMENT_PP 0,0,0,0,0,0,0,2143
	MAX_ELEMENT_PP 0, 0, 0, 0, 0, 0, 0, 1000000
	START_TOKENS		820
	MAGIC_RATIO		90
	HAND_RATIO		10
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	2001,	0,			2,		1,		""			
	2005,	0,			3,		2,		"",		
	2010,	0,			7,		4,		"",			
	2020,	0,			10,		7,		"",			
	2030,	0,			12,		9,		"",				
	2040,	0,			14,		11,		"",			
	2050,	0,			22,		15,		"",			
	2060,	0,			28,		18,		"",		
	2070,	0,			36,		21,		"",		
	2080,	0,			50,		24,		""
	2090,	0,			65,		27,		"",

;
;	
;---
; 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
	2100,	0,			18,		2,		"Necrologist",		60,				6

	DESCRIPTION	"Necrologist"
	AUTO_MAX	20, 3000,  10, 3500,  0	
;   START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   10,   0,   0
	START_HAND_PP	0, 0, 0, 0, 0, 5000, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 1000000, 0, 0
	START_ELEMENT_PP 0,0,0,0,2143,0,0,0
	MAX_ELEMENT_PP 0,0,0,0,1000000,0,0,0
	START_TOKENS		821
	MAGIC_RATIO		80
	HAND_RATIO		35
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	2101,	0,			1,		2,		""			
	2105,	0,			2,		5,		"",		
	2110,	0,			5,		10,		"",			
	2120,	0,			8,		15,		"",			
	2130,	0,			10,		15,		"",				
	2140,	0,			12,		20,		"",			
	2150,	0,			15,		25,		"",			
	2160,	0,			20,		30,		"",		
	2170,	0,			30,		35,		"",		
	2180,	0,			50,		40,		""
	2190,	0,			65,		55,		"",

;
;	
;---
; 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
	2200,	0,			18,		2,		"Physician",		60,				6

	DESCRIPTION	"Physician"
	AUTO_MAX	20, 5400,  10, 3500,  0	
;   START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   10,   0,   0
	START_HAND_PP	0, 0, 0, 0, 0, 5000, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 1000000, 0, 0
	START_ELEMENT_PP 2143,0,0,0,0,0,2143,0
	MAX_ELEMENT_PP 19998,0,0,0,0,0,2143,0
	START_TOKENS		822
	MAGIC_RATIO		95
	HAND_RATIO		25
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	2201,	0,			1,		2,		""			
	2205,	0,			2,		5,		"",		
	2210,	0,			5,		10,		"",			
	2220,	0,			8,		15,		"",			
	2230,	0,			10,		15,		"",				
	2240,	0,			12,		20,		"",			
	2250,	0,			15,		25,		"",			
	2260,	0,			20,		30,		"",		
	2270,	0,			30,		35,		"",		
	2280,	0,			50,		40,		""
	2290,	0,			65,		55,		"",

;
;	
;---
; 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
	2300,	0,			18,		2,		"Magician",		60,				6

	DESCRIPTION	"Magician"
	AUTO_MAX	20, 3250,  10, 3500,  0	
;   START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   10,   0,   0
	START_HAND_PP	0, 0, 0, 0, 0, 5000, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 1000000, 0, 0
	START_ELEMENT_PP 0,0,0,0,0,0,2143,0
	MAX_ELEMENT_PP 0,0,0,0,0,0,1000000,0
	START_TOKENS		823
	MAGIC_RATIO		85
	HAND_RATIO		25
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	2301,	0,			1,		2,		""			
	2305,	0,			2,		5,		"",		
	2310,	0,			5,		10,		"",			
	2320,	0,			8,		15,		"",			
	2330,	0,			10,		15,		"",				
	2340,	0,			12,		20,		"",			
	2350,	0,			15,		25,		"",			
	2360,	0,			20,		30,		"",		
	2370,	0,			30,		35,		"",		
	2380,	0,			50,		40,		""
	2390,	0,			65,		55,		"",

;
;	
;---
; 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
	2400,	0,			18,		2,		"Astrologist",		60,				6

	DESCRIPTION	"Astrologist"
	AUTO_MAX	20, 5250,  10, 3500,  0	
;   START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,   10,   0,   0
	START_HAND_PP	0, 0, 0, 0, 0, 5000, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 1000000, 0, 0
	START_ELEMENT_PP 2143,0,0,0,2143,0,0,0
	MAX_ELEMENT_PP 7498,0,0,0,7498,0,0,0
	START_TOKENS		824
	MAGIC_RATIO		95
	HAND_RATIO		25
	HIDDEN_CLASS
	START_LOCATION 97,16,1


; the class levels
	2401,	0,			1,		2,		""			
	2405,	0,			2,		5,		"",		
	2410,	0,			5,		10,		"",			
	2420,	0,			8,		15,		"",			
	2430,	0,			10,		15,		"",				
	2440,	0,			12,		20,		"",			
	2450,	0,			15,		25,		"",			
	2460,	0,			20,		30,		"",		
	2470,	0,			30,		35,		"",		
	2480,	0,			50,		40,		""
	2490,	0,			65,		55,		"",	

;---
; 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
	2500,	0,			8,		20,		"Assassin",		80,				2

	DESCRIPTION	"Assassins specialize in quickly killing monsters and humans alike.  Trained in the ways of death, they are extremely efficient killers."
	AUTO_MAX	20, 3500,  20, 4000,  0	
;   	START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,  5,   0,   5
	START_LOCATION	
	START_HAND_PP	5000, 5000, 4500, 4500, 4500, 0, 0, 0
	MAX_HAND_PP		1000000,1000000,1000000,1000000,1000000,0,0,0
	START_ELEMENT_PP 0,0,0,0,556,0,0,0
	MAX_ELEMENT_PP	0, 0, 0, 0, 1000000, 0, 0, 0
	START_TOKENS		825
	MAGIC_RATIO		70
	HAND_RATIO		45
	START_LOCATION 97,16,1


; the class levels
	2519,	0,			1,		5,		"Inept"			
	2550,	0,			4,		15,		"Adept",			
	2575,	0,			6,		20,		"Assassin",			
	2599,	0,			8,		25,		"Master Assassin",	

;---
; 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
	2600,	0,			8,		20,		"Soldier",		80,				2

	DESCRIPTION	"Soldiers fight for whoever hires them."
	AUTO_MAX	20, 3500,  20, 4000,  0	
;   START_ABILITY str, wis, sta, agi, dex  
	START_ABILITY   0,  0,  5,   0,   5
	START_LOCATION	
	START_HAND_PP	5000, 5000, 4500, 4500, 4500, 0, 0, 0
	MAX_HAND_PP		1000000,1000000,1000000,1000000,1000000,0,0,0
	START_ELEMENT_PP 0,0,0,0,556,0,0,0
	MAX_ELEMENT_PP	0, 0, 0, 0, 1000000, 0, 0, 0
	START_TOKENS		826
	HAND_RATIO		70
	MAGIC_RATIO		45
	START_LOCATION 97,16,1


; the class levels			
	2619,	0,			2,		8,		"Inept",		
	2650,	0,			4,		15,		"Adept",			
	2675,	0,			6,		20,		"Soldier",			
	2699,	0,			8,		25,		"Master Soldier",	

;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
;--------------------------------------------------UNUSED--------------------------------------------------------------------
;~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

;	
;---
; This last class is a joke, just to test the class number stuff... can I really have 88 classes now?
; Be careful not to use levels above 25 until everyone has upgraded to A67.
; This is the HIGHEST LEGAL NUMBERED CLASS (as of A67).  Do NOT try to make a class 89.
;
; Now the PIANO levels (8800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
;;	8800,	0,			8,		20,		"Piano-User",		20,				0
;;
;;	DESCRIPTION	"Members of this class live and die by the piano.  They have no interest in leveling or PKing.  They suck."
;;	AUTO_MAX	20, 2407,  10, 1954,  0	
;;	MAGIC_RATIO	20
;;	HAND_RATIO	20
;;	START_HAND_PP 3334,3334,3334,3334,3334,3334,3334,3334
;   START_ABILITY str, wis, sta, agi, dex  
;;	START_ABILITY   0,   0,   0,   0,  10
;;	START_LOCATION  2, 13, 1
;;
;;
; the class levels
;;	8801,	0,			1,		5,		"Mover"			
;;	8805,	0,			2,		8,		"Chopsticks",		
;;	8810,	0,			4,		15,		"Chord",			
;;	8820,	0,			6,		20,		"Student",			
;;	8830,	0,			8,		25,		"HonkyTonk",				
;;	8840,	0,			10,		30,		"Tuner",			
;;	8850,	0,			13,		35,		"Classical",			
;;	8860,	0,			16,		40,		"Professional",		
;;	8870,	0,			19,		45,		"Prodigy",		
;;	8880,	0,			24,		50,		"Impressario"
;;	8890,	0,			65,		55,		"Chopin",
;;
;;
;;
;;
; Be sure to leave this comment or a blank line at the very end
