;-------------------
; 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 default (used in Evergreen) right-hand weapons are:
;
;	1	Sword
;	2	Staff
;	3	Bow
;	4	Musical Instrument
;   5   Fist
;   6   Dart
;   7   Book
;   8   Spirit
; 
; if you set arg6 to a value between 1 and 8, then characters of that class will always
; be born with level 5 training in that hand, no matter what the start_hand_pp option
; is for that hand. 
;
; But if you set this field to 0 (Version A57 and later, only), then no hand will be
; pre-trained unless you specifically use the start_hand_pp option.
;
; Setting this field to zero in versions of WoS before A57 will lead to a bug which can
; render the character unusable.  If you publish your world later than July 2001, you can
; probably ignore this comment :)
;
; 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.
;
;   DEFAULT_SKIN  <skinName0>, <skinName0>, <skinName0>, <skinName0>  (just the names, don't add the .bmp)
;       This skin will be used for players of this class if you don't have a copy of their actual skin file.
;       The four skin names are used for the four genders.
;       This supersedes the gender-specific default skin file in genders.ini
;
; 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.
;




;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; 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))
	1200,	0,			20,		0,		"Exorcist",   10,				1

; Next the special commands for the sword-user class.  These come between line nn00 and line nn01
	DESCRIPTION	"EXORCISTS ROCK!!!."
	HIDDEN_CLASS
	AUTO_MAX	50, 5000,  10, 1250,  20		
	HAND_RATIO 100
	MAGIC_RATIO 35
	MAX_HAND_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	MAX_ELEMENT_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	START_HAND_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	START_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000

; 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.

	1201,	0,			28,		20,		"Crusader"
	1280,	0,			50,		20,		"Holy Recruit"
	1290,	0,			65,		0,		"Bane of Vampires"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;
; 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))
	1300,	0,			20,		0,		"Zombie",   10,				1

; Next the special commands for the sword-user class.  These come between line nn00 and line nn01
	DESCRIPTION	"ZOMBIES ROCK!!!"
	HIDDEN_CLASS
	AUTO_MAX	50, 5000,  10, 1250,  20		
	HAND_RATIO 100
	MAGIC_RATIO 35
	MAX_HAND_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	MAX_ELEMENT_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	START_HAND_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000
	START_ELEMENT_PP 1000000,1000000,1000000,1000000,1000000,1000000,1000000,1000000

; 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.

	1301,	0,			28,		20,		"Corrupt soul"
	1380,	0,			50,		20,		"Satanist"
	1390,	0,			65,		0,		"Undead Nightmare"

;			
;---
; 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
	1400,	0,			18,		2,		"Divine Paladin",			40,				3

	DESCRIPTION	"DIVINE KNIGHTS ROCK!!!"
	HIDDEN_CLASS
	AUTO_MAX	20, 5000,  10, 2000,  15	
	HAND_RATIO 100
	MAGIC_RATIO 40
	MAX_HAND_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	MAX_ELEMENT_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	START_HAND_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	START_ELEMENT_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000

; the class levels
	1401,	0,			2,		2,		"Pure Knight"			
	1480,	0,			48,		32,		"Holy Knight"
	1490,	0,			65,		40,		"Divine Knight",
;			
;---
; 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
	1500,	0,			18,		2,		"Black Rider",			40,				3

	DESCRIPTION	"Warriors of evil..."
	AUTO_MAX	100, 5000,  100, 5000,  0	
	HAND_RATIO 100
	MAGIC_RATIO 40
	MAX_HAND_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	MAX_ELEMENT_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	START_HAND_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	START_ELEMENT_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	HIDDEN_CLASS


; the class levels
	1501,	0,			2,		2,		"Corrupt Knight"			1580,	0,			48,		32,		"Dark Knight"
	1590,	0,			65,		40,		"Shadow Knight",

;
;	
;---
; Now the Lance levels (500 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	1600,	0,			20,		0,		"Sprite",		5,				2

	DESCRIPTION	"SPRITES ROCK!!!"
	AUTO_MAX	70, 8000,  100, 5000,  1	
	HAND_RATIO 50
	MAGIC_RATIO 100
	MAX_HAND_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	MAX_ELEMENT_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	START_HAND_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	START_ELEMENT_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	HIDDEN_CLASS


; the class levels
	1601,	0,			2,		1,		"Pixie"				
	1680,	0,			50,		24,		"Gnome"
	1690,	0,			65,		27,		"King Fairy|Queen Fairy",


;
;	
;---
; Now the Axe warrior levels (700 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	1700,	0,			10,		8,		"Imp",		70,				7

	DESCRIPTION	"IMPS ROCK!!!"
	AUTO_MAX	20, 6000,  10, 4000,  0	
	HAND_RATIO	50
	MAGIC_RATIO 	100
	MAX_HAND_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	MAX_ELEMENT_PP 2500000,2500000,2500000,2500000,2500000,2500000,2500000,2500000
	START_HAND_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	START_ELEMENT_PP 2000000,2000000,2000000,2000000,2000000,2000000,2000000,2000000
	HIDDEN_CLASS


; the class levels
	1701,	0,			1,		2,		"Boggart"			
	1780,	0,			50,		35,		"Poltergiest"
	1790,	0,			65,		55,		"Hell Imp",

;
;	
;---
; Now the ASSASSIN levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	1800,	0,			8,		20,		"Angel",		80,				8

	DESCRIPTION	"ANGELS ROCK!!!"
	AUTO_MAX	20, 8000,  10, 8000,  0	
	MAGIC_RATIO 100
	HAND_RATIO 75
	MAX_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	MAX_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_HAND_PP 3000000,3000000,3000000,3000000,3000000,3000000,3000000,3000000
	START_ELEMENT_PP 3000000,3000000,3000000,3000000,3000000,3000000,3000000,3000000
	HIDDEN_CLASS

; the class levels
	1801,	0,			1,		5,		"White Angel"			
	1880,	0,			24,		50,		"Arch Angel"
	1890,	0,			65,		55,		"Supreme Angel||Seraph",


;
;	
;---
; Now the ASSASSIN levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	1900,	0,			8,		20,		"Demon",		80,				8

	DESCRIPTION	"DEMONS ROCK!!!"
	AUTO_MAX	20, 8000,  10, 8000,  0	
	MAGIC_RATIO 100
	HAND_RATIO 75
	MAX_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	MAX_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_HAND_PP 3000000,3000000,3000000,3000000,3000000,3000000,3000000,3000000
	START_ELEMENT_PP 3000000,3000000,3000000,3000000,3000000,3000000,3000000,3000000
	HIDDEN_CLASS

; the class levels
	1901,	0,			1,		5,		"Night Demon"			
	1980,	0,			24,		50,		"Dark Demon"
	1990,	0,			65,		55,		"Hell Spirit",

;
;	
;---
; Now the ASSASSIN levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	2000,	0,			8,		20,		"Maha",		80,				8

	DESCRIPTION	"MAHA RULES (Holiness)!!!"
	AUTO_MAX	1000000, 1000000,  1000000, 1000000,  0
	MAGIC_RATIO 100
	HAND_RATIO 100
	MAX_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	MAX_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	HIDDEN_CLASS

; the class levels
	2001,	0,			1,		5,		"Righteous Maha"			
	2080,	0,			24,		50,		"Divine Maha"
	2090,	0,			65,		55,		"Heaven Ruler",


;
;	
;---
; Now the ASSASSIN levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	2100,	6000000,			6000000,		6000000,		"Nemesis",		6000000,				6000000

	DESCRIPTION	"There is but a fine line between life and death. This is that line, do not cross it."
	AUTO_MAX	1000000, 1000000,  1000000, 1000000,  0
	MAGIC_RATIO 100
	HAND_RATIO 100
	MAX_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	MAX_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	HIDDEN_CLASS

; the class levels
	2101,	0,			1,		5,		"Dark Nemesis"			
	2180,	0,			24,		50,		"King of Hell"
	2190,	0,			65,		55,		"Indestructible Entity",



;
;	
;---
; Now the ASSASSIN levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	2200,	6000000,			6000000,		6000000,		"Half-Demon",		6000000,				6000000

	DESCRIPTION	"???"
	AUTO_MAX	1000000, 1000000,  1000000, 1000000,  0
	MAGIC_RATIO 100
	HAND_RATIO 100
	MAX_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	MAX_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_HAND_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	START_ELEMENT_PP 6000000,6000000,6000000,6000000,6000000,6000000,6000000,6000000
	HIDDEN_CLASS

; the class levels
	2201,	0,			1,		5,		"Holy Demon"			
	2290,	0,			65,		55,		"Demonic Angel",

; Be sure to leave this comment or a blank line at the very end







