;-------------------
; 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	Bladed
;	2	Blunt
;	3	Bow
;	4	Mind
;   5   Lance
;   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.
;
; 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))
	100,	0,			20,		0,		"Warrior",   5,				0

	DESCRIPTION	"Warriors are basic fighters with the low magical skills. They are the only class proficient in every weapon style."
	AUTO_MAX	25, 9756,  10, 999,  10	
	START_ITEMS 	27, 29, 30, 31, 32, 33, 34	
	MAX_ELEMENT_PP	7300, 0, 0, 0, 0, 0, 0, 0
	MAX_HAND_PP	1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000
	START_HAND_PP	5500, 5500, 5500, 5500, 5500, 5500, 5500, 5500
	START_TOKENS	  1
	START_LOCATION	0, 0, 1
	
	101,	0,			1,		0,		"Fighter"
	105,	0,			2,		0,		"Fighter"
	110,	0,			5,		0,		"Squire"
	120,	0,			8,		10,		"Page"
	130,	0,			10,		0,		"Soldier"
	140,	0,			14,		10,		"Knight"
	150,	0,			22,		0,		"Errant"
	160,	0,			28,		20,		"Templar"
	170,	0,			36,		0,		"Conquistador"
	180,	0,			50,		20,		"Emperor|Empress|Emperor|Empress"
	190,	0,			65,		0,		"Warlord|Warlady|Warlord|Warlady"
;
;---
; 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,		"Elementalist",		90,				2

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

	DESCRIPTION	"Masters of the 8 elements, Elementalists bend the forces of Mana with their mind and use it to their will."
	AUTO_MAX	20, 8953,  10, 1965,  0	
	MAX_HAND_PP	0, 1000000, 0, 0, 0, 0, 0, 0
	START_ITEMS 100, 29, 30, 31, 32, 33, 34
	START_SPELLS		11
	START_TOKENS		2
	START_LOCATION	0, 0, 1
	
	

; the class level names for the magic-user class
	201,	0,			1,		2,		"Aqua Conjurer"
	205,	0,			2,		5,		"Flame Enchanter",		
	210,	0,			4,		10,		"Thunder Mage",			
	220,	0,			7,		15,		"Quake Summoner",			
	230,	0,			8,		15,		"Moon Wizard",				
	240,	0,			11,		20,		"Geomancer",			
	250,	0,			18,		25,		"Sacred Sorcerer|Sacred Sorceress|Sacred Sorcerer|Sacred Sorceress",			
	260,	0,			22,		30,		"Element Channeler",		
	270,	0,			28,		35,		"Druid",		
	280,	0,			40,		40,		"Elementiologist"
	290,	0,			55,		55,		"Master of the Elements",
;			
;---
; 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",			40,				3

	DESCRIPTION	"Archers are masters of the bow. They find solace in the twang of the string, and the resulting death of their foes."
	AUTO_MAX	23, 9010,  3, 1035,  5	
	START_ITEMS 101, 29, 30, 31, 102, 33, 34
	MAX_HAND_PP	0, 0, 1000000, 0, 0, 0, 0, 0
	START_TOKENS		3
	START_LOCATION	0, 0, 1


; the class levels
	301,	0,			2,		2,		"Slinger"			
	305,	0,			4,		3,		"Shafter",		
	310,	0,			6,		6,		"Bowman|Bowwoman|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|Boltman|Boltwoman",			
	360,	0,			25,		22,		"Master Bowman|Master Boltwoman|Master Boltman|Master Boltwoman",		
	370,	0,			32,		27,		"Arbalist",		
	380,	0,			48,		32,		"Ranger"
	390,	0,			65,		40,		"Dead Aim",
;
;	
;---
; 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,		"Paladin",		20,				0

	DESCRIPTION	"Holy Knights sworn to protect the God that resides over Lumina's power of Light. The opposite of the Dark Knight."
	AUTO_MAX	25, 9256,  9, 1435,  5	
	START_ITEMS	27, 29, 30, 31, 32, 33, 34
	MAX_HAND_PP	1000000, 1000000, 0, 0, 0, 0, 0, 0
	START_HAND_PP	5500, 5500, 0, 0, 0, 0, 0, 0
	MAX_ELEMENT_PP	1000000, 7300, 7300, 7300, 0, 7300, 7300, 7300
	START_TOKENS		1
	START_LOCATION	0, 0, 1


; the class levels
	401,	0,			1,		2,		"Swordsman|Swordswoman|Swordsman|Swordswoman"			
	405,	0,			2,		5,		"Swordsman|Swordswoman|Swordsman|Swordswoman",		
	410,	0,			5,		10,		"Light Warrior",			
	420,	0,			8,		15,		"Defender",			
	430,	0,			10,		15,		"Guardian of the Light",				
	440,	0,			12,		20,		"Holy Knight",			
	450,	0,			15,		25,		"Paladin",			
	460,	0,			20,		30,		"Templar of Light",		
	470,	0,			30,		35,		"Servant of God",		
	480,	0,			50,		40,		"Crusader"
	490,	0,			65,		55,		"Hand of God",

;
;	
;---
; 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,		"Dark Knight",		20,				0

	DESCRIPTION	"Warriors of the shadow that vow their lives to defend the beliefs of the God that presides over Shade, the elemental of dark. The opposite of Paladins."
	AUTO_MAX	25, 9256,  9, 1435,  5	
	START_ITEMS	27, 29, 30, 31, 32, 33, 34
	MAX_HAND_PP	1000000, 1000000, 0, 0, 0, 0, 0, 0
	START_HAND_PP	5500, 5500, 0, 0, 0, 0, 0, 0
	START_TOKENS		1
	MAX_ELEMENT_PP	0, 7300, 7300, 7300, 1000000, 7300, 7300, 7300
	START_LOCATION	0, 0, 1

; the class levels
	501,	0,			2,		1,		"Swordsman|Swordswoman|Swordsman|Swordswoman"			
	505,	0,			3,		2,		"Swordsman|Swordswoman|Swordsman|Swordswoman",		
	510,	0,			7,		4,		"Dark Bladesman|Dark Bladeswoman|Dark Bladesman|Dark Bladeswoman",			
	520,	0,			10,		7,		"Shadow Fencer",			
	530,	0,			12,		9,		"Defender of the Night",				
	540,	0,			14,		11,		"Guardian of the Plague",			
	550,	0,			22,		15,		"Dark Knight",			
	560,	0,			28,		18,		"Hand of the Damned",		
	570,	0,			36,		21,		"Fist of Bleakness",		
	580,	0,			50,		24,		"Blade of Emptiness"
	590,	0,			65,		27,		"Makenshi||Makenshi",


;
;	
;---
; 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,		"Cleric",		95,				0

	DESCRIPTION	"Clerics are holy mages that devote their lives to the healing arts. They are the only class skilled in resurrection."
	AUTO_MAX	13, 8210,  13, 2500, 0
	MAX_HAND_PP	0, 1000000, 0, 0, 1000000, 0, 0, 0
	START_HAND_PP	0, 5500, 0, 0, 5500, 0, 0, 0
	START_ITEMS	104, 29, 30, 31, 32, 33, 34	
	START_ELEMENT_PP	560, 0, 0, 0, 0, 0, 0, 0
	START_SPELLS		1
	START_TOKENS		2, 4
	START_LOCATION	0, 0, 1		
  	

; the class levels
	601,	0,			1,		1,		"Churchgoer"			
	605,	0,			2,		2,		"Churchgoer",		
	610,	0,			5,		4,		"Pilgrim",			
	620,	0,			8,		6,		"Pastor",			
	630,	0,			10,		8,		"Baptist",				
	640,	0,			12,		11,		"Clergyman|Clergywoman|Clergyman|Clergywoman",			
	650,	0,			15,		15,		"Ecclesiast",			
	660,	0,			20,		20,		"Predicant",		
	670,	0,			30,		25,		"Pontiff",		
	680,	0,			50,		30,		"Archbishop"
	690,	0,			65,		35,		"Pope",


;
;	
;---
; Now the BOOK levels (700 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	700,	0,			10,		8,		"Necromancer",		95,				0

	DESCRIPTION	"Necromancers call upon the spirits of the dark that inhabit Tolaria. It's rumored that they have a secret spell locked away, usable only by them."
	AUTO_MAX	14, 8599,  12, 1954,  0	
	MAX_HAND_PP	0, 1000000, 0, 0, 1000000, 0, 0, 0
	START_HAND_PP	0, 5500, 0, 0, 5500, 0, 0, 0
	START_ITEMS	104, 29, 30, 31, 32, 33, 34	
	START_ELEMENT_PP		0, 0, 0, 0, 560, 0, 0, 0
	START_SPELLS		74
	START_TOKENS		2, 5
	START_LOCATION	0, 0, 1		
	
;; the class levels
	701,	0,			1,		2,		"Acolyte"			
	705,	0,			2,		5,		"Acolyte",		
	710,	0,			5,		8,		"Enchanter",			
	720,	0,			8,		12,		"Illusionist",			
	730,	0,			10,		14,		"Sorcerer|Sorceress|Sorcerer|Sorceress",				
	740,	0,			12,		16,		"Spellbinder",			
	750,	0,			15,		19,		"Warlock||Witch",			
	760,	0,			20,		23,		"Wizard",		
	770,	0,			30,		30,		"Theurgist",		
	780,	0,			50,		35,		"Diabolist"
	790,	0,			65,		55,		"Lich",


;
;	
;---
; Now the SPIRIT levels (800 + level #)
;  CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;	0		1			2		3		4					5				6
;
; The class name
	800,	0,			8,		20,		"Lancer",		50,				0

	DESCRIPTION	"Lancers, or Dragoons as they're often called, are warriors that blur the boundary between a physical and mental fighter. They can use heavy weaponry, but their magic is nothing to laugh at."
	AUTO_MAX	30, 9145,  4, 1568,  5	
	MAX_HAND_PP	1000000, 0, 0, 1000000, 0, 0, 0, 0
	START_HAND_PP	5500, 0, 0, 5500, 0, 0, 0, 0
	MAX_ELEMENT_PP	5500, 5500, 5500, 5500, 5500, 5500, 5500, 5500
	START_ITEMS	103, 29, 30, 31, 32, 33, 34	
	START_TOKENS		1
	START_LOCATION	0, 0, 1


; the class levels
	801,	0,			1,		5,		"Spearfisher"			
	805,	0,			2,		8,		"Spearfisher",		
	810,	0,			4,		15,		"Recruit",			
	820,	0,			6,		20,		"Scout",			
	830,	0,			8,		25,		"Legionnaire",				
	840,	0,			10,		30,		"Trooper",			
	850,	0,			13,		35,		"Lancer",			
	860,	0,			16,		40,		"Dragoon",		
	870,	0,			19,		45,		"Duelist",		
	880,	0,			24,		50,		"Dragon Knight"
	890,	0,			65,		55,		"Dragon Duelist",

;	
;---
; Now the OLD SCAVENGER levels (900 + level #)
;; CCLL	    Exp_Pts.	MaxHP	maxMP	Level_name			Magic-ratio		Right-Hand
;;	0		1			2		3		4					5				6
;;
;; The class name
	900,	0,			8,		20,		"Diety",			5,				0

	DESCRIPTION	"Only Spike may be of this class."
	AUTO_MAX	600, 32000,  200, 32000,  0	
	MAGIC_RATIO	100
	HAND_RATIO	100
	START_HAND_PP 100000,100000,100000,100000,100000,100000,100000,100000
	HIDDEN_CLASS	
;
;; the class levels
	901,	0,			1,		5,		"Chosen"			
	905,	0,			2,		8,		"Chosen",		
	910,	0,			4,		15,		"Prophet",			
	920,	0,			6,		20,		"Messiah",			
	930,	0,			8,		25,		"Lord||Lady",				
	940,	0,			10,		30,		"Minor God||Minor Goddess",			
	950,	0,			13,		35,		"Worshipped one",			
	960,	0,			16,		40,		"God||Goddess",		
	970,	0,			19,		45,		"God||Goddess",		
	980,	0,			24,		50,		"God||Goddess"
	990,	0,			65,		55,		"God||Goddess",

	1300,	0,			8,		20,		"Monk",		0,				0

	
	DESCRIPTION	"Warriors that travel light and battle with their fists. Unskilled in any forms of magic."
	AUTO_MAX	45, 9999, 10, 100, 25
	MAGIC_RATIO	0
	HAND_RATIO	100
	START_ITEMS	144, 145, 29, 30, 33, 31, 34
	START_TOKENS		2, 6
	START_LOCATION	0, 0, 1
	START_HAND_PP	0, 0, 0, 0, 0, 5500, 0, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 1000000, 0, 0
	MAX_ELEMENT_PP	0, 0, 0, 0, 0, 0, 0, 0


	1301,	0,			1,		5,		"White Belt"
	1310,	0,			1,		5,		"Yellow Belt"
	1320,	0,			1,		5,		"Blue Belt"
	1330,	0,			1,		5,		"Brown Belt"
	1340,	0,			1,		5,		"Red Belt"
	1350,	0,			1,		5,		"Black Belt"
	1360,	0,			1,		5,		"Martial Arts Master"
	1370,	0,			1,		5,		"Monk"
	1380,	0,			1,		5,		"Grandmaster"
	1390,	0			1		5,		"Fist of Destiny"

	1400,	0,			8,		20,		"Assassin",		30,				0

	DESCRIPTION	"Assassins strike in the night, defeating all those that oppose them before they have a chance to react. Their effeciency in killing is unmatched."	
	AUTO_MAX	19,	7924, 8, 1406, 12
	START_ITEMS	29, 30, 33, 31, 34, 176, 177
	START_TOKENS		2, 7
	START_LOCATION	0, 0, 1
	START_HAND_PP	0, 0, 0, 0, 0, 0, 5500, 0
	MAX_HAND_PP	0, 0, 0, 0, 0, 5500, 1000000, 0
	MAX_ELEMENT_PP	3000, 3000, 3000, 3000, 3000, 3000, 3000, 3000		
	
	1401,	0,			1,		5,		"Thug"
	1410,	0,			1,		5,		"Criminal"
	1420,	0,			1,		5,		"Hitman"
	1430,	0,			1,		5,		"Eliminator"
	1440,	0,			1,		5,		"Butcher"
	1450,	0,			1,		5,		"Executioner"
	1460,	0,			1,		5,		"Liquidator"
	1470,	0,			1,		5,		"Slayer"
	1480,	0,			1,		5,		"Slaughterer"
	1490,	0			1		5,		"Enforcer"

	1500,	0,			8,		20,		"Unlimited",		100,				0

	DESCRIPTION	"Using guns that shoot bullets made of magic, these powerful wizards have the power to control monsters."
	AUTO_MAX	16, 6372, 10, 2085
	START_ITEMS 29, 30, 31, 33, 34, 178, 145
	START_SPELLS		207, 84
	START_TOKENS		2, 6, 8
	START_LOCATION	0, 0, 1
	START_HAND_PP	0, 0, 0, 0, 0, 0, 0, 5500
	MAX_HAND_PP		0, 0, 0, 0, 0, 0, 0, 1000000
	MAX_ELEMENT_PP	44000, 44000, 44000, 44000, 44000, 44000, 44000, 44000

	1501,	0,			1,		5,		"Cadet"
	1510,	0,			1,		5,		"Gunner"
	1520,	0,			1,		5,		"Gunman"
	1530,	0,			1,		5,		"Sniper"
	1540,	0,			1,		5,		"Blaster"
	1550,	0,			1,		5,		"Turret"
	1560,	0,			1,		5,		"Rocketeer"
	1570,	0,			1,		5,		"Warhead"
	1580,	0,			1,		5,		"Devastator"
	1590	0,			1,		5,		"Fast Draw"

	1600,	0,			8,		20,		"Alchemist",		60,				0
	DESCRIPTION	"Alchemists are natural warriors who forge magic from the items dropped by fallen foes. They also make potions and are even capable fighters."
	AUTO_MAX	20, 8918, 5, 2044, 1
	MAX_ELEMENT_PP	5500, 5500, 5500, 5500, 5500, 5500, 5500, 5500
	START_TOKENS		2, 6, 9
	START_ITEMS	 	27, 29, 30, 31, 32, 33, 34	
	START_HAND_PP	5500, 0, 0, 0, 0, 0, 0, 0
	MAX_HAND_PP	1000000, 0, 0, 0, 0, 0, 0, 0
	START_LOCATION	0, 0, 1

	1601, 0, 1, 5, "Dropout"
	1610, 0, 1, 5, "Flunkie"
	1620, 0, 1, 5, "Pupil"
	1630, 0, 1, 5, "Teacher's Pet"
	1640, 0, 1, 5, "Graduate"
	1650, 0, 1, 5, "Valedictorian"
	1660, 0, 1, 5, "Chemist"
	1670, 0, 1, 5, "Alchemist"
	1680, 0, 1, 5, "Biochemist"
	1690, 0, 1, 5, "Savant"


	2000,	0,			20,		0,		"Berserker",   5,				0
	DESCRIPTION	"Ascended Warrior"
	HIDDEN_CLASS		1
	AUTO_MAX	255, 14721, 32, 1385, 1
	START_ABILITY	0, 0, 0, 0, 0
	HAND_RATIO	100
	MAGIC_RATIO	20
	MAX_ELEMENT_PP	25000, 0, 0, 0, 0, 0, 0, 0
	MAX_HAND_PP	1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 1000000, 0
	
	2001, 0, 1, 5, "Advocate of Rage"


;---
; 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
