;
; 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 supports, so if an extension # is given, it must be "1"
;
;	// 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
;
;				* 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).
;				
;
;	// 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)
;   			
;					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

	29,	"Cheese Sandwich",		0,	29,	10,		0,	0,	0,	0,	0,	120,	120,	0,	-1,	"Just like mother used to make.", "petChew.wav"
	32,	Beer,				0,	32,	3,		0,	0,	0,	0,	0,	10,	10,	0,	-1,	"Certainly not the finest beer you have ever tasted, but it sure does quench a thirst.","petGulp.wav"				
	33,	Ale,				0,	33,	10,		21,	0,	0,	0,	0,	130,	130,	0,	-1,	"You could eat it with a fork., "petGulp.wav",	,				
	34,	Wine,				0,	34,	10,		21,	0,	0,	0,	0,	150,	150,	0,	-1,	"For the fancy elitist, a spunky vintage.",petGulp.wav,	,				
	35,	"Mulled Port",			0,	35,	15,		21,	0,	0,	0,	0,	0,	0,	0,	-1,	"Don't chip your tooth on the pewter goblet.",petGulp.wav,	,				
	36,	"Letter",			2,	36,	0,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"You've been told to deliver this",				
	37,	"Pizza",			0,	37,	50,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"Nicer warm, but still fantastically tasty", "petChew.wav"
	38,	"Lime & Lilly Power Cocktail",	0,	38,	15,		0,	0,	0,	0,	0,	15,	15,	0,	-1,	"One of the fanciest drinks known to man.", "petGulp.wav"
	39,	"Hislen Badge",			2,	39,	0,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"This badge shows your allegiance to the Hislen empire",
	40,	"Hencran Badge"			2,	40,	0,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"This badge shows your allegiance to the Hencran empire",
	41,	"Treasure Map"			2,	41,	0,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"X marks the spot.",

	42,	"Green Fish",			0,	52,	8,		0,	0,	0,	0,	0,	20,	20,	0,	2000.2,		"Seafood is not only tasty, but also a key part of the local economy.", "petChew.wav"
	43,	"Blue Fish",			0,	8,	10,		0,	0,	0,	0,	0,	20,	20,	0,	2000.25,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	44,	"Crab (Giant)",			0,	42,	12,		0,	0,	0,	0,	0,	25,	25,	0,	2000.4,		"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	45,	"Crab (Scarlet)",		0,	42,	12,		0,	0,	0,	0,	0,	25,	25,	0,	2000.11,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	46,	"Lobster (Deadly)",		0,	43,	16,		0,	0,	0,	0,	0,	30,	30,	0,	2000.56,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	47,	"Spine Fish",			0,	31,	4,		0,	0,	0,	0,	0,	40,	40,	0,	2000.26,	"They taste horrible, but are not actually poisonous.","petChew.wav"
	48,	"Exotic Fish",			0,	9,	30,		0,	0,	0,	0,	0,	60	60,	0,	2000.27,	"A large, more exotic type of fish.", 				"petChew.wav",		
	49,	"Crab (Kelp)",			0,	42,	12,		0,	0,	0,	0,	0,	80,	80,	0,	2000.69,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	50,	"Crab (Barnacle)",		0,	42,	12,		0,	0,	0,	0,	0,	100,	100,	0,	2000.31,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	51,	"Lobster (Ultra)",		0,	43,	16,		0,	0,	0,	0,	0,	120,	120,	0,	2000.58,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	
	52,	"Strands of Beard",		2,	44,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Strands of Pink Beard's mighty facial chin warmer",	
	53,	"Chart to Deep, Stormy Ocean",	2,	45,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"It'll allow you to get to it, but it won't protect you from the monsters there.",	

	54,	"60 Green Fish",		2,	52,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.255,	"Booty from boarding a ship. Worth 100 gold pieces on the black market.",	
	55,	"60 Blue Fish",			2,	8,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.255,	"Booty from boarding a ship. Worth 125 gold pieces on the black market.",
	56,	"60 Giant Crabs",		2,	42,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.256,	"Booty from piracy. Worth 150 gold pieces on the black market.",
	57,	"60 Deadly Lobsters",		2,	43,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.256,	"Booty from piracy. Worth 175 gold pieces on the black market.",
	58,	"20 Barrels of Beer",		2,	46,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.257,	"Booty from piracy. Worth 200 gold pieces on the black markets.",
	59,	"20 Barrels of Wine",		2,	46,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.257,	"Booty from piracy. Worth 225 gold pieces on the black market.",
	60,	"20 Barrels of Lime and Lilly Power Cocktail",	2,		46,	0,	0,	0,	0,	0,	0,	0,	0,	0,	1000.258,	"Booty from piracy. Worth 300 gold pieces on the black market.",
	61,	"60 Exotic Fish",		2,	9,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.258,	"Booty from piracy. Worth 350 gold pieces on the black market.",
	62,	"500 of Silver Bullion",	2,	48,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.259,	"Booty from piracy. Worth 500 gold pieces on the black market.",
	63,	"700 of Gold Bullion",		2,	47,	1,		0,	0,	0,	0,	0,	0,	0,	0,	1000.259,	"Booty from piracy. Worth 700 gold pieces on the black market.",

	65,	"Uber Spine Fish",		0,	31,	6,		0,	0,	0,	0,	0,	80,	80,	0,	2000.179,	"They taste horrible, but are not actually poisonous.","petChew.wav"
	66,	"Black Uber Lobster",		0,	51,	16,		0,	0,	0,	0,	0,	150,	150,	0,	2000.178,	"Seafood is not only tasty, but also a key part of the local economy.","petChew.wav"
	67,	"Great Library Research Papers",	0,	49,		0,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"Stolen from the Great Library in Hencrania.",
	68,	"Head of Great Big Scary Sea Monster",	0,	50,		0,	0,	0,	0,	0,	0,	0,	0,	0,	0,	"This proves that you have slain the greatest sea monster known in this world.",	
	69,	"Map to the Isle of the Ituri",	0,	45,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Directions to the fabled volcano island.",	
	70,	"Letter",			2,	36,	0,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"Gauthier's pledge of loyalty to the Hencran empire.",				
	1009,"Ultima Seed",			105,,	1,		0,	,	,	,	,	,	,	50,	-1,	"Makes you buff up!",	,				,				
; 4.mode.num.link.dropin
	96,	"Quest Dictionary",		201, 4, 0, 		0,	0,	0,	0,	0,	0,0,	0,	0,	"Look up Quest Arcana.", "http://www.synthetic-reality.com/wosquest.htm"

;
; Special stuff!
; (Generally, special items you can only win by completing quests - set the $ to 0 so they

; cannot be bought or sold.  Set the FP to 0, so they cannot be found.)
;
;	E#, name,					cl  Img	$		lvl Spl		El	D	A	HP	MP	AP	FP	Description		SFX		ATTACK
;	0	1						2	3	4		5	6		7	8	9	10	11	12	13	14				15		16
	100,"Elementia Corpuscula",	2,	4,	1000,	0,	0,		0,	0,	0,	0,	0,	0,	0,	"Written by Kervorkias in the 3rd century.  Looks pretty gruesome."
	101,"Sea Kingdom Halibut",	2,	30,	0,		0,	0,		0,	0,	0,	0,	0,	0,	0,	"Looks tempting, but you know someone who needs it more.", "petChew.wav"

; helmets
;	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
	200,"Eye Patch",			10,	6,	0,	55,	0,	0,	20,	2,	0,	0,	0,	0,	"Vital headwear for the experienced Rogue."	
	205,"Pirate Hat",			10,	5,	0,	55,	0,	0,	20,	2,	0,	0,	0,	0,	"A real Pirate Hat!"	
	211,"Captain's Hat",			10,	8,	0,	55,	0,	0,	20,	2,	0,	0,	0,	0,	"Commands great respect."	
	1001,"Immortal Hat",	10,	8,	1,	0,	0,	0,	255,	255,	0,	0,	0,	0,	"This hat makes people semi-immortal."
	1010,"Admiral's Hat",		10,	5,	-1,		55,	,	,	40,	4,	,	,	,	,	"The hat of a famous Admiral in the Royal Family's fleet.",,				,				
; armor
;	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
	250,"Cotton Top",				11,	3,	25,		0,	0,	0,	2,	0,	0,	0,	0,	-1,	"Basic element of clothing."
	251,"Leather Vest",			11,	1,	50,		4,	0,	0,	7,	0,	0,	0,	0,	-1,	"A protective leather vest."
	954,"Leather Pirate Shirt",		11,	1,	650,		25,	0,	50,	50,	0,	0,	0,	0,	-1,	"A leather pirate shirt."
	955,"Puffy Pirate Shirt",	11,	5,	200000,	40,	0.12,80,	80,	0,	0,	0,	0,	-1,	"A puffy pirate shirt, looks funny, but its durable and light",,				,				
	1002,"Outlaw Shirt",	11,	5,	1,	0,	0.12,	0,	255,	255,	0,	0,	0,	-1, "The shirt of a famous outlaw. No wonder he got away from the law so fast, it doubles speed."
	
; swords
;	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
	300,"Filleting Knife",			12,	1,	15,	0,	0,	0,	0,	5,	0,	0,	0,	-1,	"Useful for sorting out the fish you catch for dinner, if nothing else.",	"ching.wav", 	4
	302,"Hatchet",				12,	8,	25,	4,	0,	0,	0,	10,	0,	0,	0,	-1,	"A frightening melee weapon.","ching.wav",	4
	303,"Cutlass",				12,	6,	40,	6,	0,	0,	0,	15,	0,	0,	0,	-1,	"Often used by pirates.","ching.wav",		4
	305,"Sword",				12,	2,	70,	10,	0,	0,	0,	20,	0,	0,	0,	-1,	"A sturdy blade, more than adequate for most fights.","ching3.wav",	4
	306,"Epee",				12,	9,	100,	14,	0,	0,	0,	30,	0,	0,	0,	-1,	"The gentleman's dueling sword.","slash.wav",	4
	308,"Broad Sword",			12,	4,	120,	18,	0,	0,	0,	35,	0,	0,	0,	-1,	"A truly mighty sword.","ching3.wav",	4
	310,"Sabre",				12,	12,	160,	20,	0,	0,	0,	40,	0,	0,	0,	-1,	"A fine dueling weapon.","slash.wav",4
	311,"Scimitar",				12,	6,	800,	24,	0,	0,	0,	50,	0,	0,	0,	-1,	"Magnificent spoils of an ancient battle.","ching3.wav",4
	312,"Draugluin",			12,	10,	1200,	26,	0,	0,	0,	55,	0,	0,	0,	-1,	"One of the very finest swords made in these lands.","ching3.wav",4
	956,"Spiked Hatchet",	12,	8,	1500,	29,	0,	0,	0,	60,	0,	0,	0,	-1, "Very Spikey and Sharp","ching3.wav",4
	957,"Long John Silver",	12,	12,	1800,	32,	0,	0,	0,	65,	0,	0,	0,	-1,	"Named after a pirate? Maybe the person who made it?","ching3.wav",4
	958,"Fang"	12,	1,	2100,	36,	0,	0,	0,	70,	0,	0,	0,	-1,	"An animals fang, maybe a sharks?","ching.wav",	4
	959,"Peg Leg Pete",	12,	12,	2400,	42,	0,	0,	0,	75,	0,	0,	0,	-1,	"Whoever this was named after must have.... had a peg leg","ching3.wav",4
	960,"Black Jack",	12,	6,	3000,	46,	0,	0,	0,	80,	0,	0,	0,	-1, "The sword for fans of gambling","slash.wav",4
	961,"General's Sword",	12,	2,	3400,	51,	0,	0,	0,	85,	0,	0,	0,	-1,	"The sword that general's of hencran and hislen use","slash.wav",4
	962,"Iron Maiden",	12,	12,	4500,	53,	0,	0,	0,	93,	0,	0,	0,	-1,	"The sword created by a bachelor who died","ching.wav",4	
	315,"Katana",				12,	12,	6000,	55,	0,	0,	0,	100,	0,	0,	0,	-1,	"Imported from fine craftsmen of the East.","slash.wav",4
	316,"The Perfect Epee",			12,	9,	10000,	70,	0,	0,	0,	120,	0,	0,	0,	-1,	"The result of years of work by a fine craftsman.","slash.wav",	4
	953,"The Perfect Katana",		12,	12,	20000,	99,	0,	0,	50,	200,	0,	0,	0,	-1,	"The best weapon for any type of pirate.","slash.wav",		4
	1003,"Amadeus Sword",		12,	12,	1,		0,	0.12,0,	255,255,0,	0,	0,	-1,	"A cursed sword used in satanic rituals.",	slash.wav,		4,				

; guns
;	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
	400,"Flintlock Pistol",		13,	1,	1500,	25,	0,	0,	-45,	120,	0,	0,	0,	-1,	"Ungentlemanly, and greatly lowers your defence. But very powerful.", "gun2.wav", 		
	401,"Flintlock Rifle",		13,	2,	3500,	35,	0,	0,	-45,	140,	0,	0,	0,	-1,	"Effective use requires great skill.", "gun3.wav", 								
	1011,"Newbie Pistol",		13,	1,	500,	10,	,	,	-45,70,	,	,	,	-1,	"A beginner's pistol.",	,				,				
	1012,"Newbie Rifle",			13,	2,	1600,	15,	,	,	-45,85,	,	,	,	-1,	"A beginner's Rifle.",	,				,				
	1013,"Balanced Revolver",	13,	1,	12000,	23,	,	,	70,	70,	,	,	,	-1,	"A balanced out pistol.",,				,				
;
;  Seamanship (bows.bmp)
;	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
	
	500,"Walnut Bow",		14,	1,	150,		4,	0,	0,	20,	50,	0,	0,	0,	>0,	"Elven craftsmanship shows proudly here.", "gun3.wav", 			
	501,"Gilt Bow",			14,	1,	200,		6,	0,	0,	20,	75,	0,	0,	0,	>0,	"The fancy bow of an aristocrat.", "gun3.wav", 					30.0.2.0.0



	600,"25 Cannons",		14,	1,	500,		30,	0,	0,	0,	140,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	601,"50 Cannons",		14,	1,	1000,		30,	0,	0,	0,	150,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	602,"75 Cannons",		14,	1,	1500,		30,	0,	0,	0,	160,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	603,"100 Cannons",		14,	1,	2000,		50,	0,	0,	0,	170,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	604,"125 Cannons",		14,	1,	2500,		50,	0,	0,	0,	180,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	605,"150 Cannons",		14,	1,	3000,		50,	0,	0,	0,	190,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	606,"175 Cannons",		14,	1,	3500,		50,	0,	0,	0,	200,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	607,"200 Cannons",		14,	1,	4000,		50,	0,	0,	0,	210,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	608,"300 Cannons",		14,	1,	6000,		75,	0,	0,	0,	230,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"
	609,"400 Cannons",		14,	1,	8000,		75,	0,	0,	0,	250,	0,	0,	0,	-1,	"Able to smash a ship's hull to pieces.", "gun8.wav"

; boots
;	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
	706,"Leather Sandles",		20,	5,	15,	0,	3,	0,	1,	0,	0,	0,	0,	-1,	"Very basic, but still infinitely better than bare feet."
	707,"Sturdy Sandles",		20,	4,	30,	3,	3,	2,	5,	0,	0,	0,	0,	-1,	"Sturdier version of cheaper sandals."
	708,"Leather Hightops",		20,	12,	40,	6,	3,	2,	10,	0,	0,	0,	0,	-1,	"Good, solid shoe."
	709,"Gentleman's Shoes",	20,	9,	60,	9,	3,	2,	15,	0,	0,	0,	0,	-1,	"A fancy, elitist, shoe.  Makes you feel important, but doesn't provide much protection."
	710,"Leather Boots",		20,	2,	60,	12,	3,	2,	20,	0,	0,	0,	0,	-1,	"Sturdy hard-leather boots."
	711,"Military Boots",		20,	8,	70,	15,	3,	2,	25,	0,	0,	0,	0,	-1,	"Standard issue military boots."
	717,"Sloop",			20,	19,	2000,	15,	4,	0,	20,	10,	0,	0,	0,	-1,	"A small sailing ship."
	718,"Frigate",			20,	20,	8000,	30,	4,	0,	40,	40,	0,	0,	0,	-1,	"Designed for battle."
	719,"Battleship",		20,	21,	20000,	50,	4,	0,	80,	80,	0,	0,	0,	-1,	"A mighty battleship."
	720,"Fleet",			20,	22,	50000,	75,	4,	0,	200,	200,	0,	0,	0,	-1,	"An entire battle fleet."
	721,"Clipper (part 1)",		20,	23,	1500,	20,	0.12,	0,	0,	0,	0,	0,	0,	-1,	"Built for trading rather than fighting. Extremely fast. You must equip both parts for it to work properly."
	1004,"Captain Jim's Fleet",	20,	22,	1,	0,	0.10,	0,	255,	255,	0,	0,	-1,	"Captain Jim's Fleet"


; shields
;	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
	800,"Shield of Cheating",	21,	3,	50,		100,	0,	0,	255,	255,	0,	0,	0,	-1,	"A simple, but cracked, leather shield."
	801,"Ten Crew",			21,	5,	1000,		15,	0,	0,	5,	5,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	802,"Twenty Crew",		21,	5,	1000,		18,	0,	0,	10,	10,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	803,"Fourty Crew",		21,	5,	1000,		21,	0,	0,	15,	15,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	804,"Sixty Crew",		21,	5,	1000,		24,	0,	0,	20,	20,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	805,"Eighty Crew",		21,	5,	1000,		27,	0,	0,	25,	25,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	806,"100 Crew",			21,	5,	1000,		30,	0,	0,	30,	30,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	807,"200 Crew",			21,	5,	1500,		33,	0,	0,	35,	35,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	808,"300 Crew",			21,	5,	1750,		36,	0,	0,	40,	40,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	809,"400 Crew",			21,	5,	2000,		39,	0,	0,	45,	45,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	810,"500 Crew",			21,	5,	2000,		42,	0,	0,	50,	50,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	811,"600 Crew",			21,	5,	2000,		45,	0,	0,	55,	55,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	812,"700 Crew",			21,	5,	2000,		50,	0,	0,	60,	60,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	813,"800 Crew",			21,	5,	2000,		56,	0,	0,	65,	65,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	814,"900 Crew",			21,	5,	2000,		62,	0,	0,	70,	70,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	815,"3000 Crew",		21,	5,	10000,		75,	0,	0,	75,	75,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	816,"4000 Crew",		21,	5,	10000,		80,	0,	0,	80,	80,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	817,"5000 Crew",		21,	5,	10000,		90,	0,	0,	85,	85,	0,	0,	0,	-1,	"Experienced crew are vital to your progress."
	952,"10000 Crew",		21,	5,	50000,		99,	0,	0,	120,	120,	0,	0,	0,	-1,	"The Best Crew Money Can Buy!"
	1005,"Captain Jim's Crew",	21,	5,	1,	0,	0,	0,	255,	255,	0,	0,	-1, "Captain Jim's Crew"
	

; rings
;	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

	
	900,"Ring of Faith",		22,	6,	25,	2,	0,	0,	5,	0,	0,	0,	0,	-1,	"To whichever God."
	901,"Amethyst Ring",		22,	3,	50,	4,	0,	0,	8,	0,	0,	0,	0,	-1,	"For someone who values their image."
	902,"Emerald Ring",		22,	1,	75,	8,	0,	0,	10,	0,	0,	0,	0,	-1,	"A most fine ring."
	903,"Silver Ring",		22,	4,	150, 	12,	0,	0,	12,	0,	0,	0,	0,	-1,	"Not quite gold, but still a very nice ring."
	904,"Golden Ring",		22,	5,	200,	17,	0,	0,	15,	0,	0,	0,	0,	-1,	"Expensive, but worth it."
		
	913,"Chain Ring",		22,	15,	270,	25,	0,	0,	40,	25,	0,	0,	0,	-1,	""
	914,"Water Ring",		22,	16,	290,	27,	0,	0,	30,	40,	0,	0,	0,	-1,	""
	915,"Ring of Growth",		22,	17,	310,	29,	0,	0,	65,	10,	0,	0,	0,	>0,	""

	916,"Ring of Clouds",		22,	18,	330,	31,	0,	0,	80,	0,	0,	0,	0,	>0,	""
	917,"Ring of Confusion",	22,	19,	350,	33,	0,	0,	55,	30,	0,	0,	0,	>0,	""
	918,"Ring of Invisibility",	22,	2,	0,	35,	0,	0,	-5,	-5,	0,	0,	0,	>0,	"Hides you from your enemies."
	1006,"Captain Jim's Ring",	22,	5,	1,	0,	0,	0,	255,	255,	0,	0,	0,	-1, "Captain Jim's Ring"

; amulets
;	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
	950,"Clipper (part 2)",	23,	4,	1500,	20,	0.4,	0,	0,	0,	0,	0,	0,	-1,	"Built for trading rather than fighting. Extremely fast. You must equip both parts for it to work properly."
	951,"Elite Seamanship Skills",	23,	5,	0,	75,	0.12,	0,	0,	0,	0,	0,	0,	-1,	"Elite seamanship skills allow you to sail at great speed at all times."
	1007,"Captain Jim's Extra Ship",	23,	5,	1,	0,	0,	0,	255,	255,	0,	0,	0,	-1, "Captain Jim's Dingy"	
	1008,"Poison Beer",			,	32,	1,		100.777.0.0,,	,	,	,	-32000,-32000,,	-1,	"Used to kill big things.",,				,				
;
;

;
; Be sure to leave a blank line at the end of this file

