;
; ITEMS
;
;-------------------
; Items used in the game.  Each line describes one item
; (some of these are objects with which you can be EQUIPPED and which 
; modify your attack and defense values, others are things like potions that
; you consume)
;
; NOTE: the bmp files should be in the world directory (your world's ART directory)
; and should be windows RLE bmp files with a 256 color palette (use soul.pal in
; the well of souls ART folder)  (otherwise you will experience horrible color
; matching.. a hint to the wise is to draw the images using the right palette
; in the first place)
;
; Each item gets one line of text in the table with multiple arguments separated
; by commas.  The arguments are in the following order:
;
;	// arg 0	Equipment ID Number  (1-1023) and (1024-5119)
;
;				* ID: (1-1023)
;					These first group of items are 'multiple' in that a character can carry
;					up to 100 of each (based on current wallet size).  Use these for 'potions'
;					or anything else the user needs more than one of at a time.
;
;				* ID: (1024-5119)
;					This second group of items are 'single' in that a character can carry no
;					more than one of each (no matter what their wallet size is).  Use these for
;					things which the user only needs one of... say.. shields.  Please note that
;					they can have one of EACH of these, all at once.  So that's 4096 things in
;					their pocket if they have ALL of them.  That's a lot.
;
;				Each item must have a unique ID number.  So you cannot define more than 5119 items
;				in the world.
;
;	// arg 1	Name of Item
;				
;				* Name:
;
;				Each item has a name, which appears in the Item list and the shops.  
;
;					For example: "Fire of Agony" 
;
;				You should put the name in double-quotes, especially if it contains spaces.
;
;	// arg 2	Class (one of the following, note the image file name for each class)
;				An item's class controls how it can be used.  
;				Here are the defined classes:
;
;	//			0	POTION			"items.bmp"		// affect hp and mp
;
;	//			1   ANTIDOTE		"items.bmp"		// cures disease.  The disease in question is 
;													// set by arg 12 (ability)  Each antidote item
;													// can cure only a single disease, and acts like
;													// a single cast of the related 'cure spell' for
;													// that disease.
;
;	//	<<DO NOT USE YET>>		2	SPECIAL			items.bmp		// QUest Item
;	//	<<DO NOT USE YET>>		3	EXIT			items.bmp		// Get out of current trouble.
;
;	//			4	TRAVEL			items.bmp		// take you somewhere
;													// full ticket looks like:  4.mode.num.link.dropin.sceneNum
;													// operation is similar to the scene opcode GOTO
;													// mode = 1 means "drop into scene 'num'" (you don't really travel, just see scene)
;													// mode = 0 means "go to link on map 'num'"
;													// if 'dropin' is '1' then you go INSIDE that link, otherwise you just land on top of it
;													// Examples:
;													//	4.1.15		start scene 15, when you exit the scene you are still where you were
;													//	4.0.0.0.0	go to link 0 of map 0 and do not drop in (sets you on top of evegreen gateway)
;													//	4.0.0.0.1	go to link 0 of map 0 and DO drop in (puts you inside gateway scene - when you exit you are near gateway)
;													//  4.0.1.2.0	go to link 2 of map 1 and do NOT drop in.
;													//
;													// Adding the FIFTH dotted argument restricts use of the ticket to
;													// a particular scene number, so:
;													//  4.0.1.2.0.45  takes you to the destination ONLY if you are inside scene 45 at the time
;
;	//	<<DO NOT USE YET>>		5	THROWABLE		darts.bmp		// ninja stars, arrows, etc.
;	//			10	EQUIP_HELMET	"helmets.bmp"	// my helmet ID (0 for none)
;	//			11	EQUIP_ARMOR		"armor.bmp"		// my armor ID
;	//			12	EQUIP_RIGHT_1	"swords.bmp"	// right-hand weapons 1 (evergreen swords)
;	//			13	EQUIP_RIGHT_2	"staffs.bmp"	// right-hand weapons 2 (evergreen staffs)
;	//			14	EQUIP_RIGHT_3	"bows.bmp"		// right-hand weapons 3 (evergreen bows)
;	//			15	EQUIP_RIGHT_4	"music.bmp"		// right-hand weapons 4 (evergreen music)
;	//			16	EQUIP_RIGHT_5	"right5.bmp"	// right-hand weapons 5 (evergreen fist)
;	//			17	EQUIP_RIGHT_6	"right6.bmp"	// right-hand weapons 6 (evergreen dart)
;	//			18	EQUIP_RIGHT_7	"right7.bmp"	// right-hand weapons 7 (evergreen Book)
;	//			19	EQUIP_RIGHT_8	"right8.bmp"	// right-hand weapons 8 (evergreen Spirit)
;	//			20	EQUIP_BOOTS		"boots.bmp"		// my boots
;	//			21	EQUIP_SHIELD		"shields.bmp"	// my shield
;	//			22	EQUIP_RING		"rings.bmp"		// my ring
;	//			23	EQUIP_AMULET		"amulets.bmp"	// my amulet
;
;
;				100	ATTR_STRENGTH	affects strength (by amount in arg12 - ability points)
;				101	ATTR_WISDOM		affects wisdom	
;				102	ATTR_STAMINA		affects stamina	
;				103	ATTR_AGILITY		affects agility	
;				104	ATTR_DEXTERITY	affects dexterity
;				105	ATTR_ALL		brings up ability point dialog and lets you assign at will
;
;				200	ITEM_CLASS_PET	It's a "pokegatchi" for sale - very special rules.  Only by OFFER command, not OFFER2
;									Pets do not have an item 'image #' so arg3 is used instead to point to
;									their MONSTER number (each pet must be described as a monster in the MONSTER table,
;									though you are not obliged to place them on a map)
;
;				201 ITEM_CLASS_HTML	When this object is "used" it causes a web page to be displayed.
;									The URL for the page is found in the SOUNDEFFECT argument (arg15)
;									If the URL begins with "http://" then it is a full URL and the
;									real Internet will be used.  Otherwise, it is assumed to be a local
;									file in the WoS\Worlds\YourWorldName\HTML folder.
;
;	// arg 3	imageNumber.extensionNumber
;
;				* imageNumber:
; 
;				(offset from left in appropriate class's image BMP file)
;				Class Image files consist of a 'film strip' of images with #0 being the
;				far left image.  Which is a bad example, since 0 is not a legal image index number.
;				(because the stock image list uses that frame for the 'empty-handed' image)
;
;				* extensionNumber: (optional)
; 
;				You can now have an additional 'extension' bitmap for each item class.  For example
;				you might wish to re-use all the stock sword images in your world, but then add some more as well.
;				You would then make a filmstrip file of the normal name, but add "_1" to it.  (as in "items_1.bmp, 
;				helmets_1.bmp, etc.).  Then in arg3, instead of simply putting an offset, add a second dotted argument
; 				with the extension number, hence "3" would mean image 3 in the stock bitmap, while "2.1" would mean 
;				image 2 in the extension_1 bitmap.  Your extension bitmaps should be placed in your world's ART folder. 
;				At present, only a single extension is supported, so if an extension # is given, it must be "1"
;				// News: As of WoS version A77, you may now have 9 extensions per item class.
;					(.1 to .9, loading from files named: xxx_1.bmp to xxx_9.bmp)
;
;	// arg 4	GP
;
;				* GP:
;
;				Standard purchase price of item, in store (in Gold Pieces)
;
;					1 - N		Price of item is N gold pieces
;					0			means it is a special item which cannot be sold in stores, 
;								nor	given to others and you probably want to keep it. 
;
;				For example, quest items will often have a GP of 0, making it impossible
;				to accidentally get rid of the hard-won item.
;
;	// arg 5	Level.EquipToken.flags.maxCount
;
;				* Level:
;
;				This is the minimum character level the player must be at, in order to use or equip the
;				item.
;
;				* EquipToken: (optional)
;
;				This optional 'token' means the item still cannot be equipped until the player has that token
;				(note, you cannot use token zero for this)
;
;				Examples:
;
;					"4"			// requires character to be level 4 or higher
;					"23.14"		// requires character to be at least level 23 AND be in possession of token 14.
;
;				One reason you might like to use the token is to characterize an item to be equippable only
;				by certain character classes. In this case the token might mean "elf-only"  Alternatively you
;				might use the token to describe the nature of the object, like "wooden" and then only allow certain
;				clases to equip wooden objects.  You would then hand out the appropriate tokens to your character
;				classes (either right away, or as quest rewards).
;
;				* Flags
;
;				Note that if you want to use Flags, but no equipToken, you will have to insert a 0 for
;				the equiptoken.
;
;				Example:
;					"4"			// requires level 4
;					"4.0.1"		// requires level 4 and has flag setting of 1 (and no EquipToken)
;					"4.23.1"	// requires level 4, EquipToken 23, and has a flag setting of 1
;
;				Flags are the sum of these values (add together all the effects you want)
;
;					1			// private use only (item cannot be given to another player)
;					2			// reserved
;
;				* MaxCount
;
;				This lets you set the most a person can carry of this item at a time.  This is a lower
;				limit only.  You cannot use this to increase the limit above 100, or the player's current
;				wallet size.  You can only use this to reduce the amount even further.
;
;				Example:
;					"5.13.0.25" // requires level 5, token 13, no flags, and can only carry 25 at a time tops.
;					
;				
;
;	// arg 6	spellBinding.bootEffect
;
;				* spellBinding:
;
;	          	Some equipment (staffs, mainly) are bound to a specific spell.  If a character is holding
;				this item in their right-hand and selects ATTACK in battle, then this spell is used (costs
;				no MP to cast this spell) 
;
;				NOTE: 'ALL' spells can not be used as spell bindings.  Only single-target spells.
;   			
;					0 	- no binding
;				     (1 - N)	- (ID# of a spell from the +SPELLS table)
;	
;				* bootEfect:
;	
;				You may optionally include a "bootEffect" code as a "dotted argument". Traditionally boot
;				effects only worked on boots, but nowadays you can apply a boot effect to any equippable item.
;				So the character could have as many as seven boot effects in effect at the
;				same time. 
;
;					0  	- has no special effect. 
;					1-9 - enables you to cross terrains 1-9 (see +TERRAINS table)
;					10 	- lets you 'fly over' all but impassable terrain.
;					11 	- means 'monster repellent' and fewer monsters will attack while wearing them.
;					12 	- means 'ride the invisible beasts' (lets you cross map at double speed)
;
;				Having more than one of the same effect on at once, does NOT make the effect any
;				better, faster, etc.
;
;	//
;	// arg 7	Element		(actual names in ELEMENTS table)
;	//			0 LIFE  	(Healing magic)
;	//			1 WATER
;	//			2 NATURE
;	//			3 EARTH 
;	//			4 DEATH		(also, training in DEATH is how you handle training for 'chaos' elements)
;	//			5 FIRE
;	//			6 SPIRIT
;	//			7 AIR
;   //			Items currently cannot be set to any but the basic 8 elements.
;	//			Also, the "All" modifier for items is not implemented
;	//			As late as version A52, this field is ignored, but world-designers are advised to use a
;	//			value of 0 if they don't plan to use this feature (assuming it is ever supported)
;   //
;	//			Starting with A56, you can bind weapons to elements and they will then be more (or less)
;	//			effective when hitting monsters.  
;   //			For example, an element water sword would hurt element fire monsters the most.
;	//
;	// arg 8	Defense points		(cursed items are negative!)
;
;	// arg 9	Attack points		(cursed items are negative!)
;
;	// arg 10	HP points			(amount added, when used)
;									Note that the HP is also added to any monster you toss the item too, so
;									this can be used as a cure, or a weapon for monsters (or pets).  Heroes
;									(humans) will simply catch anything you toss them, so this wouldn't be
;									a way to make a ninja-star which hurt humans.
;
;	// arg 11	MP Points			(amount added, when used)
;
;	// arg 12   Ability Points      For SEED items, this is the # of points you get to apply to your abilities
;									For ANTIDOTE items, this field is the disease number that it


;									cures (note that some diseases prevent you from using items, so an item
;									antidote is useless in that case).
;										-2			DISEASE_POISON		(prevents HP restores from working)		
;										-3			DISEASE_SAP			(makes spells cost more MP to be cast)		
;										-4			DISEASE_STUN			(cannot move, or attack)
;										-5			DISEASE_GAG			(cannot case spells)(* wears off)		
;										-6			DISEASE_NUMB			(cannot use right-hand)(* wears off)
;										-7			DISEASE_SLEEP		(cannot move, or attack)(* wears off)	
;										-8			DISEASE_CONFUSE		(attacks may hit friends)(* wears off)	
;										-11			DISEASE_FREEZE		(cannot move)
;										-20			DISEASE_STRENGTH		(lowers strenth til end of scene) (cure raises it)
;										-21			DISEASE_WISDOM		(lowers wisdom til end of scene) (cure raises it)	
;										-22			DISEASE_STAMINA		(lowers stamina til end of scene) (cure raises it)	
;										-23			DISEASE_AGILITY		(lowers agility til end of scene) (cure raises it)
;										-24			DISEASE_DEXTERITY	(lowers dexterity til end of scene) (cure raises it)	

;
;   // arg 13   <find Probility>.<monster ID>
;				
;				This argument determines whether or not you can find an item after killing a monster.
;				The optional <monster ID> allows you to limit the item to only having a chance of being
;				found if a monster of that type was killed in the scene.
;									
;				'Find' Probability  (chance in 2000 of finding one after battle 0(never) - 2000(always))
;									(0 also means cannot be bought in stores, but you CAN get rid of it)
;									(i.e. for a quest item you can get rid of)
;								    (-1 means you cannot FIND it, but you CAN buy it with offer2 command)
;
;				Here is an attempt to describe the inter-relationship between FP and GP
;
;				GP			FP			Item Attributes
; 				--			--			---------------
;				>0          >0			This is an item you can buy at a store, find after a fight, and sell later
;				>0			0			This is an item you can't buy at a store, won't find after a fight, but can sell later
;										(a sellable quest item)
;				>0			-1			This is an item you can buy at a store, won't find after a fight, but can sell later
;				0			0			This is an item you cannot buy, cannot find after a fight, and cannot sell
;										(a permanent quest item)
;				0			>0			This is an item you cannot buy, can find after a fight, but cannot sell
;										(a permanent, monster gift - probably not a good idea)
;				0			-1			This is an item you cannot buy, cannot find, and cannot sell
;										(same as permanent quest item, I guess)
;			
;	// arg 14	Long description of item or effect (250 characters maximum, though for esthetic reasons you will want
;				to keep it shorter, or it may not all fit on the screen nicely.)
;
;	// arg 15   (optional) wave file to play when used ("sword.wav")
;				Note: For ITEM_CLASS_HTML, this field actually holds a URL and not a sound effect
;
;	// arg 16	attackPath.imageID.flags.weather.effect
;
;				Arg16 defines an optional "attack path" which determines what animation
;				occurs when you use the item (generally only for equipped right-hand
;				items).
;				
;				* attackPath:  (0-63)
;				
;				This controls the movement of the attacker or weapon, according to
;				this table:
;
;					-1	Pick random path for this item when world is loaded
;					0	No attack path (this is the default)
;					1	LUNGE	Attacker runs up to target then runs back
;					2	JUMP	Attacker jumps straight onto target, then runs back
;					3	LEAP	Attacker HIGH jumps straight onto target, then runs back
;					4	STAB	Attacker runs straight to target, then does attack frame, then runs back
;					5	DBL-STAB	Attacker runs straight to target, does attack frame twice, then runs back
;					6	TRAMPLE	Attacker does one Big hop to target, then hops again on top of it
;					7	HOP		Attacker reaches target in several hops, each getting higher.
;
;					30  ARROW	Image follows straight line from attacker to target
;					31	STONE	Image follows short arc from attacker to target
;					32	LOB		Image follows high arc from attacker to target
;
;				* image: (0-199)
;
;				"Image" is used with attacks which hurl objects. Each image is an eight-frame animation
;				stored in a file named attackNN.bmp  Each file contains 10 such filmstrips where the
;				topmost filmstrip is the '0' index of that file.  SO, image 143 would be index '3' in
;				the file attack14.bmp  I hope that's not too confusing.  The first one hundred images
;				(files 00-09) are reserved for ME to use, while the rest (attack10.bmp to attack19.bmp)
;				are reserved for world designers (and go in your world's ART folder)
;
;				* flags: (0-63)
;
;				Flags are the sum of any combination of these values:
;
;					0-3	- duration of attack (0 is quick, 3 is slow)
;					4	- if this flag is set, each of the 8 frames of animation consumes one eigth
;						  the entire attack (instead of rolling through the frames over and over)
;					8	- If this is set, the images is not 'flipped' when attacking from left to right.
;					16	- reserved
;					32	- reserved

;				* weather: (0-63)
;
;				Values are the same as for SPELLs.  Basically this weather happens in 
;				the scene for the duration of the attack.  So you can have it snow or
;				rain while the ice arrow finds its target, for example.
;
;				* effects: (0-63)
;
;				Values are the same as for SPELLs.  Effects include things like wobbly
;				image, dimmed image, lake reflection in lower part of screen, etc.
;
;
;
;
; ITEMS
;
;
;	E#, name,					cl  Img	$		lvl Spl	El	D	A	HP	MP	AP	FP	Description					Sound Effect			Attack Path
;	0	1						2	3	4		5	6	7	8	9	10	11	12	13	14							15				16

	1,	Tonic,					0,	0,	10,		0,	0,	0,	0,	0,	50,	0,	0,	80,	"Restores 50 HP.",		petGulp.wav,	,				
	2,	Ether,					0,	1,	10,		0,	0,	0,	0,	0,	0,	50,	0,	80,	"Restores 50 MP.",		petGulp.wav,	,				
	3,	Antidote,				1,	13,	25,		0,	0,	0,	0,	0,	0,	0,	-2,	80,	"Cures poisoning.",		,				,				
	4,	"Sap Leaf",				1,	39,	25,		0,	0,	0,	0,	0,	0,	0,	-3,	80,	"Cures magic sapping.",	,				,				
	8,	Ability,				105,34,	135000,	50,	0,	0,	0,	0,	0,	0,	5,	1,	"Enhances ANY your abilities.",magic7.wav,		,				
	12,	"Mid Tonic",			0,	4,	50,		0,	0,	0,	0,	0,	200,0,	0,	10,	"Restores 200 HP.",		squirt1.wav,	,				
	13,	"Mid Ether",			0,	5,	50,		0,	0,	0,	0,	0,	0,	200,0,	4,	"Restores 200 MP.",		squirt1.wav,	,				
	16,	"Healing Leaf",			0,	39,	100,	0,	0,	0,	0,	0,	600,0,	0,	1,	"A plant that restores 600 HP.",summon8.wav,	,				
	18,	"Magic Leaf",			0,	39,	100,	0,	0,	0,	0,	0,	0,	600,0,	10,	"A plant that restores 600 MP.",,				,				
	19,	"Full Tonic",			0,	6,	500,	0,	0,	0,	0,	0,	7000,0,	0,	1,	"Restores 7000 HP.",	summon8.wav,	,				
	20,	Strength,				100,34,	75000,	20,	0,	0,	0,	0,	0,	0,	5,	1,	"Raises strength.",		magic7.wav,		,				
	21,	Wisdom,					101,34,	75000,	20,	0,	0,	0,	0,	0,	0,	5,	1,	"Raises wisdom.",		magic7.wav,		,				
	22,	Stamina,				102,34,	75000,	20,	0,	0,	0,	0,	0,	0,	5,	1,	"Raises stamina.",		magic7.wav,		,				
	23,	Agility,				103,34,	75000,	20,	0,	0,	0,	0,	0,	0,	5,	1,	"Raises agility.",		magic7.wav,		,				
	24,	"Full Ether",			0,	7,	500,	0,	0,	0,	0,	0,	0,	7000,0,	1,	"Restores 7000 MP.",	summon8.wav,	,				
	25,	Dexterity,				104,34,	75000,	20,	0,	0,	0,	0,	0,	0,	5,	1,	"Raises dexterity.",	magic7.wav,		,				
	27,	Megalixir,				0,	8,	1000,	0,	0,	0,	0,	0,	9999,9999,0,	1,	"Completely restores all MP and HP.",summon8.wav,	,				
	29,	Potion,					0,	14,	300,	0,	0,	0,	0,	0,	300,0,	0,	50,	"Restores 300 HP.",		petChew.wav,	,				
	30,	Root,					0,	38,	500,	0,	0,	0,	0,	0,	1000,0,	0,	40,	"Restores 1000 HP.",	petChew.wav,	,				
	31,	Herb,					0,	38,	500,	0,	0,	0,	0,	0,	0,	1000,0,	30,	"Restores 1000 MP.",	petChew.wav,	,				
	
; 4.mode.num.link.dropin
	96,	"Quest Dictionary",		201,17,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Look up Quest Arcana.",http://www.synthetic-reality.com/wosquest.htm,,	
	97,	"Port Mirage Ticket",	4.0.0.4.1,22,	10,		0,	0,	0,	0,	0,	15,	0,	0,	-1,	"Teleport to Port Mirage.",travel1.wav,	,				
	98,	"Ronkan Ticket",		4.0.0.3.1,22,	10,		0,	0,	0,	0,	0,	15,	0,	0,	-1,	"Teleport to Ronkan",	travel1.wav,	,				
	99,	"Touzas Ticket",		4.0.0.0.1,22,	10,		0,	0,	0,	0,	0,	15,	0,	0,	-1,	"Teleport to Touzas.",	travel1.wav,	,				
	100,"Memory Editor",		0.0.0.0.1,48,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"An incredibly powerful device, too bad you can't hack.",actor.wav,		,				
	101,"Mystic's Lantern",		0.0.0.0.1,60,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"A lantern taken from a dead Mystic, will let you enter the Phantom Forest.",actor.wav,		,	
	102,"Book Of The Dead",		0.0.0.0.1,44,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"A foreboding book that houses the most unholy secrets of the Dead Lords.",actor.wav,		,
	103,"Book Of The Dead",		0.0.0.0.1,44,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"A foreboding book that houses the most unholy secrets of the Dead Lords.",actor.wav,		,
	104,Key,					0.0.0.0.1,26,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"The Key to The Book Of The Dead.",actor.wav,		,				
	105,"Lunar Mirror",			0.0.0.0.1,54,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"A Mirror that can create an eclipse.",actor.wav,		,				
	106,"Moonside Ticket",		4.0.0.12.1,22,	10,		0,	0,	0,	0,	0,	15,	0,	0,	-1,	"Teleport to Moonside.",travel1.wav,	,				
	107,"Falgabird Ticket",		4.0.0.14.1,22,	10,		0,	0,	0,	0,	0,	15,	0,	0,	-1,	"Teleport to Falgabird.",travel1.wav,	,	
	108,"Magic Continent Ticket",4.0.0.14.1,22,	10,		0,	0,	0,	0,	0,	15,	0,	0,	-1,	"Teleport to Magic Continent.",travel1.wav,	,				
;
; 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
	180,Sigurd,					10,	5,	0,		99,	0,	0,	255,255,0,	0,	0,	0,	"The legendary helmet made from adamantite.",,				4,				
	181,Brunnhilde,				11,	10,	0,		99,	0,	0,	255,255,0,	0,	0,	0,	"Legendary armor made from aonis.",,				4,				
	182,Nebilim,					12,	6,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"A legendary sword passed down by the Temple; give to the highest ranking Temple Knight.",4	
	183,"Soul Stealer",			13,	16,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"An incredibly powerful blade used by Grand Arc Swordsmen.",,				4				
	184,"Atma Weapon",			14,	15,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"An immense Knight Sword that can destroy anything.",4,				4,				
	185,Stunner,				15,	7,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"An unbreakable assassin's dagger that has a taste for blood.",4,				4,				
	186,Apocalypse,				16,	18,	0,		99,	0,	0,	50,	255,0,	0,	0,	0,	"A deadly sheild that is more of a weapon then a guard; given to the highest ranking General.",4,				4,				
	187,"Heart of Chaos",		17,	4,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"A mystical staff said to have been used by the High Wizard Merlin.",4,				4,				
	188,Disaster,				18,	18,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"A lance rivaling in power to Odin's Gungnir spear.",4,				3,				
	189,Diablos,				19,	7,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"The legendary axe of Satan himself that can cleave anything in two.",4,				4,				
	190,"Kronoa Boots",			20,	8,	0,		99,	0.10,0,	255,255,0,	0,	0,	0,	"The legendary boots made from zircon.",,				4,				
	191,Arredoval,				21,	10,	0,		99,	0.11,0,	255,255,0,	0,	0,	0,	"The legendary sheild made from paladium.",,				4,				
	192,Draupnir,				22,	16.0,0,		99,	0.12,0,	0,	255,0,	0,	0,	0,	"The legendary ring made from moonstone.",,				4,				
	193,"Derris Emblem",		23,	4,	0,		99,	0,	0,	0,	255,0,	0,	0,	0,	"The legendary amulet made from gold.",,				4,				

; 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,"Beret",		10,	2,	25,		0,	0,	0,	1,	0,	0,	0,	0,	10,	""
	203,"Pointed Hat",			10,	9,	200,	6,	0,	0,	15,	0,	0,	0,	0,	2,	,						,				,				
	206,"Rune Hat",				10,	6,	350,	12,	0,	0,	30,	0,	0,	0,	0,	1,	,						,				,				
	209,"Rune Circlet",		 10,	10,	500,	18,	0,	0,	40,	5,	0,	0,	0,	1,	""
	212,"Star Circlet",			10,	13,	650,	24,	0,	0,	60,	0,	0,	0,	0,	1,	""
	215,"Star Cap",				10,	6,	800,	30,	0,	0,	65,	10,	0,	0,	0,	1,	""
	218,"Headband",			10,	9,	950,	36,	0,	0,	75,	15,	0,	0,	0,	1,	""
	221,"Leather Helm", 			10,	12,	1100,	42,	0,	0,	85,	20,	0,	0,	0,	1,	""
	224,"Armet Helm",			10,	5,	1250,	48,	0,	0, 100,	20,	0,	0,	0,	1,	""
	227,"Cross Helm",			10,	8,	1400,	54,	0,	0, 110,	25,	0,	0,	0,	1,	""
	230,"Duel Helm",			10,	11,	1550,	60,	0,	0, 120,	30,	0,	0,	0,	1,	""
	233,"Iron Helm",				10,	14,	1700,	66,	0,	0, 130,	35,	0,	0,	0,	1,	""
	236,"Mythic Helm",			10,	7,	1850,	72,	0,	0, 145,	35,	0,	0,	0,	1,	""
	239,"Master Helm",			10,	10,	2000,	78,	0,	0, 155,	40,	0,	0,	0,	1,	""
	242,"Rune Helm",			10,	13,	2150,	84,	0,	0, 165,	45,	0,	0,	0,	1,	""
	245,"Golden Helm",			10,	11,	2300,	90,	0,	0, 175,	50,	0,	0,	0,	1,	""
	248,"Star Helm",			10,	14,	2450,	96,	0,	0, 190,	50,	0,	0,	0,	1,	""

; 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,"Iron Guard",			11,	4,	25,		0,	0,	0,	2,	0,	0,	0,	0,	10,	,						,				,				
	251,"Prism Guard",			11,	1,	75,		6,	0,	0,	7,	0,	0,	0,	0,	5,	""
	254,"Splint Plate",			11,	9,	400,	12,	0,	0,	20,	0,	0,	0,	0,	1,	,						,				,				
	257,"Star Mail",				11,	4,	700,	18,	0,	0,	35,	0,	0,	0,	0,	1,	""
	260,"Silver Mail",			11,	5,	1000,	24,	0,	0,	50,	0,	0,	0,	0,	1,	""
	263,"Rune Plate",			11,	6,	1300,	30,	0,	0,	65,	-2,	0,	0,	0,	1,	""
	266,"Ring Mail",				11,	2,	1600,	36,	0,	0,	80,	0,	0,	0,	0,	1,	""
	269,"Reflect Armour",		11,	4,	1900,	42,	0,	0,	95,	0,	0,	0,	0,	1,	""
	272,"Rare Plate",			11,	6,	2150,	48,	0,	0,	110,0,	0,	0,	0,	1,	,						,				,				
	275,"Ring Mail",			    11,	4,	2300,	54,	0,	0,	125,0,	0,	0,	0,	1,	""
	278,"Mythril Armor",			11,	5,	2450,	60,	0,	0,	140,0,	0,	0,	0,	1,	""
	281,"Battlesuit",		    11,	6,	2600,	66,	0,	0,	155,-2,	0,	0,	0,	1,	""
	284,"Breast Plate",			11,	5,	2750,	72,	0,	0,	170,0,	0,	0,	0,	1,	""
	287,"Chain Mail",			11,	6,	2900,	78,	0,	0,	185,-2,	0,	0,	0,	1,	""
	296,"Golden Armour",			11,	6,	3350,	84,	0,	0,	230,0,	0,	0,	0,	1,	,						,				,				
	297,"Dragon Mail",			11,	6,	3400,	90,	0,	0,	235,-2,	0,	0,	0,	1,	""
	298,"Mumbane",				11,	5,	3450,	96,	0,	0,	240,0,	0,	0,	0,	1,	""

; 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,"Bronze Blade",			12,	1,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	"",	"", 	4
	303,"Copper Sword",			12,	6,	200,	6,	0,	0,	0,	20,	0,	0,	0,	1,	"","",		4
	306,"Elemental Brand	",		12,	9,	350,	12,	0,	0,	0,	35,	0,	0,	0,	1,	"","",	4
	309,"Doom Sword",			12,	6,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	"","",	4
	312,"Kotetsu",				12,	7,	650,	24,	0,	0,	0,	65,	0,	0,	0,	1,	"","",4
	315,"Katana",				12,	10,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	"","",4
	318,"Wasier Rapier",			12,	4,	1000,	36,	0,	0,	0,	95, 0,	0,	0,	1,	"","",	4
	321,"Mumei",					12,	5,	1150,	42,	0,	0,	0,	110,0,	0,	0,	1,	"",	"",	4
	324,"Feather Sabre",			12,	12,	1300,	48,	0,	0,	0,	125,0,	0,	0,	1,	"",	"",	4
	327,"Marr Sword",			12,	5,	1450,	54,	0,	0,	-30,170,0,	0,	0,	1,	"",	"",	4
	330,"Weapon Breaker",		12,	10,	1600,	60,	0,	0,	0,	155,0,	0,	0,	1,	,	,	4,				
	333,"Destroy Sword",			12,	4,	1750,	66,	0,	0,	0,	170,0,	0,	0,	1,	,	,	4,				
	336,"Rune Blade",			12,	5,	1900,	72,	0,	0,	0,	185,0,	0,	0,	1,	"",	"",	4
	339,"Kusanagi Sword",		12,	12,	2050,	78,	0,	0,	0,	200,0,	0,	0,	1,	,	,	4,				
	342,"Ninja Blade",			12,	8,	2200,	84,	0,	0,	0,	215,0,	0,	0,	1,	"",	"",	4
	345,"Masamune",				12,	7,	2350,	90,	0,	0,	0,	230,0,	0,	0,	1,	"",	"",	4
	348,"Angel's tear",			12,	8,	2500,	96,	0,	0,	0,	245,0,	0,	0,	1,	,	,	4,				

; 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
	349,"Wooden Sheild",			16,	3,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	,	"",	"", 	4							
	350,"Large Sheild",			16,	1,	200,	6,	0,	0,	0,	20,	0,	0,	0,	1,	,	"",	"", 	4						
	351,"Iron Sheild",			16,	2,	350,	12,	0,	0,	0,   35,	0,	0,	0,	1,	"",	"", 	4
	352,"Cross Shield",			16,	19,	500,	18,	0,	0,	0,   50,	0,	0,	0,	1,	"",	"", 	4
	353,"Tower Sheild",			16,	17,	650,	24,	0,	0,	0,	 65,	0,	0,	0,	1,	"",	"", 	4
	354,"Great Sheild",			16,	13,	800,	30,	0,	0,	0,	 80,	0,	0,	0,	1,	"",	"", 	4


	355,"White Sheild",			16,	16,	950,	36,	0,	0,	0, 	 95,	0,	0,	0,	1,	"",	"", 	4
	356,"Black Sheild",			16,	11,	1200,	42,	0,	0,	0,	110,	0,	0,	0,	1,	"",	"", 	4
	357,"Yellow Sheild",			16,	14,	1350,	48,	0,	0,	0,	125,	0,	0,	0,	1,	"",	"", 	4
	358,"Green Sheild",		    16,	19,	1500,	54,	0,	0,	0,	140,	0,	0,	0,	1,	"",	"", 	4
	359,"Blue Sheild",			16,	17,	1650,	60,	0,	0,	0,	155,	0,	0,	0,	1,	"",	"", 	4
	360,"Red Sheild",			16,	13,	1800,	66,	0,	0,	0,	170,	0,	0,	0,	1,	"",	"", 	4
	361,"Star Sheild",			16,	16,	1950,	72,	0,	0,	0,	185,	0,	0,	0,	1,	"",	"", 	4
	362,"Rune Sheild",			16,	10,	2100,	78,	0,	0,	0,	200,	0,	0,	0,	1,	"",	"", 	4
	363,"Rare Sheild",			16,	12,	2250,	84,	0,	0,	0,	215,	0,	0,	0,	1,	"",	"", 	4
	364,"Omega Sheild",			16,	15,	2400,	90,	0,	0,	0,	230,	0,	0,	0,	1,	"",	"", 	4
	365,"Beam Sheild",		    16,	16,	2450,	96,	0,	0,	0,	245,	0,	0,	0,	1,	"",	"", 	4

; magic 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
	400,"Fencer",				13,	2,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	"",	"", 	4
	403,"Long Sword",			13,	5,	200,	6,	0,	0,	0,	20,	0,	0,	0,	1,	"",	"", 	4				
	406,"Silver Sword",			13,	6,	350,	12,	0,	0,	0,	35,	0,	0,	0,	1,	"",	"", 	4						
	409,"Steel Sword",			13,	9,	500,	18,	0,	0,	25,	25,	0,	0,	0,	1,	"",	"", 	4				
	412,"Venom Sword",			13,	6,	650,	24,	0,	0,	35,	30,	0,	0,	0,	1,	"",	"", 	4						
	415,"Crystal Sword",			13,	7,	800,	30,	0,0,	40,	40,	0,	0,	0,	1,	"",	"", 	4
	418,"Dragon Fang",			13,	5,	950,	36,	0	0,	20,	30,0,	0,	0,	1,	"",	"", 	4
	421,"Last Fencer",			13,	4,	1100,	42,	0,0,	25,	40,	0,	0,	0,	1,	"",	"", 	4
	424,"Aqua Brand",			13,	13,	1250,	48,	0,0,	35,	45,	0,	0,	0,	1,	"",	"", 	4						
	427,"Ether Sword",			13,	12,	1400,	54,	0,0,	40, 55, 0,	0,	0,	1,	"",	"", 	4
	430,"Lightning Blade",		13,	7,	1550,	60,	0	0,	50,	60,	0,	0,	0,	1,	"",	"", 	4
	433,"Laser Blade",			13,	9,	1700,	66,	0,	0,	55,	70,	0,	0,	0,	1,	"",	"", 	4
	436,"Sand Saber",			13,	9,	1850,	72,	0,	0,	65,	75,	0,	0,	0,	1,	"",	"", 	4
	439,"Ice Coffin",			13,	9,	2000,	78,	0,	0,	70,	85,	0,	0,	0,	1,	"",	"", 	4
	442,"Eternal Sword",			13,	15,	2150,	84,	0,0,	80,	90,	0,	0,	0,	1,	"",	"", 	4							
	445,"Vorpal Sword",			13,	7,	2300,	90,	0,0,	85,	100,0,	0,	0,	1,	"",	"", 	4
	448,"Flamberge",				13,	7,	2450,	96,	0	0,	95,	105,0,	0,	0,	1,	"",	"", 	4
	
; rods
; NOTE: use this for a class with all 'plural' items.. so they read well as "Some X" (some pebbles, some rotten eggs..)
;
;	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
	450,Strike,					17,	2,	8,		0,	0,	0,	0,	0,	5,	0,	0,	0,	10,	4							
	453,"Shining Rod",			17,	1,	200,	6,	0,	0,	0,	20,	0,	0,	0,	2,	"", 4
	456,"Vara Rod",				17,	3,	6,		12,	0,	0,	0,	0,	35,	0,	0,	0,	1,	4									
	459,"Yata Staff",			17,	4,	7,		18,	0,	0,	0,	0,	50,	0,	0,	0,	1,	4									
	462,"Battle Staff",			17,	5,	650,	24,	0,	0,	0,	65,	0,	0,	0,	1,	"", 4
	465,"Ancient Staff",			17,	8,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	"", 4
	468,"Crystal Rod",			17,	3,	1000,	36,	0,	0,	0,	95,	0,	0,	0,	1,	,	4						
	471,"Asura Rod",				17,	1,	,		42,	,	,	,	,	,	,	,	,	,	4									
	474,"Alcalantha Staff",		17,	7,	1300,	48,	0,	0,	0,	125,0,	0,	0,	1,	"", 4
	477,"Thunder Scepter",		17,	6,	1450,	54,	0,	0,	-30,170,0,	0,	0,	1,	,	4				
	480,"Rune Staff",			17,	8,	1600,	60,	0,	0,	0,	155,0,	0,	0,	1,	,	4					
	483,"Earth Rod",				17,	8,	1750,	66,	0,	0,	0,	170,0,	0,	0,	1,	"", 4
	486,"Gale Staff",			17,	6,	1900,	72,	0,	0,	0,	185,0,	0,	0,	1,	,	4				
	489,"Gem Rod",				17,	5,	2050,	78,	0,	0,	0,	200,0,	0,	0,	1,	,	4			
	492,"Ruby Wand",				17,	7,	2200,	84,	0,	0,	0,	215,0,	0,	0,	1,	,	4					
	495,Phoenix,					17,	8,	6,		90,	0,	0,	0,	0,	230,0,	0,	0,	1,	4									
	498,"Hanuman's Staff",		17,	8,	2500,	96,	0,	0,	0,	245,0,	0,	0,	1,	"", 4	


;
; Knight 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
	500,"Long Sword",			14,	1,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	"", "", 	4	
	503,"Claymore",				14,	4,	200,	6,	0,	0,	0,	20,	0,	0,	0,	1,	"", "", 	4				
	506,"Strider",				14,	7,	350,	12,	0,	0,	0,	35,	0,	0,	0,	1,	"", "", 	4				
	509,"Avenger",				14,	16,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	"", "", 	4							
	512,"Mighty Sword",			14,	12,	650,	24,	0,	0,	0,	65,	0,	0,	0,	1,	"", "", 	4		
	515,"Dark Sword",			14,	15,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	"", "", 	4			
	518,"Claymore",				14,	16,	950,	36,	0,	0,	0,	95,0,	0,	0,	1,	"", "", 	4		
	521,"Great Sword",			14,	9,	900,	42,	0,	0,	0,	110,0,	0,	0,	1,	,			4						
	524,"Valiant",				14,	14,	1050,	48,	0,	0,	0,	125,0,	0,	0,	1,	"", "", 	4							
	527,"Victorious",			14,	10,	1200,	54,	0,	0,-30,	140,0,	0,	0,	1,	"", "", 	4							
	530,"Treasure Sword",		14,	14,	1350,	60,	0,	0,	0,	155,0,	0,	0,	1,	,			4						
	533,"Defender",				14,	13,	1500,	66,	0,	0,	0,	170,0,	0,	0,	1,	"", "", 	4							
	536,"Leviathin",				14,	13,	1650,	72,	0,	0,	0,	185,0,	0,	0,	1,	"", "", 	4							
	539,"Excalibur",				14,	16,	1800,	78,	0,	0,	0,	200,0,	0,	0,	1,	"", "", 	4							
	542,"Ragnarok",				14,	12,	1950,	84,	0,	0,	0,	215,0,	0,	0,	1,	"", "", 	4							
	545,"Ultima Sword",			14,	15,	2100,	90,	0,	0,	0,	230,0,	0,	0,	1,	"", "", 	4						
	548,"Chaos Breaker",			14,	16,	2250,	96,	0,	0,	0,	245,0,	0,	0,	1,	"", "", 	4		

; lances
;	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
	550,"Spear",						18,	1,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	"",	"", 	4
	553,"Iron Spear",				18,	4,	200,		6,	0,	0,	0,	20,	0,	0,	0,	1,	"",	"", 	4
	556,"Halberd",					18,	7,	350,		12,	0,0,	0,	35,	0,	0,	0,	1,	"",	"", 	4
	559,"Gold Lance",				18,	10,	500,		18,	0,0,	0,	50,	0,	0,	0,	1,	"",	"", 	4
	562,"Puncture Spear",			18,	13,	650,		24,	0,0,	0,	65,	0,	0,	0,	1,	"",	"", 	4
	565,"Pike",						18,	16,	800,		30,	0,0,	0,	80,	0,	0,	0,	1,	"",	"", 	4
	568,"Mighty Spear",				18,	18,	1000,	36,	0,0,	0,	95,	0,	0,	0,	1,  "",	"", 	4						
	571,"Dragon Lance",				18,	3,	1150,	42,	0,0,	0,	110,0,	0,	0,	1,	"",	"", 	4
	574,"Partisan Spear",			18,	6,	1300,	48,	0,0,	0,	125,0,	0,	0,	1,	"",	"", 	4
	577,"Marr Spear",				18,	9,	1450,	54,	0,0,	-30,170,0,	0,	0,	1,	"",	"", 	4
	580,"Sonic Lance",				18,	12,	1600,	60,	0,0,	0,	155,0,	0,	0,	1,	"",	"", 	4
	583,"Treasure Spear",			18,	15,	1750,	66,	0,0,	0,	170,0,	0,	0,	1,	"",	"", 	4
	586,"Dragoon Spear",				18,	18,	1900,	72,	0,0,	0,	185,0,	0,	0,	1,	"",	"", 	4
	589,"Titan Lance",				18,	2,	2050,	78,	0,0,	0,	200,0,	0,	0,	1,	"",	"", 	4
	592,"Highwind",					18,	5,	2200,	84,	0,0,	0,	215,0,	0,	0,	1,	"",	"", 	4
	595,"Ultima Lance",				18,	8,	2350,	90,	0,0,	0,	230,0,	0,	0,	1,	"",	"", 	4
	598,"Longinus",					18,	11,	2500,	96,	0,0,	0,	245,0,	0,	0,	1,	"",	"", 	4


;
;daggers
;	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
	600,"Slicer Dagger",			15,	1,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	"",	"", 	4								
	603,"Copper Dagger",				15,	4,	200,	6,	0,	0,	0,	20,	0,	0,	0,	1,	"",	"", 	4				
	606,"Shadow Dagger",			15,	7,	350,	12,	0,	0,	0,	35,	0,	0,	0,	1,	"",	"", 	4					
	609,"Halo",					15,	10,	500,	18,	0,	0,	0,	50,	0,	0,	0,	1,	"",	"", 	4							
	612,"Mage Masher",			15,	13,	650,	24,	0,	0,	0,	65,	0,	0,	0,	1,	"",	"", 	4		
	615,"Cutter",				15,	16,	800,	30,	0,	0,	0,	80,	0,	0,	0,	1,	"",	"", 	4	
	618,"Razor Dagger",			15,	19,	950,	36,	0,	0,	0,	95, 0,	0,	0,	1,	"",	"", 	4
	621,"Steel Dagger",			15,	12,	1100,	42,	0,	0,	0,	110,0,	0,	0,	1,	"",	"", 	4
	624,"Dodger",				15,	15,	1250,	48,	0,	0,	0,	125,0,	0,	0,	1,	"",	"", 	4
	627,"Fafnir",				15,	18,	1400,	54,	0,	0, -30,	140,0,	0,	0,	1,	"",	"", 	4
	630,"Earth Dagger",			15,	11,	1550,	60,	0,	0,	0,	155,0,	0,	0,	1,	"",	"", 	4
	633,"Crystal Dagger",		15,	14,	1700,	66,	0,	0,	0,	170,0,	0,	0,	1,	"",	"", 	4
	636,"Hydra Dagger",			15,	17,	1850,	72,	0,	0,	0,	185,0,	0,	0,	1,	"",	"", 	4
	639,"Assault Dagger",		15,	10,	2000,	78,	0,	0,	0,	200,0,	0,	0,	1,	"",	"", 	4
	642,"Katarn",				15,	13,	2250,	84,	0,	0,	0,	215,0,	0,	0,	1,	"",	"", 	4
	645,"Stilleto",				15,	16,	2400,	90,	0,	0,	0,	230,0,	0,	0,	1,	"",	"", 	4
	648,"Gladius",				15,	19,	2550,	96,	0,	0,	0,	245,0,	0,	0,	1,	"",	"", 	4

; axes
;	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

	650,"Iron Axe",				19,	7,	50,		0,	0,	0,	0,	5,	0,	0,	0,	10,	"",	"", 	4
	653,"Copper Axe",			19,	5,	200,	6,	0,	0,	0,	20,	0,	0,	0,	1,	"",	"", 	4
	656,"Tree Splitter",			19,	6,	350,	12,	0,0,	0,	35,	0,	0,	0,	1,	"",	"", 	4	
	659,"Smasher",				19,	10,	500,	18,	0,0,	0,	50,	0,	0,	0,	1,	"",	"", 	4
	662,"War Hammer",			19,	13,	650,	24,	0,0,	0,	65,	0,	0,	0,	1,	"",	"", 	4
	665,"Battle Axe",			19,	14,	800,	30,	0,0,	0,	80,	0,	0,	0,	1,	"",	"", 	4
	668,"Battle Pick",			19,	2,	1000,	36,	0,0,	0,	95, 0,	0,	0,	1,	"",	"", 	4
	671,"Francesca",				19,	17,	1150,	42,	0,0,	0,	110,0,	0,	0,	1,	"",	"", 	4
	674,"Bardiche",				19,	11,	1300,	48,	0,0,	0,	125,0,	0,	0,	1,	"",	"", 	4
	677,"Crescent Axe",			19,	4,	1450,	54,	0,0,	-30,170,0,	0,	0,	1,	"",	"", 	4
	680,"Strike Axe",			19,	18,	1600,	60,	0,0,	0,	155,0,	0,	0,	1,	"",	"", 	4
	683,"Mythril Axe",			19,	3,	1750,	66,	0,0,	0,	170,0,	0,	0,	1,	"",	"", 	4
	686,"Great Axe",				19,	17,	1900,	72,	0,0,	0,	185,0,	0,	0,	1,	"",	"", 	4
	689,"Ogre Axe",				19,	11,	2050,	78,	0,0,	0,	200,0,	0,	0,	1,	"",	"", 	4
	692,"Tomahawk Lance",		19,	4,	2200,	84,	0,0,	0,	215,0,	0,	0,	1,	"",	"", 	4
	695,"Bahamut's Tear",		19,	18,	2350,	90,	0,0,	0,	230,0,	0,	0,	1,	"",	"", 	4
	698,"Gaia Cleaver",			19,	3,	2500,	96,	0,	0,	0,	245,0,	0,	0,	1,	"",	"", 	4


; 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
	700,"Water Boots",			20,	1,	0,		5,	0.12,	0,	0,	0,	0,	0,	0,	0,	"Let you walk on water."
	701,"Rubber Boots",			20,	13,	0,		6,	0.12,	0,	0,	0,	0,	0,	0,	0,	"Let you walk on electrified grids."
	702,"Fire Boots",			20,	7,	0,		7,	0.12,	0,	0,	0,	0,	0,	0,	0,	"Let you walk on lava."
	705,"Air Boots",				20,	10,	0,		20,	0.12,	0,	0,	0,	0,	0,	0,	0,	"Low level flying boots."
	706,Boots,					20,	5,	25,		0,	0.12,0,	1,	0,	0,	0,	0,	10,	,						,				,				
	707,"Leather Boots",			20,	4,	50,		3,	0.12,	0,	5,	0,	0,	0,	0,	5,	""
	708,"Elven Boots",			20,	12,	100,	6,	0.12,	0,	10,	0,	0,	0,	0,	2,	""
	709,"Heavy Boots",			20,	9,	150,	9,	0.12,	0,	15,	0,	0,	0,	0,	1,	""
	710,"Theif Boots",			20,	2,	200,	12,	0.12,	0,	20,	0,	0,	0,	0,	1,	""
	711,"Persian Boots",			20,	8,	250,	15,	0.12,	0,	25,	0,	0,	0,	0,	1,	""
	712,"Rune Boots",			20,	6,	300,	18,	0.12,	0,	30,	0,	0,	0,	0,	1,	""
	713,"Star Boots",			,20,	12,		21, 0.12,	0,	0,	30,	5,	0,	0,	0,	1,						,				,				
	714,"Golden Boots",			20,	12,	400,	24,	0.12,	0,	40,	0,	0,	0,	0,	1,	"",,				,				
	715,"Mythril Boots",			20,	10,	450,	27,	0.12,	0,	40,	5,	0,	0,	0,	1,	"",,				,				
	716,"Jet Boots",				20,	13,	500,	30,	0.12,	0,	45,	5,	0,	0,	0,	1,	"",,				,				



; shield
;	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,"Wooden Sheild",			21,	3,	50,		0,	0,	0,	5,	0,	0,	0,	0,	10,	""
	803,"Large Sheild",			21,	1,	200,	6,	0,	1,	20,	0,	0,	0,	0,	1,	"",,				,				
	806,"Iron Sheild",			21,	2,	350,	12,	0,	0,	35,	0,	0,	0,	0,	1,	""
	809,"Cross Shield",			21,	19,	500,	18,	0,	0,	50,	0,	0,	0,	0,	1,	""
	812,"Tower Sheild",			21,	17,	650,	24,	0,	0,	65,	0,	0,	0,	0,	1,	""
	815,"Great Sheild",			21,	13,	800,	30,	0,	0,	80,	0,	0,	0,	0,	1,	""
	818,"White Sheild",			21,	16,	950,	36,	0,	0,	95, 0,	0,	0,	0,	1,	""
	823,"Black Sheild",			21,	11,	1200,	42,	0,	0,	120,0,	0,	0,	0,	1,	""

	826,"Yellow Sheild",			21,	14,	1350,	48,	0,	0,	135,0,	0,	0,	0,	1,	""
	829,"Green Sheild",		    21,	19,	1500,	54,	0,	0,	150,0,	0,	0,	0,	1,	""
	832,"Blue Sheild",			21,	17,	1650,	60,	0,	0,	165,0,	0,	0,	0,	1,	""
	835,"Red Sheild",			21,	13,	1800,	66,	0,	0,	180,0,	0,	0,	0,	1,	""
	838,"Star Sheild",			21,	16,	1950,	72,	0,	0,	195,0,	0,	0,	0,	1,	""
	841,"Rune Sheild",			21,	10,	2100,	78,	0,	0,	210,0,	0,	0,	0,	1,	""
	844,"Rare Sheild",			21,	12,	2250,	84,	0,	0,	225,0,	0,	0,	0,	1,	""
	847,"Omega Sheild",			21,	15,	2400,	90,	0,	0,	240,-30,0,	0,	0,	1,	""
	848,"Beam Sheild",		    21,	16,	2450,	96,	0,	0,	245,0,	0,	0,	0,	1,	""

; relics
;	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
	908,"Rune Ring",				22,	10,	170,	0,	0,	0,	35,	5,	0,	0,	0,	1,	""
	911,"Royal Ring",			22,	13	230,	6,	0,	0,	25,	30,	0,	0,	0,	1,	""
	913,"Chain Ring",			22,	15,	270,	12,	0,	0,	40,	25,	0,	0,	0,	1,	""
	916,"Ring of Clouds",		22,	18,	330,	18,	0,	0,	80,	0,	0,	0,	0,	1,	""
	919,"Pyro Ring",				22,	11,	400,	24,	0,	0,	50,	40,	0,	0,	0,	1,	""
	920,"Astromida's Ring",		22,	12,	450,	30,	0,	0,	50,	45,	0,	0,	0,	1,	""
	923,"Ghost Ring",			22,	15,	600,	36,	0,	0,	60,	50,	0,	0,	0,	1,	""
	926,"Ring of Mortals",		22,	18,	750,	42,	0,	0,	65,	60,	0,	0,	0,	1,	""
	928,"Ring of Lashiec",		22,	2,	850,	48,	0,	0,	70,	65,	0,	0,	0,	1,	""
	931,"Dione's Ring",			22,	13	1000,	54,	0,	0,	80,	70,	0,	0,	0,	1,	""
	933,"Ayla's Ring",			22,	15,	1100,	60,	0,	0,	85,	75,	0,	0,	0,	1,	""
	936,"Ring of Tara",			22,	18,	1250,	66,	0,	0,	90,	85,	0,	0,	0,	1,	""
	938,"Ring of Dumas",			22,	2,	1350,	72,	0,	0,	95,	90,	0,	0,	0,	1,	""
	941,"Gore Ring",				22,	13	1500,	78,	0,	0,	105,95,	0,	0,	0,	1,	""
	943,"Ominous Ring",			22,	15,	1600,	84,	0,	0,	110,100,0,	0,	0,	1,	""
	946,"Ring of Enigma",		22,	18,	1750,	90,	0,	0,	115,110,0,	0,	0,	1,	""
	948,"Ring of Consternation",	22,	2,	1850,	96,	0,	0,	120,115,0,	0,	0,	1,	""

; accessories
;	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,"Snake Amulet",			23,	1,	100,	0,	0,	0,	0,	10,	0,	0,	0,	10,	""

	952,"Gold Amulet",			23,	3,	200,	6,	0,	0,	10,	10,	0,	0,	0,	2,	""
	955,"Waltz Amulet",			23,	3,	350,	12,	0,	0,	15,	20,	0,	0,	0,	1,	""
	958,"Spindle Amulet",		23,	3,	500,	18,	0,	0,	50,	0,	0,	0,	0,	1,	""
	961,"Pommel Amulet",			23,	3,	650,	24,	0,	0,	45,	20,	0,	0,	0,	1,	""
	964,"Asylum Amulet",			23,	3,	650,	30,	0,	0,	45,	35,	0,	0,	0,	1,	""
	967,"Mood Amulet",			23,	3,	650,	36,	0,	0,	45,	50,	0,	0,	0,	1,	""
	970,"Lava Amulet",			23,	3,	650,	42,	0,	0,	75,	35,	0,	0,	0,	1,	""
	973,"Adiemus Amulet",		23,	3,	650,	48,	0,	0,	25,	100,0,	0,	0,	1,	""
	976,"Clannad Amulet",		23,	3,	650,	54,	0,	0,	85,	60,	0,	0,	0,	1,	""
	979,"Amulet of Choice",		23,	3,	650,	60,	0,	0,	145,25,	0,	0,	0,	1,	""
	982,"Trespass Amulet",		23,	3,	650,	66,	0,	0,	50,	140,0,	0,	0,	1,	"" 
	985,"Platinum Amulet",		23,	3,	650,	72,	0,	0,	145,60,	0,	0,	0,	1,	""
	988,"Kraft Amulet",			23,	3,	650,	78,	0,	0,	145,75,	0,	0,	0,	1,	""
	991,"Command Amulet",		23,	3,	650,	84,	0,	0,	145,90,	0,	0,	0,	1,	""
	994,"Carnage Amulet",		23,	3,	650,	90,	0,	0,	145,105,0,	0,	0,	1,	""
	997,"Bloodtooth Amulet",		23,	3,	650,	96,	0,	0,	45,	220,0,	0,	0,	1,	""
	


;
; pets (note: these are handled very specially and can only be offered via the OFFER command
; and not the OFFER2 command).  arg3 is not an image#, it is the MONSTER ID of the monster which is
; to be 'sellable' in a shop.  The monsters statistics will be the pet statistics, so do not set
; the pet's stats in the ITEM table.  For example, here the 'level' entry just means the minimum
; player level before the player can purchase the pet.  the element entry does NOT specify the
; pet's element, which comes from the MONSTER table.  Make the MONSTER entry first.  I hope this
; isn't way too confusing.
;
; A "Pet Shop" is just a regular shop using the OFFER command with the pets enumerated, as in:
;
;    "OFFER 1000,1002"  (offers two pets only)
;
; You can NOT use the OFFER2 command with pets. (have I said that enough times yet?)
; And you can never sell a pet back to a storekeeper.
;
;	E#, name,					cl		Img		$		lvl Spl	El	D	A	HP	MP	AP	FP	Description
;	0	1						2		3		4		5	6	7	8	9	10	11	12	13	14
	1000,"King CARN",			200,	247.0,0,		80,	0,	0,	0,	0,	0,	0,	0,	0,	,						,				,				
	1001,"Cage #2",				200,	1001,	10000,	20,	0,	0,	0,	0,	0,	0,	0,	0,	"We found this one rooting in the garbage cans behind the kennel."
	1002,"Cage #3",				200,	1002,	50000,	30,	0,	0,	0,	0,	0,	0,	0,	0,	"Spay and neutering fees are a little higher with this one, but recommended."
	1003,"Cage #4",				200,	1003,	150000,	40,	0,	0,	0,	0,	0,	0,	0,	0,	"This one is a little mean. And he loves children, if you know what I mean."
	1004,"Cage #5",				200,	1004,	2000,	20,	0,	0,	0,	0,	0,	0,	0,	0,	"Your basic chicken, only not cowardly."
	1005,"Cage #6",				200,	1005,	20000,	25,	0,	0,	0,	0,	0,	0,	0,	0,	"A rugged free-range fighter."
	1006,"Cage #7",				200,	1006,	50000,	30,	0,	0,	0,	0,	0,	0,	0,	0,	"Likely to make you sit on your OWN #@&^!! eggs."
	1007,"Cage #8",				200,	1007,	90000,	35,	0,	0,	0,	0,	0,	0,	0,	0,	"Tastes like death."
	1008,"Cage #9",				200,	1008,	200000,	50,	0,	0,	0,	0,	0,	0,	0,	0,	"Note from 'Lefty': keep him well fed!"
	1009,"Cage #10",			200,	1009,	120000,	40,	0,	0,	0,	0,	0,	0,	0,	0,	"Cactrot asked us to take care of this one for a couple weeks"

; quest prize pets
	1020,"Cage #21",			200,	2000,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1021,"Cage #22",			200,	2001,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1022,"Cage #23",			200,	2002,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""
	1023,"Cage #24",			200,	2003,	0,	80,	0,	0,	0,	0,	0,	0,	0,	0,	""

;-------------------------- ITEMS 1024-5119 are SINGLETON items.. user can have only one of EACH -----------------

	1024,"Guild Hall",			201,22,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Guild Hall.",			http://www.synthetic-reality.com/cgi-bin/myCGI/sr-guilds.cgi/WOS/hall,,				
	5119,Forum,					201,21,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	Forum.,					http://www.synthetic-reality.com/cgi-bin/ultimatebb.cgi,,				




;	
;	OFFER2 shop styles
;
; The script commands OFFER and OFFER2 let you populate the shop window with the items of your
; choice.  Here are some example commands for various specialty shops
;
;	// basic shop, levels 0-10, all items
;	OFFER2	0,10
;	OFFER2	5,15
;	OFFER2	10,20
;	OFFER2	15,25
;	OFFER2	20,30
;	OFFER2	25,35
;	
;	// specialty shops
;	OFFER2	0,30,10			;helmets
;	OFFER2	0,30,11			;armor
;	OFFER2	0,30,12			;swords
;	OFFER2	0,30,13			;staffs
;	OFFER2	0,30,14			;bows
;	OFFER2	0,30,15			;music
;	OFFER2	0,30,16			;rh5
;	OFFER2	0,30,17			;rh6
;	OFFER2	0,30,18			;rh7
;	OFFER2	0,30,19			;rh8
;	OFFER2	0,30,20			;boots
;	OFFER2	0,30,21			;shields
;	OFFER2	0,30,22			;rings
;	OFFER2	0,30,23			;amulets

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

