;
; 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)
;
;				* ID: (1-1023)
;
;				Each item must have a unique ID number.  So you cannot define more than 1023 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 descrive the interrelationship 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
;Misc: 1-100
	1,"Aqua Vita",				0,	1,	50,		0,	0,	0,	0,	0,	50,	0,	0,	0,	"The water of life!"
	2,"Sweet Water",				0,	1,	500,	0,	0,	0,	0,	0,	500,0,	0,	0,	"Rejuvenates your body."
	3,"Purified Water",			0,	1,	5000,	0,	0,	0,	0,	0,	5000,0,	0,	0,	"Completely restores health."
	4,"Iced Tea",				0,	2,	50,		0,	0,	0,	0,	0,	0,	25,	0,	0,	"Cools you off on a hot summer day."
	5,"Hot Tea",					0,	3,	500,	0,	0,	0,	0,	0,	0,	250,0,	0,	"Warms your soul."
	6,"Herbal Tea",				0,	3,	5000,	0,	0,	0,	0,	0,	0,	2500,0,	0,	"The new-age herbal remedy!"
	7,"Apple Cider",				0,	3,	100,	0,	0,	0,	0,	0,	50,	25,	0,	0,	"Warms you heart and soul."
	8,"Hot Chocolate",			0,	3,	1000,	0,	0,	0,	0,	0,	500,250,0,	0,	"Keeps you warm on a cold winter night."
	9,"Pepsi-Cola",				0,	4,	10000,	0,	0,	0,	0,	0,	5000,2500,0,	0,	"The ultimate healer."
	10,"Ability Token",			105,5,	1000,	0,	0,	0,	0,	0,	0,	0,	5,	0,	"Lets you raise your abilities."
	11,"Room 1 Key",				2,	0,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Key to Room 1 in the Hotel."
	12,"Room 2 Key",				2,	0,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Key to Room 2 in the Hotel."
	13,"Room 3 Key",				2,	0,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Key to Room 3 in the Hotel."
	14,"Room 4 Key",				2,	0,	0,		0,	0,	0,	0,	0,	0,	0,	0,	0,	"Key to Room 4 in the Hotel."	

;	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
;Armor: 101-150
	101,"Old Tattered Tunic",	11,	1,	25,		1,	0,	0,	9,	0,	0,	0,	0,	50,"Very tattered tunic, but it will serve the purpose."
	102,"Patched Tunic",			11,	1,	50,		3,	0,	0,	11,	0,	0,	0,	0,	40,	"It's patched up, but still in bad shape."
	103,"Second-hand Tunic",		11,	1,	75,		6,	0,	0,	13,	0,	0,	0,	0,	30,	"It's been worn before, but it's not in terrible condition."
	104,"Shiny New Tunic",		11,	1,	100,	9,	0,	0,	15,	0,	0,	0,	0,	20,	"A brand new tunic, with absolutely no wear."
	105,"Old Rusty Armor",		11,	2,	125,	12,	0,	0,	17,	0,	0,	0,	0,	10,	"Some Old Rusty Armor."
	106,"Smelly Armor",			11,	2,	150,	15,	0,	0,	19,	0,	0,	0,	0,	-1,	"It's in fair condition, but it smells like somebody died in it."
	107,"Used Armor",			11,	2,	175,	18,	0,	0,	21,	0,	0,	0,	0,	-1,	"It's been used, but has been kept in good condition."
	108,"Brand New Armor",		11,	2,	200,	21,	0,	0,	24,	0,	0,	0,	0,	-1,	"Brand new and in EXCELLENT condition!"
	109,"High Quality Armor",	11,	2,	225,	27,	0,	0,	30,	0,	0,	0,	0,	-1,	"Very high quality armor."
	110,"Voodoo Armor",			11,	2,	250,	30,	0,	0,	34,	0,	0,	0,	0,	-1,	"Armor enchanted with voodoo."
	111,"Foxy Armor",			11,	2,	275,	33,	0,	0,	38,	5,	0,	0,	0,	-1,	"Armor imbued with the might of a fox."
	112,"Thrill Armor",			11,	2,	300,	36,	0,	0,	42,	0,	0,	0,	0,	-1,	"Special armor that excites you."
	113,"Iron Armor",			11,	2,	325,	39,	0,	0,	46,	0,	0,	0,	0,	-1,	"Armor made out of durable iron."
	114,"War Armor",				11,	2,	350,	42,	0,	0,	50,	0,	0,	0,	0,	-1,	"Armor made especially for the purpose of war."
	115,"Witches Armor",			11,	2,	375,	45,	0,	0,	54,	0,	0,	0,	0,	-1,	"Made by the finest witches' spells."
	116,"Sweet Armor",			11,	2,	400,	48,	0,	0,	58,	0,	0,	0,	0,	-1,	"This armor is SWEET!"

;	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
;Medals: 151-200
	151,"Old Bronze Medal",		23,	3,	25,		1,	0,	0,	3,	1,	1,	0,	0,	50,	"Has a special aura coming from it..."
	152,"Polished Bronze",		23,	3,	50,		2,	0,	0,	4,	1,	1,	0,	0,	40,		"Has a polished aura..."
	153,"New Bronze Medal",		23,	3,	75,		5,	0,	0,	5,	2,	2,	0,	0,	30,		"Brand new, shiny medal."
	154,"Old Silver",			23,	2,	100,	8,	0,	0,	6,	2,	2,	0,	0,	20,		"Very old silver medal."
	155,"Tarnished Silver",		23,	2,	125,	11,	0,	0,	7,	3,	3,	0,	0,	10,		"It's tarnished."
	156,"Shiny Silver",			23,	2,	150,	14,	0,	0,	8,	3,	3,	0,	0,	-1,		"It's old, but looks newly polished."
	157,"New Silver",			23,	2,	175,	17,	0,	0,	9,	4,	4,	0,	0,	-1,		"Brand new silver medal.
	158,"Old Gold",				23,	1,	200,	20,	0,	0,	11,	5,	5,	0,	0,	-1,		"Has a VERY special aura..."
	159,"Dirty Gold",			23,	1,	225,	23,	0,	0,	13,	6,	6,	0,	0,	-1,		"It's dirty, but it'll do."
	160,"Clean Gold",			23,	1,	250,	26,	0,	0,	15,	7,	7,	0,	0,	-1,		"It's clean."
	161,"Shiny Gold",			23,	1,	275,	29,	0,	0,	17,	8,	8,	0,	0,	-1,		"It's shiny!"
	162,"Thrill Bronze",			23,	3,	300,	32,	0,	0,	19,	9,	9,	0,	0,	-1,		"Oh the thrill of it all!"
	163,"Tzar Silver",			23,	2,	325,	35,	0,	0,	22,	10,	10,	0,	0,	-1,		"Become a SuperTzar!"
	164,"Writ Gold",				23,	1,	350,	38,	0,	0,	25,	11,	11,	0,	0,	-1,		"The Writ Gold."
	165,"Sweet Silver",			23,	2,	375,	41,	0,	0,	28,	12,	12,	0,	0,	-1,		"SWEET!"
	166,"Wizard's Bronze",		23,	3,	400,	44,	0,	0,	31,	13,	0,	13,	0,	-1,		"The amulet of a Wizard."
	167,"Insane Gold",			23,	1,	425,	47,	0,	0,	34,	14,	13,	10,	0,	-1,		"An insane gold amulet."

;	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
;Boots: 201-250
	201,"Old Sneakers",			20,	1,	25,		1,	0,	0,	5,	0,	0,	0,	0,	50,"Just some old sneakers..."	
	202,"Patched-up Sneakers",	20,	1,	50,		4,	0,	0,	6,	0,	0,	0,	0,	40,	"They're patched up."
	203,"Old Socks 'n' Sneakers",20,2,	75,		7,	0,	0,	7,	0,	0,	0,	0,	30,	"Old, but they come with socks for extra protection."
	204,"New Socks 'n' Sneakers",20,2,	100,	10,	0,	0,	8,	0,	0,	0,	0,	20,	"New socks and new sneakers!"
	205,"Old Tennis Shoes",		20,	1,	125,	13,	0,	0,	9,	0,	0,	0,	0,	10,	"Great Tennis Shoes, albeit old."
	206,"Fancy Tennis Shoes",	20,	1,	150,	16,	0,	0,	10,	0,	0,	0,	0,	-1,	"How can TENNIS SHOES be FANCY?"
	207,"Football Shoes",		20,	1,	175,	19,	0,	0,	11,	0,	0,	0,	0,	-1,	"Hey! There aren't any cleets!"
	208,"Cleeted Football Shoes",20,	1,	200,	22,	0,	0,	13,	4,	0,	0,	0,	-1,	"With cleets for added damage!"
	209,"Hiking Boots",			20,	1,	225,	25,	0,	0,	15,	6,	0,	0,	0,	-1,	"Lots of power behind 'em."	
	210,"Kicking Shoes",			20,	1,	250,	28,	0,	0,	17,	8,	0,	0,	0,	-1,	"KICKING BOOTS???"
	211,"Hurting Shoes",			20,	1,	275,	31,	0,	0,	20,	10,	0,	0,	0,	-1,	"Hurting Shoes? Is the world maker retarded or something?"
	212,"Large Hiking Boots",	20,	1,	300,	34,	0,	0,	23,	11,	0,	0,	0,	-1,	"Oh, good...NORMAL shoes...finally."
	213,"Massive Hiking Boots",	20,	1,	325,	37,	0,	0,	26,	12,	0,	0,	0,	-1,	"..."
	214,"Snow Boots",			20,	1,	350,	39,	6,	0,	29,	13,	0,	0,	0,	-1,	"Snow boots...ok...right."
	215,"Super Shoes",			20,	1,	375,	42,	0,	0,	32,	14,	0,	0,	0,	-1,	"Super..."
	216,"Killing Shoes",			20,	1,	400,	45,	0,	0,	35,	15,	0,	0,	0,	-1,	"What? You can't possibly expect me to write a description for Killing shoes, can you?"
	217,"Giant Shoes",			20,	1,	425,	48,	0,	0,	38,	16,	0,	0,	0,	-1,	"No comment."

;	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
;Rings: 251-300
	251,"Old Ring",				22,	1,	25,		1,	0,	0,	2,	0,	0,	0,	0,	50,"A rusted old ring...nobody's worn it in years."
	252,"Rusty Ring",			22,	1,	50,		3,	0,	0,	3,	0,	0,	0,	0,	40,	"A rusted old ring..."
	253,"Used Ring",				22,	1,	75,		6,	0,	0,	4,	0,	0,	0,	0,	30,	"A second-hand, used ring."
	254,"Shiny Ring",			22,	2,	100,	9,	0,	0,	5,	0,	0,	0,	0,	20,	"A recently polished ring."
	255,"New Ring",				22,	2,	125,	12,	0,	0,	6,	0,	0,	0,	0,	10,	"A brand new ring."
	256,"Ring of Power",			22,	2,	150,	15,	0,	0,	6,	2,	5,	0,	0,	-1,	"Gives you a little more power."
	257,"Ring of Wisdom",		22,	2,	175,	18,	0,	0,	8,	0,	0,	5,	0,	-1,	"Gives you more wisdom."	
	258,"Ring of Health",		22,	2,	200,	22,	0,	0,	8,	0,	10,	0,	0,	-1,	"A ring that raises your health.""
	259,"Wizard Ring",			22,	2,	225,	25,	0,	0,	10,	0,	5,	10,	0,	-1,	"A ring fit for a wizard."
	260,"Special Ring",			22,	2,	250,	28,	0,	0,	10,	5,	5,	5,	0,	-1,	"A very special ring."
	261,"Hard Ring",				22,	2,	275,	31,	0,	0,	10,	15,	10,	0,	0,	-1,	"A hard ring. Ouch!"
	262,"Soft Ring",				22,	2,	300,	34,	0,	0,	15,	10,	0,	15,	0,	-1,	"Very magical. Very defensive"
	263,"Cool Ring",				22,	2,	325,	37,	0,	0,	20,	15,	0,	0,	0,	-1,	"Cool."
	264,"Galadriel's Ring",		22,	2,	350,	40,	0,	0,	20,	20,	0,	20,	0,	-1,	"The ring of Galadriel."
	265,"Ring of Luck",			22,	2,	375,	43,	0,	0,	25,	20,	5,	10,	0,	-1,	"I'm so lucky!"
	266,"Simmen's Ring",			22,	2,	400,	46,	0,	0,	35,	15,	5,	5,	0,	-1,	"The ring of Simmen Stenil."
	267,"Gollum's Ring",			22,	2,	425,	49,	0,	0,	40,	20,	5,	10,	0,	-1,	"No, not THAT ring..."



;	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
;Shields: 301-350
	301,"Tattered Shield",		21,	1,	25,		1,	0,	0,	9,	0,	0,	0,	0,	50,"A broken up old shield that can withstand only minor force."
	302,"Broken Wood Shield",	21,	1,	50,		2,	0,	0,	12,	0,	0,	0,	0,	40,	"A broken shield made of wood."
	303,"Fixed Wooden Shield",	21,	1,	75,		5,	0,	0,	15,	0,	0,	0,	0,	30,	"A fixed wooden shield."
	304,"Blessed Shield",		21,	1,	100,	8,	0,	0,	18,	0,	0,	0,	0,	20,	"A wooden shield that's been blessed by the gods."
	305,"Old Small Shield",		21,	2,	125,	11,	0,	0,	21,	0,	0,	0,	0,	10,	"A very small shield."
	306,"Used Small Shield",		21,	2,	150,	14,	0,	0,	24,	0,	0,	0,	0,	-1,	"It's a small shield that has been previously used."
	307,"New Small Shield",		21,	2,	175,	17,	0,	0,	27,	0,	0,	0,	0,	-1,	"Brand new small shield."
	308,"Blessed Small Shield",	21,	2,	200,	21,	0,	0,	31,	0,	0,	0,	0,	-1,	"A blessed small shield."
	309,"Old Medium Shield",		21,	2,	225,	24,	0,	0,	34,	0,	0,	0,	0,	-1,	"An old medium-sized shield."
	310,"Dusty Medium Shield",	21,	2,	250,	27,	0,	0,	37,	0,	0,	0,	0,	-1,	"A dusty medium-sized shield."	
	311,"Clean Medium Shield",	21,	2,	275,	30,	0,	0,	40,	0,	0,	0,	0,	-1,	"A cleaner medium shield."
	312,"Spiked Medium Shield",	21,	2,	300,	33,	0,	0,	45,	10,	0,	0,	0,	-1,	"A shield with spikes on it. Yeouch!"
	313,"Large Shield",			21,	2,	325		36,	0,	0,	50,	0,	0,	0,	0,	-1,	"A large shield."
	314,"Large Spiked Shield",	21,	2,	350,	39,	0,	0,	55,	15,	0,	0,	0,	-1,	"A large spiked shield."
	315,"Larger Shield",			21,	2,	375,	42,	0,	0,	60,	0,	0,	0,	0,	-1,	"A larger shield."
	316,"Larger Spiked Shield",	21,	2,	400,	45,	0,	0,	65,	20,	0,	0,	0,	-1,	"A larger spiked shield."
	317,"Protective Shield",		21,	2,	425,	48,	0,	0,	75,	0,	20,	20,	0,	-1,	"A very protective shield."

;	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
;Helmets: 351-400
	351,"Tattered Hat",			10,	1,	25,		1,	0,	0,	4,	0,	0,	0,	0,	50,"Just an old tattered hat."
	352,"Old Hat",				10,	1,	50,		4,	0,	0,	6,	0,	0,	0,	0,	40,	"An old hat."
	353,"Patched Hat",			10,	1,	75,		7,	0,	0,	8,	0,	0,	0,	0,	30,	"A patched up hat."
	354,"New Hat",				10,	1,	100,	10,	0,	0,	10,	0,	0,	0,	0,	20,	"A brand new hat, fresh from the hat store."
	355,"Old Feathered Hat",		10,	2,	125,	13,	0,	0,	12,	0,	0,	0,	0,	10,	"An old feathered hat."
	356,"Broken Feathered Hat",	10,	2,	150,	16,	0,	0,	14,	0,	0,	0,	0,	-1,	"A broken feathered hat."
	357,"Used Feathered Hat",	10,	2,	175,	19,	0,	0,	16,	0,	0,	0,	0,	-1,	"A used feathered hat."
	358,"New Feathered Hat",		10,	2,	200,	23,	0,	0,	19,	0,	0,	0,	0,	-1,	"A new feathered hat."
	359,"Tattered Cowboy Hat",	10,	1,	225,	25,	0,	0,	21,	0,	0,	0,	0,	-1,	"A tattered cowboy's hat."
	360,"Old Cowboy Hat",		10,	1,	250,	28,	0,	0,	23,	0,	0,	0,	0,	-1,	"An old cowboy hat."
	361,"New Cowboy Hat",		10,	1,	275,	31,	0,	0,	25,	0,	0,	0,	0,	-1,	"A new cowboy hat."
	362,"Ten Gallon Hat",		10,	1,	300,	34,	0,	0,	27,	0,	0,	0,	0,	-1,	"A ten gallon hat."
	363,"Twelve Gallon Hat",		10,	1,	325		37,	0,	0,	30,	0,	0,	0,	0,	-1,	"TWELVE gallons?"
	364,"Baseball Helmet",		10,	2,	350,	40,	0,	0,	32,	0,	0,	0,	0,	-1,	"Baseball Helmet."
	365,"Football Helmet",		10,	2,	375,	43,	0,	0,	34,	0,	0,	0,	0,	-1,	"Football Helmet"
	366,"Hard Hat",				10,	2,	400,	46,	0,	0,	36,	0,	0,	0,	0,	-1,	"A very hard hat."
	367,"Army Helmet",			10,	2,	425,	49,	0,	0,	40,	0,	0,	0,	0,	-1,	"One of those really tough Army helmets."


;	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
;Swords: 401-450
	401,"Rusty Short Sword",		12,	1,	50,		1,	0,	0,	0,	20,	0,	0,	0,	50,"A small, rusted sword...couldn't slice through warm butter..."

	402,"Short Sword",			12,	1,	100,	5,	0,	0,	0,	35,	0,	0,	0,	40,	"A short sword..."
	403,"New Short Sword",		12,	1,	150,	10,	0,	0,	0,	45,	0,	0,	0,	30,	"A brand new short sword."
	404,"Old Rusty Sword",		12,	2,	200,	15,	0,	0,	0,	55,	0,	0,	0,	20,	"An old rusty sword."
	405,"Used Sword",			12,	2,	300,	20,	0,	0,	0,	75,	0,	0,	0,	10,	"A sword that has been previously used.""
	406,"New Sword",				12,	2,	400,	25,	0,	0,	0,	80,	0,	0,	0,	-1,	"A new sword."
	407,"Good Sword",			12,	2,	500,	30,	0,	0,	0,	90,	0,	0,	0,	-1,	"A sword in very good condition."
	408,"Scimitar",				12,	2,	600,	40,	0,	0,	0,	110,0,	0,	0,	-1,	"A curved scimitar."
	409,"Sharp Scimitar",		12,	2,	700,	50,	0,	0,	0,	120,0,	0,	0,	-1,	"A very sharp scimitar."

;	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
;Staves: 451-500
	451,"Cracked Stick",			13,	1,	50,		1,	0,	0,	0,	10,	0,	0,	0,	50,"A broken stick."
	452,"Small Cracked Rod",		13,	1,	100,	5,	0,	0,	0,	15,	0,	0,	0,	40,	"A glorified broken stick."
	453,"Small Cracked Wand",	13,	1,	150,	10,	0,	0,	0,	20,	0,	0,	0,	30,	"A glorified broken rod."
	454,"Stick",					13,	2,	200,	15,	0,	0,	0,	25,	0,	0,	0,	20,	"A stick that ISN'T broken."
	455,"Small Rod",				13,	2,	300,	20,	0,	0,	0,	35,	0,	0,	0,	10,	"A small rod."
	456,"Harry's Rod",			13,	2,	400,	25,	0,	0,	0,	40,	0,	0,	0,	-1,	"Harry's rod."
	457,"Saruman's Wand",		13,	2,	500,	30,	0,	0,	0,	45,	0,	0,	0,	-1,	"Saruman's wand."
	458,"Gandalf the Grey's Staff",13,2,	600,	40,	0,	0,	0,	50,	50,	100,0,	-1,	"Gandalf's staff."
	459,"Simmen's Staff",		13,	2,	700,	50,	0,	0,	0,	60,	60,	110,0,	-1,	"Simmen's staff."

;	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
;Bows: 501-550
	501,"Broken Old Bow",		14,	1,	50,		1,	0,	0,	0,	16,	0,	0,	0,	50,"An old, broken bow."
	502,"Dirty Old Bow",			14,	1,	100,	5,	0,	0,	0,	24,	0,	0,	0,	40,	"An old, dirty bow."
	503,"Old Bow",				14,	1,	150,	10,	0,	0,	0,	32,	0,	0,	0,	30,	"An old bow."
	504,"Clean Old Bow",			14,	1,	200,	15,	0,	0,	0,	40,	0,	0,	0,	20,	"A clean old bow."
	505,"Dirty Used Bow",		14,	1,	300,	20,	0,	0,	0,	56,	0,	0,	0,	10,	"A dirty, previously-used bow."
	506,"Used Bow",				14,	1,	400,	25,	0,	0,	0,	60,	0,	0,	0,	-1,	"A used bow."
	507,"New Bow",				14,	1,	500,	30,	0,	0,	0,	65,	0,	0,	0,	-1,	"A new bow."
	508,"Bow Flex",				14,	1,	600,	40,	0,	0,	0,	70,	0,	0,	0,	-1,	"Bizarre..."
	509,"Short Bow",				14,	1,	700,	50,	0,	0,	0,	80,	0,	0,	0,	-1,	"A short bow."

;	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
;Harps: 551-600
	551,"Unstrung Harp",			15,	1,	50,		1,	0,	0,	0,	15,	0,	0,	0,	50,"A harp that was long ago de-stringed."
	552,"Strung Harp",			15,	2,	100,	5,	0,	0,	0,	21,	0,	0,	0,	40,	"Same as your old harp, but it's been re-stringed."
	553,"Old Harp",				15,	2,	150,	10,	0,	0,	0,	27,	0,	0,	0,	30,	"An old harp."
	554,"Used Harp",				15,	2,	200,	15,	0,	0,	0,	33,	0,	0,	0,	20,	"A previously-used harp."
	555,"New Harp",				15,	2,	300,	20,	0,	0,	0,	45,	0,	0,	0,	10,	"A brand new harp."
	556,"Hetfield's Harp",		15,	2,	400,	25,	0,	0,	0,	50,	0,	0,	0,	-1,	"The harp of James Hetfield."
	557,"Iommi's Harp",			15,	2,	500,	30,	0,	0,	0,	55,	0,	0,	0,	-1,	"The legendary harp of Tony Iommi."
	558,"Simmen's Harp",			15,	2,	600,	40,	0,	0,	0,	60,	0,	0,	0,	-1,	"The harp of Simmen."
	559,"Jasmin's Harp",			15,	2,	700,	50,	0,	0,	0,	70,	0,	0,	0,	-1,	"The harp of the legendary Graphic Creeter."

;	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
;Hands: 601-650
	601,"Hands",					16,	1,	50,		1,	0,	0,	0,	20,	0,	0,	0,	50,"Just your hands"
	602,"Old Tattered Gloves",	16,	2,	100,	5,	0,	0,	0,	30,	0,	0,	0,	40,	"Some old gloves to warm your hands up."
	603,"Old Gloves",			16,	2,	150,	10,	0,	0,	0,	40,	0,	0,	0,	30,	"Some old gloves."
	604,"Used Gloves",			16,	2,	200,	15,	0,	0,	0,	50,	0,	0,	0,	20,	"Some used gloves."
	605,"New Gloves",			16,	2,	300,	20,	0,	0,	0,	65,	0,	0,	0,	10,	"Some brand new gloves."
	606,"Golf Gloves",			16,	2,	400,	25,	0,	0,	0,	70,	0,	0,	0,	-1,	"Some golf gloves."
	607,"Warm Gloves",			16,	2,	500,	30,	0,	0,	0,	75,	0,	0,	0,	-1,	"They really keep your hands warm."
	608,"Work Gloves",			16,	2,	600,	40,	0,	0,	0,	80,	0,	0,	0,	-1,	"Really tough."
	609,"Spiked Gloves",			16,	2,	700,	50,	0,	0,	0,	90,	20,	0,	0,	-1,	"Spikey."

;	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
;Maces: 651-700
	651,"Staff",					17,	1,	50,		1,	0,	0,	0,	20,	0,	0,	0,	50,"A staff."
	652,"Old War Staff",			17,	1,	100,	5,	0,	0,	0,	31,	0,	0,	0,	40,	"An old war staff."
	653,"New War Staff",			17,	1,	150,	10,	0,	0,	0,	42,	0,	0,	0,	30,	"A new war staff."
	654,"Large War Staff",		17,	1,	200,	15,	0,	0,	0,	53,	0,	0,	0,	20,	"A large war staff."
	655,"Old Scepter",			17,	1,	300,	20,	0,	0,	0,	66,	0,	0,	0,	10,	"An old scepter."	
	656,"New Scepter",			17,	1,	400,	25,	0,	0,	0,	70,	0,	0,	0,	-1,	"A new scepter."
	657,"Sacred Scepter",		17,	1,	500,	30,	0,	0,	0,	77,	0,	0,	0,	-1,	"This scepter is sacred."
	658,"King Joe's Scepter",	17,	1,	600,	40,	0,	0,	0,	83,	0,	0,	0,	-1,	"The scepter of King Joe of Euphoria."
	659,"Randy's Scepter",		17,	1,	700,	50,	0,	0,	0,	90,	0,	0,	0,	-1,	"Randy's Scepter...wait...who's Randy?"

;	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
;Daggers: 701-750
	701,"Small Butter Knife",	18,	1,	50,		1,	0,	0,	0,	10,	0,	0,	0,	50,"A little butter knife; very innefective."
	702,"Small Knife",			18,	1,	100,	5,	0,	0,	0,	19,	0,	0,	0,	40,	"A small knife."
	703,"Serrated Knife",		18,	1,	150,	10,	0,	0,	0,	28,	0,	0,	0,	30,	"A serrated knife."
	704,"Serrated Bread Knife",	18,	1,	200,	15,	0,	0,	0,	37,	0,	0,	0,	20,	"A serrated bread knife."
	705,"Sharp Knife",			18,	1,	300,	20,	0,	0,	0,	48,	0,	0,	0,	10,	"A sharp knife."
	706,"Titanium Knife",		18,	1,	400,	25,	0,	0,	0,	54,	0,	0,	0,	-1,	"A knife made of titanium."
	707,"Survival Knife",		18,	1,	500,	30,	0,	0,	0,	59,	0,	0,	0,	-1,	"Don't leave home without it."	
	708,"Hunting Knife",			18,	1,	600,	40,	0,	0,	0,	64,	0,	0,	0,	-1,	"Made for hunting."
	709,"Strong Knife",			18,	1,	700,	50,	0,	0,	0,	77,	0,	0,	0,	-1,	"Very strong."

;	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
;Claws: 751-800
	751,"Turkey's Claws",		19,	1,	50,		1,	0,	0,	0,	10,	0,	0,	0,	50,"Hey! Turkeys don't have claws!"
	752,"Puppy's Claws",			19,	1,	100,	5,	0,	0,	0,	20,	0,	0,	0,	40,	"Puppy's Claws"	
	753,"Kitten's Claws",		19,	1,	150,	10,	0,	0,	0,	30,	0,	0,	0,	30,	"Claws from a kitten."
	754,"Dog's Claws",			19,	1,	200,	15,	0,	0,	0,	40,	0,	0,	0,	20,	"Claws from a dog."
	755,"Cat's Claws",			19,	1,	300,	20,	0,	0,	0,	52,	0,	0,	0,	10,	"Ow! Those are sharp!"
	756,"Elephant's Claws",		19,	1,	400,	25,	0,	0,	0,	55,	0,	0,	0,	-1,	"From the finest elephants in the land."
	757,"Sharp Claws",			19,	1,	500,	30,	0,	0,	0,	60,	0,	0,	0,	-1,	"Not sure what animal they're from; but they're sharp."
	758,"Bat Claws",				19,	1,	600,	40,	0,	0,	0,	65,	0,	0,	0,	-1,	"Taken off of a headless bat."
	759,"Shredding Claws",		19,	1,	700,	50,	0,	0,	0,	75,	0,	0,	0,	-1,	"Made for shredding."

;	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
;Quest Items, etc: 801-900
	801,"SingeWick Armor",		11,	2,	0,		24,0,	2,	30,	5,	10,	10,	0,	0,	"Some outstanding armor given by King Theodosius."
	802,"Klicktack's Soldier",	23, 5,	0,		99,0,	0,	0,	0,	0,	0,	0,	0,	"A fifty year old soldier trapped within this amulet."
	803,"Sand Boots",			20,	3,	0,		25,0.7,	0,	15,	0,	0,	0,	0,	0,	"They let your sensitive feet cross the hot desert."	
	804,"IsenSword",				12,	2,	0,		99,0,	0,	0,	0,	0,	0,	0,	0,	"The fabled IsenSword."
	805,"Empty Canteen",			4.1.9,6,0,		0,	0,	0,	0,	0,	0,	0,	0,	-1,	"An empty canteen. It does you no good."
	806,"Filled Canteen",		4.1.9,6,	0,		0,	0,	0,	0,	0,100000,0,	0,-1,"A full canteen you got from filling it up at the wishing well."

;	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

