COMMENT 
{
    This file is designed to let us define all the enums used
    by powder in one place.

    Definitions with no contents become plain enum listings.
}

COMMENT
{
    These tile listings should match the actual order in the bitmap.
}

DEFINE TILE
{
}

TILE INVALID    65535
TILE VOID	0
TILE FLOOR
TILE WALL
TILE DOOR
TILE AVATAR
TILE LONGSWORD
TILE SHIELD
TILE GREENDRAGON
TILE PATH
TILE WATER
TILE OPENDOOR
TILE TRIDUDE
TILE FIREBEETLE
TILE SHADOW
TILE LADDERDOWN
TILE LADDERUP
TILE ICESNAKE
TILE FIRESNAKE
TILE RAT
TILE BLOOD
TILE GRIDBUG
TILE SHITOMI
TILE BOOT
TILE SANDAL
TILE WELL
TILE LUX
TILE PURPLESLUG
TILE BLUEPOTION
TILE CURSOR
TILE EMPTYSLOT
TILE HELM
TILE BOTTLE
TILE CHAINTUNIC
TILE BLUEROBE
TILE LEATHERTUNIC
TILE STUDDEDTUNIC
TILE PURPLEPOTION
TILE BOULDER
TILE SCROLL
TILE SILVERRING
TILE IRONRING
TILE WOODENRING
TILE GLASSRING
TILE RUBYRING
TILE DAEMON
TILE DIAMONDRING
TILE EMERALDRING
TILE SAPPHIRERING
TILE GOLDRING
TILE AMETHYSTRING
TILE CLEARPOTION
TILE MOBIUSRING
TILE BAEZLEBUBUL
TILE BAEZLEBUBUR
TILE STONERING
TILE AQUAMARINERING
TILE BLUEDRAGON
TILE PLATETUNIC
TILE GLASSTUNIC
TILE INVISIBLESTALKER
TILE REDPOTION
TILE YELLOWPOTION
TILE GREYPOTION
TILE WHITEPOTION
TILE BLACKPOTION
TILE CYANPOTION
TILE RAYSLASH
TILE RAYPIPE
TILE RAYDASH
TILE RAYBACKSLASH
TILE PEARLNECKLACE
TILE GOLDNECKLACE
TILE RUBYNECKLACE
TILE GIANTRAT
TILE WOODENWAND
TILE GLASSWAND
TILE BAEZLEBUBLL
TILE BAEZLEBUBLR
TILE SILVERWAND
TILE IRONWAND
TILE CURVEDWAND
TILE FORKEDWAND
TILE KIWI
TILE BAT
TILE LARGEBAT
TILE BROWNSLUG
TILE DEATHSLUG
TILE SOLIDEARTH
TILE CRETAN_MINOTAUR_UL
TILE CRETAN_MINOTAUR_UR
TILE GOLDTRIDUDE_UL
TILE GOLDTRIDUDE_UR
TILE HUGE3_UL
TILE HUGE3_UR
TILE HUGE4_UL
TILE HUGE4_UR
TILE SILVERSWORD
TILE WARHAMMER
TILE SILVERDAGGER
TILE DAGGER
TILE SPEAR
TILE SILVERSPEAR
TILE CLUB
TILE FLAMINGSWORD
TILE MACE
TILE SHORTSWORD
TILE KNIFE
TILE NOTILE
TILE FLOATINGEYE
TILE SCORPION
TILE CAVESPIDER
TILE GIANTSPIDER
TILE CRETAN_MINOTAUR_LL
TILE CRETAN_MINOTAUR_LR
TILE GOLDTRIDUDE_LL
TILE GOLDTRIDUDE_LR
TILE HUGE3_LL
TILE HUGE3_LR
TILE HUGE4_LL
TILE HUGE4_LR
TILE GREENSNAKE
TILE IRONTORC
TILE SILVERCIRCLET
TILE FEATHEREDHELM
TILE FLOPPYHAT
TILE BLUESPELLBOOK
TILE REDSPELLBOOK
TILE LEATHERSPELLBOOK
TILE PURPLESPELLBOOK
TILE GREYSPELLBOOK
TILE PLAIDSPELLBOOK
TILE BLACKSPELLBOOK
TILE GOLDSPELLBOOK
TILE THINBLUESPELLBOOK
TILE LOCKEDSPELLBOOK
TILE BLUERUNEDSPELLBOOK
TILE REDRUNEDSPELLBOOK
TILE LEATHERRUNEDSPELLBOOK
TILE PURPLERUNEDSPELLBOOK
TILE GREYRUNEDSPELLBOOK
TILE JEWELEDWAND
TILE TWISTEDWAND
TILE FLOORHOLE
TILE PATHHOLE
TILE PATHPIT
TILE WHITESPELLBOOK
TILE BLOODYSPELLBOOK
TILE GLASSSPELLBOOK
TILE THINREDSPELLBOOK
TILE WHITEDRAGON
TILE REDDRAGON
TILE ICEDAEMON
TILE PATHSPIKEDPIT
TILE FLOORPIT
TILE FLOORSPIKEDPIT
TILE LAVA
TILE ICE
TILE TORCH
TILE PURPLEWAND
TILE POINTEDSLIPPER
TILE RIDINGBOOT
TILE IRONSHOE
TILE WINGEDBOOT
TILE FROG
TILE KOBOLD
TILE TROLL
TILE LIZARDMAN
TILE BLACKHEART
TILE GRASS
TILE MOUNTAIN
TILE HILLS
TILE FOREST
TILE GELATINOUSCUBE
TILE HEADLESS
TILE KOBOLDMAGE
TILE WOODENSTAFF
TILE IRONSHODSTAFF
TILE HOOKEDSTAFF
TILE GNARLEDSTAFF
TILE BEJEWELEDSTAFF
TILE SKELETON
TILE VAMPIREBAT
TILE IMP
TILE ZOMBIE
TILE LICH
TILE GHAST
TILE CORPSE
TILE BONES
TILE STUDDEDGORGET
TILE THINLEATHERSPELLBOOK
TILE THINPURPLESPELLBOOK
TILE THINGREYSPELLBOOK
TILE JADEWAND
TILE JADERING
TILE INVALIDSLOT
TILE CHAMELEON
TILE MOUSE
TILE EARTHELEMENTAL
TILE IRONGOLEM
TILE STONEGOLEM
TILE FLESHGOLEM
TILE AIRELEMENTAL
TILE FIREELEMENTAL
TILE WATERELEMENTAL
TILE INVISIBLEAVATAR
TILE STATUE
TILE COCKATRICE
TILE MOUNDFLESH
TILE ROCK
TILE MEATBALL
TILE SMOKE
TILE GEMENCRUSTEDWAND
TILE STONEWAND
TILE GOLDWAND
TILE REDWAND
TILE BLUEWAND
TILE POISONSMOKE
TILE ACIDSMOKE
TILE YELLOWDRAGON
TILE THINPLAIDSPELLBOOK
TILE THINBLACKSPELLBOOK
TILE THINGOLDSPELLBOOK
TILE SHADOW_HEAR
TILE SHADOW_SMELL
TILE SHADOW_ESP
TILE STEAMSMOKE
TILE KOBOLDFIGHTER
TILE CAVETROLL
TILE FLOORSMOKEVENT
TILE FLOORPOISONVENT
TILE FLOORTELEPORTER
TILE PATHSMOKEVENT
TILE PATHPOISONVENT
TILE PATHTELEPORTER
TILE BOW
TILE ARROW
TILE TURTLOID
TILE LARGETURTLOID
TILE HILLORC
TILE ORC
TILE SCROLL_BACK
TILE SCROLL_TOP
TILE SCROLL_BOTTOM
TILE UNKNOWN
TILE GOLDCROWN
TILE CLOGS
TILE GHOST
TILE ACIDPOOL
TILE MINDACIDHAND
TILE KOBOLDASSASSIN
TILE GLOWINGPOTION
TILE BROWNPOTION
TILE GREENPOTION
TILE LIVINGFROST
TILE REINFORCEDWALL
TILE FLOORALTAR
TILE MAGICDOOR
TILE SOULSUCKER
TILE SIGNPOST
TILE GOLDBEETLE
TILE METALFLOOR
TILE METALWALL
TILE DIMDOOR
TILE YRUNE
TILE BLUETRIDUDE
TILE REDTRIDUDE
TILE PURPLETRIDUDE
TILE STARS1
TILE STARS2
TILE STARS3
TILE STARS4
TILE STARS5
TILE VIEWPORT
TILE ONYXRING
TILE RAPIER
TILE FORESTFIRE
TILE FIREARROW
TILE LIGHTNINGRAPIER
TILE ICEMACE
TILE KOBOLDTHIEF
TILE LEATHERHELM
TILE EARTHHAMMER
TILE AFLAME
TILE BROKENVIEWPORT
TILE LIVINGTREE
TILE CURSEDSLOT
TILE HOLYSLOT
TILE NORMALSLOT
TILE FAVORITESLOT
TILE UNIQUEMOB
TILE TAMEMOB
TILE MIRRORSHIELD
TILE TOWERSHIELD
TILE KITESHIELD
TILE WOODENSHIELD
TILE BUCKLER
TILE TRICERATOPS

COMMENT
{
    Sprites exist on their own plane.  They also get their own
    palettes.  These are largely for stylus cursors and action buttons
    which we float above the actual tiles for convenience.
}

DEFINE SPRITE
{
}

SPRITE INVALID    65535
SPRITE EQUIP 0
SPRITE DEQUIP
SPRITE DROP
SPRITE EAT
SPRITE BREATHE
SPRITE WALK
SPRITE LOOK
SPRITE QUAFF
SPRITE READ
SPRITE ZAP
SPRITE FIRE
SPRITE QUIVER
SPRITE HELP
SPRITE UNUSED
SPRITE DIP
SPRITE OPEN
SPRITE CLOSE
SPRITE HISTORY
SPRITE INVENTORY
SPRITE CLIMB
SPRITE PICKUP
SPRITE NAME
SPRITE FORGET
SPRITE MINIMAP
SPRITE NORTH
SPRITE SOUTH
SPRITE EAST
SPRITE WEST
SPRITE NORTHWEST
SPRITE NORTHEAST
SPRITE SOUTHEAST
SPRITE SOUTHWEST
SPRITE UP
SPRITE DOWN
SPRITE TEXT
SPRITE TILE
SPRITE CANCEL
SPRITE VOID
SPRITE CURSOR
SPRITE COMMAND
SPRITE PRAY
SPRITE SORT
SPRITE SLEEP
SPRITE SPLITSTACK
SPRITE JUMP
SPRITE SWAP
SPRITE VERBLIST
SPRITE OPTIONS
SPRITE RELEASE
SPRITE WAIT
SPRITE SEARCH
SPRITE EMPTYSLOT
SPRITE UNUSEDSPELL
SPRITE STICKYFLAMES
SPRITE MAGICMISSILE
SPRITE CHILL
SPRITE SPARK
SPRITE FROSTBOLT
SPRITE LIVINGFROST
SPRITE BLIZZARD
SPRITE FIREBALL
SPRITE FLAMESTRIKE
SPRITE LIGHTNINGBOLT
SPRITE CHAINLIGHTNING
SPRITE SUNFIRE
SPRITE ACIDSPLASH
SPRITE ACIDICMIST
SPRITE CORROSIVEEXPLOSION
SPRITE ACIDPOOL
SPRITE MINDACID
SPRITE DISINTEGRATE
SPRITE REGENERATE
SPRITE SLOWPOISON
SPRITE HEAL
SPRITE CUREPOISON
SPRITE MAJORHEAL
SPRITE RESURRECT
SPRITE SUMMON_FAMILIAR
SPRITE TRANSFER_KNOWLEDGE
SPRITE LIGHT
SPRITE DARKNESS
SPRITE KNOCK
SPRITE TRACK
SPRITE WIZARDSEYE
SPRITE DIAGNOSE
SPRITE PRESERVE
SPRITE POSSESS
SPRITE MAGICMAP
SPRITE DETECTCURSE
SPRITE IDENTIFY
SPRITE BLINK
SPRITE FETCH
SPRITE TELEPORT
SPRITE TELEWITHCONTROL
SPRITE DIRECTWIND
SPRITE FORCEBOLT
SPRITE FORCEWALL
SPRITE DIG
SPRITE CREATEPIT
SPRITE ROLLINGBOULDER
SPRITE PETRIFY
SPRITE STONETOFLESH
SPRITE ENTOMB
SPRITE RAISE_UNDEAD
SPRITE RECLAIM_SOUL
SPRITE DARK_RITUAL
SPRITE POISONITEM
SPRITE POISONBOLT
SPRITE GHASTIFY
SPRITE BINDSOUL
SPRITE SOULSUCK
SPRITE SUMMON_IMP
SPRITE SUMMON_DEMON
SPRITE CLOUDKILL
SPRITE FINGEROFDEATH
SPRITE YESWAY
SPRITE NOWAY
SPRITE WISH
SPRITE FLASH
SPRITE GROWFOREST
SPRITE DOWNPOUR
SPRITE SPELLREADY

COMMENT
{
    Mini tiles are the overlay tiles for the avatar.

    The slot is where the icon was drawn.  Each slot has a home (x,y)
    coord.  Thus, if you put something in a weird slot, we can calculate
    the offset and do a best-guess render.
}

DEFINE MINI
{
    ENM		slot		ITEMSLOT	BODY
}

MINI NAKED

MINI HELM
{
    slot	HEAD
}

MINI HAT
{
    slot	HEAD
}

MINI BLUEROBE
{
    slot	BODY
}

MINI LEATHERTUNIC
{
    slot	BODY
}

MINI STUDDEDTUNIC
{
    slot	BODY
}

MINI CHAINTUNIC
{
    slot	BODY
}

MINI SWORD
{
    slot	RHAND
}

MINI CLUB
{
    slot	RHAND
}

MINI MACE
{
    slot	RHAND
}

MINI REDSHIELD
{
    slot	LHAND
}

MINI SANDALS
{
    slot	FEET
}

MINI BOOTS
{
    slot	FEET
}

MINI LEATHERHELM
{
    slot	HEAD
}

MINI SILVERCIRCLET
{
    slot	HEAD
}

MINI CRYSTALPLATE
{
    slot	BODY
}

MINI FEATHEREDHELM
{
    slot	HEAD
}

MINI PLATEMAIL
{
    slot	BODY
}

MINI FLAMINGSWORD
{
    slot	RHAND
}

MINI WARHAMMER
{
    slot	RHAND
}

MINI SPEAR
{
    slot	RHAND
}

MINI MIRRORSHIELD
{
    slot	LHAND
}

MINI TOWERSHIELD
{
    slot	LHAND
}

MINI WOODENSHIELD
{
    slot	LHAND
}

MINI BUCKLER
{
    slot	LHAND
}

MINI ROUNDSHIELD
{
    slot	LHAND
}

MINI TORCH
{
    slot	LHAND
}

MINI IRONSHOES
{
    slot	FEET
}

MINI POINTEDSLIPPERS
{
    slot	FEET
}

MINI RIDINGBOOTS
{
    slot	FEET
}

MINI WINGEDBOOTS
{
    slot	FEET
}

MINI STAFF
{
    slot	RHAND
}

MINI POTION
{
    slot	RHAND
}

MINI BOW
{
    slot	RHAND
}

MINI GOLDCROWN
{
    slot	HEAD
}

MINI CLOGS
{
    slot	FEET
}

MINI MINDACIDHAND
{
    slot	RHAND
}

MINI BOOK
{
    slot	RHAND
}

MINI SCROLL
{
    slot	RHAND
}

MINI SHORTSWORD
{
    slot	RHAND
}

MINI DAGGER
{
    slot	RHAND
}

MINI KNIFE
{
    slot	RHAND
}

MINI PEARLNECKLACE
{
    slot	AMULET
}

MINI GOLDNECKLACE
{
    slot	AMULET
}

MINI RUBYNECKLACE
{
    slot	AMULET
}

MINI IRONTORC
{
    slot	AMULET
}

MINI STUDDEDGORGET
{
    slot	AMULET
}

MINI WAND
{
    slot	RHAND
}

MINI LIGHTNINGRAPIER
{
    slot	RHAND
}

MINI ICEMACE
{
    slot	RHAND
}

MINI RAPIER
{
    slot	RHAND
}

MINI EARTHHAMMER
{
    slot	RHAND
}

MINI NAKEDPOISON
MINI NAKEDSTONE

MINI NONE

DEFINE TRAP
{
    CST		name		"none"
    ENM		attack		ATTACK		NONE
    U8		triggerchance	100
    ENM		moveevade	MOVE		NONE
    U8		level		255
}

TRAP NONE

TRAP HOLE
{
    name		"hole"
    triggerchance	30
    moveevade		FLY
    level		1
}

TRAP PIT
{
    name		"pit"
    triggerchance	40
    moveevade		FLY
    attack		TRAP_PIT
    level		0
}

TRAP SPIKEDPIT
{
    name		"spiked pit"
    triggerchance	40
    moveevade		FLY
    attack		TRAP_SPIKEDPIT
    level		2
}

TRAP SMOKEVENT
{
    name		"smoke vent"
    triggerchance	40
    level		4
}

TRAP POISONVENT
{
    name		"poison vent"
    triggerchance	40
    level		10
}

TRAP TELEPORT
{
    name		"teleporter"
    triggerchance	90
    level		3
}

DEFINE COLOUR
{
    u8			red	0
    u8			green	0
    u8			blue	0
}

COLOUR INVISIBLE	0

COLOUR BLACK
{
    red		0
    green	0
    blue	0
}

COLOUR LIGHTBLACK
{
    red		32
    green	32
    blue	32
}

COLOUR WHITE
{
    red		255
    green	255
    blue	255
}

COLOUR RED
{
    red		255
    green	0
    blue	0
}

COLOUR LIGHTRED
{
    red		255
    green	128
    blue	128
}

COLOUR GREEN
{
    red		0
    green	255
    blue	0
}

COLOUR LIGHTGREEN
{
    red		128
    green	255
    blue	128
}

COLOUR BLUE
{
    red		0
    green	0
    blue	255
}

COLOUR YELLOW
{
    red		255
    green	255
    blue	0
}

COLOUR LIGHTYELLOW
{
    red		255
    green	255
    blue	128
}

COLOUR CYAN
{
    red		0
    green	255
    blue	255
}

COLOUR MAGENTA
{
    red		255
    green	0
    blue	255
}

COLOUR GREY
{
    red		128
    green	128
    blue	128
}

COLOUR BROWN
{
    red		196
    green	128
    blue	64
}

COLOUR DARKGREEN
{
    red		0
    green	128
    blue	0
}

COLOUR DARKRED
{
    red		128
    green	0
    blue	0
}

COMMENT
{
    HUNGER names are the different levels of hunger
    that someone experiences.
}

DEFINE HUNGER
{
    CST name		"Hungry"
    U16 foodlevel	0
}

HUNGER STARVING
{
    name		"Starving"
    foodlevel		0
}

HUNGER HUNGRY
{
    name		"Hungry"
    foodlevel		100
}

HUNGER FORAGE
{
    name		0
    foodlevel		500
}

HUNGER NORMAL
{
    name		0
    foodlevel		1000
}

HUNGER FULL
{
    name		"Full"
    foodlevel		2500
}

COMMENT
{
    DEATHMSG is collections of death messages for different creature
    types.  This allows each creature type to have its own custom
    death messages suitable to its type.

    These use the same format as the intrinsic change list.
}

DEFINE DEATHMSG_MSG
{
    CST		msg		0
}

DEFINE DEATHMSG
{
    ENMLIST	msglist		DEATHMSG_MSG	NONE
}

DEATHMSG_MSG NONE	0
{
}

DEATHMSG_MSG DIE
{
    msg		"%U <die>!"
}

DEATHMSG_MSG HEAP
{
    msg		"%U <crumple> into a heap!"
}

DEATHMSG_MSG BLOOD
{
    msg		"%U <collapse> in a pool of blood!"
}

DEATHMSG_MSG DUST
{
    msg		"%U <collapse> in a pile of dust!"
}

DEATHMSG_MSG WOOD
{
    msg		"%U <collapse> into a pile of twigs!"
}

DEATHMSG_MSG SPARK
{
    msg		"%U <collapse> in a cloud of sparks!"
}

DEATHMSG_MSG ICHOR
{
    msg		"%U <collapse> in a pool of ichor!"
}

DEATHMSG_MSG FLAME
{
    msg		"%U <collapse> in a burst of flame!"
}

DEATHMSG_MSG FADE
{
    msg		"%U <fade> into the void!"
}

DEATHMSG_MSG WISP
{
    msg		"%U <dissolve> into wisps!"
}

DEATHMSG_MSG WATER
{
    msg		"%U <collapse> in a pool of water!"
}

DEATHMSG BLOOD
{
    msglist	DIE
    msglist	HEAP
    msglist	BLOOD
}

DEATHMSG DUST
{
    msglist	DIE
    msglist	HEAP
    msglist	DUST
}

DEATHMSG WOOD
{
    msglist	DIE
    msglist	HEAP
    msglist	WOOD
}

DEATHMSG SPARK
{
    msglist	DIE
    msglist	HEAP
    msglist	SPARK
}

DEATHMSG ICHOR
{
    msglist	DIE
    msglist	HEAP
    msglist	ICHOR
}

DEATHMSG FLAME
{
    msglist	DIE
    msglist	HEAP
    msglist	FLAME
}

DEATHMSG WATER
{
    msglist	DIE
    msglist	HEAP
    msglist	WATER
}

DEATHMSG INCORPREAL
{
    msglist	WISP
    msglist	FADE
}

COMMENT
{
    Squares have a lot of stuff describing their properties...

    tile - Base tile to draw this with
    trap - Trap type.
    movetype - What moves can be made onto that square
    minicolour - What to draw the square as on the minimap
    
    findchance - Chance of finding the hidden square
    hiddensquare - What you would find :>
    invissquare - What it switches to when made invisible

    description - Noun description of what is here: "a ladder up".

    invulnerable - True if nothing should ever change this square.
    transparent - True if one can look through this square.
    islit - if true, tile always has templit flag set.
}

DEFINE SQUARE
{
    ENM16	tile		TILE	VOID
    ENM	trap		TRAP	NONE
    ENM	movetype	MOVE	PHASE
    ENM minicolour	COLOUR	BLACK
    U8	findchance	0
    ENM hiddensquare	SQUARE	EMPTY
    ENM invissquare	SQUARE	EMPTY
    ENM disarmsquare	SQUARE	EMPTY
    CST description	0
    BOOL	invulnerable	false
    BOOL	transparent	true
    BOOL	promptclimb	false
    BOOL	islit		false
    BOOL	isforest	false
    ENM submergeattack	ATTACK	SUFFOCATE
    BOOL	isstars		false
}

SQUARE EMPTY	0
{
    tile	SOLIDEARTH
    minicolour	BLACK
    transparent false
}

SQUARE WALL
{
    tile	WALL
    minicolour	GREY
    transparent false
    description	"a stone wall"
}

SQUARE METALWALL
{
    tile	METALWALL
    minicolour	GREY
    transparent	false
    movetype	OTHER
    invulnerable true
    description	"a metal wall"
}

SQUARE VIEWPORT
{
    tile	VIEWPORT
    minicolour	GREY
    transparent	true
    movetype	OTHER
    invulnerable true
    description	"a glass wall"
}

SQUARE BROKENVIEWPORT
{
    tile	BROKENVIEWPORT
    minicolour	CYAN
    transparent	true
    movetype	WALK
    invulnerable true
    description	"a broken glass wall"
}

SQUARE METALFLOOR
{
    tile	METALFLOOR
    minicolour	LIGHTBLACK
    movetype	WALK
    invulnerable true
}

SQUARE DIMDOOR
{
    tile	DIMDOOR
    minicolour	MAGENTA
    movetype	WALK
    invulnerable true
    promptclimb	true
    description	"a dimensional portal"
}

SQUARE REINFORCEDWALL
{
    tile	REINFORCEDWALL
    minicolour	GREY
    transparent false
    invulnerable true
    movetype	OTHER
    description	"a reinforced wall"
}

SQUARE STARS1
{
    tile 	STARS1
    minicolour	BLACK
    transparent	true
    invulnerable true
    movetype	WALK
    description	"stars"
    isstars	true
}

SQUARE STARS2
{
    tile 	STARS2
    minicolour	BLACK
    transparent	true
    invulnerable true
    movetype	WALK
    description	"stars"
    isstars	true
}

SQUARE STARS3
{
    tile 	STARS3
    minicolour	BLACK
    transparent	true
    invulnerable true
    movetype	WALK
    description	"stars"
    isstars	true
}

SQUARE STARS4
{
    tile 	STARS4
    minicolour	BLACK
    transparent	true
    invulnerable true
    movetype	WALK
    description	"stars"
    isstars	true
}

SQUARE STARS5
{
    tile 	STARS5
    minicolour	BLACK
    transparent	true
    invulnerable true
    movetype	WALK
    description	"stars"
    isstars	true
}

SQUARE FLOOR
{
    tile	FLOOR
    movetype	WALK
    minicolour	RED
}

SQUARE FLOORALTAR
{
    tile	FLOORALTAR
    movetype	WALK
    minicolour	CYAN
    description	"a fiery altar"
}

SQUARE FLOORHOLE
{
    tile	FLOORHOLE
    movetype	WALK
    minicolour	CYAN
    description	"a hole"
    disarmsquare FLOOR
    invissquare	SECRETFLOORHOLE
    trap	HOLE
}

SQUARE PATHHOLE
{
    tile	PATHHOLE
    movetype	WALK
    minicolour	CYAN
    description	"a hole"
    disarmsquare CORRIDOR
    invissquare	SECRETPATHHOLE
    trap	HOLE
}

SQUARE WATER
{
    tile	WATER
    movetype	SWIM
    minicolour	BLUE
    submergeattack	DROWN
    description	"water"
}

SQUARE ICE
{
    tile	ICE
    movetype	WALK
    minicolour	CYAN
    submergeattack	DROWN
}

SQUARE DOOR
{
    tile	DOOR
    movetype	PHASE
    minicolour	YELLOW
    description	"a door"
    transparent false
    invissquare	SECRETDOOR
}

COMMENT
{
    Blocked doors are intentionally impossible to distinguish from
    normal doors, the only difference being that the AI will not
    open blocked doors. This allows special rooms to properly 
    keep monsters contained.
}

SQUARE BLOCKEDDOOR
{
    tile	DOOR
    movetype	PHASE
    minicolour	YELLOW
    description	"a door"
    transparent false
    invissquare	SECRETDOOR
}

SQUARE MAGICDOOR
{
    tile	MAGICDOOR
    movetype	OTHER
    minicolour	YELLOW
    description	"a magical door"
    transparent false
    invulnerable true
}

SQUARE OPENDOOR
{
    tile	OPENDOOR
    movetype	WALK
    minicolour	YELLOW
}

SQUARE SECRETDOOR
{
    tile	WALL
    movetype	PHASE
    minicolour	GREY
    hiddensquare DOOR
    findchance	30
    transparent false
    description	"a stone wall"
}

SQUARE CORRIDOR
{
    tile	PATH
    movetype	WALK
    minicolour	BROWN
}

SQUARE LADDERDOWN
{
    tile	LADDERDOWN
    movetype	WALK
    minicolour	DARKGREEN
    description	"a ladder down"
    invulnerable	true
    promptclimb		true
}

SQUARE LADDERUP
{
    tile	LADDERUP
    movetype	WALK
    minicolour	GREEN
    description	"a ladder up"
    invulnerable	true
    promptclimb		true
}

SQUARE FLOORPIT
{
    tile	FLOORPIT
    minicolour	CYAN
    movetype	WALK
    description	"a pit"
    disarmsquare FLOOR
    invissquare SECRETFLOORPIT
    trap	PIT
}

SQUARE PATHPIT
{
    tile	PATHPIT
    minicolour	CYAN
    movetype	WALK
    description	"a pit"
    disarmsquare CORRIDOR
    invissquare SECRETPATHPIT
    trap	PIT
}

SQUARE FLOORSPIKEDPIT
{
    tile	FLOORSPIKEDPIT
    minicolour	CYAN
    movetype	WALK
    description	"a spiked pit"
    disarmsquare FLOOR
    invissquare SECRETFLOORSPIKEDPIT
  
    trap	SPIKEDPIT
}

SQUARE PATHSPIKEDPIT
{
    tile	PATHSPIKEDPIT
    minicolour	CYAN
    movetype	WALK
    description	"a spiked pit"
    disarmsquare CORRIDOR
    invissquare SECRETPATHSPIKEDPIT
    trap	SPIKEDPIT
}

SQUARE SECRETFLOORSPIKEDPIT
{
    tile	FLOOR
    minicolour	RED
    hiddensquare FLOORSPIKEDPIT
    movetype	WALK
    findchance	60
}

SQUARE SECRETPATHSPIKEDPIT
{
    tile	PATH
    minicolour	BROWN
    hiddensquare PATHSPIKEDPIT
    movetype	WALK
    findchance	60
}

SQUARE SECRETFLOORPIT
{
    tile	FLOOR
    minicolour	RED
    hiddensquare FLOORPIT
    movetype	WALK
    findchance	60
}

SQUARE SECRETPATHPIT
{
    tile	PATH
    minicolour	BROWN
    hiddensquare PATHPIT
    movetype	WALK
    findchance	60
}

SQUARE SECRETFLOORHOLE
{
    tile	FLOOR
    minicolour	RED
    hiddensquare FLOORHOLE
    movetype	WALK
    findchance	60
}

SQUARE SECRETPATHHOLE
{
    tile	PATH
    minicolour	BROWN
    hiddensquare PATHHOLE
    movetype	WALK
    findchance	60
}

SQUARE FLOORPOISONVENT
{
    tile	FLOORPOISONVENT
    minicolour	CYAN
    movetype	WALK
    description	"a poison vent"
    disarmsquare FLOOR
    invissquare	SECRETFLOORPOISONVENT
    trap	POISONVENT
}

SQUARE PATHPOISONVENT
{
    tile	PATHPOISONVENT
    minicolour	CYAN
    movetype	WALK
    description	"a poison vent"
    disarmsquare CORRIDOR
    invissquare	SECRETPATHPOISONVENT
    trap	POISONVENT
}

SQUARE FLOORSMOKEVENT
{
    tile	FLOORSMOKEVENT
    minicolour	CYAN
    movetype	WALK
    description	"a smoke vent"
    disarmsquare FLOOR
    trap	SMOKEVENT
    invissquare	SECRETFLOORSMOKEVENT
}

SQUARE PATHSMOKEVENT
{
    tile	PATHSMOKEVENT
    minicolour	CYAN
    movetype	WALK
    description	"a smoke vent"
    disarmsquare CORRIDOR
    trap	SMOKEVENT
    invissquare	SECRETPATHSMOKEVENT
}

SQUARE SECRETFLOORPOISONVENT
{
    tile	FLOOR
    minicolour	RED
    hiddensquare FLOORPOISONVENT
    movetype	WALK
    findchance	60
}

SQUARE SECRETFLOORSMOKEVENT
{
    tile	FLOOR
    minicolour	RED
    hiddensquare FLOORSMOKEVENT
    movetype	WALK
    findchance	60
}

SQUARE SECRETPATHPOISONVENT
{
    tile	PATH
    minicolour	BROWN
    hiddensquare PATHPOISONVENT
    movetype	WALK
    findchance	60
}

SQUARE SECRETPATHSMOKEVENT
{
    tile	PATH
    minicolour	BROWN
    hiddensquare PATHSMOKEVENT
    movetype	WALK
    findchance	60
}

SQUARE PATHTELEPORTER
{
    tile	PATHTELEPORTER
    minicolour	CYAN
    movetype	WALK
    description	"a teleporter"
    disarmsquare CORRIDOR
    trap	TELEPORT
    invissquare	SECRETPATHTELEPORTER
}

SQUARE FLOORTELEPORTER
{
    tile	FLOORTELEPORTER
    minicolour	CYAN
    movetype	WALK
    description	"a teleporter"
    disarmsquare CORRIDOR
    trap	TELEPORT
    invissquare	SECRETFLOORTELEPORTER
}

SQUARE SECRETFLOORTELEPORTER
{
    tile	FLOOR
    minicolour	RED
    hiddensquare FLOORTELEPORTER
    movetype	WALK
    findchance	60
}

SQUARE SECRETPATHTELEPORTER
{
    tile	PATH
    minicolour	BROWN
    hiddensquare PATHTELEPORTER
    movetype	WALK
    findchance	60
}

SQUARE LAVA
{
    tile	LAVA
    minicolour	DARKRED
    movetype	SWIM
    submergeattack	DROWN
    islit	true
    description	"lava"
}

SQUARE ACID
{
    tile	ACIDPOOL
    minicolour	YELLOW
    movetype	SWIM
    submergeattack	DROWN
    description	"acid"
}

SQUARE GRASS
{
    tile	GRASS
    minicolour	GREEN
    movetype	WALK
}

SQUARE MOUNTAIN
{
    tile	MOUNTAIN
    minicolour	GREY
    movetype	PHASE
    transparent 0
    description	"mountains"
}

SQUARE HILLS
{
    tile	HILLS
    minicolour	YELLOW
    movetype	WALK
    description	"hills"
}

SQUARE FOREST
{
    tile	FOREST
    minicolour	DARKGREEN
    movetype	WALK
    transparent false
    isforest	true
    description	"forest"
}

SQUARE FORESTFIRE
{
    tile	FORESTFIRE
    minicolour	DARKRED
    islit	true
    movetype	WALK
    transparent false
    isforest	true
    description	"a forest fire"
}

SQUARE SIGNPOST
{
    tile 	SIGNPOST
    minicolour	BROWN
    movetype	WALK
    description	"a signpost"
}

COMMENT
{
    Different smoke types allow us to produce different
    smoke effects.
}

DEFINE SMOKE
{
    CST		name	"smoke"
    ENM16	tile	TILE	VOID
    ENM		attack	ATTACK	NONE
    U8		decayrate	5
}

SMOKE NONE
{
    name		"clear air"
    tile		VOID
}

SMOKE SMOKE
{
    name		"smoke"
    tile		SMOKE
    attack		INHALE_SMOKE
}

SMOKE STEAM
{
    name		"steam"
    tile		STEAMSMOKE
    attack		INHALE_STEAM
    decayrate		30
}

SMOKE POISON
{
    name		"poison gas"
    tile		POISONSMOKE
    attack		INHALE_POISONSMOKE
}

SMOKE ACID
{
    name		"acidic smoke"
    tile		ACIDSMOKE
    attack		INHALE_ACIDSMOKE
}

COMMENT
{
    This is a bit field used for the global map flags.

    DIG: Can you dig down in this map to get to the next level.
    NEWMOBS: Can new mobs be generated?
    NOITEMS: Prohibits item generation
    NOTELE: Are you allowed to teleport?  (Blink is always allowed)
}

DEFINE MAPFLAG
{
}

MAPFLAG NONE 	0
MAPFLAG	DIG	1
MAPFLAG NEWMOBS 2
MAPFLAG NOITEMS 4
MAPFLAG NOTELE  8

COMMENT
{
    This is a bit field used for common square flags.
    TEMPLIT is cleared every round and is used for dynamic lights,
    while LIT signifies that the square is self-lit.
    FOV tracks if a square is visible from the stashed FOV location,
    which will traditionally be the avatars current position.
    SMOKE is used to track if there is smoke in the square.
    NOMOB prevents random generation of monsters (but allows /oCM)
          prevents teleport *into* or reaching via trap door.
    MAPPED tracks if the avatar has seen the square
    TRAPPED is unused.
}

DEFINE SQUAREFLAG
{
}

SQUAREFLAG	NONE		0
SQUAREFLAG	LIT		1
SQUAREFLAG	TEMPLIT		2
SQUAREFLAG	MAPPED		4
SQUAREFLAG	TRAPPED		8
SQUAREFLAG	FOV		16
SQUAREFLAG	SMOKE		32
SQUAREFLAG	NOMOB		64

COMMENT
{
    Movement names is a bitfield representing different types of
    movement.  Movement is valid if the type & creature movement is
    nonzero.

    Standard names are used for creatures to represent multiple modes.
}

DEFINE MOVE
{
}

MOVE		NONE		0
MOVE		WALK		1
MOVE		SWIM		2
MOVE		FLY		4
MOVE		PHASE		8
MOVE		OTHER		16

MOVE		STD_SWIM	3
MOVE		STD_FLY		7
MOVE		STD_PHASE	13
MOVE		ALL		31

COMMENT
{
    The CURSECHANCE determines for items how often they care cursed.
    Magic types will override this as we usually base curse on the
    magic type rather than the curse type.

    The ratios are:
    100   0   0
     70  20  10
     15  70  15
     10  20  70
      0   0 100
      0 100   0
}

DEFINE CURSECHANCE
{
    U8		curse		  0
    U8		normal		100
    U8		bless		  0
}

CURSECHANCE ALWAYSCURSE
{
    curse	100
    normal	0
    bless	0
}

CURSECHANCE OFTENCURSE
{
    curse	70
    normal	20
    bless	10
}

CURSECHANCE NORMAL
{
    curse	15
    normal	70
    bless	15
}

CURSECHANCE OFTENBLESS
{
    curse	10
    normal	20
    bless	70
}

CURSECHANCE ALWAYSBLESS
{
    curse	0
    normal	0
    bless	100
}

CURSECHANCE ALWAYSMUNDANE
{
    curse	0
    normal	100
    bless	0
}

DEFINE ELEMENT
{
    CST		name	"none"
}

ELEMENT	PHYSICAL
{
    name	"physical"
}

ELEMENT	FIRE
{
    name	"fire"
}

ELEMENT COLD
{
    name	"cold"
}

ELEMENT	SHOCK
{
    name	"shock"
}

ELEMENT ACID
{
    name	"acid"
}

ELEMENT LIGHT
{
    name	"light"
}

ELEMENT DEATH
{
    name	"death"	
}

COMMENT
{
    These are fake elements used solely for noting resistances in the
    AI.
}

ELEMENT POISON
{
    name	"poison"
}

ELEMENT REFLECTIVITY
{
    name	"reflectivity"
}

ELEMENT SLEEP
{
    name	"sleep"
}

COMMENT
{
    INTRINSICS are things people can have.  Items can also have them,
    in which case they will pass them to anyone who equips the item.

    - clearondeath intrinsics will be eliminated by dying.  This means
      if you life save, you will have the intrinsics removed.
    - survive poly means if it exists on the non-polyed version, it
      will be transferred to the new mob.
    - survive unpoly means that when we un-poly we transfer the
      intrinsic over.  This usually matches survivepoly.
    - clearonpoly means after polying, the base mob has the attribute
      cleared.  This could be set with survive on poly for interesting
      behaviour.
    - maxcount is the maximum length a counter can be set for.
      Counters over this are just set to this.  0 means no max.
    - visiblechange marks intrinsics which one gets a message for
      even if not applied to oneself.
    - maskchangeifclothed marks intrinsics which only broad cast the
      change if you aren't wearing something that hides that effect.
    - Format: %U - You
              %R - Your
	      <foo> - verbify infinitive foo.
    - affectappearance marks intrinsics that need a rebuildAppearance
      to keep things in sync.
    - losewheninflictordies will set a five turn timeout when the
      inflictor of the intrinsic dies.
}

DEFINE INTRINSIC
{
    CST		name		"generic intrinsic"
    CST		gaintxt		"%U <feel> more generic."
    CST		losetxt		"%U <feel> less generic."
    BOOL	clearondeath	0
    BOOL	survivepoly	false
    BOOL	surviveunpoly	false
    BOOL	clearonpoly	false
    BOOL	visiblechange	0
    BOOL	maskchangeifclothed false
    BOOL	ispoison	false
    U8		maxcount	0
    ENM		resistance	INTRINSIC	NONE
    BOOL	isspell		false
    BOOL	isskill		false
    BOOL	affectappearance	false
    BOOL	losewheninflictordies	false
}

INTRINSIC NONE
{
    name	"nothing special"
    gaintxt	"%U <gain> nothing."
    losetxt	"%U <lose> nothing."
}

INTRINSIC DEAD
{
    name	"dead"
    gaintxt	"%U <die>."
    losetxt	"%U <return> to life."
}

INTRINSIC LEFTHANDED
{
    name	"left handed"
    gaintxt	"%R left hand feels dominant."
    losetxt	"%R right hand feels dominant."
}

INTRINSIC FAST
{
    name	"fast"
    gaintxt	"%U <speed> up."
    losetxt	"%U <slow> down."
    visiblechange	1
}

INTRINSIC QUICK
{
    name	"quick"
    gaintxt	"%U <quicken>."
    losetxt	"%U <be> less quick."
    visiblechange	1
}

INTRINSIC SLOW
{
    name	"slow"
    gaintxt	"%U <slow>."
    losetxt	"%U <unslow>."
    visiblechange	1
}

INTRINSIC DIG
{
    name	"can dig"
    gaintxt	"%U can dig."
    losetxt	"%U cannot dig."
}

INTRINSIC UNCHANGING
{
    name	"unchanging"
    gaintxt	"%U <fear> change."
    losetxt	"Change is good."
}

INTRINSIC STONING
{
    name	"turning to stone"
    gaintxt	"%U <begin> to turn to stone."
    losetxt	"%R flesh softens."
    clearondeath	1
    clearonpoly		1
    maxcount		3
    visiblechange	1
    affectappearance	true
}

INTRINSIC RESISTSTONING
{
    name	"stoning resistance"
    gaintxt	"%R skin is soft."
    losetxt	"%R skin is less supple."
}

INTRINSIC RESISTFIRE
{
    name	"fire resistance"
    gaintxt	"%U <feel> like roasting marshmallows."
    losetxt	"%U <feel> feverish."
}

INTRINSIC RESISTCOLD
{
    name	"cold resistance"
    gaintxt	"%U <feel> like ice skating."
    losetxt	"%U <feel> an icy chill."
}

INTRINSIC RESISTSHOCK
{
    name	"shock resistance"
    gaintxt	"%U <feel> insulated."
    losetxt	"%U <feel> electrified."
}

INTRINSIC RESISTACID
{
    name	"acid resistance"
    gaintxt	"%U <feel> basic."
    losetxt	"%U <feel> acidic."
}

INTRINSIC RESISTPOISON
{
    name	"poison resistance"
    gaintxt	"%U <feel> healthy."
    losetxt	"%U <feel> weak."
}

INTRINSIC RESISTPHYSICAL
{
    name	"physical immunity"
    gaintxt	"%R skin is like rock."
    losetxt	"%R skin is soft."
}

INTRINSIC TELEPORT
{
    name	"teleport"
    gaintxt	"%U <feel> jumpy."
    losetxt	"%U <feel> stabilized."
}

INTRINSIC TELEFIXED
{
    name	"position fixed"
    gaintxt	"%U <feel> localized."
    losetxt	"%U <feel> more mobile."
}

INTRINSIC POSITIONREVEALED
{
    name	"position revealed"
    gaintxt	"%U <feel> like someone is always watching."
    losetxt	"%U <feel> inconspicuous."
}

INTRINSIC TELEPORTCONTROL
{
    name	"teleport control"
    gaintxt	"%U <feel> in control."
    losetxt	"%R mind wanders."
}

INTRINSIC MISSINGFINGER
{
    name	"missing a finger"
    gaintxt	"%U <have> lost a finger!"
    losetxt	"%U <have> regained %R finger."
    visiblechange	1
}

INTRINSIC REGENERATION
{
    name	"regeneration"
    gaintxt	"%R bruises fade quickly."
    losetxt	"%R bruises return."
}

INTRINSIC NOREGEN
{
    name	"non-regeneratable"
    gaintxt	"%U <stop> self-repairing."
    losetxt	"%U <start> to self-repair."
}

INTRINSIC BLEED
{
    name	"bleeding"
    gaintxt	"%U <bleed> profusely."
    losetxt	"%U <stop> bleeding."
    clearondeath 	true
    clearonpoly		true
    visiblechange	true
}

INTRINSIC MAGICDRAIN
{
    name	"magic drained"
    gaintxt	"%R mind slows."
    losetxt	"%R mind races."
    survivepoly		true
    surviveunpoly	true
}

INTRINSIC REFLECTION
{
    name	"reflective"
    gaintxt	"A silvery sheen surrounds %U."
    losetxt	"The silvery sheen dissipates from %U."
}

INTRINSIC SEARCH
{
    name	"search"
    gaintxt	"%U <be> aware!"
    losetxt	"%U <stop> paying attention."
}

INTRINSIC VULNSILVER
{
    name	"vulnerable to silver"
    gaintxt	"%U <begin> to fear silver."
    losetxt	"%U no longer <fear> silver."
}

INTRINSIC GOLDALLERGY
{
    name	"allergic to gold"
    gaintxt	"%U <develop> an allergy to gold."
    losetxt	"%U <begin> to tolerate gold."
}

INTRINSIC VULNFIRE
{
    name	"vulnerable to fire"
    gaintxt	"%U <begin> to fear fire."
    losetxt	"%U no longer <fear> fire."
}

INTRINSIC VULNCOLD
{
    name	"vulnerable to cold"
    gaintxt	"%U <begin> to fear cold."
    losetxt	"%U no longer <fear> cold."
}

INTRINSIC VULNACID
{
    name	"vulnerable to acid"
    gaintxt	"%U <begin> to fear acid."
    losetxt	"%U no longer <fear> acid."
}

INTRINSIC VULNSHOCK
{
    name	"vulnerable to shock"
    gaintxt	"%U <begin> to fear shock."
    losetxt	"%U no longer <fear> shock."
}

INTRINSIC VULNPHYSICAL
{
    name	"vulnerable to physical attacks"
    gaintxt	"%R skin bruises easily."
    losetxt	"%R skin seems slightly less soft."
}

INTRINSIC CONFUSED
{
    name	"confused"
    gaintxt	"%U <be> confused."
    losetxt	"%U <be> clear headed."
    visiblechange 	1
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
}

INTRINSIC INVISIBLE
{
    name	"invisible"
    gaintxt	"%U <be> invisible."
    losetxt	"%U <be> visible."
    visiblechange	1
    maskchangeifclothed	true
}

INTRINSIC SEEINVISIBLE
{
    name	"see invisible"
    gaintxt	"%U can see the wind."
    losetxt	"The wind vanishes."
}

INTRINSIC BLIND
{
    name	"blind"
    gaintxt	"%U <be> blind!"
    losetxt	"%U can see."
    visiblechange	1
    maskchangeifclothed	true
}

INTRINSIC DEAF
{
    name	"deaf"
    gaintxt	"%U <be> deafened!"
    losetxt	"%U can hear."
    visiblechange	1
    maskchangeifclothed	true
}

INTRINSIC NOISY
{
    name	"noisy"
    gaintxt	"%U <step> heavily."
    losetxt	"%R steps are lighter."
}

INTRINSIC WARNING
{
    name	"warning"
    gaintxt	"%U <be> warned."
    losetxt	"%U no longer are warned."
}

INTRINSIC TELEPATHY
{
    name	"telepathic"
    gaintxt	"%U <sense> the chattering of voices."
    losetxt	"%R mind quiets."
}

INTRINSIC STRANGLE
{
    name	"strangled"
    gaintxt	"%U cannot breathe!"
    losetxt	"%U can breathe again."
    clearondeath	1
    clearonpoly		1
    visiblechange	1
}

INTRINSIC NOBREATH
{
    name	"breathless"
    gaintxt	"%U <do> not need to breathe."
    losetxt	"%U <breathe> deeply."
}

INTRINSIC LIFESAVE
{
    name	"life saved"
    gaintxt	"%U <feel> fearless."
    losetxt	"%U <think> caution may be the better part of valour."
    clearondeath	1
}

INTRINSIC TIRED
{
    name	"tired"
    gaintxt	"%U <feel> fatigued."
    losetxt	"%U <feel> rejuvenated."
    clearondeath	1
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
}

INTRINSIC ASLEEP
{
    name	"asleep"
    gaintxt	"%U <fall> asleep."
    losetxt	"%U <wake> up."
    clearondeath	true
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
    visiblechange	true
    resistance		RESISTSLEEP
}

INTRINSIC RESISTSLEEP
{
    name	"sleep resistance"
    gaintxt	"%U <feel> wide awake."
    losetxt	"%U <feel> sleepy."
}

INTRINSIC PARALYSED
{
    name	"paralysed"
    gaintxt	"%U <be> paralysed."
    losetxt	"%U can move again."
    clearondeath	true
    clearonpoly		true
    visiblechange	true
    resistance		FREEDOM
}

INTRINSIC FREEDOM
{
    name	"freedom"
    gaintxt	"Pathways open before %U."
    losetxt	"%U <feel> constrained."
}

INTRINSIC AFLAME
{
    name	"aflame"
    gaintxt	"%U <catch> on fire."
    losetxt	"%R skin no longer burns."
    clearondeath	1
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
    visiblechange	1
    resistance		RESISTFIRE
}

INTRINSIC WATERWALK
{
    name	"walk on water"
    gaintxt	"%U <feel> very holy."
    losetxt	"%U <have> a sinking feeling."
}

INTRINSIC JUMP
{
    name	"jump"
    gaintxt	"%R legs feel springy."
    losetxt	"%R legs feel like jelly."
}

INTRINSIC TAME
{
    name	"tame"
    gaintxt	"%U <feel> tame."
    losetxt	"%R inner animal escapes!"
    survivepoly		true
    surviveunpoly	false
    visiblechange	1
    losewheninflictordies	true
}

INTRINSIC POSSESSED
{
    name	"possessed"
    gaintxt	"%U <lose> control."
    losetxt	"%U <regain> control."
    survivepoly		true
    surviveunpoly	false
    visiblechange	true
}

INTRINSIC BRAINDEAD
{
    name	"brain dead"
    gaintxt	"%R mind stops."
    losetxt	"%R mind reactivates."
    survivepoly		true
    surviveunpoly	false
    visiblechange	true
}

INTRINSIC LEADER
{
    name	"a leader"
    gaintxt	"%U <feel> like taking a leadership role."
    losetxt	"%U <feel> abandoned."
    survivepoly		true
    surviveunpoly	true
    visiblechange	true
}

INTRINSIC SUMMONED
{
    name	"summoned"
    gaintxt	"%U <feel> called."
    losetxt	"%U <feel> unwanted."
    survivepoly		true
    surviveunpoly	true
    visiblechange	1
}

INTRINSIC FAMILIAR
{
    name	"a familiar"
    gaintxt	"%U <feel> a very close connection."
    losetxt	"%U <lose> a close connection."

    survivepoly		true
    surviveunpoly	true
    visiblechange	true
}

INTRINSIC INPIT
{
    name	"in pit"
    gaintxt	0
    losetxt	0
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
}

INTRINSIC INTREE
{
    name	"in tree"
    gaintxt	0
    losetxt	0
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
}

INTRINSIC SUBMERGED
{
    name	"submerged"
    gaintxt	0
    losetxt	0
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
}

INTRINSIC POLYMORPH
{
    name	"polymorph"
    gaintxt	"%U <feel> like a change."
    losetxt	"%U <feel> fixed."
}

INTRINSIC POLYCONTROL
{
    name	"polymorph control"
    gaintxt	"%U <know> who %p should be."
    losetxt	"%U <forget> who %p should be."
}

INTRINSIC UNIQUE
{
    name	"unique"
    gaintxt	"%U <feel> special."
    losetxt	"%U <feel> like one of the masses."
    survivepoly		true
    surviveunpoly	true
}

INTRINSIC AMNESIA
{
    name	"amnesic"
    gaintxt	"%U <forget> what %U <be> doing."
    losetxt	"Memories flood %R mind."
    survivepoly		true
    surviveunpoly	true
    clearonpoly		true
    losewheninflictordies	true
}

INTRINSIC OFFBALANCE
{
    name	"off balance"
    gaintxt	"%U <lose> %r balance."
    losetxt	"%U <regain> %r balance."
    visiblechange	true
}

INTRINSIC LICHFORM
{
    name	"imbued with evil"
    gaintxt	"%U <be> imbued with evil!"
    losetxt	"%U <feel> evil recede..."
    maxcount		2
}

COMMENT
{
    Skill intrinsics, these just mark what skills you have.
}

INTRINSIC SKILL_DODGE
{
    name	"dodge skill"
    gaintxt	"%U can evade attacks better."
    losetxt	"%U no longer <know> how to evade attacks well."
    isskill	true
}

INTRINSIC SKILL_MOVINGTARGET
{
    name	"moving target skill"
    gaintxt	"%U can move in an evasive manner."
    losetxt	"%U move in straight lines."
    isskill	true
}

INTRINSIC SKILL_SEARCH
{
    name	"search skill"
    gaintxt	"%U <search> more carefully."
    losetxt	"%U no longer <search> carefully."
    isskill	true
}

INTRINSIC SKILL_EVADETRAP
{
    name	"evade trap skill"
    gaintxt	"%U can evade traps."
    losetxt	"%U no longer can evade traps."
    isskill	true
}

INTRINSIC SKILL_ENDUREHUNGER
{
    name	"endure hunger skill"
    gaintxt	"%U can endure hunger."
    losetxt	"%U no longer can endure hunger."
    isskill	true
}

INTRINSIC SKILL_BUTCHERY
{
    name	"butchery skill"
    gaintxt	"%U <know> how to butcher corpses."
    losetxt	"%U no longer <know> how to butcher corpses."
    isskill	true
}

INTRINSIC SKILL_CLEANKILL
{
    name	"clean kill skill"
    gaintxt	"%U <know> how to kill cleanly."
    losetxt	"%U no longer <know> how to kill cleanly."
    isskill	true
}

INTRINSIC SKILL_CHARGE
{
    name	"charge skill"
    gaintxt	"%U <know> how to charge at foes."
    losetxt	"%U no longer <know> how to charge at foes."
    isskill	true
}

INTRINSIC SKILL_LEAPATTACK
{
    name	"leap attack skill"
    gaintxt	"%U <know> how to jump into the fray."
    losetxt	"%U no longer <know> how to jump into the fray."
    isskill	true
}

INTRINSIC SKILL_TWOWEAPON
{
    name	"dual wield skill"
    gaintxt	"%U can wield two weapons."
    losetxt	"%U no longer can wield two weapons."
    isskill	true
}

INTRINSIC SKILL_AMBIDEXTROUS
{
    name	"ambidextrous"
    gaintxt	"%U can control both hands equally."
    losetxt	"%R off hand seems clumsier."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_HELMET
{
    name	"helmet skill"
    gaintxt	"%U <know> helmets better."
    losetxt	"%U no longer <know> helmets well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_SHIELD
{
    name	"shield skill"
    gaintxt	"%U <know> shields better."
    losetxt	"%U no longer <know> shields well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_BODY
{
    name	"body armour skill"
    gaintxt	"%U <know> body armour better."
    losetxt	"%U no longer <know> body armour well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_BOOTS
{
    name	"boots skill"
    gaintxt	"%U <know> boots better."
    losetxt	"%U no longer <know> boots well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_CLOTH
{
    name	"cloth armour skill"
    gaintxt	"%U <know> cloth armour better."
    losetxt	"%U no longer <know> cloth armour well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_LEATHER
{
    name	"leather armour skill"
    gaintxt	"%U <know> leather armour better."
    losetxt	"%U no longer <know> leather armour well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_IRON
{
    name	"iron armour skill"
    gaintxt	"%U <know> iron armour better."
    losetxt	"%U no longer <know> iron armour well."
    isskill	true
}

INTRINSIC SKILL_ARMOUR_EXOTIC
{
    name	"exotic armour skill"
    gaintxt	"%U <know> exotic armour better."
    losetxt	"%U no longer <know> exotic armour well."
    isskill	true
}

INTRINSIC SKILL_WEAPON_SMALL
{
    name	"small weapon skill"
    gaintxt	"%U <know> how to wield small weapons."
    losetxt	"%U no longer <know> how to wield small weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_MEDIUM
{
    name	"medium weapon skill"
    gaintxt	"%U <know> how to wield medium weapons."
    losetxt	"%U no longer <know> how to wield medium weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_LARGE
{
    name	"large weapon skill"
    gaintxt	"%U <know> how to wield large weapons."
    losetxt	"%U no longer <know> how to wield large weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_RANGED
{
    name	"ranged weapon skill"
    gaintxt	"%U <know> how to wield ranged weapons."
    losetxt	"%U no longer <know> how to wield ranged weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_EDGED
{
    name	"edged weapon skill"
    gaintxt	"%U <know> how to wield edged weapons."
    losetxt	"%U no longer <know> how to wield edged weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_BLUNT
{
    name	"blunt weapon skill"
    gaintxt	"%U <know> how to wield blunt weapons."
    losetxt	"%U no longer <know> how to wield blunt weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_POINTED
{
    name	"pointed weapon skill"
    gaintxt	"%U <know> how to wield pointed weapons."
    losetxt	"%U no longer <know> how to wield pointed weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_IMPROVISE
{
    name	"improvised weapon skill"
    gaintxt	"%U <know> how to wield improvised weapons."
    losetxt	"%U no longer <know> how to wield improvised weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_BLEEDINGWOUND
{
    name	"bleeding wound skill"
    gaintxt	"%U <know> how to inflict bleeding wounds."
    losetxt	"%U no longer <know> how to inflict bleeding wounds."
    isskill	true
}

INTRINSIC SKILL_WEAPON_DISARM
{
    name	"disarm skill"
    gaintxt	"%U <know> how to disarm foes."
    losetxt	"%U no longer <know> how to disarm foes."
    isskill	true
}

INTRINSIC SKILL_WEAPON_IMPALE
{
    name	"impale skill"
    gaintxt	"%U <know> how to impale creatures."
    losetxt	"%U no longer <know> how to impale creatures."
    isskill	true
}

INTRINSIC SKILL_WEAPON_RIPOSTE
{
    name	"riposte skill"
    gaintxt	"%U <know> how to riposte with weapons."
    losetxt	"%U no longer <know> how to riposte with weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_TRUEAIM
{
    name	"true aim skill"
    gaintxt	"%U <know> how to throw knives true."
    losetxt	"%U no longer <know> how to throw knives true."
    isskill	true
}

INTRINSIC SKILL_WEAPON_RICOCHET
{
    name	"ricochet skill"
    gaintxt	"%U <know> how to bounce arrows off walls."
    losetxt	"%U no longer <know> how to bounce arrows."
    isskill	true
}

INTRINSIC SKILL_WEAPON_PARRY
{
    name	"parrying skill"
    gaintxt	"%U <know> how to parry with weapons."
    losetxt	"%U no longer <know> how to parry with weapons."
    isskill	true
}

INTRINSIC SKILL_WEAPON_KNOCKOUT
{
    name	"knockout skill"
    gaintxt	"%U <know> how to knock out creatures."
    losetxt	"%U no longer <know> how to knock out creatures."
    isskill	true
}

INTRINSIC SKILL_WEAPON_STUN
{
    name	"stun skill"
    gaintxt	"%U <know> how to stun creatures."
    losetxt	"%U no longer <know> how to stun creatures."
    isskill	true
}


INTRINSIC SKILL_WEAPON_KNOCKBACK
{
    name	"knockback skill"
    gaintxt	"%U <know> how to knockback creatures."
    losetxt	"%U no longer <know> how to knockback creatures."
    isskill	true
}

COMMENT
{
    Spell intrinsics, these just mark what spells you know...
}

INTRINSIC SPELL_FLASH
{
    name	"cast flash"
    gaintxt	"%U <learn> Flash."
    losetxt	"%U no longer <know> Flash."
    isspell	true
}

INTRINSIC SPELL_STICKYFLAMES
{
    name	"cast sticky flames"
    gaintxt	"%U <learn> Sticky Flames."
    losetxt	"%U no longer <know> Sticky Flames."
    isspell	true
}

INTRINSIC SPELL_MAGICMISSILE
{
    name	"cast magic missile"
    gaintxt	"%U <learn> Magic Missile."
    losetxt	"%U no longer <know> Magic Missile."
    isspell	true
}

INTRINSIC SPELL_CHILL
{
    name	"cast chilling touch"
    gaintxt	"%U <learn> Chilling Touch."
    losetxt	"%U no longer <know> Chilling Touch."
    isspell	true
}

INTRINSIC SPELL_SPARK
{
    name	"cast spark"
    gaintxt	"%U <learn> Spark."
    losetxt	"%U no longer <know> Spark."
    isspell	true
}

INTRINSIC SPELL_FROSTBOLT
{
    name	"cast frost bolt"
    gaintxt	"%U <learn> Frost Bolt."
    losetxt	"%U no longer <know> Frost Bolt."
    isspell	true
}

INTRINSIC SPELL_LIVINGFROST
{
    name	"cast living frost"
    gaintxt	"%U <learn> Living Frost."
    losetxt	"%U no longer <know> Living Frost."
    isspell	true
}

INTRINSIC SPELL_BLIZZARD
{
    name	"cast blizzard"
    gaintxt	"%U <learn> Blizzard."
    losetxt	"%U no longer <know> Blizzard."
    isspell	true
}

INTRINSIC SPELL_FIREBALL
{
    name	"cast fire ball"
    gaintxt	"%U <learn> Fire Ball."
    losetxt	"%U no longer <know> Fire Ball."
    isspell	true
}

INTRINSIC SPELL_FLAMESTRIKE
{
    name	"cast flamestrike"
    gaintxt	"%U <learn> Flame Strike."
    losetxt	"%U no longer <know> Flame Strike."
    isspell	true
}

INTRINSIC SPELL_LIGHTNINGBOLT
{
    name	"cast lightning bolt"
    gaintxt	"%U <learn> Lightning Bolt."
    losetxt	"%U no longer <know> Lightning Bolt."
    isspell	true
}

INTRINSIC SPELL_CHAINLIGHTNING
{
    name	"cast chain lightning"
    gaintxt	"%U <learn> Chain Lightning."
    losetxt	"%U no longer <know> Chain Lightning."
    isspell	true
}

INTRINSIC SPELL_SUNFIRE
{
    name	"cast sunfire"
    gaintxt	"%U <learn> Sunfire."
    losetxt	"%U no longer <know> Sunfire."
    isspell	true
}

INTRINSIC SPELL_ACIDSPLASH
{
    name	"cast acid splash"
    gaintxt	"%U <learn> Acid Splash."
    losetxt	"%U no longer <know> Acid Splash."
    isspell	true
}

INTRINSIC SPELL_ACIDICMIST
{
    name	"cast acidic mist"
    gaintxt	"%U <learn> Acidic Mist."
    losetxt	"%U no longer <know> Acidic Mist."
    isspell	true
}

INTRINSIC SPELL_CORROSIVEEXPLOSION
{
    name	"cast corrosive explosion"
    gaintxt	"%U <learn> Corrosive Explosion."
    losetxt	"%U no longer <know> Corrosive Explosion."
    isspell	true
}

INTRINSIC SPELL_ACIDPOOL
{
    name	"cast acid pool"
    gaintxt	"%U <learn> Acid Pool."
    losetxt	"%U no longer <know> Acid Pool."
    isspell	true
}

INTRINSIC SPELL_MINDACID
{
    name	"cast mind acid"
    gaintxt	"%U <learn> Mind Acid."
    losetxt	"%U no longer <know> Mind Acid."
    isspell	true
}

INTRINSIC SPELL_DISINTEGRATE
{
    name	"cast disintegrate"
    gaintxt	"%U <learn> Disintegrate."
    losetxt	"%U no longer <know> Disintegrate."
    isspell	true
}

INTRINSIC SPELL_REGENERATE
{
    name	"cast regenerate"
    gaintxt	"%U <learn> Regenerate."
    losetxt	"%U no longer <know> Regenerate."
    isspell	true
}

INTRINSIC SPELL_SLOWPOISON
{
    name	"cast slow poison"
    gaintxt	"%U <learn> Slow Poison."
    losetxt	"%U no longer <know> Slow Poison."
    isspell	true
}

INTRINSIC SPELL_HEAL
{
    name	"cast heal"
    gaintxt	"%U <learn> Heal."
    losetxt	"%U no longer <know> Heal."
    isspell	true
}

INTRINSIC SPELL_CUREPOISON
{
    name	"cast cure poison"
    gaintxt	"%U <learn> Cure Poison."
    losetxt	"%U no longer <know> Cure Poison."
    isspell	true
}

INTRINSIC SPELL_MAJORHEAL
{
    name	"cast major heal"
    gaintxt	"%U <learn> Major Heal."
    losetxt	"%U no longer <know> Major Heal."
    isspell	true
}

INTRINSIC SPELL_RESURRECT
{
    name	"cast resurrect"
    gaintxt	"%U <learn> Resurrect."
    losetxt	"%U no longer <know> Resurrect."
    isspell	true
}

INTRINSIC SPELL_SUMMON_FAMILIAR
{
    name	"cast summon familiar"
    gaintxt	"%U <learn> Summon Familiar."
    losetxt	"%U no longer <know> Summon Familiar."
    isspell	true
}

INTRINSIC SPELL_TRANSFER_KNOWLEDGE
{
    name	"cast transfer knowledge"
    gaintxt	"%U <learn> Transfer Knowledge."
    losetxt	"%U no longer <know> Transfer Knowledge."
    isspell	true
}

INTRINSIC SPELL_LIGHT
{
    name	"cast light"
    gaintxt	"%U <learn> Light."
    losetxt	"%U no longer <know> Light."
    isspell	true
}

INTRINSIC SPELL_FORCEBOLT
{
    name	"cast force bolt"
    gaintxt	"%U <learn> Force Bolt."
    losetxt	"%U no longer <know> Force Bolt."
    isspell	true
}

INTRINSIC SPELL_FORCEWALL
{
    name	"cast force wall"
    gaintxt	"%U <learn> Force Wall."
    losetxt	"%U no longer <know> Force Wall."
    isspell	true
}

INTRINSIC SPELL_DIG
{
    name	"cast dig"
    gaintxt	"%U <learn> Dig."
    losetxt	"%U no longer <know> Dig."
    isspell	true
}

INTRINSIC SPELL_CREATEPIT
{
    name	"cast create pit"
    gaintxt	"%U <learn> Create Pit."
    losetxt	"%U no longer <know> Create Pit."
    isspell	true
}

INTRINSIC SPELL_GROWFOREST
{
    name	"cast grow forest"
    gaintxt	"%U <learn> Grow Forest."
    losetxt	"%U no longer <know> Grow Forest."
    isspell	true
}

INTRINSIC SPELL_ANIMATEFOREST
{
    name	"cast animate forest"
    gaintxt	"%U <learn> Animate Forest."
    losetxt	"%U no longer <know> Animate Forest."
    isspell	true
}

INTRINSIC SPELL_DOWNPOUR
{
    name	"cast downpour"
    gaintxt	"%U <learn> Down Pour."
    losetxt	"%U no longer <know> Down Pour."
    isspell	true
}

INTRINSIC SPELL_ROLLINGBOULDER
{
    name	"cast rolling boulder"
    gaintxt	"%U <learn> Rolling Boulder."
    losetxt	"%U no longer <know> Rolling Boulder."
    isspell	true
}

INTRINSIC SPELL_ENTOMB
{
    name	"cast entomb"
    gaintxt	"%U <learn> Entomb."
    losetxt	"%U no longer <know> Entomb."
    isspell	true
}

INTRINSIC SPELL_KNOCK
{
    name	"cast knock"
    gaintxt	"%U <learn> Knock."
    losetxt	"%U no longer <know> Knock."
    isspell	true
}

INTRINSIC SPELL_TRACK
{
    name	"cast track"
    gaintxt	"%U <learn> Track."
    losetxt	"%U no longer <know> Track."
    isspell	true
}

INTRINSIC SPELL_WIZARDSEYE
{
    name	"cast wizard's eye"
    gaintxt	"%U <learn> Wizard's Eye."
    losetxt	"%U no longer <know> Wizard's Eye."
    isspell	true
}

INTRINSIC SPELL_DIAGNOSE
{
    name	"cast diagnose"
    gaintxt	"%U <learn> Diagnose."
    losetxt	"%U no longer <know> Diagnose."
    isspell	true
}

INTRINSIC SPELL_POSSESS
{
    name	"cast possess"
    gaintxt	"%U <learn> Possess."
    losetxt	"%U no longer <know> Possess."
    isspell	true
}

INTRINSIC SPELL_PRESERVE
{
    name	"cast preserve"
    gaintxt	"%U <learn> Preserve."
    losetxt	"%U no longer <know> Preserve."
    isspell	true
}

INTRINSIC SPELL_MAGICMAP
{
    name	"cast magic map"
    gaintxt	"%U <learn> Magic Map."
    losetxt	"%U no longer <know> Magic Map."
    isspell	true
}

INTRINSIC SPELL_TELEPORT
{
    name	"cast teleport"
    gaintxt	"%U <learn> Teleport."
    losetxt	"%U no longer <know> Teleport."
    isspell	true
}

INTRINSIC SPELL_BLINK
{
    name	"cast blink"
    gaintxt	"%U <learn> Blink."
    losetxt	"%U no longer <know> Blink."
    isspell	true
}

INTRINSIC SPELL_FETCH
{
    name	"cast fetch"
    gaintxt	"%U <learn> Fetch."
    losetxt	"%U no longer <know> Fetch."
    isspell	true
}

INTRINSIC SPELL_IDENTIFY
{
    name	"cast identify"
    gaintxt	"%U <learn> Identify."
    losetxt	"%U no longer <know> Identify."
    isspell	true
}

INTRINSIC SPELL_DETECTCURSE
{
    name	"cast detect curse"
    gaintxt	"%U <learn> Detect Curse."
    losetxt	"%U no longer <know> Detect Curse."
    isspell	true
}

INTRINSIC SPELL_DIRECTWIND
{
    name	"cast direct wind"
    gaintxt	"%U <learn> Direct Wind."
    losetxt	"%U no longer <know> Direct Wind."
    isspell	true
}

INTRINSIC SPELL_PETRIFY
{
    name	"cast petrify"
    gaintxt	"%U <learn> Petrify."
    losetxt	"%U no longer <know> Petrify."
    isspell	true
}

INTRINSIC SPELL_FINGEROFDEATH
{
    name	"cast finger of death"
    gaintxt	"%U <learn> Finger of Death."
    losetxt	"%U no longer <know> Finger of Death."
    isspell	true
}

INTRINSIC SPELL_POISONITEM
{
    name	"cast poison item"
    gaintxt	"%U <learn> Poison Item."
    losetxt	"%U no longer <know> Poison Item."
    isspell	true
}

INTRINSIC SPELL_POISONBOLT
{
    name	"cast poison bolt"
    gaintxt	"%U <learn> Poison Bolt."
    losetxt	"%U no longer <know> Poison Bolt."
    isspell	true
}

INTRINSIC SPELL_RAISE_UNDEAD
{
    name	"cast raise undead"
    gaintxt	"%U <learn> Raise Undead."
    losetxt	"%U no longer <know> Raise Undead."
    isspell	true
}

INTRINSIC SPELL_RECLAIM_SOUL
{
    name	"cast reclaim soul"
    gaintxt	"%U <learn> Reclaim Soul."
    losetxt	"%U no longer <know> Reclaim Soul."
    isspell	true
}

INTRINSIC SPELL_DARK_RITUAL
{
    name	"cast dark ritual"
    gaintxt	"%U <learn> Dark Ritual."
    losetxt	"%U no longer <know> Dark Ritual."
    isspell	true
}

INTRINSIC SPELL_GHASTIFY
{
    name	"cast ghastify"
    gaintxt	"%U <learn> Ghastify."
    losetxt	"%U no longer <know> Ghastify."
    isspell	true
}

INTRINSIC SPELL_BINDSOUL
{
    name	"cast bind soul"
    gaintxt	"%U <learn> Bind Soul."
    losetxt	"%U no longer <know> Bind Soul."
    isspell	true
}

INTRINSIC SPELL_SOULSUCK
{
    name	"cast soul suck"
    gaintxt	"%U <learn> Soul Suck."
    losetxt	"%U no longer <know> Soul Suck."
    isspell	true
}

INTRINSIC SPELL_SUMMON_IMP
{
    name	"cast summon imp"
    gaintxt	"%U <learn> Summon Imp."
    losetxt	"%U no longer <know> Summon Imp."
    isspell	true
}

INTRINSIC SPELL_SUMMON_DEMON
{
    name	"cast summon daemon"
    gaintxt	"%U <learn> Summon Daemon."
    losetxt	"%U no longer <know> Summon Daemon."
    isspell	true
}

INTRINSIC SPELL_CLOUDKILL
{
    name	"cast cloud kill"
    gaintxt	"%U <learn> Cloud Kill."
    losetxt	"%U no longer <know> Cloud Kill."
    isspell	true
}

COMMENT
{
    Poison related intrinsics...
}

INTRINSIC POISON_MILD
{
    name	"mildly poisoned"
    gaintxt	"%U are mildly poisoned."
    losetxt	"%U are cured."
    clearondeath	1
    ispoison	true
    affectappearance	true
}

INTRINSIC POISON_NORMAL
{
    name	"poisoned"
    gaintxt	"%U are poisoned."
    losetxt	"%U are cured."
    clearondeath	1
    ispoison	true
    affectappearance	true
}

INTRINSIC POISON_STRONG
{
    name	"strongly poisoned"
    gaintxt	"%U are strongly poisoned."
    losetxt	"%U are cured."
    clearondeath	1
    ispoison	true
    affectappearance	true
}

INTRINSIC POISON_HARSH
{
    name	"harshly poisoned"
    gaintxt	"%U are harshly poisoned."
    losetxt	"%U are cured."
    clearondeath	1
    ispoison	true
    affectappearance	true
}

INTRINSIC POISON_DEADLY
{
    name	"deadly poisoned"
    gaintxt	"%U are deadly poisoned."
    losetxt	"%U are cured."
    clearondeath	1
    ispoison	true
    affectappearance	true
}

COMMENT
{
    Well dressed intrinsics.
}

INTRINSIC DRESSED_WIZARD
{
    name	"dressed as a wizard"
    gaintxt	"%U look like a wizard!"
    losetxt	"%U look less foolish."
}

INTRINSIC DRESSED_RANGER
{
    name	"dressed as a ranger"
    gaintxt	"%U look like a ranger!"
    losetxt	"%U look less adventurous."
}

INTRINSIC DRESSED_FIGHTER
{
    name	"dressed as a fighter"
    gaintxt	"%U look like a fighter!"
    losetxt	"%U look less belligerent."
}

INTRINSIC DRESSED_CLERIC
{
    name	"dressed as a cleric"
    gaintxt	"%U look like a cleric!"
    losetxt	"%U look less holy."
}

INTRINSIC DRESSED_NECROMANCER
{
    name	"dressed as a necromancer"
    gaintxt	"%U look like a servant of death!"
    losetxt	"%U look less deadly."
}

INTRINSIC DRESSED_BARBARIAN
{
    name	"dressed as a barbarian"
    gaintxt	"%U look like a barbarian!"
    losetxt	"%U look like you could read."
}

COMMENT
{
    Poisons are different levels of nasty poisons that can afflict
    the adventurer.  They DO stack.

    name	The name of the vile poison
    modulus	The poison will apply every this number of turns.
    chance	The chance of being hurt per turn
    damage	The damage done each turn
    final	The final damage done when it expires
    intrinsic	Which intrinsic this poison maps to.
}

DEFINE POISON
{
    CST		name		"non-poison"
    u8		modulus		1
    ENM		damage		ATTACK		NONE
    ENM		finaldamage	ATTACK		NONE
    ENM		intrinsic	INTRINSIC	NONE
}

POISON NONE
{
    name		"no poison"
    modulus		255
}

POISON MILD
{
    name		"mild poison"
    modulus		2
    damage		POISONEFFECT_MILD
    finaldamage		POISONEFFECT_NORMAL
    intrinsic		POISON_MILD
}

POISON NORMAL
{
    name		"poison"
    modulus		2
    damage		POISONEFFECT_NORMAL
    finaldamage		POISONEFFECT_STRONG
    intrinsic		POISON_NORMAL
}

POISON STRONG
{
    name		"strong poison"
    modulus		2
    damage		POISONEFFECT_STRONG
    finaldamage		POISONEFFECT_HARSH
    intrinsic		POISON_STRONG
}

POISON HARSH
{
    name		"harsh poison"
    modulus		2
    damage		POISONEFFECT_HARSH
    finaldamage		POISONEFFECT_DEADLY
    intrinsic		POISON_HARSH
}

POISON DEADLY
{
    name		"deadly poison"
    modulus		1
    damage		POISONEFFECT_DEADLY
    finaldamage		POISONEFFECT_INSTANTDEATH
    intrinsic		POISON_DEADLY
}

COMMENT
{
    SKILLS are things that govern physical powers, and are thus
    to be contrasted from SPELLS.

    name 	- The name
    action 	- Which action key this skill unveils.
    intrinsic	- Which intrinsic this skill is tied to.
    prereq	- Which skills must be had to gain this skill.
    god		- List of gods that will grant this skill
    proc	- Chance of the skill going off automatically.
}

DEFINE SKILL
{
    CST		name		"wood-working"
    ENM		action		ACTION		NONE
    ENM		intrinsic	INTRINSIC	NONE
    ENMLIST	prereq		SKILL		NONE
    ENMLIST	god		GOD		AGNOSTIC
    U8		proc		10
}

SKILL NONE
{
    name	"no skill"
}

SKILL DODGE
{
    name	"Dodge"
    intrinsic	SKILL_DODGE
    god		ROGUE
    proc	10
}

SKILL MOVINGTARGET
{
    name	"Moving Target"
    intrinsic	SKILL_MOVINGTARGET
    god		ROGUE
    proc	20
}

SKILL SEARCH
{
    name	"Search"
    intrinsic	SKILL_SEARCH
    god		ROGUE
}

SKILL EVADETRAP
{
    name	"Evade Traps"
    intrinsic	SKILL_EVADETRAP
    god		ROGUE
}

SKILL ENDUREHUNGER
{
    name	"Endure Hunger"
    intrinsic	SKILL_ENDUREHUNGER
    god		BARB
    god		CLERIC
}

SKILL BUTCHERY
{
    name	"Butchery"
    intrinsic	SKILL_BUTCHERY
    god		BARB
}

SKILL CLEANKILL
{
    name	"Clean Kill"
    intrinsic	SKILL_CLEANKILL
    god		BARB
}

SKILL CHARGE
{
    name	"Charge"
    intrinsic	SKILL_CHARGE
    god		BARB
    god		FIGHTER
}

SKILL LEAPATTACK
{
    name	"Leap Attack"
    intrinsic	SKILL_LEAPATTACK
    god		BARB
}

SKILL TWOWEAPON
{
    name	"Dual Wield"
    intrinsic	SKILL_TWOWEAPON
    god		ROGUE
    god		BARB
}

SKILL AMBIDEXTROUS
{
    name	"Ambidextrous"
    intrinsic	SKILL_AMBIDEXTROUS
    god		ROGUE
    prereq	TWOWEAPON
}

SKILL ARMOUR_HELMET
{
    name	"Helmets"
    intrinsic	SKILL_ARMOUR_HELMET
    god		FIGHTER
}

SKILL ARMOUR_SHIELD
{
    name	"Shields"
    intrinsic	SKILL_ARMOUR_SHIELD
    god		FIGHTER
}

SKILL ARMOUR_BODY
{
    name	"Body Armour"
    intrinsic	SKILL_ARMOUR_BODY
    god		FIGHTER
}

SKILL ARMOUR_BOOTS
{
    name	"Boots"
    intrinsic	SKILL_ARMOUR_BOOTS
    god		FIGHTER
}

SKILL ARMOUR_CLOTH
{
    name	"Cloth Armour"
    intrinsic	SKILL_ARMOUR_CLOTH
    god		FIGHTER
    god		ROGUE
    god		WIZARD
}

SKILL ARMOUR_LEATHER
{
    name	"Leather Armour"
    intrinsic	SKILL_ARMOUR_LEATHER
    prereq	ARMOUR_CLOTH
    god		FIGHTER
    god		ROGUE
}

SKILL ARMOUR_IRON
{
    name	"Iron Armour"
    intrinsic	SKILL_ARMOUR_IRON
    prereq	ARMOUR_LEATHER
    god		FIGHTER
}

SKILL ARMOUR_EXOTIC
{
    name	"Exotic Armour"
    intrinsic	SKILL_ARMOUR_EXOTIC
    prereq	ARMOUR_LEATHER
    god		FIGHTER
    god		ROGUE
    god		NECRO
}

COMMENT
{
    These are differently sized weapons you gain skill with.
}

SKILL WEAPON_SMALL
{
    name	"Small Weapons"
    intrinsic	SKILL_WEAPON_SMALL
    god		FIGHTER
    god		ROGUE
}

SKILL WEAPON_MEDIUM
{
    name	"Medium Weapons"
    intrinsic	SKILL_WEAPON_MEDIUM
    god		BARB
    god		FIGHTER
    god		ROGUE
}

SKILL WEAPON_LARGE
{
    name	"Large Weapons"
    intrinsic	SKILL_WEAPON_LARGE
    god		BARB
    god		FIGHTER
}

SKILL WEAPON_RANGED
{
    name	"Ranged Weapons"
    intrinsic	SKILL_WEAPON_RANGED
    god		ROGUE
    god		FIGHTER
}

COMMENT
{
    And these are different fighting styles you gain skill with.
}

SKILL WEAPON_EDGED
{
    name	"Edged Attacks"
    intrinsic	SKILL_WEAPON_EDGED
    god		BARB
    god		FIGHTER
    god		ROGUE
}

SKILL WEAPON_BLUNT
{
    name	"Blunt Attacks"
    intrinsic	SKILL_WEAPON_BLUNT
    god		BARB
    god		FIGHTER
}

SKILL WEAPON_POINTED
{
    name	"Pointed Attacks"
    intrinsic	SKILL_WEAPON_POINTED
    god		FIGHTER
    god		ROGUE
    god		BARB
}

SKILL WEAPON_IMPROVISE
{
    name	"Improvised Attacks"
    intrinsic	SKILL_WEAPON_IMPROVISE
    god		ROGUE
}

SKILL WEAPON_BLEEDINGWOUND
{
    name	"Bleeding Wounds"
    intrinsic	SKILL_WEAPON_BLEEDINGWOUND
    prereq	WEAPON_SMALL
    prereq	WEAPON_POINTED
    god		ROGUE
    proc	20
}

SKILL WEAPON_DISARM
{
    name	"Disarm"
    intrinsic	SKILL_WEAPON_DISARM
    prereq	WEAPON_MEDIUM
    prereq	WEAPON_POINTED
    god		ROGUE
    proc	10
}

SKILL WEAPON_IMPALE
{
    name	"Impale"
    intrinsic	SKILL_WEAPON_IMPALE
    prereq	WEAPON_LARGE
    prereq	WEAPON_POINTED
    god		BARB
    proc	40
}

SKILL WEAPON_TRUEAIM
{
    name	"True Aim"
    intrinsic	SKILL_WEAPON_TRUEAIM
    prereq	WEAPON_RANGED
    prereq	WEAPON_EDGED
    god		ROGUE
}

SKILL WEAPON_RICOCHET
{
    name	"Ricochet"
    intrinsic	SKILL_WEAPON_RICOCHET
    prereq	WEAPON_RANGED
    prereq	WEAPON_POINTED
    god		ROGUE
}

SKILL WEAPON_RIPOSTE
{
    name	"Riposte"
    intrinsic	SKILL_WEAPON_RIPOSTE
    prereq	WEAPON_SMALL
    prereq	WEAPON_EDGED
    god		FIGHTER
    god		ROGUE
}

SKILL WEAPON_PARRY
{
    name	"Parry"
    intrinsic	SKILL_WEAPON_PARRY
    prereq	WEAPON_MEDIUM
    prereq	WEAPON_EDGED
    god		FIGHTER
    god		ROGUE
    proc	10
}

SKILL WEAPON_KNOCKOUT
{
    name	"Knock Out"
    intrinsic	SKILL_WEAPON_KNOCKOUT
    prereq	WEAPON_SMALL
    prereq	WEAPON_BLUNT
    god		ROGUE
    proc	10
}

SKILL WEAPON_STUN
{
    name	"Stun"
    intrinsic	SKILL_WEAPON_STUN
    prereq	WEAPON_MEDIUM
    prereq	WEAPON_BLUNT
    god		FIGHTER
    god		BARB
    proc	10
}

SKILL WEAPON_KNOCKBACK
{
    name	"Knockback"
    intrinsic	SKILL_WEAPON_KNOCKBACK
    prereq	WEAPON_LARGE
    prereq	WEAPON_BLUNT
    god		BARB
    proc	20
}

COMMENT
{
    SPELLS are what you can cast if you possess the proper intrinsic
    Some intrinsics have the SPELL enum other than none.
    Spells are one of four categories, and are ranked in the order
    they occur here.  
    Later spells should be more powerful.
}

DEFINE SPELLTYPE
{
    CST		name		"random spell type"
}

SPELLTYPE NONE
{
    name	"no such circle"
}

SPELLTYPE ATTACK
{
    name	"attack"
}

SPELLTYPE HEAL
{
    name	"heal"
}

SPELLTYPE UTILITY
{
    name	"utility"
}

SPELLTYPE DEATH
{
    name	"death"
}

DEFINE SPELL
{
    CST		name		"Spell Name"
    u8		mpcost		1
    u8		hpcost		0
    u16		xpcost		0
    ENM		type		SPELLTYPE	ATTACK
    ENM		intrinsic	INTRINSIC	NONE
    BOOL	needsdir	true
    BOOL	needstarget	false
    ENMLIST	prereq		SPELL		NONE
    ENMLIST	god		GOD		AGNOSTIC

    ENM		tile		SPRITE		UNUSEDSPELL

    BOOL	publish		false
}

SPELL NONE
{
    name	"No Spell"
}

COMMENT
{
    ATTACK spells
    These should be low cost.
}

SPELL FLASH
{
    name		"Flash"
    mpcost		5
    type		ATTACK
    intrinsic		SPELL_FLASH
    god			WIZARD
    tile		FLASH
}

SPELL STICKYFLAMES
{
    name		"Sticky Flames"
    mpcost		10
    type		ATTACK
    intrinsic		SPELL_STICKYFLAMES
    god			WIZARD
    tile		STICKYFLAMES
    prereq		FLASH

    publish		true
}

SPELL MAGICMISSILE
{
    name		"Magic Missile"
    mpcost		5
    type		ATTACK
    intrinsic		SPELL_MAGICMISSILE
    god			WIZARD
    god			NECRO
    tile		MAGICMISSILE

    publish		true
}

SPELL CHILL
{
    name		"Chilling Touch"
    mpcost		5
    type		ATTACK
    intrinsic		SPELL_CHILL
    god			WIZARD
    tile		CHILL

    publish		true
}

SPELL SPARK
{
    name		"Spark"
    mpcost		8
    type		ATTACK
    needsdir		0
    intrinsic		SPELL_SPARK
    god			WIZARD
    tile		SPARK

    publish		true
}

SPELL FROSTBOLT
{
    name		"Frost Bolt"
    mpcost		10
    type		ATTACK
    intrinsic		SPELL_FROSTBOLT
    god			WIZARD

    prereq		MAGICMISSILE
    prereq		CHILL

    tile		FROSTBOLT
}

SPELL LIVINGFROST
{
    name		"Living Frost"
    mpcost		20
    type		ATTACK
    needsdir		0
    intrinsic		SPELL_LIVINGFROST
    god			WIZARD

    prereq		DIRECTWIND
    prereq		CHILL

    tile		LIVINGFROST
}

SPELL BLIZZARD
{
    name		"Blizzard"
    mpcost		15
    type		ATTACK
    needsdir		false
    needstarget		true
    intrinsic		SPELL_BLIZZARD
    god			WIZARD

    prereq		LIVINGFROST

    tile		BLIZZARD
}

SPELL FIREBALL
{
    name		"Fire Ball"
    mpcost		20
    type		ATTACK
    intrinsic		SPELL_FIREBALL
    god			WIZARD

    prereq		FLASH
    prereq		MAGICMISSILE

    tile		FIREBALL

    publish		true
}

SPELL FLAMESTRIKE
{
    name		"Flame Strike"
    mpcost		25
    type		ATTACK
    needsdir		0
    needstarget		1
    intrinsic		SPELL_FLAMESTRIKE
    god			WIZARD
    god			CLERIC

    prereq		FLASH
    prereq		MAJORHEAL

    tile		FLAMESTRIKE
}

SPELL LIGHTNINGBOLT
{
    name		"Lightning Bolt"
    mpcost		30
    type		ATTACK
    intrinsic		SPELL_LIGHTNINGBOLT
    god			WIZARD

    prereq		MAGICMISSILE
    prereq		SPARK

    tile		LIGHTNINGBOLT

    publish		true
}

SPELL CHAINLIGHTNING
{
    name		"Chain Lightning"
    mpcost		50
    type		ATTACK
    intrinsic		SPELL_CHAINLIGHTNING
    god			WIZARD
    
    prereq		LIGHTNINGBOLT
    prereq		DIRECTWIND

    tile		CHAINLIGHTNING
}

SPELL SUNFIRE
{
    name		"Sunfire"
    mpcost		60
    type		ATTACK
    needsdir		0
    intrinsic		SPELL_SUNFIRE
    god			WIZARD

    prereq		FIREBALL
    prereq		DIRECTWIND

    tile		SUNFIRE
}

SPELL ACIDSPLASH
{
    name		"Acid Splash"
    mpcost		10
    type		ATTACK
    needsdir		1
    intrinsic		SPELL_ACIDSPLASH
    god			WIZARD

    tile		ACIDSPLASH

    publish		true
}

SPELL ACIDICMIST
{
    name		"Acidic Mist"
    mpcost		15
    type		ATTACK
    needsdir		0
    needstarget		1
    intrinsic		SPELL_ACIDICMIST
    god			WIZARD

    prereq		ACIDSPLASH
    prereq		DIRECTWIND

    tile		ACIDICMIST
}

SPELL CORROSIVEEXPLOSION
{
    name		"Corrosive Explosion"
    mpcost		20
    type		ATTACK
    needsdir		0
    needstarget		1
    intrinsic		SPELL_CORROSIVEEXPLOSION
    god			WIZARD

    prereq		ACIDICMIST

    tile		CORROSIVEEXPLOSION
}

SPELL ACIDPOOL
{
    name		"Acid Pool"
    mpcost		35
    type		ATTACK
    needsdir		0
    needstarget		1
    intrinsic		SPELL_ACIDPOOL
    god			WIZARD

    prereq		ACIDICMIST

    tile		ACIDPOOL
}

SPELL MINDACID
{
    name		"Mind Acid"
    mpcost		10
    type		ATTACK
    needsdir		0
    intrinsic		SPELL_MINDACID
    god			WIZARD

    prereq		ACIDSPLASH
    prereq		POISONITEM

    tile		MINDACID

    publish		true
}

SPELL DISINTEGRATE
{
    name		"Disintegrate"
    mpcost		40
    type		ATTACK
    needsdir		1
    intrinsic		SPELL_DISINTEGRATE
    god			WIZARD

    prereq		ACIDSPLASH
    prereq		FORCEBOLT

    tile		DISINTEGRATE
}

COMMENT
{
    Healing spells...  These are much higher cost.
}

SPELL REGENERATE
{
    name		"Regenerate"
    mpcost		5
    type		HEAL
    intrinsic		SPELL_REGENERATE
    god			WIZARD
    god			CLERIC

    needsdir		false
    needstarget		true

    tile		REGENERATE

    publish		true
}

SPELL SLOWPOISON
{
    name		"Slow Poison"
    mpcost		5
    type		HEAL
    intrinsic		SPELL_SLOWPOISON
    god			WIZARD
    god			CLERIC

    needsdir		false
    needstarget		true

    prereq		REGENERATE

    tile		SLOWPOISON

    publish		true
}

SPELL HEAL
{
    name		"Heal"
    mpcost		10
    type		HEAL
    intrinsic		SPELL_HEAL
    god			WIZARD
    god			CLERIC

    needsdir		false
    needstarget		true

    tile		HEAL

    publish		true
}

SPELL CUREPOISON
{
    name		"Cure Poison"
    mpcost		20
    type		HEAL
    intrinsic		SPELL_CUREPOISON
    god			WIZARD
    god			CLERIC

    needsdir		false
    needstarget		true

    prereq		HEAL

    tile		CUREPOISON
}

SPELL MAJORHEAL
{
    name		"Major Heal"
    mpcost		20
    type		HEAL
    intrinsic		SPELL_MAJORHEAL
    god			WIZARD
    god			CLERIC

    needsdir		false
    needstarget		true

    prereq		HEAL

    tile		MAJORHEAL
}

SPELL RESURRECT
{
    name		"Resurrect"
    mpcost		50
    xpcost		100
    type		HEAL
    intrinsic		SPELL_RESURRECT
    god			WIZARD
    god			CLERIC

    prereq		MAJORHEAL
    prereq		CUREPOISON

    tile		RESURRECT
}

SPELL SUMMON_FAMILIAR
{
    name		"Summon Familiar"
    mpcost		10
    xpcost		250
    type		HEAL
    needsdir		false
    needstarget		false
    intrinsic		SPELL_SUMMON_FAMILIAR
    god			WIZARD
    god			CLERIC
    tile		SUMMON_FAMILIAR

    publish		true
}

SPELL TRANSFER_KNOWLEDGE
{
    name		"Transfer Knowledge"
    mpcost		15
    xpcost		250
    type		HEAL
    intrinsic		SPELL_TRANSFER_KNOWLEDGE
    god			WIZARD
    god			CLERIC
    needsdir		false
    needstarget		true

    prereq		SUMMON_FAMILIAR

    tile		TRANSFER_KNOWLEDGE

    publish		true
}

COMMENT
{
    Utility spells, varying costs...
}

SPELL LIGHT
{
    name		"Light"
    mpcost		5
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_LIGHT
    god			WIZARD
    god			ROGUE
    tile		LIGHT
}

SPELL DARKNESS
{
    name		"Darkness"
    mpcost		5
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_LIGHT
    tile		DARKNESS
}

SPELL KNOCK
{
    name		"Knock"
    mpcost		5
    type		UTILITY
    intrinsic		SPELL_KNOCK
    needsdir		false
    needstarget		true
    god			WIZARD
    god			ROGUE
    tile		KNOCK
}

SPELL TRACK
{
    name		"Track"
    mpcost		10
    type		UTILITY
    intrinsic		SPELL_TRACK
    god			WIZARD
    god			ROGUE
    needsdir		0
    needstarget		1

    tile		TRACK

    publish		true
}

SPELL WIZARDSEYE
{
    name		"Wizard's Eye"
    mpcost		10
    type		UTILITY
    intrinsic		SPELL_WIZARDSEYE
    god			WIZARD
    god			ROGUE
    needsdir		0
    needstarget		0

    tile		WIZARDSEYE
}

SPELL DIAGNOSE
{
    name		"Diagnose"
    mpcost		10
    type		UTILITY
    intrinsic		SPELL_DIAGNOSE
    god			WIZARD
    god			CLERIC
    needsdir		0
    needstarget		1
    tile		DIAGNOSE
}

SPELL PRESERVE
{
    name		"Preserve"
    mpcost		10
    type		UTILITY
    intrinsic		SPELL_PRESERVE
    god			WIZARD
    god			NECRO
    tile		PRESERVE
}

SPELL POSSESS
{
    name		"Possess"
    mpcost		20
    type		UTILITY
    intrinsic		SPELL_POSSESS
    god			WIZARD
    god			NECRO
    god			CLERIC
    needsdir		0
    needstarget		1
    prereq		DIAGNOSE
    tile		POSSESS
}

SPELL MAGICMAP
{
    name		"Magic Map"
    mpcost		25
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_MAGICMAP
    god			WIZARD
    god			ROGUE

    prereq		LIGHT

    tile		MAGICMAP
}

SPELL DETECTCURSE
{
    name		"Detect Curse"
    mpcost		10
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_DETECTCURSE
    god			WIZARD
    god			ROGUE
    tile		DETECTCURSE

    publish		true
}

SPELL IDENTIFY
{
    name		"Identify"
    mpcost		25
    xpcost		50
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_IDENTIFY
    god			WIZARD
    god			ROGUE

    prereq		DETECTCURSE

    tile		IDENTIFY
}

SPELL BLINK
{
    name		"Blink"
    mpcost		5
    type		UTILITY
    intrinsic		SPELL_BLINK
    god			WIZARD
    god			ROGUE
    needsdir		0
    needstarget		1

    prereq		TELEPORT

    tile		BLINK

    publish		true
}

SPELL FETCH
{
    name		"Fetch"
    mpcost		10
    type		UTILITY
    intrinsic		SPELL_FETCH
    god			WIZARD
    god			CLERIC
    needsdir		0
    needstarget		1

    prereq		TELEPORT

    tile		FETCH
}

SPELL TELEPORT
{
    name		"Teleport"
    mpcost		10
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_TELEPORT
    god			WIZARD
    god			ROGUE
    god			CLERIC

    tile		TELEPORT
}

SPELL TELEWITHCONTROL
{
    name		"Teleport with Control"
    mpcost		20
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_TELEPORT

    tile		TELEWITHCONTROL
}

SPELL DIRECTWIND
{
    name		"Direct Wind"
    mpcost		5
    type		UTILITY
    needsdir		1
    intrinsic		SPELL_DIRECTWIND
    god			WIZARD

    tile		DIRECTWIND

    publish		true
}

SPELL FORCEBOLT
{
    name		"Force Bolt"
    mpcost		10
    type		UTILITY
    needsdir		1
    intrinsic		SPELL_FORCEBOLT
    god			WIZARD
    tile		FORCEBOLT

    publish		true
}

SPELL FORCEWALL
{
    name		"Force Wall"
    mpcost		20
    type		UTILITY
    needsdir		false
    intrinsic		SPELL_FORCEWALL
    god			WIZARD

    prereq		FORCEBOLT
    tile		FORCEWALL
}

SPELL DIG
{
    name		"Dig"
    mpcost		10
    type		UTILITY
    needsdir		1
    intrinsic		SPELL_DIG
    god			WIZARD

    tile		DIG

    publish		true
}

SPELL CREATEPIT
{
    name		"Create Pit"
    mpcost		15
    type		UTILITY
    needsdir		0
    needstarget		1
    intrinsic		SPELL_CREATEPIT
    god			WIZARD

    prereq		DIG

    tile		CREATEPIT
}

SPELL GROWFOREST
{
    name		"Grow Forest"
    mpcost		10
    type		UTILITY
    needsdir		0
    needstarget		1
    intrinsic		SPELL_GROWFOREST
    god			WIZARD
    god			ROGUE

    tile		GROWFOREST
}

SPELL ANIMATEFOREST
{
    name		"Animate Forest"
    mpcost		20
    type		UTILITY
    needsdir		0
    needstarget		1
    intrinsic		SPELL_ANIMATEFOREST
    god			WIZARD
    god			ROGUE
    prereq		GROWFOREST

    tile		GROWFOREST
}

SPELL DOWNPOUR
{
    name		"Down Pour"
    mpcost		10
    type		UTILITY
    needsdir		0
    needstarget		1
    intrinsic		SPELL_DOWNPOUR
    god			WIZARD

    tile		DOWNPOUR
}

SPELL ROLLINGBOULDER
{
    name		"Rolling Boulder"
    mpcost		20
    type		UTILITY
    needsdir		0
    needstarget		1
    intrinsic		SPELL_ROLLINGBOULDER
    god			WIZARD

    prereq		DIG

    tile 		ROLLINGBOULDER

    publish		true
}

SPELL PETRIFY
{
    name		"Petrify"
    mpcost		40
    type		UTILITY
    needsdir		1
    intrinsic		SPELL_PETRIFY
    god			WIZARD

    prereq		DIG

    tile		PETRIFY
}

SPELL STONETOFLESH
{
    name		"Stone to Flesh"
    mpcost		40
    type		UTILITY
    needsdir		1
    intrinsic		SPELL_PETRIFY
    god			WIZARD

    prereq		DIG

    tile		STONETOFLESH
}

SPELL ENTOMB
{
    name		"Entomb"
    mpcost		20
    type		UTILITY
    needsdir		0
    intrinsic		SPELL_ENTOMB
    god			WIZARD
    prereq		DIG

    tile		ENTOMB

    publish		true
}

COMMENT
{
    Death spells.  Yum!
}

SPELL RAISE_UNDEAD
{
    name		"Raise Undead"
    mpcost		10
    type		DEATH
    needsdir		0
    needstarget		1
    intrinsic		SPELL_RAISE_UNDEAD
    god			WIZARD
    god			NECRO
    tile		RAISE_UNDEAD

    publish		true
}

SPELL RECLAIM_SOUL
{
    name		"Reclaim Soul"
    mpcost		10
    type		DEATH
    needsdir		false
    needstarget		true
    intrinsic		SPELL_RECLAIM_SOUL
    god			WIZARD
    god			NECRO
    prereq		RAISE_UNDEAD
    tile		RECLAIM_SOUL

    publish		true
}

SPELL DARK_RITUAL
{
    name		"Dark Ritual"
    mpcost		20
    type		DEATH
    needsdir		false
    needstarget		false
    intrinsic		SPELL_DARK_RITUAL
    god			WIZARD
    god			NECRO
    prereq		RECLAIM_SOUL

    tile		DARK_RITUAL

    publish		true
}

SPELL POISONITEM
{
    name		"Poison Item"
    mpcost		5
    type		DEATH
    needsdir		0
    intrinsic		SPELL_POISONITEM
    god			WIZARD
    god			NECRO

    tile		POISONITEM
}

SPELL POISONBOLT
{
    name		"Poison Bolt"
    mpcost		15
    type		DEATH
    needsdir		1
    intrinsic		SPELL_POISONBOLT
    god			WIZARD
    god			NECRO

    prereq		MAGICMISSILE
    prereq		POISONITEM

    tile		POISONBOLT
}

SPELL GHASTIFY
{
    name		"Ghastify"
    mpcost		20
    type		DEATH
    needsdir		1
    intrinsic		SPELL_GHASTIFY
    god			WIZARD
    god			NECRO

    prereq		RAISE_UNDEAD

    tile		GHASTIFY
}

SPELL BINDSOUL
{
    name		"Bind Soul"
    mpcost		30
    type		DEATH
    needsdir		1
    intrinsic		SPELL_BINDSOUL
    god			WIZARD
    god			NECRO

    prereq		GHASTIFY
    tile		BINDSOUL
}

SPELL SOULSUCK
{
    name		"Soul Suck"
    mpcost		30
    type		DEATH
    needsdir		false
    needstarget		true
    intrinsic		SPELL_SOULSUCK
    god			WIZARD
    god			NECRO

    prereq		BINDSOUL
    tile		SOULSUCK
}

SPELL SUMMON_IMP
{
    name		"Summon Imp"
    mpcost		10
    type		DEATH
    needsdir		0
    intrinsic		SPELL_SUMMON_IMP
    god			WIZARD
    god			NECRO
    tile		SUMMON_IMP

    publish		true
}

SPELL SUMMON_DEMON
{
    name		"Summon Demon"
    mpcost		30
    type		DEATH
    needsdir		0
    intrinsic		SPELL_SUMMON_DEMON
    god			WIZARD
    god			NECRO

    prereq		SUMMON_IMP
    tile		SUMMON_DEMON
}

SPELL CLOUDKILL
{
    name		"Cloud Kill"
    mpcost		30
    type		DEATH
    needsdir		1
    intrinsic		SPELL_CLOUDKILL
    god			WIZARD
    god			NECRO

    prereq		POISONBOLT
    prereq		DIRECTWIND

    tile		CLOUDKILL

    publish		true
}

SPELL FINGEROFDEATH
{
    name		"Finger of Death"
    mpcost		40
    type		DEATH
    needsdir		1
    intrinsic		SPELL_FINGEROFDEATH
    god			WIZARD
    god			NECRO

    prereq		POISONBOLT
    prereq		GHASTIFY

    tile		FINGEROFDEATH

    publish		true
}

DEFINE ATTITUDE
{
}

ATTITUDE	HOSTILE
ATTITUDE	NEUTRAL
ATTITUDE	FRIENDLY

COMMENT
{
    ATTACKSTYLEs are used to differentiate different modes of attack.
}

DEFINE ATTACKSTYLE
{
}

ATTACKSTYLE	MELEE
ATTACKSTYLE	THROWN
ATTACKSTYLE	SPELL
ATTACKSTYLE	WAND
ATTACKSTYLE	POISON
ATTACKSTYLE	MISC
ATTACKSTYLE	MINION

COMMENT
{
    ATTACKs...  Where to start?

    verb       - The infinitive of what damage this attack causes.
    deathtext  - How to describe this death.
    
    inflict_intrinsic - What intrinsic to inflict on a hit
    inflict_duration - How long the intrinsic lasts.  -1 means
		 permament.
    inflict_chance - 0-100% chance of inflicting.
    inflict_resistance - What intrinsic will prevent the infliction
    inflict_negate - If the attacker has this intrinsic, infliction
		is negated.	

    reflex_attack - Attack to do on anyone who manages to hit us.
    reflex_chance - 0-100% chance of doing reflex.
		 
    damage     - The dice representing the damage, 3d5+5, for example.
    bonustohit - A modifier on the tohit chance.
    element    - The raw element that the attack damages with.
    range      - Distance the attack can act at.
    reflect    - Does the attack obey reflection?
    stopathit  - Does the ray stop at first hit?
    alwayshit  - Does it hit no matter what?

    explode_chance - Chance of the attack triggering an explosion.
    explode_smoke - What sort of smoke the explosion should billow
		    out.
    explode_attack - Attack to make with explosion.
    explode_name - name of what is exploding, including article
    
    nextattack - A chain to another attack which gets its own attack
		 roll.  Note this is not used by spells!
    sameattack - A chain to another attack which will be stacked on
		 this one if it hits.
}

DEFINE ATTACK
{
    CST		verb		"hit"
    CST		deathtext	""
    DICE	damage		1d2
    S8		bonustohit	0
    ENM		element		ELEMENT		PHYSICAL
    U8		range		1

    U8		eat		0

    BOOL	reflect		0
    BOOL	stopathit	0
    BOOL	alwayshit	false

    U8		explode_chance	0
    ENM		explode_attack	ATTACK		NONE
    ENM		explode_smoke	SMOKE		NONE
    CST		explode_name	0

    ENM		inflict_intrinsic	INTRINSIC	NONE
    DICE	inflict_duration	0
    U8		inflict_chance		100
    ENM		inflict_resistance	INTRINSIC	NONE
    ENM		inflict_negate		INTRINSIC	NONE

    ENM		nextattack	ATTACK		NONE
    ENM		sameattack	ATTACK		NONE
}

ATTACK NONE	0
{
    damage		0
    range		0
}

ATTACK INHALE_SMOKE
{
    verb	"choke"
    damage	1d2

    inflict_intrinsic	BLIND
    inflict_chance	10
    inflict_duration	2d3
    inflict_resistance	BLIND
}

ATTACK INHALE_STEAM
{
    verb	"scald"
    damage	2d4
}

ATTACK INHALE_POISONSMOKE
{
    verb	"choke"
    damage	1d2

    inflict_intrinsic	POISON_HARSH
    inflict_chance	50
    inflict_duration	2
    inflict_resistance	RESISTPOISON
}

ATTACK INHALE_ACIDSMOKE
{
    verb	"burn"
    damage	3d4
    element	ACID
}

ATTACK FROGBITE
{
    verb	"bite"
    damage	1d4+4
}

ATTACK GOLDBEETLE_MANDIBLE
{
    verb	"bite"
    damage	1d3+3
    nextattack	GOLDBEETLE_FEELER
}

ATTACK GOLDBEETLE_FEELER
{
    verb	"brush"
    damage	1
    inflict_intrinsic	GOLDALLERGY
    inflict_duration	5
    inflict_chance	75
}

ATTACK COCKATRICE_HISS
{
    verb	"hiss at"
    damage	1
    inflict_intrinsic	STONING
    inflict_duration	3
    inflict_chance	50
    inflict_resistance	RESISTSTONING
    nextattack	COCKATRICE_BITE
}

ATTACK COCKATRICE_BITE
{
    verb	"bite"
    damage	1d4+4
}

ATTACK FIREBREATH
{
    verb	"burn"
    deathtext	"You were roasted like a marshmallow"
    damage	3d5
    element	FIRE
    explode_chance	50
    explode_attack	FIREBREATHBALL
    explode_name	"the fireball"
    stopathit	1
    range	5
    bonustohit	5
}

ATTACK FIREBREATHBALL
{
    verb	"burn"
    deathtext	"You were roasted like a marshmallow"
    damage	2d5
    alwayshit	true
    element	FIRE
}

ATTACK ICEBREATH
{
    verb	"freeze"
    deathtext	"You were frozen into a popsicle"
    damage	3d5
    element	COLD
    range	5
    bonustohit	5
}

ATTACK GREENDRAGONBITE
{
    verb	"bite"
    damage	2d5
    bonustohit	4
    inflict_intrinsic	POISON_DEADLY
    inflict_duration	4d3
    inflict_chance	100
}

ATTACK LIGHTNINGBREATH
{
    verb	"shock"
    deathtext	"You were lit up like a Christmas tree"
    damage	3d5
    element	SHOCK
    reflect	1
    range	5
    bonustohit	5
}

ATTACK ACIDBREATH
{
    verb	"dissolve"
    deathtext	"You were liquified."
    damage	3d5
    element	ACID
    stopathit	1
    explode_chance	100
    explode_smoke	ACID
    explode_name	"the acid ball"
    range	5
    bonustohit	5
}

ATTACK BLEED
{
    deathtext	"You suffered acute anemia."
    verb	"bleed"
    damage	1d3
}

ATTACK POISONEFFECT_MILD
{
    verb	"poison"
    damage	1
}

ATTACK POISONEFFECT_NORMAL
{
    verb	"poison"
    damage	1d3
}

ATTACK POISONEFFECT_STRONG
{
    verb	"poison"
    damage	2d3
}

ATTACK POISONEFFECT_HARSH
{
    verb	"poison"
    damage	4d3
}

ATTACK POISONEFFECT_DEADLY
{
    verb	"poison"
    damage	4d6
}

ATTACK POISONEFFECT_INSTANTDEATH
{
    verb	"poison"
    damage	8d6
}

ATTACK MISUSED
{
    verb	"bash"
    damage	1d2
}

ATTACK MISUSED_BUTWEAPON
{
    verb	"bash"
    damage	1d2
}

ATTACK MISTHROWN
{
    verb	"hit"
    damage	1d2
    range	2
    bonustohit	-2
}

ATTACK STRANGLED
{
    verb	"strangle"
    deathtext	"You ran short on breath"
    damage	1d10
}

ATTACK TURNED_TO_STONE
{
    verb	"petrify"
    deathtext	"You became an objet d'art"
    damage	0
}

ATTACK TURNED_TO_FLESH
{
    verb	"fleshify"
    deathtext	"You became featureless pile of meat"
    damage	0
}

ATTACK LOSTBODY
{
    verb	"lost body"
    deathtext	"You misplaced your body"
    damage	0
}

ATTACK RECLAIM_SOUL
{
    verb	"recycle"
    deathtext	"Your soul has been reduced, reused, and recycled"
    damage	0
}

ATTACK DARK_RITUAL_CONSUME
{
    verb	"repurposed"
    deathtext	"You were consumed to power a magical attack"
    damage	0
}

ATTACK SPELL_DARK_RITUAL_NORTH
{
    verb	"poison"
    damage	1d6
    alwayshit	true

    inflict_intrinsic	POISON_HARSH
    inflict_duration	5d3
    inflict_chance	100
    inflict_resistance	RESISTPOISON
}

ATTACK SPELL_DARK_RITUAL_WEST
{
    verb	"freeze"
    damage	6d3
    element	COLD
    alwayshit	true

    inflict_intrinsic	SLOW
    inflict_chance	100
    inflict_duration	3+3d3
}

ATTACK SPELL_DARK_RITUAL_EAST
{
    verb	"dissolve"
    damage	6d6
    element	ACID
    alwayshit	true
}

ATTACK SPELL_DARK_RITUAL_SOUTH
{
    verb	"shock"
    damage	1d60
    element	SHOCK
    alwayshit	true
}

ATTACK BLIZZARD_SOURCE
{
    verb	"detonate"
    deathtext	"You have been used in the fight against global warming"
    damage	0
}

ATTACK DROWN
{
    verb	"drown"
    deathtext	"You found it hard to breathe"
    damage	2d5
}

ATTACK SUFFOCATE
{
    verb	"suffocate"
    deathtext	"You failed to breathe dirt"
    damage	2d5
}

ATTACK ASPHYXIATE
{
    verb	"asphyxiate"
    deathtext	"You tried to breathe vacuum"
    damage	2d5
}

ATTACK FIREWAND
{
    verb	"burn"
    damage	4d6
    element	FIRE
}

ATTACK ICEWAND
{
    verb	"freeze"
    damage	6d4
    element	COLD
}

ATTACK SLEEPWAND
{
    verb	"sedate"
    damage	1
    inflict_intrinsic	ASLEEP
    inflict_duration	2d5+5
    inflict_chance	100
    inflict_resistance	RESISTSLEEP
}

ATTACK DIGEARTHELEMENTAL
{
    verb	"disintegrate"
    damage	1d50+50
}

ATTACK DOUSEFIREELEMENTAL
{
    verb	"douse"
    damage	1d50+50
}

ATTACK HOLYWATER
{
    verb	"burn"
    damage	2d4
}

ATTACK CEILINGROCKS
{
    verb	"bonk"
    damage	2d4
    deathtext	"You were buried in rubble"
}

ATTACK PUNCH
{
    verb		"punch"
    damage		1d3
}

ATTACK WHIP
{
    verb		"whip"
    damage		1d5+1
}

ATTACK CLAW
{
    verb		"claw"
    damage		1d3+1
}

ATTACK CLUB
{
    verb		"club"
    damage		1d4+1
}

ATTACK DOUBLECLUB
{
    verb		"club"
    damage		1d6+1
    nextattack		CLUB
}

ATTACK TRIPLECLUB
{
    verb		"club"
    damage		1d8+1
    nextattack		DOUBLECLUB
}

ATTACK MACE
{
    verb		"smash"
    damage		1d6+1
}

ATTACK WARHAMMER
{
    verb		"smash"
    damage		2d4+3
}

ATTACK EARTHHAMMER
{
    verb		"smash"
    damage		2d4+5
}

ATTACK KNIFE
{
    verb		"jab"
    bonustohit		1
    damage		1d3
}

ATTACK KNIFETHROWN
{
    verb		"stab"
    bonustohit		3
    damage		1d3+2
    range		6
}

ATTACK DAGGER
{
    verb		"stab"
    bonustohit		1
    damage		1d4
}

ATTACK DAGGERTHROWN
{
    verb		"stab"
    bonustohit		2
    damage		1d4+2
    range		5
}

ATTACK SPEAR
{
    verb		"stab"
    damage		1d9+1
}

ATTACK SPEARTHROWN
{
    verb		"impale"
    damage		1d8+2
    bonustohit		1
    range		4
}

ATTACK SHORTSWORD
{
    verb		"slash"
    damage		1d6
}

ATTACK LONGSWORD
{
    verb		"slash"
    damage		1d8
}

ATTACK RAPIER
{
    verb		"stab"
    damage		1d7
    bonustohit		2
}

ATTACK LIGHTNINGRAPIER
{
    verb		"stab"
    damage		1d12
    element		SHOCK
    bonustohit		4
}

ATTACK ZAPLIGHTNINGRAPIER
{
    verb		"zap"
    damage		1d10
    element		SHOCK
}

ATTACK ICEMACE
{
    verb		"chill"
    damage		2
    element		COLD
    sameattack		MACE

    inflict_intrinsic	SLOW
    inflict_chance	100
    inflict_duration	2d3
}

ATTACK WOODENSTAFF
{
    verb		"bash"
    damage		2d2
}

ATTACK IRONSHODSTAFF
{
    verb		"hit"
    damage		2d2+2
}

ATTACK TORCH
{
    verb		"burn"
    damage		1d5
    element		FIRE
    bonustohit		-1
}

ATTACK TORCHTHROWN
{
    verb		"burn"
    damage		1d5+2
    element		FIRE
    bonustohit		-2
    range		5
}

ATTACK ARROWTHROWN
{
    verb		"pierce"
    damage		2d4
    bonustohit		0
    range		6
}

ATTACK FIREARROWTHROWN
{
    verb		"burn"
    damage		2d3
    bonustohit		0
    range		6

    inflict_intrinsic	AFLAME
    inflict_duration	4
    inflict_chance	100
}

ATTACK ROCKTHROWN
{
    verb		"strike"
    damage		1d2+2
    range		4
}

ATTACK POTIONTHROWN
{
    verb		"hit"
    damage		1d2
    range		4
}

ATTACK RINGTHROWN
{
    verb		"hit"
    damage		1
    range		7
}

ATTACK FLAMING_SWORD
{
    verb		"burn"
    damage		1d3
    element		FIRE
    sameattack		LONGSWORD
}

ATTACK DEMON_SWORD
{
    verb		"burn"
    damage		1d5
    element		FIRE
    bonustohit		1
    sameattack		LONGSWORD
}

ATTACK FREEZING_SWORD
{
    verb		"freeze"
    damage		1d5
    element		COLD
    bonustohit		1
    sameattack		LONGSWORD
}

ATTACK MINDACID
{
    verb		"confuse"
    damage		2
    element		ACID
    inflict_intrinsic	CONFUSED
    inflict_duration	3d5+10
    inflict_chance	100
}

ATTACK FIRESPIT
{
    verb		"spit at"
    damage		1d4
    element		FIRE
}

ATTACK MOUSEBITE
{
    verb		"nibble"
    damage		1
}

ATTACK RATBITE
{
    verb		"bite"
    damage		1d2+1
}

ATTACK KIWISTAB
{
    verb		"stab"
    damage		2d4
}

ATTACK BATBITE
{
    verb		"bite"
    damage		2d2
}

ATTACK LARGEBATBITE
{
    verb		"bite"
    damage		2d4
}

ATTACK VAMPIREBATBITE
{
    verb		"bite"
    damage		3d4
    eat			50
}

ATTACK GHASTCLAW
{
    verb		"claw"
    damage		1d4+2

    inflict_intrinsic	PARALYSED
    inflict_chance	20
    inflict_duration	1d4+2
    inflict_resistance	PARALYSED
}

ATTACK GIANTRATBITE
{
    verb		"bite"
    damage		1d4+1
}

ATTACK FIRESNAKEBITE
{
    verb		"bite"
    damage		1d4
    bonustohit		1
    element		FIRE
}

ATTACK ICESNAKEBITE
{
    verb		"bite"
    damage		1d4
    bonustohit		1
    element		COLD
}

ATTACK GREENSNAKEBITE
{
    verb		"bite"
    damage		1d4
    bonustohit		1
    inflict_intrinsic	POISON_MILD
    inflict_duration	2d3
    inflict_chance	100
}

ATTACK GRIDBUGZAP
{
    verb		"zap"
    damage		3d2-2
    bonustohit		1
    element		SHOCK
}

ATTACK SHITOMICHU
{
    verb		"chu"
    deathtext		"You were kissed to death"
    damage		2d6
    bonustohit		-2
}

ATTACK LIGHTWAND
{
    verb		"blind"
    deathtext		"Important lesson: Do not look directly at the light"
    damage		2
    element		LIGHT
}

ATTACK LIGHTBLAST
{
    verb		"blind"
    deathtext		"You followed the light - sadly it was the light that killed you"
    damage		1d4
    element		LIGHT
}

ATTACK SPELL_FLASH
{
    verb		"blind"
    damage		2d4
    element		LIGHT
}

ATTACK SUNFIREBLAST
{
    verb		"blind"
    deathtext		"You looked too long into the sun"
    damage		7d7+21
    element		LIGHT
    alwayshit		true
}

ATTACK FLAMESTRIKE
{
    verb		"immolate"
    deathtext		"You angered the wrong god"
    damage		6d6
    element		FIRE
    alwayshit		true
}

ATTACK SURROUNDSMITE
{
    verb		"smite"
    deathtext		"You stood too close to a god's avatar"
    damage		6d3
    alwayshit		true
}

ATTACK SLUGSLIME
{
    verb		"slime"
    damage		2d4
    element		ACID
}

ATTACK BROWNSLUG
{
    verb		"slime"
    damage		1d4
    element		ACID
}

ATTACK DEATHSLUG
{
    verb		"stab"
    damage		2d6
    nextattack		SLUGSLIME
}

ATTACK SCORPION
{
    verb		"sting"
    damage		1d3
    inflict_intrinsic	POISON_NORMAL
    inflict_duration	5d3
    inflict_chance	50
}

ATTACK CAVESPIDER
{
    verb		"bite"
    damage		2d3
}

ATTACK GIANTSPIDER
{
    verb		"bite"
    damage		2d3
    inflict_intrinsic	POISON_HARSH
    inflict_duration	5d3
    inflict_chance	50
}

ATTACK FLOATINGEYE_REFLEX
{
    verb		"stare at"
    damage		1
    inflict_intrinsic	PARALYSED
    inflict_duration	1d20+1
    inflict_chance	100
    inflict_resistance	BLIND
    inflict_negate	BLIND
}

ATTACK FLOATINGEYE_TRACK
{
    verb		"focus on"
    damage		1
    inflict_intrinsic	POSITIONREVEALED
    inflict_duration	4d5
    inflict_chance	100
    inflict_resistance	BLIND
}

ATTACK GELATINOUSCUBE
{
    verb		"smash"
    damage		2d6
}

ATTACK GELATINOUSCUBE_REFLEX
{
    verb		"splatter"
    damage		1d6
    element		ACID
    inflict_intrinsic	PARALYSED
    inflict_duration	3d3
    inflict_chance	30
}

ATTACK LIVINGTREE
{
    verb		"smash"
    damage		1d6+4
}

ATTACK EARTHELEMENTAL
{
    verb		"smash"
    damage		3d6+4
    nextattack		EARTHELEMENTAL_2
}

ATTACK EARTHELEMENTAL_2
{
    verb		"smash"
    damage		3d6+4
}

ATTACK AIRELEMENTAL
{
    verb		"buffet"
    damage		2d6
    nextattack		AIRELEMENTAL_2
}

ATTACK AIRELEMENTAL_2
{
    verb		"zap"
    damage		2d6
    element		SHOCK
}

ATTACK FIREELEMENTAL
{
    verb		"burn"
    damage		2d10
    element		FIRE
}

ATTACK WATERELEMENTAL
{
    verb		"splash"
    damage		1d5

    inflict_intrinsic	STRANGLE
    inflict_chance	100
    inflict_duration	2d4+2
}

ATTACK FLESHGOLEM
{
    verb		"punch"
    damage		2d4
    nextattack		FLESHGOLEM_2
}

ATTACK FLESHGOLEM_2
{
    verb		"punch"
    damage		2d4
}

ATTACK STONEGOLEM
{
    verb		"punch"
    damage		8
    nextattack		STONEGOLEM_2
}

ATTACK STONEGOLEM_2
{
    verb		"punch"
    damage		8
}

ATTACK IRONGOLEM
{
    verb		"punch"
    damage		2d4+8
    nextattack		IRONGOLEM_2
}

ATTACK IRONGOLEM_2
{
    verb		"punch"
    damage		2d4+8
}

ATTACK GHOST
{
    verb		"frighten"
    deathtext		"You were scared to death"
    damage		2d3

    inflict_intrinsic	PARALYSED
    inflict_chance	20
    inflict_duration	1d4+2
    inflict_resistance	PARALYSED
}

ATTACK CRETAN_MINOTAUR
{
    verb		"gore"
    damage		3d4
    nextattack		CRETAN_MINOTAUR_2
}

ATTACK CRETAN_MINOTAUR_2
{
    verb		"bite"
    damage		2d8
    nextattack		CRETAN_MINOTAUR_3
}

ATTACK CRETAN_MINOTAUR_3
{
    verb		"punch"
    damage		2d5
}

ATTACK BAEZELBUB_BITE
{
    verb		"bite"
    damage		3d4
    nextattack		BAEZLEBUB_SWORDFLAME
}

ATTACK BAEZLEBUB_SWORDFLAME
{
    verb		"burn"
    damage		3d5
    element		FIRE
    bonustohit		4
    sameattack		BEAZELBUG_SWORD
}

ATTACK BEAZELBUG_SWORD
{
    verb		"slash"
    damage		2d8
}

ATTACK GLASSSHARDS
{
    verb		"pierce"
    deathtext		"You had a painful last meal"
    damage		2d4
}

ATTACK GLASSFRAGMENTS
{
    verb		"pierce"
    damage		1d4
}

ATTACK ACIDICCORPSE
{
    verb		"burn"

    deathtext		"You had a terminal case of heartburn"
    damage		2d3
    element		ACID
}

ATTACK SILVERITEM
{
    verb		"sear"

    deathtext		"You suffered from metal poisoning"
    damage		2d3
}

ATTACK GOLDITEM
{
    verb		"sear"

    deathtext		"Your greed for gold proved unwise"
    damage		2d3
}

ATTACK ACIDPOTION
{
    verb		"burn"
    deathtext		"You realized too late that one shouldn't quaff anything found in a dungeon"
    damage		4d2
    element		ACID
}

ATTACK GREEKFIREPOTION
{
    verb		"burn"
    deathtext		"Never look a gift potion down the spout"
    damage		1d6
    element		FIRE

    inflict_intrinsic	AFLAME
    inflict_duration	3d2+2
    inflict_chance	100
}

ATTACK AFLAME
{
    verb		"burn"
    deathtext		"A candle that burns twice as bright burns half as long"
    damage		1d6
    element		FIRE
}

ATTACK LAVABURN
{
    verb		"burn"
    deathtext		"You were barbequed to well done"
    damage		3d3+6
    element		FIRE
}

ATTACK FORESTFIRE
{
    verb		"burn"
    deathtext		"You became one with the forest: ash in the breeze"
    damage		3d3+6
    element		FIRE
}

ATTACK ACIDPOOLBURN
{
    verb		"dissolve"
    deathtext		"Your very bones dissolved"
    damage		4d3+9
    element		ACID
}

ATTACK FIRESCROLL
{
    verb		"burn"
    deathtext		"You were flamed"
    damage		4d5
    element		FIRE
    alwayshit		true
}

ATTACK ROLLINGBOULDER
{
    verb		"crush"
    damage		4d5
    alwayshit		true
    deathtext		"You were flattened to a pancake"
}

ATTACK TRAP_PIT
{
    verb		"crush"
    damage		2d5
    deathtext		"You fell and could not get up"
}

ATTACK TRAP_SPIKEDPIT
{
    verb		"impale"
    damage		3d5
    deathtext		"You were punished by Vlad"
}

ATTACK DOORSLAM
{
    verb		"slam"
    damage		1d2
    element		PHYSICAL
    alwayshit		true
    deathtext		"You opened when opportunity knocked only to have the door slammed in your face"
}

ATTACK SPELL_FORCEBOLT
{
    verb		"slam"
    damage		4
    element		PHYSICAL
    alwayshit		true
}

ATTACK SPELL_FORCEWALL
{
    verb		"slam"
    damage		1d4+4
    element		PHYSICAL
    alwayshit		true
}

ATTACK SPELL_FROSTBOLT
{
    verb		"freeze"
    damage		2d5
    element		COLD
}

ATTACK LIVINGFROST
{
    verb		"freeze"
    damage		2d5
    element		COLD
}

ATTACK SPELL_LIGHTNING
{
    verb		"shock"
    damage		1d60
    element		SHOCK
}

ATTACK SPELL_MAGICMISSILE
{
    verb		"strike"
    damage		1d2+2
    bonustohit		5
}

ATTACK SPELL_CHILL
{
    verb		"chill"
    damage		1d4
    element		COLD
    
    inflict_intrinsic	SLOW
    inflict_chance	100
    inflict_duration	3+2d3
}

ATTACK SPELL_SPARK
{
    verb		"zap"
    damage		1d15
    element		SHOCK
}

ATTACK SPELL_FIREBALL
{
    verb		"burn"
    damage		3d6
    element		FIRE
}

ATTACK SPELL_FIREBALLBALL
{
    verb		"burn"
    damage		2d6
    element		FIRE
    alwayshit		true
}

ATTACK SPELL_ACIDSPLASH
{
    verb		"dissolve"
    damage		6d4
    element		ACID
}

ATTACK SPELL_CORROSIVEEXPLOSION
{
    verb		"dissolve"
    damage		6d6
    element		ACID
    alwayshit		true
}

ATTACK SPELL_BLIZZARD
{
    verb		"freeze"
    damage		6d3
    element		COLD
    alwayshit		true

    inflict_intrinsic	SLOW
    inflict_chance	100
    inflict_duration	3+3d3

    sameattack		SPELL_BLIZZARD_PUMMEL
}

ATTACK SPELL_BLIZZARD_PUMMEL
{
    verb		"pelt"
    damage		6d3
}

ATTACK SPELL_DISINTEGRATE
{
    verb		"disintegrate"
    damage		0
    element		ACID
    alwayshit		true
}

ATTACK SPELL_POISONBOLT
{
    verb		"poison"
    damage		1d6
    
    inflict_intrinsic	POISON_HARSH
    inflict_duration	6
    inflict_chance	100
    inflict_resistance	RESISTPOISON
}

ATTACK SPELL_CLOUDKILL
{
    verb		"choke"
    damage		1d3

    explode_chance	100
    explode_smoke	POISON
    explode_name	"the venom ball"
}

ATTACK SPELL_FINGEROFDEATH
{
    verb		"slay"
    damage		1000
    element		DEATH
    deathtext		"You were slain by the Finger of Death"
}

COMMENT
{
    One's smarts is measured from 0 to 10ish.
}

DEFINE SMARTS
{
}

SMARTS NONE 0
SMARTS VEGETABLE
SMARTS ANIMAL
SMARTS CUNNINGANIMAL
SMARTS FOOL
SMARTS HUMAN
SMARTS WISE

DEFINE STRENGTH
{
}

STRENGTH NONE 0
STRENGTH MINIMAL
STRENGTH WEAK
STRENGTH HUMAN
STRENGTH STRONG
STRENGTH DRAGON

COMMENT
{
    AI is the type of move-chooser the critter will use.  It is also
    used to determine attitude to fellow critters.

    RABID: Attack everyone
    PACK: Neutral to others, friendly to same mobtype
    SPECIEST: Neutral to others, friendly to same creature type.
    FRIENDLY: Friendly to everyone

    Some flags are stored with it:

    attackavatar	- Do we attack avatar on sight?
    attackspecies	- Attacks fellow species
    attacktype		- Attacks fellow type
    attackalien		- Attacks non-species/type

    useitems		- Can equip/wield items.
    throwitems		- Can throw items.
    packrat		- Picks everything up.
    zapwands		- Can zap wands.
    markattackpos	- Will record location of last attacker in AI state.
			  This allows charging the location of
			  invisible attackers that use ranged attacks.
}

DEFINE AI
{
    BOOL	attackavatar		1
    BOOL	attackspecies		0
    BOOL	attacktype		0
    BOOL	attackalien		1
    BOOL	useitems		0
    BOOL	throwitems		0
    BOOL	packrat			0
    BOOL	zapwands		0
    BOOL	markattackpos		1
    BOOL	opendoors		false
}

AI NONE 0
{
    attackavatar	0
    attackspecies	0
    attacktype		0
    attackalien		0
}

AI RABID
{
    attackavatar	1
    attackspecies	1
    attacktype		1
    attackalien		1
}

AI ANIMAL_PACK
{
    attackavatar	0
    attackspecies	0
    attacktype		0
    attackalien		1
}

AI MOUSE
{
    attackavatar	0
    attackspecies	0
    attacktype		0
    attackalien		1
    markattackpos	0
}

AI PACK
{
    attackavatar	1
    attackspecies	0
    attacktype		0
    attackalien		1
}

AI ANIMAL_SPECIEST
{
    attackavatar	0
    attackspecies	0
    attacktype		1
    attackalien		1
}

AI SPECIEST
{
    attackavatar	1
    attackspecies	0
    attacktype		1
    attackalien		1
}

AI EVILHUMANOID
{
    attackavatar	1
    attackspecies	0
    attacktype		1
    attackalien		1
    useitems		1
    throwitems		1
    zapwands		1
    packrat		1
    opendoors		true
}

AI GOODHUMANOID
{
    attackavatar	0
    attackspecies	0
    attacktype		1
    attackalien		1
    useitems		1
    throwitems		1
    zapwands		1
    packrat		1
    opendoors		true
}

AI KOBOLD
{
    attackavatar	1
    attackspecies	0
    attacktype		0
    attackalien		1
    useitems		1
    throwitems		1
    zapwands		1
    packrat		1
    opendoors		true
}

AI TROLL
{
    attackavatar	1
    attackspecies	0
    attacktype		0
    attackalien		1
    useitems		1
    throwitems		1
    zapwands		1
    packrat		1
    opendoors		false
}

AI SMARTTRIDUDE
{
    attackavatar	1
    attackspecies	0
    attacktype		0
    attackalien		1
    useitems		1
    throwitems		1
    zapwands		1
    packrat		1
    opendoors		true
}

AI SCAVENGER
{
    attackavatar	0
    attackspecies	0
    attacktype		1
    attackalien		1
    useitems		0
    packrat		1
}

AI FRIENDLY
{
    attackavatar	0
    attackspecies	0
    attacktype		0
    attackalien		0
}

DEFINE SIZE
{
    CST		name		"bread box sized"
    U16		foodval		0
}

SIZE TINY
{
    name	"tiny"
    foodval	50
}

SIZE SMALL
{
    name	"small"
    foodval	100
}

SIZE MEDIUM
{
    name	"medium"
    foodval	200
}

SIZE LARGE
{
    name	"large"
    foodval	500
}

SIZE HUGE
{
    name	"huge"
    foodval	1000
}

SIZE GARGANTUAN
{
    name	"gargantuan"
    foodval	2000
}

COMMENT
{
    The GENDERCHANCE reflects the probability of a creature being
    one of the three possible genders.

    If we have plural genders, they'd be added here.
}

DEFINE GENDERCHANCE
{
    U8		male		50
    U8		female		50
    U8		neuter		0
}

GENDERCHANCE MALE
{
    male	100
    female	0
    neuter	0
}

GENDERCHANCE FEMALE
{
    male	0
    female	100
    neuter	0
}

GENDERCHANCE NEUTER
{
    male	0
    female	0
    neuter	100
}

GENDERCHANCE MORF
{
    male	50
    female	50
    neuter	0
}

COMMENT
{
    A MOBLEVEL is a way of referring ot a mob of a specific threat level
    The idea is to allow the specification of guardian monsters without
    knowing the level the map will show up on ahead of time.

    The range is the threat level around the map's own level that
    is allowed.

    Currently minlevel is ignored, and maxleve is just used as
    a modifier to the threat level.  Thus, a monster level 0..threat-max
    is generated, so there is no guarantee you'll get uber monsters.
}

DEFINE MOBLEVEL
{
    S16		minlevel	-10
    S16		maxlevel	+10
}

MOBLEVEL NONE
{
    minlevel	-100
    maxlevel	-100
}

MOBLEVEL WEAK
{
    minlevel	-20
    maxlevel	-5
}

MOBLEVEL NORMAL
{
    minlevel	-15
    maxlevel	0
}

MOBLEVEL STRONG
{
    minlevel	-5
    maxlevel	5
}

MOBLEVEL OVERPOWERING
{
    minlevel	5
    maxlevel	10
}

MOBLEVEL UNIQUE
{
    minlevel	5
    maxlevel	5
}

COMMENT
{
    A MOBTYPE is a class of MOBs who are considered to be of the same
    meta type.  Thus, all slugs are together, all dragons, all orcs,
    etc.
}

DEFINE MOBTYPE
{
    CST		name		"mobtype"
}

MOBTYPE UNUSUAL
{
    name		"Unusual"
}

MOBTYPE DRAGON
{
    name		"Dragon"
}

MOBTYPE SNAKE
{
    name		"Snake"
}

MOBTYPE INSECT
{
    name		"Insect"
}

MOBTYPE SPIDER
{
    name		"Spider"
}

MOBTYPE HUMANOID
{
    name		"Humanoid"
}

MOBTYPE KOBOLD
{
    name		"Kobold"
}

MOBTYPE TROLL
{
    name		"Troll"
}

MOBTYPE RAT
{
    name		"Rat"
}

MOBTYPE CONSTRUCT
{
    name		"Construct"
}

MOBTYPE DAEMON
{
    name		"Daemon"
}

MOBTYPE SLUG
{
    name		"Slug"
}

MOBTYPE UNDEAD
{
    name		"Undead"
}

MOBTYPE BAT
{
    name		"Bat"
}

MOBTYPE GOLEM
{
    name		"Golem"
}

MOBTYPE ELEMENTAL
{
    name		"Elemental"
}

MOBTYPE GOD
{
    name		"god"
}

MOBTYPE TRIDUDE
{
    name		"tridude"
}

DEFINE MOB
{
    ENM16	tile		TILE	VOID
    ENM16	tileur		TILE	VOID
    ENM16	tilell		TILE	VOID
    ENM16	tilelr		TILE	VOID
    CST		name		"unnamed!"
    ENM		movetype	MOVE	WALK
    ENM		attack		ATTACK	NONE
    DICE	hp		10
    U8		hitdie		1
    U8		baseskills	2
    DICE	mp		0
    U8		mpdie		1
    U8		basespells	1
    U8		explevel	1
    S8		baseac		0
    U8		lightradius	0
    ENM		smarts		SMARTS	ANIMAL
    ENM		strength	STRENGTH HUMAN
    ENM		ai		AI	PACK
    ENM		size		SIZE	MEDIUM
    ENMLIST	intrinsic	INTRINSIC	NONE
    ENMLIST	eatgrant	INTRINSIC	NONE
    DICE	eatmp		0
    ENM		mobtype		MOBTYPE		UNUSUAL
    ENM		slotset		ITEMSLOTSET	NONE
    U8		rarity		100

    ENMLIST	loot		ITEM		NONE
    ENMLIST	loottype	ITEMTYPE	NONE
    ENMLIST	edible		MATERIAL	NONE
    ENM		material	MATERIAL	FLESH

    ENM		breathattack	ATTACK	NONE
    DICE	breathdelay	1d4+1
    CST		breathsubstance	"hot air"

    ENM		reflex_attack	ATTACK		NONE
    U8		reflex_chance	100

    U8		corpsechance	50

    BOOL	isboneless	0
    BOOL	isbloodless	false
    BOOL	acidiccorpse	0
    BOOL	canresurrectfromcorpse	0
    BOOL	blownbywind	false
    U8		noise		1
    BOOL	usenameasprefix false

    ENM		deathmsg	DEATHMSG	BLOOD

    ENM		gender		GENDERCHANCE	MORF

    ENM		evolvetarget	MOB		NONE
    U8		evolvelevel	0

    BOOL	publish		false
    BOOL	spacewalk	false
}

COMMENT
{
    Standard mob template
MOB 
{
    tile
    name
    attack
    hp
    hitdie
    mp
    mpdie
    explevel
    baseac
    smarts
    strength
    size
    slotset
}
}

MOB NONE 0
{
    name		"no one"
    tile		NOTILE
    rarity		0
}

MOB AVATAR
{
    tile		AVATAR
    name		"adventurer"
    attack		PUNCH
    movetype		STD_SWIM
    hp			15
    hitdie		1
    mp			10
    mpdie		0
    baseskills		1
    basespells		1
    explevel		1
    baseac		0
    smarts		HUMAN
    strength		HUMAN
    mobtype		HUMANOID
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    gender		MALE

    ai			GOODHUMANOID

    publish		true
}

MOB GREENDRAGON
{
    tile		GREENDRAGON
    name		"green dragon"
    movetype		STD_FLY
    attack		GREENDRAGONBITE
    hp			1d10+35
    hitdie		8
    mpdie		1
    explevel		12
    baseac		12
    smarts		WISE
    strength		DRAGON
    ai			SPECIEST
    size		LARGE
    intrinsic		RESISTPOISON
    eatgrant		RESISTPOISON
    mobtype		DRAGON
    slotset		ANIMAL
    edible		FLESH
    edible		WATER
}

MOB WHITEDRAGON
{
    tile		WHITEDRAGON
    name		"white dragon"
    movetype		STD_FLY
    attack		LONGSWORD
    hp			1d10+30
    hitdie		8
    mpdie		1
    explevel		8
    baseac		12
    smarts		WISE
    strength		DRAGON
    ai			SPECIEST
    size		LARGE
    intrinsic		RESISTCOLD
    eatgrant		RESISTCOLD
    mobtype		DRAGON
    slotset		ANIMAL
    edible		FLESH
    edible		WATER

    breathattack	ICEBREATH
    breathsubstance	"ice"
}

MOB REDDRAGON
{
    tile		REDDRAGON
    name		"red dragon"
    movetype		STD_FLY
    attack		LONGSWORD
    hp			1d10+30
    hitdie		8
    mpdie		1
    explevel		8
    baseac		12
    smarts		WISE
    strength		DRAGON
    ai			SPECIEST
    size		LARGE
    intrinsic		RESISTFIRE
    eatgrant		RESISTFIRE
    mobtype		DRAGON
    slotset		ANIMAL
    edible		FLESH
    edible		WATER

    breathattack	FIREBREATH
    breathsubstance	"fire"
}

MOB BLUEDRAGON
{
    tile		BLUEDRAGON
    name		"blue dragon"
    movetype		STD_FLY
    attack		LONGSWORD
    hp			1d10+30
    hitdie		8
    mpdie		1
    explevel		8
    baseac		12
    smarts		WISE
    strength		DRAGON
    ai			SPECIEST
    size		LARGE
    intrinsic		RESISTSHOCK
    eatgrant		RESISTSHOCK
    mobtype		DRAGON
    slotset		ANIMAL
    edible		FLESH
    edible		WATER
    noise		3

    breathattack	LIGHTNINGBREATH
    breathsubstance	"lightning"
}

MOB YELLOWDRAGON
{
    tile		YELLOWDRAGON
    name		"yellow dragon"
    movetype		STD_FLY
    attack		LONGSWORD
    hp			2d10+40
    hitdie		11
    mpdie		2
    explevel		10
    baseac		14
    smarts		WISE
    strength		DRAGON
    ai			SPECIEST
    size		LARGE
    
    intrinsic		RESISTACID
    intrinsic		RESISTSTONING
    eatgrant		RESISTACID

    mobtype		DRAGON
    slotset		ANIMAL
    edible		FLESH
    edible		WATER

    breathattack	ACIDBREATH
    breathsubstance	"acid"

    acidiccorpse	1
}

MOB COCKATRICE
{
    tile		COCKATRICE
    name		"cockatrice"
    movetype		STD_FLY
    attack		COCKATRICE_HISS
    hp			1d30+30
    hitdie		6
    mpdie		0
    explevel		7
    baseac		7
    smarts		ANIMAL
    strength		WEAK
    ai			SPECIEST
    intrinsic		RESISTSTONING
    eatgrant		STONING
    mobtype		UNUSUAL
    edible		FLESH
    edible		WATER
    slotset		BIRD

    gender		MALE
}

MOB DAEMON
{
    tile		DAEMON
    name		"daemon"
    movetype		STD_FLY
    attack		DEMON_SWORD
    hp			5d10+20
    hitdie		7
    mpdie		4
    mp			2d10+20
    baseskills		2
    basespells		5
    explevel		10
    baseac		10
    smarts		WISE
    strength		DRAGON
    ai			RABID
    size		LARGE
    intrinsic		VULNSILVER
    intrinsic		RESISTFIRE
    eatgrant		VULNSILVER
    eatgrant		RESISTFIRE
    mobtype		DAEMON
    slotset		HUMANOID_ARMOURLESS
    edible		FLESH
    edible		WATER

    intrinsic		SPELL_SUMMON_IMP
}

MOB ICEDAEMON
{
    tile		ICEDAEMON
    name		"ice daemon"
    movetype		STD_FLY
    attack		FREEZING_SWORD
    hp			5d10+20
    hitdie		7
    mpdie		4
    mp			2d10+20
    baseskills		2
    basespells		5
    explevel		10
    baseac		10
    smarts		WISE
    strength		DRAGON
    ai			RABID
    size		LARGE
    intrinsic		VULNSILVER
    intrinsic		RESISTCOLD
    eatgrant		VULNSILVER
    eatgrant		RESISTCOLD
    mobtype		DAEMON
    slotset		HUMANOID_ARMOURLESS
    edible		FLESH
    edible		WATER

    intrinsic		SPELL_FROSTBOLT
    intrinsic		SPELL_LIVINGFROST
}

MOB BAEZLBUB
{
    tile		BAEZLEBUBUL
    tileur		BAEZLEBUBUR
    tilell		BAEZLEBUBLL
    tilelr		BAEZLEBUBLR
    name		"Baezl'bub"
    movetype		STD_FLY
    attack		BAEZELBUB_BITE
    hp			300
    hitdie		20
    mp			100
    mpdie		20
    baseskills		3
    basespells		9
    explevel		50
    baseac		20
    smarts		WISE
    strength		DRAGON
    ai			RABID
    size		GARGANTUAN
    
    intrinsic		VULNSILVER
    intrinsic		RESISTFIRE
    intrinsic		RESISTPOISON

    eatgrant		VULNSILVER
    eatgrant		RESISTFIRE
    eatgrant		RESISTPOISON
    
    intrinsic		SPELL_STICKYFLAMES
    intrinsic		SPELL_FIREBALL
    intrinsic		SPELL_REGENERATE
    intrinsic		SPELL_MAJORHEAL
    intrinsic		SPELL_PRESERVE
    intrinsic		SPELL_TRACK
    intrinsic		SPELL_FETCH
    intrinsic		SPELL_SUMMON_DEMON
    
    mobtype		DAEMON
    slotset		HUMANOID_HUGE
    rarity		0
    edible		FLESH
    edible		WATER

    loot		BLACKHEART

    corpsechance	100

    gender		MALE
}

MOB CRETAN_MINOTAUR
{
    tile		CRETAN_MINOTAUR_UL
    tileur		CRETAN_MINOTAUR_UR
    tilell		CRETAN_MINOTAUR_LL
    tilelr		CRETAN_MINOTAUR_LR
    
    name		"Cretan Minotaur"
    attack		CRETAN_MINOTAUR

    hp			10d10+100
    hitdie		20
    mp			0
    mpdie		0
    baseskills		4
    basespells		1
    explevel		18
    baseac		16
    smarts		FOOL
    strength		DRAGON
    ai			RABID
    size		GARGANTUAN

    intrinsic		FAST

    mobtype		HUMANOID
    slotset		HUMANOID_HUGE
    rarity		0
    edible		FLESH
    edible		WATER

    noise		3

    loot		YRUNE

    corpsechance	100

    gender		MALE
}

MOB TRIDUDE
{
    tile		TRIDUDE
    name		"tridude"
    attack		CLUB
    hp			2d10
    hitdie		2
    mpdie		0
    explevel		4
    baseac		5
    smarts		CUNNINGANIMAL
    strength		HUMAN
    mobtype		TRIDUDE
    slotset		HEADONLY
    edible		FLESH
    edible		WATER
    ai			PACK

    evolvetarget	REDTRIDUDE
    evolvelevel		13

    gender		NEUTER

    publish		true
    spacewalk		true
}

MOB REDTRIDUDE
{
    tile		REDTRIDUDE
    name		"red tridude"
    attack		DOUBLECLUB
    hp			2d10+20
    hitdie		13
    mp			2d10+20
    baseskills		4
    basespells		4
    mpdie		13
    explevel		13
    baseac		15
    smarts		HUMAN
    strength		HUMAN
    mobtype		TRIDUDE
    slotset		HEADONLY
    edible		FLESH
    edible		WATER
    ai			SMARTTRIDUDE
    rarity		0

    intrinsic		RESISTFIRE
    eatgrant		RESISTFIRE

    intrinsic		SPELL_FLASH
    intrinsic		SPELL_STICKYFLAMES
    intrinsic		SPELL_FIREBALL

    evolvetarget	BLUETRIDUDE
    evolvelevel		15

    gender		NEUTER
    spacewalk		true
}

MOB BLUETRIDUDE
{
    tile		BLUETRIDUDE
    name		"blue tridude"
    attack		DOUBLECLUB
    hp			2d10+20
    hitdie		15
    mp			2d10+40
    mpdie		10
    baseskills		4
    basespells		6
    explevel		15	
    baseac		15
    smarts		CUNNINGANIMAL
    strength		HUMAN
    mobtype		TRIDUDE
    slotset		HEADONLY
    edible		FLESH
    edible		WATER
    ai			SMARTTRIDUDE
    rarity		0
    
    intrinsic		RESISTSHOCK
    eatgrant		RESISTSHOCK

    intrinsic		SPELL_SPARK
    intrinsic		SPELL_LIGHTNINGBOLT
    intrinsic		SPELL_CHAINLIGHTNING

    evolvetarget	PURPLETRIDUDE
    evolvelevel		17

    noise		3

    gender		NEUTER
    spacewalk		true
}

MOB PURPLETRIDUDE
{
    tile		PURPLETRIDUDE
    name		"purple tridude"
    attack		DOUBLECLUB
    hp			20
    hitdie		2
    baseskills		2
    basespells		8
    mp			1d5+35
    mpdie		17
    explevel		17
    baseac		15
    smarts		HUMAN
    strength		HUMAN
    mobtype		TRIDUDE
    slotset		HEADONLY
    edible		FLESH
    edible		WATER
    ai			SMARTTRIDUDE
    rarity		0

    intrinsic		RESISTPHYSICAL
    intrinsic		NOBREATH

    intrinsic		SPELL_FORCEBOLT
    intrinsic		SPELL_FORCEWALL
    intrinsic		SPELL_TELEPORT
    intrinsic		SPELL_PRESERVE
    intrinsic		SPELL_FETCH
    intrinsic		SPELL_DISINTEGRATE

    loottype		WAND

    gender		NEUTER
    spacewalk		true
}

MOB GOLDTRIDUDE
{
    tile		GOLDTRIDUDE_UL
    tileur		GOLDTRIDUDE_UR
    tilell		GOLDTRIDUDE_LL
    tilelr		GOLDTRIDUDE_LR
    
    name		"Golden Tridude"
    attack		TRIPLECLUB

    hp			200
    hitdie		20
    mp			150
    mpdie		20
    baseskills		6
    basespells		8
    explevel		25
    baseac		25
    smarts		WISE
    strength		DRAGON
    ai			SMARTTRIDUDE
    size		GARGANTUAN

    intrinsic		FAST
    intrinsic		RESISTSHOCK
    intrinsic		RESISTFIRE
    intrinsic		RESISTACID
    intrinsic		REFLECTION

    intrinsic		SPELL_ACIDSPLASH
    intrinsic		SPELL_ACIDICMIST
    intrinsic		SPELL_CORROSIVEEXPLOSION

    eatgrant		RESISTSHOCK
    eatgrant		RESISTFIRE
    eatgrant		RESISTACID

    loottype		ARTIFACT
    loottype		ARTIFACT
    loottype		ARTIFACT

    mobtype		TRIDUDE
    slotset		HEADONLY
    rarity		0
    edible		FLESH
    edible		WATER

    corpsechance	100

    gender		NEUTER
    spacewalk		true
}

MOB FIREBEETLE
{
    tile		FIREBEETLE
    name		"fire beetle"
    attack		FIRESPIT
    hp			1d10
    hitdie		1
    mpdie		1
    explevel		2
    baseac		0
    smarts		ANIMAL
    strength		HUMAN
    intrinsic		RESISTFIRE
    intrinsic		VULNCOLD
    eatgrant		RESISTFIRE
    eatgrant		VULNCOLD
    mobtype		INSECT
    slotset		INSECT
    edible		FLESH
    edible		WATER
    ai			ANIMAL_SPECIEST
    size		SMALL
}

MOB GOLDBEETLE
{
    tile		GOLDBEETLE
    name		"gold beetle"
    attack		GOLDBEETLE_MANDIBLE
    hp			1d20+40
    hitdie		5
    mpdie		0
    explevel		6
    baseac		8
    smarts		ANIMAL
    strength		HUMAN
    intrinsic		RESISTACID
    eatgrant		RESISTACID
    eatgrant		GOLDALLERGY
    mobtype		INSECT
    slotset		INSECT
    edible		GOLD
    material		GOLD
    ai			ANIMAL_SPECIEST
    rarity		25
    size		SMALL
}

MOB ICESNAKE
{
    tile		ICESNAKE
    name		"ice snake"
    attack		ICESNAKEBITE
    hp			1d5
    hitdie		1
    mpdie		0
    explevel		2
    baseac		5
    smarts		ANIMAL
    strength		WEAK
    size		SMALL
    intrinsic		VULNFIRE
    intrinsic		RESISTCOLD
    eatgrant		VULNFIRE
    eatgrant		RESISTCOLD
    mobtype		SNAKE
    slotset		SNAKE
    edible		FLESH
    edible		WATER
    ai			ANIMAL_SPECIEST
}

MOB GREENSNAKE
{
    tile		GREENSNAKE
    name		"green snake"
    attack		GREENSNAKEBITE
    hp			2d5
    hitdie		2
    mpdie		0
    explevel		4
    baseac		7
    smarts		ANIMAL
    strength		WEAK
    size		SMALL
    intrinsic		RESISTPOISON
    eatgrant		POISON_NORMAL
    mobtype		SNAKE
    slotset		SNAKE
    edible		FLESH
    edible		WATER
    ai			ANIMAL_SPECIEST
}

MOB FIRESNAKE
{
    tile		FIRESNAKE
    name		"fire snake"
    attack		FIRESNAKEBITE
    hp			1d5
    hitdie		1
    mpdie		0
    explevel		2
    baseac		5
    smarts		ANIMAL
    strength		WEAK
    size		SMALL
    intrinsic		VULNCOLD
    intrinsic		RESISTFIRE
    eatgrant		VULNCOLD
    eatgrant		RESISTFIRE
    mobtype		SNAKE
    slotset		SNAKE
    edible		FLESH
    edible		WATER
    ai			ANIMAL_SPECIEST
}

MOB MOUSE
{
    tile		MOUSE
    name		"mouse"
    attack		MOUSEBITE
    hp			1
    hitdie		1
    mpdie		0
    explevel		1
    baseac		5
    smarts		ANIMAL
    strength		WEAK
    size		TINY
    mobtype		RAT
    slotset		ANIMAL
    ai			MOUSE
    noise		0

    evolvetarget	RAT
    evolvelevel		2

    publish		true
}


MOB RAT
{
    tile		RAT
    name		"rat"
    attack		RATBITE
    hp			1d4
    hitdie		1
    mpdie		0
    explevel		1
    baseac		0
    smarts		ANIMAL
    strength		WEAK
    size		SMALL
    mobtype		RAT
    slotset		ANIMAL
    ai			ANIMAL_PACK

    evolvetarget	GIANTRAT
    evolvelevel		3

    publish		true
}

MOB GIANTRAT
{
    tile		GIANTRAT
    name		"giant rat"
    attack		GIANTRATBITE
    hp			3d4
    hitdie		3
    mpdie		0
    explevel		3
    baseac		0
    smarts		ANIMAL
    strength		WEAK
    size		MEDIUM
    mobtype		RAT
    slotset		ANIMAL
    ai			PACK

    publish		true
}

MOB GRIDBUG
{
    tile		GRIDBUG
    name		"grid bug"
    attack		GRIDBUGZAP
    hp			2d5
    hitdie		1
    mpdie		0
    explevel		1
    baseac		3
    smarts		VEGETABLE
    strength		MINIMAL
    size		SMALL
    intrinsic		RESISTSHOCK
    eatgrant		RESISTSHOCK
    mobtype		UNUSUAL
    slotset		INSECT
    ai			SPECIEST
    isbloodless		true

    deathmsg		SPARK

    publish		true
}

MOB SHITOMI
{
    tile		SHITOMI
    name		"shitomi"
    attack		SHITOMICHU
    hitdie		3
    hp			6d5
    mpdie		0
    explevel		5
    baseac		10
    smarts		FOOL
    strength		MINIMAL
    ai			FRIENDLY
    slotset		ANIMAL
    mobtype		RAT
}

MOB LUX
{
    tile		LUX
    name		"lux"
    attack		LIGHTBLAST
    hp			10
    hitdie		1
    mpdie		0
    explevel		2
    baseac		0
    smarts		ANIMAL
    strength		MINIMAL
    size		SMALL
    mobtype		CONSTRUCT
    slotset		LUX
    lightradius		2
    ai			SPECIEST
    material		IRON
    intrinsic		NOBREATH
    intrinsic		DEAF
    intrinsic		NOREGEN
    
    corpsechance	0
    isbloodless		true

    noise		2
    deathmsg		SPARK

    gender		NEUTER
}

MOB BROWNSLUG
{
    tile		BROWNSLUG
    name		"brown slug"
    attack		BROWNSLUG
    hp			1d10
    hitdie		1
    mpdie		0
    explevel		2
    baseac		0
    smarts		ANIMAL
    strength		MINIMAL
    size		SMALL
    intrinsic		RESISTACID
    intrinsic		RESISTSTONING
    intrinsic		SLOW
    eatgrant		RESISTACID
    mobtype		SLUG
    slotset		SLUG
    ai			PACK
    edible		FLESH
    edible		WATER
    isboneless		1
    acidiccorpse	1

    evolvetarget	PURPLESLUG
    evolvelevel		6

    publish		true
}

MOB PURPLESLUG
{
    tile		PURPLESLUG
    name		"purple slug"
    attack		SLUGSLIME
    hp			3d10
    hitdie		3
    mpdie		0
    explevel		6
    baseac		0
    smarts		ANIMAL
    strength		MINIMAL
    intrinsic		RESISTACID
    intrinsic		RESISTSTONING
    intrinsic		SLOW
    eatgrant		RESISTACID
    mobtype		SLUG
    slotset		SLUG
    ai			PACK
    edible		FLESH
    edible		WATER
    isboneless		1
    acidiccorpse	1

    evolvetarget	DEATHSLUG
    evolvelevel		12
}

MOB DEATHSLUG
{
    tile		DEATHSLUG
    name		"death slug"
    attack		DEATHSLUG
    hp			3d10+30
    hitdie		6
    mpdie		0
    explevel		12
    baseac		10
    smarts		ANIMAL
    strength		MINIMAL
    intrinsic		RESISTACID
    intrinsic		RESISTSTONING
    intrinsic		SLOW
    eatgrant		RESISTACID
    acidiccorpse	1
    mobtype		SLUG
    slotset		SLUG
    edible		FLESH
    edible		WATER
    ai			PACK
}

MOB FLOATINGEYE
{
    tile		FLOATINGEYE
    name		"floating eye"
    attack		FLOATINGEYE_TRACK
    movetype		STD_FLY
    hp			2d5
    hitdie		3
    mpdie		0
    explevel		3
    baseac		4
    smarts		ANIMAL
    strength		NONE
    size		SMALL
    eatgrant		TELEPATHY
    reflex_chance	75
    reflex_attack	FLOATINGEYE_REFLEX
    ai			ANIMAL_SPECIEST
    intrinsic		DEAF
    slotset		NONE
    isboneless		1
    noise		0

    publish		true
}

MOB WIZARDSEYE
{
    tile		FLOATINGEYE
    name		"wizard's eye"
    attack		FLOATINGEYE_TRACK
    movetype		ALL
    hp			1d5+5
    hitdie		3
    mpdie		0
    explevel		3
    baseac		4
    smarts		ANIMAL
    strength		NONE
    size		SMALL
    eatgrant		TELEPATHY
    reflex_chance	75
    reflex_attack	FLOATINGEYE_REFLEX
    ai			ANIMAL_SPECIEST
    intrinsic		DEAF
    slotset		NONE
    isboneless		1
    noise		0
    lightradius		2
    rarity		0
}

MOB GELATINOUSCUBE
{
    tile		GELATINOUSCUBE
    name		"gelatinous cube"
    attack		GELATINOUSCUBE
    hp			2d5+30
    hitdie		6
    mpdie		0
    explevel		7
    baseac		7
    smarts		NONE
    strength		MINIMAL
    reflex_chance	100
    reflex_attack	GELATINOUSCUBE_REFLEX
    ai			SCAVENGER
    intrinsic		RESISTACID
    intrinsic		RESISTSHOCK
    intrinsic		RESISTSTONING
    intrinsic		NOBREATH
    intrinsic		BLIND
    intrinsic		TELEPATHY
    eatgrant		RESISTACID
    eatgrant		RESISTSHOCK
    acidiccorpse	1
    slotset		NONE

    edible		IRON
    edible		SILVER
    isboneless		1

    deathmsg		ICHOR

    gender		NEUTER
}

MOB SCORPION
{
    tile		SCORPION
    name		"scorpion"
    attack		SCORPION
    hp			4d5
    hitdie		4
    mpdie		0
    explevel		5
    baseac		6
    smarts		ANIMAL
    strength		MINIMAL
    size		SMALL
    intrinsic		RESISTPOISON
    eatgrant		POISON_STRONG
    mobtype		INSECT
    slotset		INSECT
    edible		FLESH
    edible		WATER
    ai			SPECIEST

    publish		true
}

MOB CAVESPIDER
{
    tile		CAVESPIDER
    name		"cave spider"
    attack		CAVESPIDER
    hp			2d5
    hitdie		2
    mpdie		0
    explevel		3
    smarts		ANIMAL
    strength		MINIMAL
    size		SMALL
    mobtype		SPIDER
    slotset		INSECT
    edible		FLESH
    edible		WATER
    ai			ANIMAL_PACK

    evolvetarget	GIANTSPIDER
    evolvelevel		8

    publish		true
}

MOB GIANTSPIDER
{
    tile		GIANTSPIDER
    name		"giant spider"
    attack		GIANTSPIDER
    hp			3d5+15
    hitdie		4
    mpdie		0
    explevel		8
    smarts		ANIMAL
    strength		MINIMAL
    mobtype		SPIDER
    slotset		INSECT
    edible		FLESH
    edible		WATER
    ai			ANIMAL_PACK
}

MOB KIWI
{
    tile		KIWI
    name		"kiwi"
    attack		KIWISTAB
    hp			3d5+15
    hitdie		3
    mpdie		0
    explevel		3
    baseac		5
    smarts		ANIMAL
    strength		MINIMAL
    ai			ANIMAL_SPECIEST
    slotset		WINGLESS_BIRD

    publish		true
}

MOB BAT
{
    tile		BAT
    name		"bat"
    attack		BATBITE
    movetype		STD_FLY
    hp			1d10
    hitdie		1
    mpdie		0
    explevel		2
    baseac		5
    smarts		ANIMAL
    strength		MINIMAL
    size		SMALL
    ai			ANIMAL_PACK
    intrinsic		FAST
    eatgrant		QUICK
    mobtype		BAT
    edible		FLESH
    edible		WATER
    slotset		BIRD

    evolvetarget	LARGEBAT
    evolvelevel		4

    publish		true
}

MOB LARGEBAT
{
    tile		LARGEBAT
    name		"large bat"
    attack		LARGEBATBITE
    movetype		STD_FLY
    hp			1d10+10
    hitdie		2
    mpdie		0
    explevel		4
    baseac		10
    smarts		ANIMAL
    strength		MINIMAL
    ai			ANIMAL_PACK
    intrinsic		FAST
    eatgrant		QUICK
    mobtype		BAT
    edible		FLESH
    edible		WATER
    slotset		BIRD

    evolvetarget	VAMPIREBAT
    evolvelevel		7

    publish		true
}

MOB VAMPIREBAT
{
    tile		VAMPIREBAT
    name		"vampire bat"
    attack		VAMPIREBATBITE
    movetype		STD_FLY

    hp			2d10+10
    hitdie		4
    mpdie		0
    explevel		7
    baseac		13
    smarts		ANIMAL
    strength		MINIMAL
    ai			PACK
    intrinsic		FAST
    eatgrant		QUICK
    mobtype		BAT
    edible		FLESH
    edible		WATER
    slotset		BIRD
}


MOB STALKER
{
    tile		INVISIBLESTALKER	
    name		"invisible stalker"
    attack		SLUGSLIME
    hp			2d10+20
    hitdie		4
    mpdie		0
    explevel		10
    baseac		10
    smarts		ANIMAL
    strength		MINIMAL
    intrinsic		INVISIBLE
    intrinsic		SEEINVISIBLE
    mobtype		UNUSUAL
    ai			SPECIEST
    edible		FLESH
    edible		WATER
    eatgrant		SEEINVISIBLE
    eatgrant		INVISIBLE
    acidiccorpse	1
    slotset		HUMANOID
    noise		0
}

MOB FROG
{
    tile		FROG
    name		"giant frog"
    movetype		STD_SWIM
    attack		FROGBITE
    hp			1d10+20
    hitdie		5
    mpdie		0
    explevel		5
    baseac		5
    smarts		ANIMAL
    strength		WEAK
    mobtype		UNUSUAL
    ai			SPECIEST
    intrinsic		JUMP
    intrinsic		WATERWALK
    intrinsic		VULNFIRE
    eatgrant		JUMP
    eatgrant		WATERWALK
    eatgrant		VULNFIRE
    edible		FLESH
    edible		WATER
    slotset		ANIMAL
}

MOB SKELETON
{
    tile		SKELETON
    name		"skeleton"
    attack		PUNCH
    hp			10
    hitdie		2
    mpdie		0
    explevel		2
    baseac		4
    smarts		NONE
    strength		HUMAN
    ai			PACK
    mobtype		UNDEAD
    slotset		HUMANOID

    intrinsic		RESISTPOISON
    intrinsic		NOBREATH

    corpsechance	0
    isbloodless		true

    deathmsg		DUST

    publish		true
    usenameasprefix	true
}

MOB ZOMBIE
{
    tile		ZOMBIE
    name		"zombie"
    attack		PUNCH
    hp			20
    hitdie		4
    mpdie		0
    explevel		4
    baseac		4
    smarts		NONE
    strength		HUMAN
    ai			PACK

    intrinsic		SLOW
    intrinsic		RESISTPOISON

    mobtype		UNDEAD
    slotset		HUMANOID

    corpsechance	0
    isbloodless		true

    publish		true
    usenameasprefix	true
}

MOB GHAST
{
    tile		GHAST
    name		"ghast"
    attack		GHASTCLAW
    hp			30
    hitdie		6
    mpdie		0
    baseskills		7
    basespells		1
    explevel		7
    baseac		6
    smarts		NONE
    strength		HUMAN
    ai			EVILHUMANOID
    mobtype		UNDEAD
    slotset		HUMANOID

    intrinsic		RESISTPOISON

    corpsechance	0
    isbloodless		true
    usenameasprefix	true
}

MOB LICH
{
    tile		LICH
    name		"lich"
    attack		PUNCH
    hp			2d10+30
    hitdie		8
    mp			2d10+50
    mpdie		8
    baseskills		9
    basespells		9
    explevel		13
    baseac		8
    smarts		WISE
    strength		HUMAN
    ai			EVILHUMANOID
    mobtype		UNDEAD
    slotset		HUMANOID

    intrinsic		RESISTCOLD
    intrinsic		TELEPORTCONTROL
    intrinsic		REGENERATION
    intrinsic		VULNFIRE
    intrinsic		VULNSILVER
    intrinsic		SEEINVISIBLE
    intrinsic		RESISTPOISON
    
    intrinsic		SPELL_CHILL
    intrinsic		SPELL_FROSTBOLT
    intrinsic		SPELL_LIGHTNINGBOLT
    intrinsic		SPELL_TELEPORT
    intrinsic		SPELL_POISONBOLT
    intrinsic		SPELL_POISONITEM

    eatgrant		VULNSILVER
    eatgrant		TELEPORTCONTROL
    eatmp		1d7

    isbloodless		true
    usenameasprefix	true
}


MOB SOULSUCKER
{
    tile		SOULSUCKER
    name		"soul sucker"
    attack		WHIP
    hp			1d10+40
    hitdie		8
    mp			6d10+50
    mpdie		10
    explevel		15
    baseac		10
    smarts		WISE
    strength		WEAK
    ai			EVILHUMANOID
    mobtype		UNUSUAL
    slotset		BRAIN

    intrinsic		SEEINVISIBLE
    
    intrinsic		SPELL_SOULSUCK

    eatmp		1d4
}

MOB IMP
{
    tile		IMP
    name		"imp"
    attack		PUNCH
    hp			1d10
    hitdie		1
    mp			20
    mpdie		1
    baseskills		2
    basespells		3
    explevel		4
    baseac		2
    smarts		HUMAN
    strength		WEAK
    mobtype		DAEMON
    slotset		HUMANOID
    ai			EVILHUMANOID

    intrinsic		RESISTFIRE
    intrinsic		SEEINVISIBLE

    eatgrant		RESISTFIRE
    eatgrant		SEEINVISIBLE

    intrinsic		SPELL_MAGICMISSILE
    intrinsic		SPELL_FIREBALL
    intrinsic		SPELL_TELEPORT
}

MOB KOBOLD
{
    tile		KOBOLD
    name		"kobold"
    attack		PUNCH
    hp			1d10+15
    hitdie		4
    mpdie		0
    baseskills		4
    basespells		2
    explevel		6
    baseac		6
    smarts		HUMAN
    strength		HUMAN
    mobtype		KOBOLD
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			KOBOLD

    intrinsic		SKILL_EVADETRAP
    
    loot		SHORTSWORD

    evolvetarget	KOBOLDFIGHTER
    evolvelevel		14

    publish		true
}

MOB KOBOLDMAGE
{
    tile		KOBOLDMAGE
    name		"kobold mage"
    attack		PUNCH
    hp			1d10+25
    hitdie		5
    mpdie		4
    mp			4d10
    baseskills		6
    basespells		5
    explevel		9
    baseac		6
    smarts		HUMAN
    strength		HUMAN
    mobtype		KOBOLD
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			KOBOLD

    intrinsic		SPELL_STICKYFLAMES
    intrinsic		SPELL_CUREPOISON
    intrinsic		SPELL_HEAL
    intrinsic		SPELL_MAGICMISSILE

    intrinsic		SKILL_EVADETRAP

    eatmp		1d3

    evolvetarget	KOBOLDASSASSIN
    evolvelevel		20

    publish		true
}

MOB KOBOLDFIGHTER
{
    tile		KOBOLDFIGHTER
    name		"kobold fighter"
    attack		PUNCH
    hp			1d10+45
    hitdie		15
    mpdie		0
    mp			0
    baseskills		8
    basespells		1
    explevel		14
    baseac		10
    smarts		HUMAN
    strength		HUMAN
    mobtype		KOBOLD
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			KOBOLD

    intrinsic		SKILL_EVADETRAP
    intrinsic		SKILL_WEAPON_PARRY
    
    loot		LONGSWORD
    loot		CHAINMAIL
    loot		HELM

    evolvetarget	KOBOLDTHIEF
    evolvelevel		25

    publish		true
}

MOB KOBOLDASSASSIN
{
    tile		KOBOLDASSASSIN
    name		"kobold assassin"
    attack		PUNCH
    hp			1d10+35
    hitdie		20
    mpdie		10
    baseskills		8
    basespells		8
    mp			1d10+20
    explevel		20
    baseac		15
    smarts		HUMAN
    strength		HUMAN
    mobtype		KOBOLD
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			KOBOLD

    intrinsic		RESISTPOISON
    intrinsic		FAST

    intrinsic		SKILL_EVADETRAP
    intrinsic		SKILL_DODGE
    intrinsic		SKILL_WEAPON_BLEEDINGWOUND

    intrinsic		SPELL_POISONITEM
    intrinsic		SPELL_POISONBOLT
    intrinsic		SPELL_TRACK

    loot		SILVERDAGGER

    publish		true
}

MOB KOBOLDTHIEF
{
    tile		KOBOLDTHIEF
    name		"kobold thief"
    attack		PUNCH
    hp			1d10+75
    hitdie		25
    mpdie		0
    mp			0
    baseskills		8
    basespells		1
    explevel		25
    baseac		20
    smarts		HUMAN
    strength		HUMAN
    mobtype		KOBOLD
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			KOBOLD

    intrinsic		SKILL_EVADETRAP
    intrinsic		SKILL_DODGE
    intrinsic		SKILL_WEAPON_DISARM

    intrinsic		FAST
    
    loot		RAPIER
    loot		STUDDEDLEATHER
    loot		LEATHERCAP
}

MOB TROLL
{
    tile		TROLL
    name		"troll"
    attack		PUNCH
    hp			2d10+15
    hitdie		6
    mpdie		0
    explevel		8
    baseac		8
    smarts		FOOL
    strength		HUMAN
    mobtype		TROLL
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			TROLL
    intrinsic		REGENERATION
    eatgrant		REGENERATION

    canresurrectfromcorpse	1
    noise		2

    loot		CLUB

    evolvetarget	CAVETROLL
    evolvelevel		16
}

MOB CAVETROLL
{
    tile		CAVETROLL
    name		"cave troll"
    attack		PUNCH
    hp			2d10+45
    hitdie		20
    mpdie		0
    explevel		16
    baseac		20
    smarts		FOOL
    strength		HUMAN
    mobtype		TROLL
    slotset		HUMANOID
    edible		STONE
    material		STONE
    ai			TROLL
    intrinsic		REGENERATION
    eatgrant		REGENERATION

    canresurrectfromcorpse	1
    noise		2

    loot		WARHAMMER
}

MOB LIZARDMAN
{
    tile		LIZARDMAN
    name		"lizardman"
    attack		PUNCH
    hp			1d10+25
    hitdie		6
    mpdie		0
    explevel		8
    baseac		8
    smarts		HUMAN
    strength		HUMAN
    mobtype		HUMANOID
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			EVILHUMANOID

    gender		MALE

    loot		SPEAR
}

MOB TURTLOID
{
    tile		TURTLOID
    name		"turtloid"
    movetype		STD_SWIM
    attack		PUNCH
    hp			3d5+25
    hitdie		15
    mpdie		0
    explevel		15
    baseac		30
    smarts		HUMAN
    mobtype		HUMANOID
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			EVILHUMANOID

    intrinsic		WATERWALK
    
    noise		2
    loot		SHORTSWORD

    evolvetarget	LARGETURTLOID
    evolvelevel		20
}

MOB LARGETURTLOID
{
    tile		LARGETURTLOID
    name		"large turtloid"
    movetype		STD_SWIM
    attack		PUNCH
    hp			3d5+45
    hitdie		20
    mpdie		0
    explevel		20
    baseac		40
    smarts		HUMAN
    size		LARGE
    mobtype		HUMANOID
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			EVILHUMANOID
    
    intrinsic		WATERWALK
    
    noise		2
    loot		SPEAR
}

MOB ORC
{
    tile		ORC
    name		"orc"
    attack		PUNCH
    hp			3d5+25
    hitdie		15
    mpdie		0
    explevel		12
    baseac		12
    smarts		HUMAN
    mobtype		HUMANOID
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			EVILHUMANOID
    
    loot		SPEAR

    evolvetarget	HILLORC
    evolvelevel		18
}

MOB HILLORC
{
    tile		HILLORC
    name		"hill orc"
    attack		PUNCH
    hp			3d10+45
    hitdie		20
    mpdie		0
    explevel		18
    baseac		24
    smarts		HUMAN
    mobtype		HUMANOID
    slotset		HUMANOID
    edible		FLESH
    edible		WATER
    ai			EVILHUMANOID
    
    loot		LONGSWORD
}

MOB HEADLESS
{
    tile		HEADLESS
    name		"headless"
    attack		CLAW
    hp			1d10+5
    hitdie		2
    mpdie		0
    explevel		3
    baseac		2
    smarts		FOOL
    strength		HUMAN
    mobtype		HUMANOID
    slotset		HEADLESS
    ai			EVILHUMANOID

    intrinsic		BLIND
    intrinsic		TELEPATHY
}

MOB CHAMELEON
{
    tile		CHAMELEON
    name		"chameleon"
    attack		CLAW
    hp			1d40
    hitdie		4
    mpdie		0
    explevel		6
    baseac		6
    smarts		ANIMAL
    strength		WEAK
    mobtype		UNUSUAL
    ai			SPECIEST
    edible		FLESH
    edible		WATER
    intrinsic		POLYMORPH
    eatgrant		POLYMORPH
    slotset		ANIMAL
}

MOB LIVINGTREE
{
    tile		LIVINGTREE
    name		"animated tree"
    attack		LIVINGTREE
    hp			80
    hitdie		10
    mp			0
    mpdie		0
    baseskills		2
    basespells		1
    explevel		20
    baseac		15
    smarts		FOOL
    strength		DRAGON
    mobtype		UNUSUAL
    ai			SPECIEST
    intrinsic		VULNFIRE
    intrinsic		NOBREATH

    slotset		TREE

    material		WOOD

    noise		4
    deathmsg		WOOD
    isbloodless		true

    gender		NEUTER
    rarity		0
}

MOB EARTHELEMENTAL
{
    tile		EARTHELEMENTAL
    name		"earth elemental"
    attack		EARTHELEMENTAL
    hp			100
    hitdie		10
    mp			60
    mpdie		0
    baseskills		2
    basespells		4
    explevel		20
    baseac		15
    smarts		FOOL
    strength		DRAGON
    mobtype		ELEMENTAL
    ai			SPECIEST
    intrinsic		RESISTSHOCK
    intrinsic		SLOW
    intrinsic		NOBREATH
    intrinsic		NOREGEN

    intrinsic		SPELL_CREATEPIT
    intrinsic		SPELL_ROLLINGBOULDER
    intrinsic		SKILL_EVADETRAP

    slotset		HUMANOID

    material		STONE

    noise		4
    deathmsg		DUST
    isbloodless		true

    gender		NEUTER
}

MOB AIRELEMENTAL
{
    tile		AIRELEMENTAL
    name		"air elemental"
    movetype		STD_FLY
    attack		AIRELEMENTAL
    hp			2d50
    hitdie		20
    mp			50
    mpdie		5
    baseskills		2
    basespells		4
    explevel		25
    baseac		20
    smarts		FOOL
    strength		STRONG
    mobtype		ELEMENTAL
    ai			SPECIEST

    blownbywind		true
    
    intrinsic		RESISTSHOCK
    intrinsic		SPELL_LIGHTNINGBOLT
    intrinsic		SPELL_SPARK
    intrinsic		FAST
    intrinsic		QUICK
    intrinsic		NOBREATH
    intrinsic		NOREGEN

    material		ETHEREAL

    slotset		NONE
    corpsechance	0
    isbloodless		true

    deathmsg		SPARK

    gender		NEUTER
}

MOB FIREELEMENTAL
{
    tile		FIREELEMENTAL
    name		"fire elemental"
    attack		FIREELEMENTAL
    hp			2d50+100
    hitdie		30
    mp			100
    mpdie		20
    baseskills		2
    basespells		4
    explevel		30
    baseac		25
    smarts		FOOL
    strength		STRONG
    ai			SPECIEST
    intrinsic		RESISTFIRE
    intrinsic		VULNCOLD
    intrinsic		NOBREATH
    intrinsic		NOREGEN

    intrinsic		SPELL_FLASH
    intrinsic		SPELL_FIREBALL
    intrinsic		SPELL_STICKYFLAMES

    material		ETHEREAL

    lightradius		3
    slotset		FIREELEMENTAL
    corpsechance	0
    isbloodless		true

    deathmsg		FLAME

    gender		NEUTER
}

MOB WATERELEMENTAL
{
    tile		WATERELEMENTAL
    name		"water elemental"
    movetype		STD_SWIM
    attack		WATERELEMENTAL
    hp			1d50+100
    hitdie		25
    mp			30
    mpdie		2
    baseskills		2
    basespells		4
    explevel		22
    baseac		15
    smarts		FOOL
    strength		STRONG
    ai			SPECIEST
    intrinsic		WATERWALK
    intrinsic		VULNFIRE
    intrinsic		VULNCOLD
    intrinsic		NOBREATH
    intrinsic		NOREGEN

    intrinsic		SPELL_DOWNPOUR

    material		WATER
    eatgrant		STRANGLE

    isbloodless		true

    slotset		HUMANOID

    deathmsg		WATER

    gender		NEUTER
}

MOB FLESHGOLEM
{
    tile		FLESHGOLEM
    name		"flesh golem"
    attack		FLESHGOLEM
    hp			2d10+30
    hitdie		15
    mpdie		0
    explevel		15
    baseac		10
    smarts		FOOL
    strength		STRONG
    ai			SPECIEST

    intrinsic		REGENERATION
    intrinsic		NOBREATH
    intrinsic		NOREGEN

    slotset		HUMANOID
    isbloodless		true

    gender		NEUTER
}

MOB STONEGOLEM
{
    tile		STONEGOLEM
    name		"stone golem"
    attack		STONEGOLEM
    hp			4d10+60
    hitdie		20
    mpdie		0
    explevel		19
    baseac		15
    smarts		FOOL
    strength		STRONG
    ai			SPECIEST

    material		STONE

    intrinsic		NOBREATH
    intrinsic		NOREGEN

    slotset		HUMANOID

    noise		3
    deathmsg		DUST
    isbloodless		true

    gender		NEUTER
}

MOB IRONGOLEM
{
    tile		IRONGOLEM
    name		"iron golem"
    attack		IRONGOLEM
    hp			200
    hitdie		25
    mp			100
    mpdie		20
    baseskills		2
    basespells		4
    explevel		27
    baseac		20
    smarts		FOOL
    strength		STRONG
    ai			SPECIEST
    material		IRON

    intrinsic		NOBREATH
    intrinsic		NOREGEN
    intrinsic		RESISTSHOCK
    intrinsic		SPELL_LIGHTNINGBOLT

    slotset		HUMANOID

    noise		3
    deathmsg		SPARK
    isbloodless		true

    gender		NEUTER
}

MOB GHOST
{
    tile		GHOST
    name		"ghost"
    movetype		STD_PHASE
    attack		GHOST
    hp			2d10+40
    hitdie		16
    mp			2d10+20
    mpdie		10
    baseskills		2
    basespells		4
    explevel		17
    baseac		18
    smarts		WISE
    strength		WEAK
    ai			SPECIEST
    mobtype		UNDEAD

    intrinsic		NOBREATH
    intrinsic		RESISTPOISON
    intrinsic		RESISTPHYSICAL
    intrinsic		VULNSILVER
    intrinsic		SEEINVISIBLE
    intrinsic		WARNING
    intrinsic		INVISIBLE

    intrinsic		SPELL_CHILL
    intrinsic		SPELL_FROSTBOLT

    material		ETHEREAL
    
    slotset		NONE
    corpsechance	0
    isbloodless		true

    deathmsg		INCORPREAL
}

MOB LIVINGFROST
{
    tile		LIVINGFROST

    name		"living frost"

    movetype		STD_FLY
    attack		LIVINGFROST
    hp			30
    hitdie		10
    mp			0
    mpdie		1
    explevel		15
    baseac		20
    smarts		NONE
    strength		NONE

    blownbywind		true

    intrinsic		RESISTSTONING
    intrinsic		UNCHANGING
    intrinsic		RESISTCOLD
    intrinsic		RESISTSHOCK
    intrinsic		RESISTACID
    intrinsic		RESISTPOISON
    intrinsic		RESISTPHYSICAL
    intrinsic		FAST
    intrinsic		QUICK
    intrinsic		VULNFIRE
    intrinsic		NOBREATH

    material		ETHEREAL
    deathmsg		INCORPREAL
    isbloodless		true

    corpsechance	0
    rarity		0
}

COMMENT
{
    Another big section here:
    ITEMS!
}

DEFINE MATERIAL
{
    CST		name		"non-material"
    BOOL	soluble		false
    BOOL	burnable	false
}

MATERIAL NONE
{
    name		"the complete and total lack of substance"
}

MATERIAL ETHEREAL
{
    name		"aether"
    soluble		false
}

MATERIAL CLOTH
{
    name		"cloth"
    soluble		true
}

MATERIAL LEATHER
{
    name		"leather"
    soluble		true
}

MATERIAL PAPER
{
    name		"paper"
    soluble		true
    burnable		true
}

MATERIAL WOOD
{
    name		"wood"
    soluble		true
}

MATERIAL IRON
{
    name		"iron"
    soluble		true
}

MATERIAL GLASS
{
    name		"glass"
    soluble		false
}

MATERIAL SILVER
{
    name		"silver"
    soluble		true
}

MATERIAL STONE
{
    name		"stone"
    soluble		false
}

MATERIAL GOLD
{
    name		"gold"
    soluble		false
}

MATERIAL MITHRIL
{
    name		"mithril"
    soluble		false
}

MATERIAL FLESH
{
    name		"flesh"
    soluble		true
}

MATERIAL WATER
{
    name		"water"
    soluble		false
}

DEFINE ITEMFLAG1
{
}

ITEMFLAG1 NONE			0
ITEMFLAG1 ARMORSLOTMASK		7
ITEMFLAG1 ISBOOTS		1
ITEMFLAG1 ISHELMET		2
ITEMFLAG1 ISSHIELD		3
ITEMFLAG1 ISJACKET		4

ITEMFLAG1 ISRING		5
ITEMFLAG1 ISAMULET		6

ITEMFLAG1 ISCURSED		8
ITEMFLAG1 ISBLESSED		16

ITEMFLAG1 ISBLOCKING		64

COMMENT
{
    Above 128 you can't initialize stuff with this.
}
ITEMFLAG1 ISQUIVERED		128
ITEMFLAG1 ISMAPPED		256
ITEMFLAG1 ISKNOWENCHANT		512
ITEMFLAG1 ISKNOWCHARGES		1024
ITEMFLAG1 ISKNOWPOISON		2048
ITEMFLAG1 ISBELOWGRADE		4096
ITEMFLAG1 ISKNOWCURSE		8192
ITEMFLAG1 ISINVENTORY		16384
ITEMFLAG1 ISARTIFACT		32768
ITEMFLAG1 ISKNOWNOTCURSE	65536
ITEMFLAG1 ISFAVORITE		131072

DEFINE MAGICTYPE
{
    CST		name		"Type"
    CST		cycname		"TYPE"
}

MAGICTYPE	NONE
{
    name		"None"
    cycname		"NONE"
}

MAGICTYPE	POTION
{
    name		"Potion"
    cycname		"POTION"
}

MAGICTYPE	SCROLL
{
    name		"Scroll"
    cycname		"SCROLL"
}

MAGICTYPE	RING
{
    name		"Ring"
    cycname		"RING"
}

MAGICTYPE 	HELM
{
    name		"Helm"
    cycname		"HELM"
}

MAGICTYPE	WAND
{
    name		"Wand"
    cycname		"WAND"
}

MAGICTYPE	AMULET
{
    name		"Amulet"
    cycname		"AMULET"
}

MAGICTYPE	SPELLBOOK
{
    name		"Book"
    cycname		"SPELLBOOK"
}

MAGICTYPE	BOOTS
{
    name		"Boots"
    cycname		"BOOTS"
}

MAGICTYPE	STAFF
{
    name		"Staff"
    cycname		"STAFF"
}

COMMENT
{
    POTION....
    Potions are the magical half of potions.  The mundane half is governed
    by the relevant ITEMs.  These get mixed up with the item potions 
    at random every new game.

    name is the id'd name of the potion
    autoid is whether the potion gets ided after it is drunk by the avatar.
    isgrenade governs whether creatures will consider it a throwable
    weapon.
}

DEFINE POTION
{
    CST		name		"yummy potion"
    BOOL	autoid		true
    ENM		cursechance	CURSECHANCE	NORMAL
    BOOL	isgrenade	false
    ENM		grenadeelement	ELEMENT		PHYSICAL
}

POTION HEAL
{
    name		"heal potion"
    autoid		false
}

POTION ACID
{
    name		"acid potion"
    isgrenade		true
    grenadeelement	ACID
}

POTION BLIND
{
    name		"potion of blindness"
    autoid		false
    isgrenade		true
    grenadeelement	LIGHT
}

POTION POISON
{
    name		"poison potion"
    isgrenade		true
    grenadeelement	POISON
}

POTION CURE
{
    name		"cure potion"
    autoid		false
}

POTION GREEKFIRE
{
    name		"bottle of greek fire"
    isgrenade		true
    grenadeelement	FIRE
}

POTION ENLIGHTENMENT
{
    name		"potion of enlightenment"
}

POTION SMOKE
{
    name		"smoke potion"
    isgrenade		true
}

POTION MANA
{
    name		"mana potion"
    autoid		false
}

COMMENT
{
    SCROLL is like potion.
    The name is the true name, the autoid if it autoids on reading.
}

DEFINE SCROLL
{
    CST		name		"interesting scroll"
    BOOL	autoid		1
    ENM		cursechance	CURSECHANCE	NORMAL
    U8		rarity		100
}

SCROLL ID
{
    name	"scroll of identify"
}

SCROLL REMOVECURSE
{
    name	"scroll of remove curse"
}

SCROLL FIRE
{
    name	"scroll of fire"
}

SCROLL LIGHT
{
    name	"scroll of light"
}

SCROLL MAP
{
    name	"scroll of magic mapping"
}

SCROLL HEAL
{
    name	"scroll of healing"
}

SCROLL TELEPORT
{
    name	"scroll of teleport"
}

SCROLL ENCHANTWEAPON
{
    name	"scroll of enchant weapon"
}

SCROLL ENCHANTARMOUR
{
    name	"scroll of enchant armour"
}

SCROLL MAKEARTIFACT
{
    name	"scroll of omnipotence"
    rarity	1
}

COMMENT
{
    RING is like POTION and SCROLL.  name is the true name.
    No autoid here.
    coolness is how cool it is for the AI.  Larger is better.
    Things that are 0 coolness are not ever wielded.
}

DEFINE RING
{
    CST		name		"magic ring"
    ENMLIST	intrinsic	INTRINSIC NONE
    ENM		cursechance	CURSECHANCE	NORMAL
    U8		coolness	1
}

RING WEDDING
{
    name	"wedding ring"
    coolness	0
}

RING REGENERATE
{
    name	"ring of regeneration"
    intrinsic	REGENERATION
    coolness	10
}

RING TELEPORT
{
    name	"ring of teleportation"
    intrinsic	TELEPORT
    cursechance	OFTENCURSE
    coolness	0
}

RING TELEPORTCONTROL
{
    name	"ring of teleport control"
    intrinsic	TELEPORTCONTROL
    coolness	1
}

RING MISSINGFINGER
{
    name	"ring of the missing finger"
    intrinsic	MISSINGFINGER
    cursechance	OFTENCURSE
    coolness	0
}

RING SEARCH
{
    name	"ring of searching"
    intrinsic	SEARCH
    coolness	2
}

RING FIRE
{
    name	"ring of fire resistance"
    intrinsic	RESISTFIRE
    coolness	7
}

RING ICE
{
    name	"ring of cold resistance"
    intrinsic	RESISTCOLD
    coolness	5
}

RING ACID
{
    name	"ring of acid resistance"
    intrinsic	RESISTACID
    coolness	7
}

RING SHOCK
{
    name	"ring of shock resistance"
    intrinsic	RESISTSHOCK
    coolness	7
}

RING LIGHT
{
    name	"ring of light"
    coolness	2
}

RING INVISIBLE
{
    name	"ring of invisibility"
    intrinsic	INVISIBLE
    cursechance	OFTENCURSE
    coolness	10
}

RING SEEINVISIBLE
{
    name	"ring of see invisible"
    intrinsic	SEEINVISIBLE
    coolness	3
}

RING POLYMORPH
{
    name	"ring of polymorph"
    intrinsic	POLYMORPH
    coolness	0
}

RING POLYCONTROL
{
    name	"ring of polymorph control"
    intrinsic	POLYCONTROL
    coolness	1
}

COMMENT
{
    Another magic type, the HELMs...
}

DEFINE HELM
{
    CST		name		"magic helm"
    ENMLIST	intrinsic	INTRINSIC NONE
    ENM		cursechance	CURSECHANCE	NORMAL
}

HELM DRAIN
{
    name	"helm of draining"
    intrinsic	MAGICDRAIN
    cursechance	OFTENCURSE
}

HELM TELEPATHY
{
    name	"helm of telepathy"
    intrinsic	TELEPATHY
}

HELM WARNING
{
    name	"helm of warning"
    intrinsic	WARNING
}

COMMENT
{
    YAMT, the boots.
}

DEFINE BOOTS
{
    CST		name		"magic boots"
    ENMLIST	intrinsic	INTRINSIC NONE
    ENM		cursechance	CURSECHANCE	NORMAL
}

BOOTS WATERWALK
{
    name	"boots of water walking"
    intrinsic	WATERWALK
}

BOOTS SNOWBOOTS
{
    name	"fur-lined boots"
    intrinsic	RESISTCOLD
}

BOOTS JUMP
{
    name	"jump boots"
    intrinsic	JUMP
}

BOOTS SPEED
{
    name	"speed boots"
    intrinsic	FAST
}

BOOTS SQUEAKY
{
    name	"squeaky shoes"
    intrinsic	NOISY
}

COMMENT
{
    YAMT, the amulets...
}

DEFINE AMULET
{
    CST		name		"magic amulet"
    ENMLIST	intrinsic	INTRINSIC NONE
    ENM		cursechance	CURSECHANCE	NORMAL
    U8		coolness	1
}


AMULET STRANGULATION
{
    intrinsic	STRANGLE
    name	"amulet of strangulation"
    cursechance	ALWAYSCURSE
    coolness	0
}

AMULET REFLECTION
{
    intrinsic	REFLECTION
    name	"amulet of reflection"
    coolness	3
}

AMULET LIFESAVING
{
    intrinsic	LIFESAVE
    name	"amulet of life saving"
    coolness	10
}

AMULET POISONRESIST
{
    intrinsic	RESISTPOISON
    name	"amulet of poison resistance"
    coolness	5
}

AMULET UNCHANGING
{
    intrinsic	UNCHANGING
    name	"amulet of unchanging"		
    coolness	1
}

DEFINE WAND
{
    CST		name		"magic wand"
    ENM		cursechance	CURSECHANCE	NORMAL
    DICE	charges		3d5-3
}

WAND TELEPORT
{
    name	"wand of teleport"
}

WAND LIGHT
{
    name	"wand of light"
}

WAND INVISIBLE
{
    name	"wand of invisibility"
}

WAND FIRE
{
    name	"wand of fire"
}

WAND ICE
{
    name	"wand of ice"
}

WAND NOTHING
{
    name	"wand of nothing"
}

WAND DIGGING
{
    name	"wand of digging"
}

WAND CREATETRAP
{
    name	"wand of trapping"
}

WAND CREATEMONSTER
{
    name	"wand of create monster"
}

WAND POLYMORPH
{
    name	"wand of polymorph"
}

WAND SLOW
{
    name	"wand of slowness"
}

WAND SPEED
{
    name	"wand of speed"
}

WAND SLEEP
{
    name	"wand of sleep"
}

COMMENT
{
    YAMT: Spellbooks

    name	Name of the book
    cursechance	Chance of being cursed
    spells	What spells are in this book.
    skills	What skills are in this book.
}

DEFINE SPELLBOOK
{
    CST		name		"normal cookbook"
    ENM		cursechance	CURSECHANCE	NORMAL
    DICE	charges		2d3

    ENMLIST	spells		SPELL		NONE

    ENMLIST	skills		SKILL		NONE
}

SPELLBOOK FIRE
{
    name	"tome of fire"

    spells	MAGICMISSILE
    spells	FLASH
    spells	STICKYFLAMES
    spells	FIREBALL
    spells	FLAMESTRIKE
    spells	SUNFIRE
}

SPELLBOOK COLD
{
    name	"tome of cold"

    spells	MAGICMISSILE
    spells	CHILL
    spells	FROSTBOLT
    spells	LIVINGFROST
    spells	BLIZZARD
    spells	DIRECTWIND
}

SPELLBOOK SHOCK
{
    name	"shocking tome"

    spells	MAGICMISSILE
    spells	SPARK
    spells	LIGHTNINGBOLT
    spells	CHAINLIGHTNING
    spells	DIRECTWIND
}


SPELLBOOK HEAL
{
    name	"tome of healing"
    spells	REGENERATE
    spells	SLOWPOISON
    spells	HEAL
    spells	CUREPOISON
    spells	MAJORHEAL
    spells	RESURRECT
    spells	DIAGNOSE
}

SPELLBOOK FAMILIAR
{
    name	"familiar tome"
    spells	HEAL
    spells	SUMMON_FAMILIAR
    spells	TRANSFER_KNOWLEDGE
    spells	TELEPORT
    spells	FETCH
    spells	TRACK
    spells	DIAGNOSE
    spells	POSSESS
}

SPELLBOOK DIVINATION
{
    name	"tome of divination"
    
    spells	LIGHT
    spells	MAGICMAP
    spells	DETECTCURSE
    spells	IDENTIFY
    spells	KNOCK
    spells	TRACK
    spells	DIAGNOSE
    spells	WIZARDSEYE
}

SPELLBOOK FORCE
{
    name	"tome of force"

    spells	FORCEBOLT
    spells	FORCEWALL
    spells	TELEPORT
    spells	BLINK
    spells	FETCH
    spells	PRESERVE
    spells	DIRECTWIND
}

SPELLBOOK EARTH
{
    name	"tome of earth"

    spells	DIG
    spells	CREATEPIT
    spells	GROWFOREST
    spells	ANIMATEFOREST
    spells	DOWNPOUR
    spells	ROLLINGBOULDER
    spells	ENTOMB
    spells	PETRIFY
}

SPELLBOOK DEATH
{
    name	"tome of death"

    spells	MAGICMISSILE
    spells	POISONITEM
    spells	POISONBOLT
    spells	CLOUDKILL
    spells	FINGEROFDEATH
}

SPELLBOOK NECRO
{
    name	"tome of necromancy"

    spells	RAISE_UNDEAD
    spells	RECLAIM_SOUL
    spells	DARK_RITUAL
    spells	GHASTIFY
    spells	BINDSOUL
    spells	SOULSUCK
    spells	SUMMON_IMP
    spells	SUMMON_DEMON
    spells	POSSESS
    spells	DIAGNOSE
}

SPELLBOOK ACID
{
    name	"tome of acid"
    
    spells	ACIDSPLASH
    spells	ACIDICMIST
    spells	ACIDPOOL
    spells	MINDACID
    spells	CORROSIVEEXPLOSION
    spells	DISINTEGRATE

    spells	DIRECTWIND
}

SPELLBOOK ARMOUR
{
    name	"manual of armour"

    skills	ARMOUR_HELMET
    skills	ARMOUR_SHIELD
    skills	ARMOUR_BODY
    skills	ARMOUR_BOOTS
}

SPELLBOOK MATERIAL
{
    name	"guide to armour"

    skills	ARMOUR_CLOTH
    skills	ARMOUR_LEATHER
    skills	ARMOUR_IRON
    skills	ARMOUR_EXOTIC
}

SPELLBOOK ROGUE
{
    name	"manual of guile"

    skills	DODGE
    skills	MOVINGTARGET
    skills	SEARCH
    skills	EVADETRAP
    skills	TWOWEAPON
    skills	AMBIDEXTROUS
    skills	WEAPON_RANGED
    skills	WEAPON_IMPROVISE
}

SPELLBOOK BLADES
{
    name	"book of blades"
    
    skills	WEAPON_SMALL
    skills	WEAPON_MEDIUM
    skills	WEAPON_EDGED

    skills	WEAPON_TRUEAIM
    skills	WEAPON_PARRY
    skills	WEAPON_RIPOSTE
}

SPELLBOOK BASHING
{
    name	"book of bashing"

    skills	WEAPON_SMALL
    skills	WEAPON_MEDIUM
    skills	WEAPON_LARGE
    skills	WEAPON_BLUNT

    skills	WEAPON_KNOCKOUT
    skills	WEAPON_STUN
    skills	WEAPON_KNOCKBACK
}

SPELLBOOK SHARPPOINTS
{
    name	"book of sharp points"

    skills	WEAPON_SMALL
    skills	WEAPON_MEDIUM
    skills	WEAPON_LARGE
    skills	WEAPON_RANGED
    skills	WEAPON_POINTED
    
    skills	WEAPON_BLEEDINGWOUND
    skills	WEAPON_DISARM
    skills	WEAPON_IMPALE
    skills	WEAPON_RICOCHET
}

SPELLBOOK BARB
{
    name	"book of H'ruth"

    skills	ENDUREHUNGER
    skills	BUTCHERY
    skills	CLEANKILL
    skills	CHARGE
    skills	LEAPATTACK
}

DEFINE STAFF
{
    CST		name		"magic staff"
    ENMLIST	intrinsic	INTRINSIC NONE
    ENM		cursechance	CURSECHANCE	NORMAL
}

STAFF HEALING
{
    name	"staff of healing"
    intrinsic	SPELL_REGENERATE
    intrinsic	SPELL_HEAL
    intrinsic	SPELL_MAJORHEAL
    intrinsic	SPELL_CUREPOISON
    intrinsic	SPELL_SLOWPOISON
}

STAFF DEATH
{
    name	"staff of death"
    intrinsic	SPELL_FINGEROFDEATH
    intrinsic	SPELL_RAISE_UNDEAD
    intrinsic	SPELL_RECLAIM_SOUL
    intrinsic	SPELL_DARK_RITUAL
    intrinsic	SPELL_GHASTIFY
    intrinsic	SPELL_SUMMON_IMP
    intrinsic	SPELL_CLOUDKILL
}

STAFF DESTRUCTION
{
    name	"staff of destruction"
    intrinsic	SPELL_FIREBALL
    intrinsic	SPELL_SUNFIRE
    intrinsic	SPELL_CHAINLIGHTNING
    intrinsic	SPELL_CORROSIVEEXPLOSION
    intrinsic	SPELL_ACIDPOOL
    intrinsic	SPELL_DISINTEGRATE
}

STAFF BOLT
{
    name	"staff of bolts"
    intrinsic	SPELL_MAGICMISSILE
    intrinsic	SPELL_FROSTBOLT
    intrinsic	SPELL_LIGHTNINGBOLT
    intrinsic	SPELL_POISONBOLT
    intrinsic	SPELL_FORCEBOLT
}

STAFF UTILITY
{
    name	"utility staff"
    intrinsic	SPELL_LIGHT
    intrinsic	SPELL_KNOCK
    intrinsic	SPELL_PRESERVE
    intrinsic	SPELL_DETECTCURSE
    intrinsic	SPELL_DIRECTWIND
    intrinsic	SPELL_TELEPORT
    intrinsic	SPELL_PETRIFY
    intrinsic	SPELL_POSSESS
}

COMMENT
{
    An ITEMTYPE is a general classification of items.  This is
    used to bias rarity between different specific items.
    This is also used by polymorphing to keep objects inside the
    same class.

    ITEMTYPE_NONE and ITEMTYPE_ANY should not be applied to any
    items.  They are meta-types used by the map definitions.
    ITMETYPE_ARTIFACT maps to ITEMTYPE_ANY, but makeArtifact
    will be immediately called.
}

DEFINE ITEMTYPE
{
    CST		name		"miscelleneous"
    U8		rarity		100
}

ITEMTYPE NONE
{
    name	"none"
    rarity	0
}

ITEMTYPE ANY
{
    name	"any"
    rarity	0
}

ITEMTYPE ARTIFACT
{
    name	"artifact"
    rarity	0
}

ITEMTYPE AMULET
{
    name	"amulet"
    rarity	10
}

ITEMTYPE STAFF
{
    name	"staff"
    rarity	5
}

ITEMTYPE WEAPON
{
    name	"weapon"
    rarity	100
}

ITEMTYPE ARMOUR
{
    name	"armour"
    rarity	100
}

ITEMTYPE RING
{
    name	"ring"
    rarity	20
}

ITEMTYPE SCROLL
{
    name	"scroll"
    rarity	50
}

ITEMTYPE SPELLBOOK
{
    name	"book"
    rarity	10
}

ITEMTYPE POTION
{
    name	"potion"
    rarity	100
}

ITEMTYPE WAND
{
    name	"wand"
    rarity	50
}

ITEMTYPE MISC
{
    name	"miscellaneous"
    rarity	100
}

DEFINE ITEM
{
    CST		name		"unnamed item!"
    ENM		flag1		ITEMFLAG1	NONE
    ENM16	tile		TILE		VOID
    ENM		material	MATERIAL	ETHEREAL
    U8		weight		1
    S8		ac		0
    U8		lightradius	0
    ENM		attack		ATTACK		MISUSED
    ENM		thrownattack	ATTACK		MISTHROWN
    ENM		minitile	MINI		NONE
    ENM		magictype	MAGICTYPE	NONE
    ENMLIST	intrinsic	INTRINSIC	NONE
    ENM		cursechance	CURSECHANCE	NORMAL
    U8		rarity		100
    ENM		launcher	ITEM		NONE
    ENM		itemtype	ITEMTYPE	MISC
    BOOL	iscarryintrinsic	false
    BOOL	isquest			false
    DICE	stacksize		1
    BOOL	equipstack		false
    ENM		size		SIZE		SMALL
    ENM		attackskill	SKILL		WEAPON_IMPROVISE
    ENM		specialskill	SKILL		NONE
    U8		noise			0
}

COMMENT
{
    Here's a blank item template.
ITEM 
{
    name
    tile
    material
    weight
    attack
}
}

ITEM NONE
{
    name		"nothing"
    tile		NOTILE
    rarity		0
}

ITEM KNIFE
{
    name		"knife"
    tile		KNIFE
    material		IRON
    weight		2
    attack		KNIFE
    thrownattack	KNIFETHROWN
    minitile		KNIFE
    itemtype		WEAPON
    size		TINY
    attackskill		WEAPON_EDGED
    specialskill	WEAPON_TRUEAIM
    noise		0
    equipstack		true
}

ITEM DAGGER
{
    name		"dagger"
    tile		DAGGER
    material		IRON
    weight		3
    attack		DAGGER
    thrownattack	DAGGERTHROWN
    minitile		DAGGER
    itemtype		WEAPON
    size		TINY
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_BLEEDINGWOUND
    noise		0
    equipstack		true
}

ITEM SILVERDAGGER
{
    name		"silver dagger"
    tile		SILVERDAGGER
    material		SILVER
    weight		3
    attack		DAGGER
    thrownattack	DAGGERTHROWN
    minitile		DAGGER
    itemtype		WEAPON
    size		SMALL
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_BLEEDINGWOUND
    noise		0
    equipstack		true
}

ITEM WARHAMMER
{
    name		"warhammer"
    tile		WARHAMMER
    material		IRON
    weight		3
    attack		WARHAMMER
    minitile		WARHAMMER
    itemtype		WEAPON
    size		LARGE
    attackskill		WEAPON_BLUNT
    specialskill	WEAPON_KNOCKBACK
    noise		4
}

ITEM EARTHHAMMER
{
    name		"earth hammer"
    tile		EARTHHAMMER
    material		IRON
    weight		3
    attack		EARTHHAMMER
    minitile		EARTHHAMMER
    itemtype		WEAPON
    size		LARGE
    attackskill		WEAPON_BLUNT
    specialskill	WEAPON_KNOCKBACK
    noise		4
    intrinsic		DIG
    rarity		0
}

ITEM SPEAR
{
    name		"spear"
    tile		SPEAR
    material		IRON
    weight		3
    attack		SPEAR
    thrownattack	SPEARTHROWN
    minitile		SPEAR
    itemtype		WEAPON
    size		LARGE
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_IMPALE
    noise		3
    equipstack		true
}

ITEM SILVERSPEAR
{
    name		"silver spear"
    tile		SILVERSPEAR
    material		SILVER
    weight		3
    attack		SPEAR
    thrownattack	SPEARTHROWN
    minitile		SPEAR
    itemtype		WEAPON
    size		LARGE
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_IMPALE
    noise		3
    equipstack		true
}

ITEM CLUB
{
    name		"club"
    tile		CLUB
    material		WOOD
    weight		4
    attack		CLUB
    minitile		CLUB
    itemtype		WEAPON
    size		SMALL
    attackskill		WEAPON_BLUNT
    specialskill	WEAPON_KNOCKOUT
    noise		2
}

ITEM SILVERSWORD
{
    name		"silver sword"
    tile		SILVERSWORD
    material		SILVER
    weight		8
    attack		LONGSWORD
    minitile		SWORD
    itemtype		WEAPON
    size		MEDIUM
    attackskill		WEAPON_EDGED
    specialskill	WEAPON_PARRY
    noise		2
}

ITEM SHORTSWORD
{
    name		"short sword"
    tile		SHORTSWORD
    material		IRON
    weight		7
    attack		SHORTSWORD
    minitile		SHORTSWORD
    itemtype		WEAPON
    size		SMALL
    attackskill		WEAPON_EDGED
    specialskill	WEAPON_RIPOSTE
    noise		2
}

ITEM LONGSWORD
{
    name		"long sword"
    tile		LONGSWORD
    material		IRON
    weight		7
    attack		LONGSWORD
    minitile		SWORD
    itemtype		WEAPON
    size		MEDIUM
    attackskill		WEAPON_EDGED
    specialskill	WEAPON_PARRY
    noise		2
}

ITEM RAPIER
{
    name		"rapier"
    tile		RAPIER
    material		IRON
    weight		4
    attack		RAPIER
    minitile		RAPIER
    itemtype		WEAPON
    size		MEDIUM
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_DISARM
    noise		1
}

ITEM LIGHTNINGRAPIER
{
    name		"lightning rapier"
    tile		LIGHTNINGRAPIER
    material		IRON
    weight		4
    attack		LIGHTNINGRAPIER
    minitile		LIGHTNINGRAPIER
    itemtype		WEAPON
    rarity		0
    size		MEDIUM
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_DISARM
    noise		2
}

COMMENT
{
    Note how I managed to find three different ways of saying
    flaming sword?  For someone who bitches about consistency, I suck.
}

ITEM FLAMESWORD
{
    name		"flaming sword"
    tile		FLAMINGSWORD
    material		IRON
    weight		7
    lightradius		2
    attack		FLAMING_SWORD
    minitile		FLAMINGSWORD
    itemtype		WEAPON
    rarity		0
    size		MEDIUM
    attackskill		WEAPON_EDGED
    specialskill	WEAPON_PARRY
    noise		3
}

ITEM MACE
{
    name		"mace"
    tile		MACE
    material		IRON
    weight		6
    attack		MACE
    minitile		MACE
    itemtype		WEAPON
    size		MEDIUM
    attackskill		WEAPON_BLUNT
    specialskill	WEAPON_STUN
    noise		3
}

ITEM ICEMACE
{
    name		"ice mace"
    tile		ICEMACE
    material		IRON
    weight		6
    attack		ICEMACE
    minitile		ICEMACE
    itemtype		WEAPON
    rarity		0
    size		MEDIUM
    attackskill		WEAPON_BLUNT
    specialskill	WEAPON_STUN
    noise		3
}

ITEM BOW
{
    name		"bow"
    tile		BOW
    material		WOOD
    weight		2
    attack		MISUSED_BUTWEAPON
    minitile		BOW
    itemtype		WEAPON
    size		MEDIUM
}

ITEM ARROW
{
    name		"arrow"
    tile		ARROW
    material		WOOD
    weight		1
    attack		MISUSED_BUTWEAPON
    thrownattack	ARROWTHROWN
    itemtype		WEAPON
    launcher		BOW
    stacksize		2d4
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_RICOCHET
    noise		0
    equipstack		true
}

ITEM FIREARROW
{
    name		"fire arrow"
    tile		FIREARROW
    material		WOOD
    weight		1
    attack		MISUSED_BUTWEAPON
    thrownattack	FIREARROWTHROWN
    itemtype		WEAPON
    launcher		BOW
    stacksize		2d4
    lightradius		1
    attackskill		WEAPON_POINTED
    specialskill	WEAPON_RICOCHET
    noise		0
    rarity		0
    equipstack		true
}

ITEM HAT
{
    name		"floppy hat"
    flag1		ISHELMET
    tile		FLOPPYHAT
    material		CLOTH
    weight		1
    ac			2
    minitile		HAT
    itemtype		ARMOUR
    noise		0
}

ITEM LEATHERCAP
{
    name		"leather cap"
    flag1		ISHELMET
    tile		LEATHERHELM
    material		LEATHER
    weight		3
    ac			4
    minitile		LEATHERHELM
    itemtype		ARMOUR
    noise		0
}

ITEM HELM
{
    name		"iron helm"
    flag1		ISHELMET
    tile		HELM
    material		IRON
    weight		4
    ac			6
    minitile		HELM
    itemtype		ARMOUR
    noise		1
}

ITEM SANDALS
{
    name		"sandals"
    flag1		ISBOOTS
    tile		SANDAL
    material		LEATHER
    weight		2
    ac			3
    minitile		SANDALS
    itemtype		ARMOUR
    noise		1
}

ITEM HIKINGBOOTS
{
    name		"hiking boots"
    flag1		ISBOOTS
    tile		BOOT
    material		LEATHER
    weight		3
    ac			5
    minitile		BOOTS
    itemtype		ARMOUR
    magictype		BOOTS
    noise		2
}

ITEM IRONSHOES
{
    name		"iron shoes"
    flag1		ISBOOTS
    tile		IRONSHOE
    material		IRON
    weight		10
    ac			7
    minitile		IRONSHOES
    itemtype		ARMOUR
    noise		3
}

ITEM WINGEDBOOTS
{
    name		"winged boots"
    flag1		ISBOOTS
    tile		WINGEDBOOT
    material		LEATHER
    weight		3
    ac			4
    minitile		WINGEDBOOTS
    itemtype		ARMOUR
    magictype		BOOTS
    noise		2
}

ITEM RIDINGBOOTS
{
    name		"riding boots"
    flag1		ISBOOTS
    tile		RIDINGBOOT
    material		LEATHER
    weight		3
    ac			6
    minitile		RIDINGBOOTS
    itemtype		ARMOUR
    magictype		BOOTS
    noise		2
}

ITEM POINTEDSLIPPERS
{
    name		"pointed slippers"
    flag1		ISBOOTS
    tile		POINTEDSLIPPER
    material		CLOTH
    weight		3
    ac			1
    minitile		POINTEDSLIPPERS
    itemtype		ARMOUR
    magictype		BOOTS
    noise		0
}

ITEM CLOGS
{
    name		"clogs"
    flag1		ISBOOTS
    tile		CLOGS
    material		WOOD
    weight		3
    ac			4
    minitile		CLOGS
    itemtype		ARMOUR
    magictype		BOOTS
    noise		3
}

ITEM WOODENSHIELD
{
    name		"wooden shield"
    flag1		ISSHIELD
    tile		WOODENSHIELD
    material		WOOD
    weight		3
    ac			1
    minitile		WOODENSHIELD
    itemtype		ARMOUR
    noise		1
}

ITEM BUCKLER
{
    name		"buckler"
    flag1		ISSHIELD
    tile		BUCKLER
    material		IRON
    weight		5
    ac			1
    minitile		BUCKLER
    itemtype		ARMOUR
    noise		2
}

ITEM ROUNDSHIELD
{
    name		"round shield"
    flag1		ISSHIELD
    tile		SHIELD
    material		IRON
    weight		8
    ac			2
    minitile		ROUNDSHIELD
    itemtype		ARMOUR
    noise		2
}

ITEM KITESHIELD
{
    name		"kite shield"
    flag1		ISSHIELD
    tile		KITESHIELD
    material		WOOD
    weight		10
    ac			3
    minitile		REDSHIELD
    itemtype		ARMOUR
    noise		3
}

ITEM TOWERSHIELD
{
    name		"tower shield"
    flag1		ISSHIELD
    tile		TOWERSHIELD
    material		IRON
    weight		20
    ac			4
    minitile		TOWERSHIELD
    itemtype		ARMOUR
    noise		4
}

ITEM REFLECTSHIELD
{
    name		"mirror shield"
    flag1		ISSHIELD
    tile		MIRRORSHIELD
    material		SILVER
    weight		15
    ac			3
    minitile		MIRRORSHIELD
    intrinsic		REFLECTION
    itemtype		ARMOUR
    rarity		10
    noise		3
}

ITEM TORCH
{
    name		"torch"
    flag1		ISSHIELD
    tile		TORCH
    material		WOOD
    weight		2
    ac			0
    minitile		TORCH
    attack		TORCH
    thrownattack	TORCHTHROWN
    lightradius		3
    size		SMALL
    attackskill		WEAPON_BLUNT
    noise		2
    itemtype		WEAPON
}

ITEM BLUEPOTION
{
    name		"blue potion"
    tile		BLUEPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM REDPOTION
{
    name		"red potion"
    tile		REDPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM PURPLEPOTION
{
    name		"purple potion"
    tile		PURPLEPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM YELLOWPOTION
{
    name		"yellow potion"
    tile		YELLOWPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM GREYPOTION
{
    name		"grey potion"
    tile		GREYPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM WHITEPOTION
{
    name		"white potion"
    tile		WHITEPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM BLACKPOTION
{
    name		"black potion"
    tile		BLACKPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM CYANPOTION
{
    name		"cyan potion"
    tile		CYANPOTION
    minitile		POTION
    weight		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM GLOWINGPOTION
{
    name		"glowing potion"
    tile		GLOWINGPOTION
    minitile		POTION
    weight		1
    lightradius		1
    material		GLASS
    magictype		POTION
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

COMMENT
{
    Unused potions:
    BROWNPOTION
    GREENPOTION
}

ITEM BLUESPELLBOOK
{
    name		"blue book"
    tile		BLUESPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM REDSPELLBOOK
{
    name		"red book"
    tile		REDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM LEATHERSPELLBOOK
{
    name		"leather book"
    tile		LEATHERSPELLBOOK
    minitile		BOOK
    weight		1
    material		LEATHER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM PURPLESPELLBOOK
{
    name		"purple book"
    tile		PURPLESPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM GREYSPELLBOOK
{
    name		"grey book"
    tile		GREYSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM PLAIDSPELLBOOK
{
    name		"plaid book"
    tile		PLAIDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM BLACKSPELLBOOK
{
    name		"black book"
    tile		BLACKSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM GOLDSPELLBOOK
{
    name		"gold book"
    tile		GOLDSPELLBOOK
    minitile		BOOK
    weight		1
    material		GOLD
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM THINBLUESPELLBOOK
{
    name		"thin blue book"
    tile		THINBLUESPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM LOCKEDSPELLBOOK
{
    name		"locked book"
    tile		LOCKEDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM BLUERUNEDSPELLBOOK
{
    name		"runed blue book"
    tile		BLUERUNEDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM REDRUNEDSPELLBOOK
{
    name		"runed red book"
    tile		REDRUNEDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM LEATHERRUNEDSPELLBOOK
{
    name		"runed leather book"
    tile		LEATHERRUNEDSPELLBOOK
    minitile		BOOK
    weight		1
    material		LEATHER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM GREYRUNEDSPELLBOOK
{
    name		"runed grey book"
    tile		GREYRUNEDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM WHITESPELLBOOK
{
    name		"white book"
    tile		WHITESPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM GLASSSPELLBOOK
{
    name		"glass book"
    tile		GLASSSPELLBOOK
    minitile		BOOK
    weight		1
    material		GLASS
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM BLOODYSPELLBOOK
{
    name		"bloody book"
    tile		BLOODYSPELLBOOK
    minitile		BOOK
    weight		1
    material		FLESH
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM THINREDSPELLBOOK
{
    name		"thin red book"
    tile		THINREDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

COMMENT
{
  ## Unused spell books...

ITEM THINLEATHERSPELLBOOK
{
    name		"thin leather book"
    tile		THINLEATHERSPELLBOOK
    minitile		BOOK
    weight		1
    material		LEATHER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM THINPURPLESPELLBOOK
{
    name		"thin purple book"
    tile		THINPURPLESPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM THINGREYSPELLBOOK
{
    name		"thin grey book"
    tile		THINGREYSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

ITEM THINPLAIDSPELLBOOK
{
    name		"thin plaid book"
    tile		THINPLAIDSPELLBOOK
    minitile		BOOK
    weight		1
    material		PAPER
    magictype		SPELLBOOK
    itemtype		SPELLBOOK
}

  ## ENd unused books.

}

COMMENT
{
    Unused books:
    THINBLACKSPELLBOOK
    THINGOLDSPELLBOOK
}

ITEM WOODENSTAFF
{
    name		"wooden staff"
    tile		WOODENSTAFF
    minitile		STAFF
    attack		WOODENSTAFF
    weight		5
    material		WOOD
    magictype		STAFF
    itemtype		STAFF
    size		LARGE
    attackskill		WEAPON_BLUNT
    noise		3
}

ITEM IRONSHODSTAFF
{
    name		"iron-shod staff"
    tile		IRONSHODSTAFF
    minitile		STAFF
    attack		IRONSHODSTAFF
    weight		5
    material		WOOD
    magictype		STAFF
    itemtype		STAFF
    size		LARGE
    attackskill		WEAPON_BLUNT
    noise		4
}

ITEM CROOK
{
    name		"crook"
    tile		HOOKEDSTAFF
    minitile		STAFF
    attack		WOODENSTAFF
    weight		5
    material		WOOD
    magictype		STAFF
    itemtype		STAFF
    size		LARGE
    attackskill		WEAPON_BLUNT
    noise		3
}

ITEM GNARLYSTAFF
{
    name		"gnarly staff"
    tile		GNARLEDSTAFF
    minitile		STAFF
    attack		WOODENSTAFF
    weight		5
    material		WOOD
    magictype		STAFF
    itemtype		STAFF
    size		LARGE
    attackskill		WEAPON_BLUNT
    noise		3
}

ITEM BEJEWELEDSTAFF
{
    name		"bejeweled staff"
    tile		BEJEWELEDSTAFF
    minitile		STAFF
    attack		WOODENSTAFF
    weight		5
    material		WOOD
    magictype		STAFF
    itemtype		STAFF
    size		LARGE
    attackskill		WEAPON_BLUNT
    noise		3
}

ITEM WATER
{
    name		"bottle of water"
    tile		CLEARPOTION
    minitile		POTION
    weight		1
    material		GLASS
    itemtype		POTION
    thrownattack	POTIONTHROWN
    equipstack		true
}

ITEM BOTTLE
{
    name		"empty bottle"
    tile		BOTTLE
    minitile		POTION
    weight		1
    material		GLASS
    itemtype		MISC
    thrownattack	POTIONTHROWN
    cursechance		ALWAYSMUNDANE
    equipstack		true
}

ITEM ROBE
{
    name		"plain robe"
    tile		BLUEROBE
    weight		4
    flag1		ISJACKET
    ac			1
    minitile		BLUEROBE
    material		CLOTH
    itemtype		ARMOUR
    size		MEDIUM

    noise		0
}

ITEM LEATHERTUNIC
{
    name		"leather tunic"
    tile		LEATHERTUNIC
    weight		8
    flag1		ISJACKET
    ac			2
    minitile		LEATHERTUNIC
    material		LEATHER
    itemtype		ARMOUR
    size		MEDIUM

    noise		1
}

ITEM STUDDEDLEATHER
{
    name		"studded leather tunic"
    tile		STUDDEDTUNIC
    weight		10
    flag1		ISJACKET
    ac			3
    minitile		STUDDEDTUNIC
    material		LEATHER
    itemtype		ARMOUR
    size		MEDIUM

    noise		1
}

ITEM CHAINMAIL
{
    name		"chainmail"
    tile		CHAINTUNIC
    weight		10
    flag1		ISJACKET
    ac			4
    minitile		CHAINTUNIC
    material		IRON
    itemtype		ARMOUR
    size		MEDIUM

    noise		2
}

ITEM MITHRILMAIL
{
    name		"mithril chainmail"
    tile		CHAINTUNIC
    weight		5
    flag1		ISJACKET
    ac			5
    minitile		CHAINTUNIC
    material		MITHRIL
    itemtype		ARMOUR
    size		MEDIUM

    noise		2
}

ITEM BANDEDMAIL
{
    name		"banded mail"
    tile		CHAINTUNIC
    weight		15
    flag1		ISJACKET
    ac			6
    minitile		CHAINTUNIC
    material		IRON
    itemtype		ARMOUR
    size		MEDIUM

    noise		3
}

ITEM SPLINTMAIL
{
    name		"splint mail"
    tile		CHAINTUNIC
    weight		15
    flag1		ISJACKET
    ac			6
    minitile		CHAINTUNIC
    material		IRON
    itemtype		ARMOUR
    size		MEDIUM

    noise		3
}

ITEM PLATEMAIL
{
    name		"plate mail"
    tile		PLATETUNIC
    weight		20
    flag1		ISJACKET
    ac			7
    minitile		PLATEMAIL
    material		IRON
    itemtype		ARMOUR
    size		MEDIUM

    noise		4
}

ITEM CRYSTALPLATE
{
    name		"crystal platemail"
    tile		GLASSTUNIC
    weight		15
    flag1		ISJACKET
    ac			7
    minitile		CRYSTALPLATE
    material		GLASS
    itemtype		ARMOUR
    size		MEDIUM

    noise		4
}

ITEM BOULDER
{
    name		"boulder"
    tile		BOULDER
    weight		200
    material		STONE
    itemtype		MISC
    flag1		ISBLOCKING
    rarity		0
    size		HUGE
}

ITEM MOUNDFLESH
{
    name		"mound of flesh"
    tile		MOUNDFLESH
    weight		200
    material		FLESH
    itemtype		MISC
    rarity		0
    size		HUGE
}

ITEM ROCK
{
    name		"rock"
    attack		MISUSED_BUTWEAPON
    thrownattack	ROCKTHROWN
    tile		ROCK
    weight		10
    material		STONE
    itemtype		MISC
    rarity		10
    stacksize		2d2-1
    attackskill		WEAPON_BLUNT
    noise		1
    size		TINY
    equipstack		true
}

ITEM MEATBALL
{
    name		"meatball"
    tile		MEATBALL
    weight		10
    material		FLESH
    itemtype		MISC
    rarity		0
    size		TINY
    equipstack		true
}

ITEM WOODENRING
{
    name		"wooden ring"
    material		WOOD
    magictype		RING
    tile		WOODENRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM SILVERRING
{
    name		"silver ring"
    material		SILVER
    magictype		RING
    tile		SILVERRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM IRONRING
{
    name		"iron ring"
    material		IRON
    magictype		RING
    tile		IRONRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM GLASSRING
{
    name		"glass ring"
    material		GLASS
    magictype		RING
    tile		GLASSRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM RUBYRING
{
    name		"ruby ring"
    material		GOLD
    magictype		RING
    tile		RUBYRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM EMERALDRING
{
    name		"emerald ring"
    material		GOLD
    magictype		RING
    tile		EMERALDRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM SAPPHIRERING
{
    name		"sapphire ring"
    material		GOLD
    magictype		RING
    tile		SAPPHIRERING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM GOLDRING
{
    name		"gold ring"
    material		GOLD
    magictype		RING
    tile		GOLDRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM AMETHYSTRING
{
    name		"amethyst ring"
    material		GOLD
    magictype		RING
    tile		AMETHYSTRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM DIAMONDRING
{
    name		"diamond ring"
    material		GOLD
    magictype		RING
    tile		DIAMONDRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM MOBIUSRING
{
    name		"mobius ring"
    material		IRON
    magictype		RING
    tile		MOBIUSRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM STONERING
{
    name		"stone ring"
    material		STONE
    magictype		RING
    tile		STONERING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM AQUAMARINERING
{
    name		"aquamarine ring"
    material		GOLD
    magictype		RING
    tile		AQUAMARINERING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM JADERING
{
    name		"jade ring"
    material		STONE
    magictype		RING
    tile		JADERING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM ONYXRING
{
    name		"onyx ring"
    material		GOLD
    magictype		RING
    tile		ONYXRING
    weight		1
    flag1		ISRING
    itemtype		RING
    thrownattack	RINGTHROWN
    size		TINY
}

ITEM PEARLNECKLACE
{
    name		"pearl necklace"
    material		STONE
    magictype		AMULET
    tile		PEARLNECKLACE
    minitile		PEARLNECKLACE
    weight		2
    ac			2
    flag1		ISAMULET
    itemtype		AMULET
    noise		2
}

ITEM GOLDNECKLACE
{
    name		"gold necklace"
    material		GOLD
    magictype		AMULET
    tile		GOLDNECKLACE
    minitile		GOLDNECKLACE
    weight		2
    ac			4
    flag1		ISAMULET
    itemtype		AMULET
    noise		3
}

ITEM RUBYNECKLACE
{
    name		"ruby necklace"
    material		GOLD
    magictype		AMULET
    tile		RUBYNECKLACE
    minitile		RUBYNECKLACE
    weight		2
    ac			4
    flag1		ISAMULET
    itemtype		AMULET
    noise		1
}

ITEM IRONTORC
{
    name		"iron torc"
    material		IRON
    magictype		AMULET
    tile		IRONTORC
    minitile		IRONTORC
    ac			7
    weight		2
    flag1		ISAMULET
    itemtype		AMULET
    noise		1
}

ITEM STUDDEDGORGET
{
    name		"studded leather gorget"
    material		LEATHER
    magictype		AMULET
    tile		STUDDEDGORGET
    minitile		STUDDEDGORGET
    ac			5
    weight		2
    flag1		ISAMULET
    itemtype		AMULET
    noise		0
}

ITEM WOODENWAND
{
    name		"wooden wand"
    material		WOOD
    magictype		WAND
    tile		WOODENWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM GLASSWAND
{
    name		"glass wand"
    material		GLASS
    magictype		WAND
    tile		GLASSWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM SILVERWAND
{
    name		"silver wand"
    material		SILVER
    magictype		WAND
    tile		SILVERWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM IRONWAND
{
    name		"iron wand"
    material		IRON
    magictype		WAND
    tile		IRONWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM CURVEDWAND
{
    name		"curved wand"
    material		WOOD
    magictype		WAND
    tile		CURVEDWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM FORKEDWAND
{
    name		"forked wand"
    material		WOOD
    magictype		WAND
    tile		FORKEDWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM JEWELEDWAND
{
    name		"jeweled wand"
    material		WOOD
    magictype		WAND
    tile		JEWELEDWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM TWISTEDWAND
{
    name		"twisted wand"
    material		WOOD
    magictype		WAND
    tile		TWISTEDWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM PURPLEWAND
{
    name		"purple wand"
    material		WOOD
    magictype		WAND
    tile		PURPLEWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM JADEWAND
{
    name		"jade wand"
    material		STONE
    magictype		WAND
    tile		JADEWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM GEMENCRUSTEDWAND
{
    name		"gem encrusted wand"
    material		WOOD
    magictype		WAND
    tile		GEMENCRUSTEDWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM STONEWAND
{
    name		"stone wand"
    material		STONE
    magictype		WAND
    tile		STONEWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

ITEM GOLDWAND
{
    name		"gold wand"
    material		GOLD
    magictype		WAND
    tile		GOLDWAND
    minitile		WAND
    weight		1
    itemtype		WAND
}

COMMENT
{
    Wands still unused: 
    REDWAND
    BLUEWAND
}

ITEM SCROLL_FOOBAR
{
    name		"scroll of FOOBAR"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_README
{
    name		"scroll of READ ME"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_KARMA
{
    name		"scroll of KARMA"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_REDWOP
{
    name		"scroll of REDWOP"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_FOLLORCS
{
    name		"scroll of FOL LORCS"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_BEWARE
{
    name		"scroll of ERAWEB"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_ANCIENTRUNES
{
    name		"scroll of ANCIENT RUNES"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_QUIZAR
{
    name		"scroll of QUIZAR"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_XYZZY
{
    name		"scroll of XYZZY"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

ITEM SCROLL_ATARI
{
    name		"scroll of ATARI"
    material		PAPER
    weight		1
    tile		SCROLL
    minitile		SCROLL
    magictype		SCROLL
    itemtype		SCROLL
}

COMMENT
{
    ### Unused scrolls.

    ### End unused scrolls.
}

ITEM FEATHERHELM
{
    name		"feathered helm"
    flag1		ISHELMET
    tile		FEATHEREDHELM
    material		IRON
    weight		3
    ac			6
    minitile		FEATHEREDHELM
    magictype		HELM
    itemtype		ARMOUR

    noise		1
}

ITEM SILVERCIRCLET
{
    name		"silver circlet"
    flag1		ISHELMET
    tile		SILVERCIRCLET
    material		SILVER
    weight		1
    ac			3
    minitile		SILVERCIRCLET
    magictype		HELM
    itemtype		ARMOUR

    noise		0
}

ITEM GOLDCROWN
{
    name		"gold crown"
    flag1		ISHELMET
    tile		GOLDCROWN
    material		GOLD
    weight		10
    ac			3
    minitile		GOLDCROWN
    magictype		HELM
    itemtype		ARMOUR

    noise		0
}

ITEM BLACKHEART
{
    name		"Baezl'bub's black heart"
    tile		BLACKHEART
    weight		20
    material		FLESH
    itemtype		MISC
    rarity		0
    intrinsic		TELEFIXED
    iscarryintrinsic	1
    cursechance		ALWAYSCURSE
    isquest		1
}

ITEM YRUNE
{
    name		"glowing y-rune"
    tile		YRUNE
    weight		5
    material		STONE
    itemtype		MISC
    rarity		0
    isquest		1
    lightradius		1
}

COMMENT
{
    CORPSE and BONES items are normally chained to a MOB so we know
    who should be resurrected if the appropriate spell is cast.
}

ITEM CORPSE
{
    name		"corpse"
    tile		CORPSE
    material		FLESH
    weight		50
    rarity		0
}

ITEM BONES
{
    name		"bones"
    tile		BONES
    material		FLESH
    weight		20
    rarity		0
}

ITEM STATUE
{
    name		"statue"
    tile		STATUE
    material		STONE
    weight		200
    rarity		0
    size		LARGE
}

ITEM MINDACIDHAND
{
    name		"mind acid"
    tile		MINDACIDHAND
    minitile		MINDACIDHAND
    material		ETHEREAL
    weight		0
    rarity		0

    cursechance		ALWAYSCURSE

    attack		MINDACID
    noise		0
    attackskill		WEAPON_IMPROVISE
    size		SMALL
}

COMMENT
{
    Item slot sets are descriptions of what itemslots are possible for
    each creature.  They also list the proper name for the bodypart.

    0 means the slot isn't present.

    A name means it is present and should use that name.
}

DEFINE ITEMSLOTSET
{
    CST		head_name	0
    CST		neck_name	0
    CST		rhand_name	0
    CST		lhand_name	0
    CST		body_name	0
    CST		rring_name	0
    CST		lring_name	0
    CST		feet_name	0
}

ITEMSLOTSET NONE
{
}

ITEMSLOTSET HUMANOID
{
    head_name		"head"
    neck_name		"neck"
    rhand_name		"right hand"
    lhand_name		"left hand"
    body_name		"body"
    rring_name		"right finger"
    lring_name		"left finger"
    feet_name		"feet"
}

ITEMSLOTSET TREE
{
    head_name		"crown"
    rhand_name		"right branch"
    lhand_name		"left branch"
    body_name		"trunk"
    rring_name		"right twig"
    lring_name		"left twig"
    feet_name		"roots"
}

ITEMSLOTSET BRAIN
{
    head_name		"media corpus"
    neck_name		"brain stem"
    rhand_name		"right tentacle"
    lhand_name		"left tentacle"
}

ITEMSLOTSET FIREELEMENTAL
{
    head_name		"smoke"
    rhand_name		"right flame"
    lhand_name		"left flame"
    body_name		"reaction zone"
}

ITEMSLOTSET HEADLESS
{
    rhand_name		"right hand"
    lhand_name		"left hand"
    body_name		"body"
    rring_name		"right finger"
    lring_name		"left finger"
    feet_name		"feet"
}

ITEMSLOTSET HEADONLY
{
    head_name		"head"
}

ITEMSLOTSET ANIMAL
{
    head_name		"head"
    neck_name		"neck"
    rhand_name		"right paw"
    lhand_name		"left paw"
    rring_name		"right claw"
    lring_name		"left claw"
}

ITEMSLOTSET SNAKE
{
    head_name		"head"
    neck_name		"body"
    rring_name		"tail tip"
}

ITEMSLOTSET LUX
{
    head_name		"lamp-shade"
    rring_name		"cord"
}

ITEMSLOTSET SLUG
{
    head_name		"head"
    neck_name		"neck"
    rhand_name		"radula"
    rring_name		"right antenna"
    lring_name		"left antenna"
}

ITEMSLOTSET INSECT
{
    head_name		"head"
    neck_name		"neck"
    rhand_name		"right mandible"
    lhand_name		"left mandible"
    rring_name		"right claw"
    lring_name		"left claw"
}

ITEMSLOTSET HUMANOID_ARMOURLESS
{
    head_name		"head"
    neck_name		"neck"
    rhand_name		"right hand"
    lhand_name		"left hand"
    rring_name		"right finger"
    lring_name		"left finger"
    feet_name		"feet"
}

ITEMSLOTSET HUMANOID_HUGE
{
    head_name		"head"
    rhand_name		"right hand"
    lhand_name		"left hand"
    rring_name		"right finger"
    lring_name		"left finger"
}

ITEMSLOTSET BIRD
{
    head_name		"head"
    neck_name		"neck"
    rhand_name		"right wing"
    lhand_name		"left wing"
    rring_name		"right toe-claw"
    lring_name		"left toe-claw"
}

ITEMSLOTSET WINGLESS_BIRD
{
    head_name		"head"
    neck_name		"neck"
    rring_name		"right toe-claw"
    lring_name		"left toe-claw"
}

COMMENT
{
    These are the 8 inventory slots for worn items.

    desc1 & desc2 - two line, 4 char each line, description of slot.
    tile - tile to use when slot is empty.
    preposition - "on head" versus "in hand"
    bodypart - where this slot corresponds to.
    areaweight - Amount this slot contributes to AC, 0..100
                 Actual values are hardcoded in rollAC, and depend
		 on other factors, but this is used for adhoc measures.
    posx, posy - Pixel coordinates of "home" of this tile.		 
}

DEFINE ITEMSLOT
{
    CST		desc1		""
    CST		desc2		""
    CST		preposition	"on"
    CST		bodypart	""
    ENM16	tile		TILE		EMPTYSLOT
    U8		areaweight	0
    U8		posx		0
    U8		posy		0
    bool	flipx		false
    bool	flipy		false
}

ITEMSLOT HEAD
{
    desc1		"Head"
    preposition		"on"
    bodypart		"head"
    areaweight		20
    posx		7
    posy		2
}

ITEMSLOT AMULET
{
    desc1		"Neck"
    preposition		"around"
    bodypart		"neck"
    areaweight		5
    posx		7
    posy		5
}

ITEMSLOT RHAND
{
    desc1		"Main"
    desc2		"Hand"
    preposition		"in"
    bodypart		"right hand"
    areaweight		0
    posx		13
    posy		7
}

ITEMSLOT LHAND
{
    desc1		"Off"
    desc2		"Hand"
    preposition		"in"
    bodypart		"left hand"
    areaweight		50
    posx		13
    posy		7
    flipx		true
}

ITEMSLOT BODY
{
    desc1		"Body"
    preposition		"over"
    bodypart		"body"
    areaweight		55
    posx		7
    posy		8
}

ITEMSLOT RRING
{
    desc1		"Rght"
    desc2		"Ring"
    preposition		"on"
    bodypart		"right finger"
    posx		13
    posy		7
}

ITEMSLOT LRING
{
    desc1		"Left"
    desc2		"Ring"
    preposition		"on"
    bodypart		"left finger"
    posx		2
    posy		6
}

ITEMSLOT FEET
{
    desc1		"Feet"
    preposition		"on"
    bodypart		"feet"
    areaweight		20
    posx		7
    posy		13
}

COMMENT
{
    MAINMENU are entries of the main menu
}

DEFINE MAINMENU
{
    CST		name 	"No Choice"
    
}

MAINMENU NONE

MAINMENU NEWGAME
{
    name	"New Game"
}

MAINMENU TUTORIAL
{
    name	"Tutorial"
}

MAINMENU VIEWSCORES
{
    name	"View Scores"
}

MAINMENU LOAD
{
    name	"Load"
}

MAINMENU OPTIONS
{
    name	"Options"
}

MAINMENU QUIT
{
    name	"Quit"
}

MAINMENU SAVESCUM
{
    name	"Save Scum"
}

MAINMENU STRESSTEST
{
    name	"Stress Test"
}

MAINMENU UNLOCK
{
    name	"Unlock"
}

COMMENT
{
    Options are entries of the options menu^
}

DEFINE OPTION
{
}

OPTION NONE
OPTION HELP
OPTION LOAD
OPTION SAVE
OPTION QUIT
OPTION BUTTONS
OPTION TILES
OPTION OPACITY
OPTION FONTS
OPTION AUTOPROMPT
OPTION SAFEWALK
OPTION ACTIONBAR
OPTION COLOUREDFONTS
OPTION CHARDUMP
OPTION KNOWNITEMS
OPTION DEBUGINFO
OPTION COLLAPSE
OPTION DEFAULTS
OPTION FULLSCREEN
OPTION UNLOCKING

COMMENT
{
    Actions are the various choices that can be made from the built
    in menus.  We can thus use a list of a possible actions to look up
    into this table and generate the action list.
}

DEFINE ACTION
{
    CST		name	"UNKNOWN"
    CST		hint	"?"
    ENM		tile	SPRITE	UNUSED
}

ACTION NONE
{
    name		"none"
    hint		"~"
    tile		UNUSED
}

ACTION EQUIP
{
    name		"Equip"
    hint		"e"
    tile		EQUIP
}

ACTION DEQUIP
{
    name		"Unequip"
    hint		"u"
    tile		DEQUIP
}

ACTION DROP
{
    name		"Drop"
    hint		"d"
    tile		DROP
}

ACTION EAT
{
    name		"Eat"
    hint		"e"
    tile		EAT
}

ACTION BREATHE
{
    name		"Breathe"
    hint		"b"
    tile		BREATHE
}

ACTION WALK
{
    name		"Walk"
    hint		"W"
    tile		WALK
}

ACTION MOVE
{
    name		"Move"
    hint		"W"
    tile		WALK
}

ACTION RELEASE
{
    name		"Release"
    hint		"q"
    tile		RELEASE
}

ACTION QUAFF
{
    name		"Quaff"
    hint		"q"
    tile		QUAFF
}

ACTION READ
{
    name		"Read"
    hint		"r"
    tile		READ
}

ACTION FORGET
{
    name		"Forget"
    hint		"F"
    tile		FORGET
}

ACTION FIRE
{
    name		"Fire"
    hint		"f"
    tile		FIRE
}

ACTION QUIVER
{
    name		"Quiver"
    hint		"q"
    tile		QUIVER
}

ACTION FAVORITE
{
    name		"Favorite"
    hint		"f"
    tile		WISH
}

ACTION DIP
{
    name		"Dip"
    hint		"!"
    tile		DIP
}

ACTION OPEN
{
    name		"Open"
    hint		"o"
    tile		OPEN
}

ACTION CLOSE
{
    name		"Close"
    hint		"c"
    tile		CLOSE
}

ACTION HISTORY
{
    name		"History"
    hint		"H"
    tile		HISTORY
}

ACTION LOCK
{
    name		"Lock"
    hint		"L"
}

ACTION CLIMB
{
    name		"Climb"
    hint		"<"
    tile		CLIMB
}

ACTION PICKUP
{
    name		"Pick Up"
    hint		","
    tile		PICKUP
}

ACTION SWAP
{
    name		"Swap"
    hint		"S"
    tile		SWAP
}

ACTION SEARCH
{
    name		"Search"
    hint		"s"
    tile		SEARCH

}

ACTION WAIT
{
    name		"Wait"
    hint		"w"
    tile		WAIT
}

ACTION LOOK
{
    name		"Look"
    hint		"l"
    tile		LOOK
}

ACTION ZAP
{
    name		"Zap"
    hint		"z"
    tile		ZAP
}

ACTION OPTIONS
{
    name		"Options"
    hint		"O"
    tile		OPTIONS
}

ACTION HELP
{
    name		"Help"
    hint		"?"
    tile		HELP
}

ACTION USE
{
    name		"Use"
    hint		"u"
}

ACTION JUMP
{
    name		"Jump"
    hint		"j"
    tile		JUMP
}

ACTION THROW
{
    name		"Throw"
    hint		"t"
    tile		FIRE
}

ACTION NAME
{
    name		"Name"
    hint		"n"
    tile		NAME
}

ACTION COMMAND
{
    name		"Command"
    hint		"C"
    tile		COMMAND
}

ACTION MINIMAP
{
    name		"MiniMap"
    hint		"M"
    tile		MINIMAP
}

ACTION SORT
{
    name		"Sort"
    hint		"S"
    tile		SORT
}

ACTION SPLITSTACK
{
    name		"Split"
    hint		"S"
    tile		SPLITSTACK
}

ACTION PRAY
{
    name		"Pray"
    hint		"P"
    tile		PRAY
}

ACTION EXAMINE
{
    name		"Examine"
    hint		"x"
    tile		LOOK
}

ACTION SLEEP
{
    name		"Sleep"
    hint		"R"
    tile		SLEEP
}

ACTION INVENTORY
{
    name		"Inventory"
    hint		"i"
    tile		INVENTORY
}

ACTION VERBLIST
{
    name		"Command Menu"
    hint		"V"
    tile		VERBLIST
}

ACTION WISH
{
    name		"Wish"
    hint		"W"
    tile		WISH
}

ACTION SAFEWALK
{
    name		"SafeWalk"
    hint		"W"
    tile		WALK
}

ACTION RUN
{
    name		"Run"
    hint		"r"
    tile		WALK
}

COMMENT
{
    There is one facet of godhood representing each class.
    One pledges allegiance to one of these when one chooses a class.

    Each god has a mob associated with it that allows messages,
    etc, to properly credit the god.
}

DEFINE GOD
{
    CST		name		"One True God"
    CST		classname	"Worshiper"
    U8		mental		0
    U8		physical 	0
    ENM		mob		MOB		NONE
    CST		whimofxom	"><0|V| is bored.  "
}

GOD AGNOSTIC
{
    name	"no one god"
    classname	"adventurer"
    whimofxom	"><0|V| rolls to disbelieve... And fails!  "

    mental	1
    physical	1
}

GOD FIGHTER
{
    name	"Klaskov"
    classname	"fighter"
    whimofxom	"><0|V| yearns for metal crashing on metal.  "

    mental	0
    physical	3

    mob		GOD_KLASKOV
}

MOB GOD_KLASKOV
{
    name		"Klaskov"
    rarity		0
    mobtype		GOD
}

GOD WIZARD
{
    name	"Belweir"
    classname	"wizard"
    whimofxom	"><0|V| would like to see some parlour tricks.  "

    mental	3
    physical	0

    mob		GOD_BELWEIR
}

MOB GOD_BELWEIR
{
    name		"Belweir"
    rarity		0
    mobtype		GOD
}

GOD ROGUE
{
    name	"Quizar"
    classname	"rogue"
    whimofxom	"><0|V| hides his desires from you.  "

    mental	1
    physical	2

    mob		GOD_QUIZAR
}

MOB GOD_QUIZAR
{
    name		"Quizar"
    rarity		0
    mobtype		GOD
}

GOD NECRO
{
    name	"Tlosh"
    classname	"necromancer"
    whimofxom	"><0|V| wishes for death and decay.  "

    mental	2
    physical	1

    mob		GOD_TLOSH
}

MOB GOD_TLOSH
{
    name		"Tlosh"
    rarity		0
    mobtype		GOD
}

GOD BARB
{
    name	"H'ruth"
    classname	"barbarian"
    whimofxom	"><0|V| thirsts for BLOOD!  "

    mental	0
    physical	4

    mob		GOD_HRUTH
}

MOB GOD_HRUTH
{
    name		"H'ruth"
    rarity		0
    mobtype		GOD
}

GOD CLERIC
{
    name	"Pax"
    classname	"cleric"
    whimofxom	"><0|V| wants you to stop breaking things.  "
    
    mental	2
    physical	2

    mob		GOD_PAX
}

MOB GOD_PAX
{
    name		"Pax"
    rarity		0
    mobtype		GOD
}

GOD CULTIST
{
    name	"><0|V|"
    classname	"cultist"
    whimofxom	"><0|V| desires what ><0|V| desires.  "

    mob		GOD_XOM
}

MOB GOD_XOM
{
    name		"><0|V|"
    rarity		0
    mobtype		GOD
}

COMMENT
{
    Punishments are the justice meeted by disgruntled gods.
}

DEFINE PUNISH
{
    U16		points		0
    ENMLIST	god		GOD		AGNOSTIC
}

PUNISH FLAMESTRIKE
{
    points	100

    god		CLERIC
    god		WIZARD
    god		ROGUE
    god		NECRO
    god		CULTIST
}

PUNISH SUMMON
{
    points	50

    god		FIGHTER
    god		ROGUE
    god		NECRO
    god		BARB
    god		CULTIST
}

PUNISH CURSE_WORN
{
    points	50

    god		CLERIC
    god		WIZARD
    god		ROGUE
    god		NECRO
    god		CULTIST
}

PUNISH CURSE_ANY
{
    points	20

    god		FIGHTER
    god		CLERIC
    god		WIZARD
    god		ROGUE
    god		NECRO
    god		BARB
    god		CULTIST
}

PUNISH DISENCHANT_WEAPON
{
    points	100

    god		FIGHTER
    god		ROGUE
    god		BARB
    god		CULTIST
}

PUNISH DISENCHANT_ARMOUR
{
    points	100

    god		FIGHTER
    god		ROGUE
    god		BARB
    god		CULTIST
}

PUNISH POISON
{
    points	50

    god		FIGHTER
    god		CLERIC
    god		WIZARD
    god		ROGUE
    god		NECRO
    god		BARB
    god		CULTIST
}

PUNISH PARALYSE
{
    points	30

    god		FIGHTER
    god		ROGUE
    god		BARB
    god		CULTIST
}

PUNISH SLEEP
{
    points	50

    god		CLERIC
    god		WIZARD
    god		NECRO
    god		CULTIST
}

PUNISH MANADRAIN
{
    points	30

    god		WIZARD
    god		CLERIC
    god		NECRO
    god		CULTIST
}

PUNISH POLY
{
    points	100

    god		CLERIC
    god		FIGHTER
    god		WIZARD
    god		CULTIST
}

PUNISH POLYWEAPON
{
    points	200

    god		CULTIST
}

DEFINE BOON
{
    U16		points		0
    ENMLIST	god		GOD		AGNOSTIC
    ENM		gifttype	ITEMTYPE	ANY
    U8		isrescue	0
}

COMMENT
{
    Generic god list:
    god		CLERIC
    god		CULTIST
    god		BARB
    god		NECRO
    god		ROGUE
    god		WIZARD
    god		FIGHTER
}

BOON LICHFORM
{
    points	150
    
    god		NECRO
    god		CULTIST
}

BOON SURROUNDATTACK
{
    points	200

    god		BARB
    god		CULTIST
}

BOON UNCURSE
{
    points	20

    god		CLERIC
    god		CULTIST
    god		BARB
    god		ROGUE
    god		WIZARD
    god		FIGHTER
}

BOON HEAL
{
    points	20

    isrescue	1

    god		CLERIC
    god		CULTIST
    god		BARB
    god		ROGUE
    god		FIGHTER
}

BOON CURE
{
    points	20

    isrescue	1

    god		CLERIC
    god		CULTIST
    god		BARB
    god		ROGUE
    god		WIZARD
    god		FIGHTER
}

BOON UNSTONE
{
    points	20

    isrescue	1

    god		CLERIC
    god		CULTIST
    god		BARB
    god		ROGUE
    god		WIZARD
    god		FIGHTER
}

BOON SANCTIFY
{
    points	20

    god		CLERIC
    god		CULTIST
}

BOON ENCHANT_WEAPON
{
    points	200

    god		CULTIST
    god		BARB
    god		NECRO
    god		ROGUE
    god		FIGHTER
}

BOON ENCHANT_ARMOUR
{
    points	200

    god		CULTIST
    god		NECRO
    god		ROGUE
    god		FIGHTER
}

BOON GRANT_SPELL
{
    points	200

    god		WIZARD
    god		CULTIST
}

BOON GIFT_WEAPON
{
    points	200

    god		CULTIST
    god		FIGHTER
    god		BARB

    gifttype	WEAPON
}

BOON GIFT_ARMOUR
{
    points	200
    
    god		CULTIST
    god		FIGHTER

    gifttype	ARMOUR
}

BOON GIFT_WAND
{
    points	200

    god		ROGUE
    god		WIZARD

    gifttype	WAND
}

BOON GIFT_SPELLBOOK
{
    points	200

    god		WIZARD

    gifttype	SPELLBOOK
}

BOON GIFT_STAFF
{
    points	200

    god		WIZARD

    gifttype	STAFF
}

BOON IDENTIFY
{
    points	200

    god		ROGUE
    god		WIZARD
}

DEFINE HELP
{
    CST		menu	"Of Little Help"
}

HELP NONE
{
    menu	"No Help"
}

HELP POWDER
{
    menu	"POWDER"
}

HELP KEYBOARD
{
    menu	"Keyboard"
}

HELP GAMEBOY
{
    menu	"Buttons"
}

HELP STYLUS
{
    menu	"Stylus"
}

HELP TOUCH
{
    menu	"Touch"
}

HELP STATUSLINE
{
    menu	"Status Line"
}

HELP SPELL
{
    menu	"Spells"
}

HELP SKILL
{
    menu	"Skills"
}

HELP GOD
{
    menu	"Gods"
}

HELP DEATH
{
    menu	"Death"
}

HELP POWDER_LOCKED
{
    menu	"POWDER"
}

DEFINE MAGICDOOR
{
}

MAGICDOOR NOTENOUGHDOORS
MAGICDOOR NOITEMS
MAGICDOOR INSUFFICIENTITEMS
MAGICDOOR SUCCESS

DEFINE SENSE
{
}

SENSE NONE
SENSE SIGHT
SENSE HEAR
SENSE ESP
SENSE WARN

DEFINE SIGNPOST
{
}

SIGNPOST NONE
SIGNPOST LOOK
SIGNPOST WELCOME
SIGNPOST MINIMAP
SIGNPOST BOULDER
SIGNPOST MELEE
SIGNPOST INVENTORY
SIGNPOST PICKUP
SIGNPOST DOOR
SIGNPOST USE
SIGNPOST WATER
SIGNPOST SPELLS
SIGNPOST SEARCH
SIGNPOST DIP
SIGNPOST QUIVER
SIGNPOST DARK
SIGNPOST DRAGONS
SIGNPOST WONTUTORIAL
SIGNPOST KIWI

COMMENT
{
    These matching aliases of the signpost are for the sake of the
    encyclopedia.  You must keep them up to date and in order!
}

DEFINE SIGNPOST_GBA
{
}

SIGNPOST_GBA NONE
SIGNPOST_GBA LOOK
SIGNPOST_GBA WELCOME
SIGNPOST_GBA MINIMAP
SIGNPOST_GBA BOULDER
SIGNPOST_GBA MELEE
SIGNPOST_GBA INVENTORY
SIGNPOST_GBA PICKUP
SIGNPOST_GBA DOOR
SIGNPOST_GBA USE
SIGNPOST_GBA WATER
SIGNPOST_GBA SPELLS
SIGNPOST_GBA SEARCH
SIGNPOST_GBA DIP
SIGNPOST_GBA QUIVER
SIGNPOST_GBA DARK
SIGNPOST_GBA DRAGONS
SIGNPOST_GBA WONTUTORIAL
SIGNPOST_GBA KIWI

DEFINE SIGNPOST_SDL
{
}

SIGNPOST_SDL NONE
SIGNPOST_SDL LOOK
SIGNPOST_SDL WELCOME
SIGNPOST_SDL MINIMAP
SIGNPOST_SDL BOULDER
SIGNPOST_SDL MELEE
SIGNPOST_SDL INVENTORY
SIGNPOST_SDL PICKUP
SIGNPOST_SDL DOOR
SIGNPOST_SDL USE
SIGNPOST_SDL WATER
SIGNPOST_SDL SPELLS
SIGNPOST_SDL SEARCH
SIGNPOST_SDL DIP
SIGNPOST_SDL QUIVER
SIGNPOST_SDL DARK
SIGNPOST_SDL DRAGONS
SIGNPOST_SDL WONTUTORIAL
SIGNPOST_SDL KIWI

DEFINE SIGNPOST_iPOWDER
{
}

SIGNPOST_iPOWDER NONE
SIGNPOST_iPOWDER LOOK
SIGNPOST_iPOWDER WELCOME
SIGNPOST_iPOWDER MINIMAP
SIGNPOST_iPOWDER BOULDER
SIGNPOST_iPOWDER MELEE
SIGNPOST_iPOWDER INVENTORY
SIGNPOST_iPOWDER PICKUP
SIGNPOST_iPOWDER DOOR
SIGNPOST_iPOWDER USE
SIGNPOST_iPOWDER WATER
SIGNPOST_iPOWDER SPELLS
SIGNPOST_iPOWDER SEARCH
SIGNPOST_iPOWDER DIP
SIGNPOST_iPOWDER QUIVER
SIGNPOST_iPOWDER DARK
SIGNPOST_iPOWDER DRAGONS
SIGNPOST_iPOWDER WONTUTORIAL
SIGNPOST_iPOWDER KIWI

DEFINE BRANCH
{
    U8		symbol		'>'
    CST		welcome		"%U <be> in the order of the stick."
}

BRANCH NONE
{
    symbol	' '
    welcome	"%U <dive> into the abyss."
}

BRANCH MAIN
{
    symbol	'\\207'
    welcome	"%U <return> to the main dungeon."
}

BRANCH TRIDUDE
{
    symbol	'\\211'
    welcome	"%U <enter> a cave made of metal."
}
