[ItemType]  name=Terrain Depth Up 1050;
ID=terrainDepthUp_1050; sprite=29; paletteR=paletteWhite;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=raiseTileDepth1050; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip; special=noPlayerPlacedItems;
paletteB=paletteWhite;
paletteG=paletteX;
[ItemReaction] 
ID=terrainDepthUp_1050; element=tileReacted; newID=X;
[ItemType]  name=Terrain Depth Up 2050!;
ID=terrainDepthUp_2050; sprite=29;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=raiseTileDepth2050; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip; special=noPlayerPlacedItems;
paletteB=paletteWhite;
paletteG=paletteX;
[ItemReaction] 
ID=terrainDepthUp_2050; element=tileReacted; newID=X;

[ItemType]  name=Terrain Ignores Darkness!!;
ID=terrainIgnoreDarkness; sprite=29;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=tileIgnoresDarkness; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip; special=noPlayerPlacedItems;
special=raiseTileDepth2050;
depthMod=2050;
paletteR=paletteB;
paletteB=paletteB;
paletteG=paletteB;
[ItemReaction] 
ID=terrainIgnoreDarkness; element=tileReacted; newID=X;

[ItemType]  name=1% Replace Terrain;
ID=terrainReplace1; sprite=29; stackable=true;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
special=replaceTerrainWithDefault1PercentChance;
paletteR=paletteWhite;
paletteB=paletteX;
paletteG=paletteX;

[ItemType]  name=1% Replace Terrain (Group);
ID=terrainReplace1_group; sprite=29; stackable=true;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
special=replaceTerrainWithDefault1PercentChance_GroupA;
paletteR=paletteB;
paletteB=paletteX;
paletteG=paletteX;

[ItemType]  name=1% Remove Items A;
ID=itemRemove1; sprite=29; stackable=true;
depthMod=2070;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
special=removeItems1PercentChance;
paletteR=paletteG;
paletteB=paletteX;
paletteG=paletteWhite;

[ItemType]  name=Remove Items (if No A were Removed);
ID=itemRemove_others; sprite=29;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
special=removeItemsIfNoOtherItemsRemoved;
paletteR=paletteBloodyMess_slow;
paletteB=paletteX;
paletteG=paletteWhite;

[ItemType]  name=1% Remove Items B;
ID=itemRemove1_B; sprite=29; stackable=true;
depthMod=2070;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
special=removeItems1PercentChance_B;
paletteR=paletteG;
paletteB=paletteX;
paletteG=paletteB;

[ItemType]  name=Remove Items (if No B were Removed);
ID=itemRemove_others_B; sprite=29;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
special=removeItemsIfNoOtherItemsRemoved_B;
paletteR=paletteBloodyMess_slow;
paletteB=paletteX;
paletteG=paletteB;

[ItemType]  name=Cutscene Destroy;
ID=destroy_cutscene; sprite=29;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip;
paletteR=paletteBlack;
paletteB=paletteBlack;
paletteG=paletteBlack;
[ItemReaction]
ID=destroy_cutscene; element=mechanical; newID=X;
applyElement=cutsc_destroy;

[ItemType]  name=Can't Grab or Place Items Here;
ID=item_cantGrabOrPlace; sprite=29;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater; special=ignoreDarkness;
special=invisible; special=noTooltip; special=canAlwaysFitInTile;
special=cantGrabItemsFromThisTile;
special=noPlayerPlacedItems;
paletteR=paletteBlack;
paletteB=paletteX;
paletteG=paletteWhite;



[ItemType]  name=Secret Passage (Seethrough);
ID=secretPassage_seethru; sprite=31; paletteR=paletteWhite;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=overrideTerrainCollisions; special=canBeInsideWalls; special=canFloatOnWater; special=noPlayerPlacedItems;
special=invisible; special=noTooltip;
[ItemReaction]
ID=secretPassage_seethru; element=tileReacted; newID=X;
[ItemType]  name=Secret Passage (Block LoS);
ID=secretPassage; sprite=31; paletteR=paletteR;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=overrideTerrainCollisions; special=canBeInsideWalls; special=canFloatOnWater; special=noPlayerPlacedItems;
blockLoS=true;
special=invisible; special=noTooltip;
[ItemReaction] 
ID=secretPassage; element=tileReacted; newID=X;

[ItemType]  name=Block Reactions;
ID=blocker_reactions; sprite=30; paletteR=palettePurpCloth;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater;
special=alwaysBelowOtherItems; special=canAlwaysFitInTile;
special=invisible; special=noTooltip; special=preventTileReactions;

[ItemType]  name=Override (Block LoE/Walk/Jump);
ID=override_LoE; sprite=28; paletteR=paletteG;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=overrideTerrainCollisions; special=canBeInsideWalls; special=canFloatOnWater;
blockLoE=true; blockJumping=true; blockWalking=true;
special=invisible; special=noTooltip;
[ItemReaction] 
ID=override_LoE; element=tileReacted; newID=X;

[ItemType]  name=Override (Block Walk);
ID=override_walk; sprite=28; paletteR=paletteSilver;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;
special=overrideTerrainCollisions; special=canBeInsideWalls; special=canFloatOnWater;
blockWalking=true;
special=invisible; special=noTooltip;
[ItemReaction] 
ID=override_walk; element=tileReacted; newID=X;

[ItemType]  name=Blocker LoS/LoE/Walk/Jump;
ID=blockedPassage; sprite=30;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip; special=huge;
blockLoE=true; blockLoS=true; blockWalking=true;
blockJumping=true;
[ItemReaction] 
ID=blockedPassage; element=tileReacted; newID=X;

[ItemType]  name=Blocker LoS;
ID=blockedLoS; sprite=30; paletteR=paletteWhite;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip;
blockLoS=true;
[ItemReaction] 
ID=blockedLoS; element=tileReacted; newID=X;
[ItemType]  name=Blocker LoE/Walk/Jump;
ID=blockedLoE; sprite=30; paletteR=paletteG;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip;
blockLoE=true; blockJumping=true; blockWalking=true;
[ItemReaction] 
ID=blockedLoE; element=tileReacted; newID=X;
[ItemType]  name=Blocker Walk/Jump;
ID=blockedWalkJump; sprite=30; paletteR=paletteGreenCloth;
cloneFrom=blockedLoE;
blockLoE=false;

[ItemType]  name=Blocker Walk/Jump (Don't Disappear w/ Rxns);
ID=blockedWalkJumpNoRxns; sprite=30; paletteR=paletteMuckGreenCloth;
cloneFrom=blockedLoE; special=dontCloneReactions; 
blockLoE=false;
[ItemType]  name=Blocker LoE/Walk/Jump (Pickaxe);
ID=blockedLoEPickaxe; sprite=30; paletteR=paletteTanCloth;
cloneFrom=blockedLoE; blockLoE=true;
[ItemReaction] 
ID=blockedLoEPickaxe; element=pickaxe; element=explode; newID=X;


[ItemType]  name=Slow Movement;
ID=slowMovement; sprite=160; paletteR=paletteWhite;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater;
special=invisible; special=noTooltip;
special=moveCostOverride_2;
[ItemReaction] 
ID=slowMovement; element=tileReacted; newID=X;

[ItemType]  name=Big Item Blocker;
ID=blocker_big; sprite=25; paletteR=paletteBlack;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;special=canBeInsideWalls; special=canFloatOnWater; special=big;
special=invisible; special=noTooltip;

[ItemType]  name=Shop Tile;
ID=shopTile; sprite=31;
special=ignoreDarkness;
special=cannotBePickedUp; special=canHangOnWalls; special=cannotEverBePushed;special=canBeInsideWalls; special=canFloatOnWater; special=shopTile;
special=alwaysBelowOtherItems;
special=transparent;
special=invisible; special=noTooltip; special=noPlayerPlacedItems;

[ItemType]  name=Allow Spread Chain Here;
ID=chain_spreader; sprite=1508;
special=cannotBePickedUp; special=invisible; special=canHangOnWalls; 
special=elementUsableForRestrictedAoEs; special=noTooltip;
special=canBeInsideWalls;
element=spreadChain;
depthMod=500;
paletteG=paletteWhite;

[ItemType]  name=Counts as Land for WaterFX;
ID=counts_as_land_for_waterfx; sprite=640;
special=cannotBePickedUp; special=invisible; special=canHangOnWalls;  special=noTooltip; special=waterFXTile;
special=cannotEverBePushed; special=canBeInsideWalls; special=canFloatOnWater;
special=alwaysBelowOtherItems; special=canAlwaysFitInTile;
paletteR=paletteWhite;

[ItemType]  name=Line;
ID=fade_line; sprite=88; special=cannotBePickedUp;
special=canHangOnWalls; special=canFloatOnWater; special=noTooltip;
special=canBeInsideWalls; special=ignoreHeight;
[ItemReaction] 
ID=fade_line; element=tileReacted; newID=X;
[ItemType]  name=Fade;
ID=fade_s; sprite=58; special=transparent; special=cannotBePickedUp;
special=canHangOnWalls; special=canFloatOnWater; special=noTooltip;
special=canBeInsideWalls;
[ItemReaction] 
ID=fade_s; element=tileReacted; element=removeShadow; newID=X;
[ItemType]  name=Shade;
ID=fade_s1; sprite=90; depthMod=2050; special=transparent; special=cannotBePickedUp; special=canBeInsideWalls;
special=canHangOnWalls; special=canFloatOnWater; special=noTooltip;
[ItemReaction] 
ID=fade_s1; element=removeShadow; newID=X;
[ItemType]  name=Shade;
ID=fade_s2; sprite=89; 
cloneFrom=fade_s1;
[ItemType]  name=Shade (Thin);
ID=fade_s1_thin; sprite=152; 
cloneFrom=fade_s1;
[ItemType]  name=Shade (Faint);
ID=fade_s1_faint; sprite=90; 
special=verytransparent;
cloneFrom=fade_s1;
[ItemType]  name=Shade (Faint);
ID=fade_s2_faint; sprite=89; 
cloneFrom=fade_s1;
[ItemType]  name=Shade (Faint, Thin);
ID=fade_s1_faint_thin; sprite=152; 
cloneFrom=fade_s1;
[ItemType]  name=Shade (Curved);
ID=fade_s3; sprite=122; 
cloneFrom=fade_s1;


[ItemType]  name=Shade (Below);
ID=fade_s1_below; 
cloneFrom=fade_s1;
depthMod=0;
[ItemType]  name=Shade (Below);
ID=fade_s2_below; sprite=89; 
cloneFrom=fade_s1_below;
[ItemType]  name=Shade (Below, Curved);
ID=fade_s3_below; sprite=122; 
cloneFrom=fade_s1_below;

[ItemType]  name=Shade (Up);
ID=fade_s1_up; 
cloneFrom=fade_s1;
special=adjustSpriteYUp16;
[ItemType]  name=Shade (Up);
ID=fade_s2_up; sprite=89; 
cloneFrom=fade_s1_up;
[ItemType]  name=Shade (Up, Curved);
ID=fade_s3_up; sprite=122; 
cloneFrom=fade_s1_up;

[ItemType]  name=Shade (Up, Thin);
ID=fade_s4_up; sprite=152; 
cloneFrom=fade_s1_up;

[ItemType]  name=Gold;
description=Commerce!;
ID=gp; sprite=4; spriteWhenHeld=0; stackable=true;
special=playerPickup; special=cannotBeTraded; special=autoEquipOnPickup; special=currency;
special=quantityChangesSprite_upTo4; 
weight=0; volume=1; value=1;
[JournalEntry]
ID=item_gp;
category=item; halfPage=true;
title=Gold;
text=<itemBig=gp><title=Gold><brAdj=>Coin emblazoned with the symbol of commerce: $ Despite the name, it only contains traces of gold. Still, it's legal tender in most of Limroft.;

[ItemType]  name=Gold;
description=Commerce!;
journalID=item_gp;
ID=gp_pile; sprite=39; spriteWhenHeld=0; stackable=true;
special=playerPickup; special=cannotBeTraded; special=autoEquipOnPickup; special=currency;
weight=0; volume=1; value=50;

[ItemType]  name=Handful of Gold;
ID=loot_gp3; sprite=5;
value=7;
paletteR=NES_DarkGrey_darker; paletteB=NES_DarkGrey;
special=replaceWith_toMake_list;
toMake=gp;

[ItemType]  name=Much Gold;
ID=loot_gp_much; sprite=5;
value=29;
paletteR=NES_DarkGrey_darker; paletteB=NES_DarkGrey;
special=replaceWith_toMake_list;
toMake=gp;

[ItemType]  name=Magnifying Glass;
ID=studyTool; 
description=Reveals elemental weaknesses.;
 sprite=119; spriteWhenHeld=151;
 action=studyTool_action; itemCategory=consumable;
  volume=1; value=50;
[JournalEntry]
ID=item_studyTool;
category=item; halfPage=true;
title=Magnifying Glass;
text=<itemBig=studyTool><title=Magnifying Glass><brAdj=>This deceptively simple tool can reveal knowledge to you. It replicates the Scholar's 'Study' ability, albeit only at close range.;
[ItemType]  name=Repair Tools;
ID=repairTool; 
description=Kit for fixing broken equipment. Drag it onto an item to repair it.; stackable=true;
 sprite=800; spriteWhenHeld=0; 
 paletteR=NES_Blue; paletteB=paletteIron;
 special=repairTool; special=consumeOnUse; special=quantityChangesSprite_upTo2;
  volume=1; value=6;
[JournalEntry]
ID=item_repairTool;
category=item; halfPage=true;
title=Repair Kit;
text=<itemBig=repairTool><title=Repair Kit><brAdj=>All-purpose tool set for fixing broken weapons and armor. It has a limited number of uses, but it's usually worth it.;
[ItemType]  name=Lockpick;
ID=lockpick; 
description=Open a lock by dragging this onto it. Breaks after use.; stackable=true;
 sprite=120; spriteWhenHeld=0;
 special=quantityChangesSprite_upTo2;
  volume=1; value=20;
[JournalEntry]
ID=item_lockpick;
category=item; halfPage=true;
title=Lockpick;
text=<itemBig=lockpick><title=Lockpick><brAdj=>Small pins and picks for opening any traditional lock. Regrettably, they're quite fragile, and one breaks on each lock.;

[ItemType]  name=Shovel;
description=A simple shovel used for digging.;
ID=shovel; sprite=114; spriteWhenHeld=146; itemCategory=consumable;
weight=1; volume=10; value=1;
paletteR=paletteSteel; paletteG=paletteSteelHilt;
special=stackCannotBeSplit; special=consumeOnUse;
special=defaultStack_2; special=defaultStack_x2; special=defaultStack_x10;
 action=dig;
[JournalEntry]
ID=item_shovel;
category=item; halfPage=true;
title=Shovel;
text=<itemBig=shovel><title=Shovel><brAdj=>Metal on a stick in a shape ideal for moving dirt. Use it in the right place and you might find treasure!;

[ItemType]  name=Silver Shovel;
description=Shovel of amazing quality and durability.;
ID=shovel_silver; sprite=114; spriteWhenHeld=146;
weight=1; volume=10; value=700;
paletteR=paletteMythril; paletteG=paletteMythrilHilt;
 action=dig;
[JournalEntry]
ID=item_shovel_silver;
category=item; halfPage=true;
title=Silver Shovel;
text=<itemBig=shovel_silver><title=Silver Shovel><brAdj=>Despite the name, its primary component is mythril. Only a truly peaceful community would craft mythril into shovels rather than swords.;
 
[ItemType]  name=Pickaxe;
description=A tool used to break apart cavern walls.;
weight=1; volume=10; value=2;
paletteR=paletteSteel; paletteG=paletteSteelHilt;
special=stackCannotBeSplit; special=consumeOnUse;
special=defaultStack_2; special=defaultStack_x10;
ID=pickaxe; sprite=117; itemCategory=consumable;
 action=pickaxe;
[JournalEntry]
ID=item_pickaxe;
category=item; halfPage=true;
title=Pickaxe;
text=<itemBig=pickaxe><title=Pickaxe><brAdj=>A spike for prying & breaking rock with a counter weight on the other side. It breaks natural cave walls with ease, although it has limited uses.;

[ItemType]  name=Lantern;
description=Simple, durable light. Equip in your hand to light the way.;
journalID=journal_lamp;
ID=lamp; sprite=10; element=fire; action=lamp_action;
 volume=10; value=5;
combineWith=glowshroomPiece; toMake=lamp_blue; consumeOnCombine=true;
[ItemLight]
 ID=lamp; red=1; blue=0.6; green=0.9; alpha=1; size=1.0; flicker=0.01; texture=krypton;
[ItemReaction] 
ID=lamp; element=water; element=wind; newID=lamp_off;
[ItemReaction] 
ID=lamp; element=explode;  newID=X; fx=dust_glass;

[ItemType]  name=Lantern;
description=Simple, durable light. Use to kindle.;
journalID=journal_lamp;
ID=lamp_off; sprite=11;
combineWith=glowshroomPiece; toMake=lamp_blue_off; consumeOnCombine=true;
 volume=5; value=5;
[ItemReaction] 
ID=lamp_off; element=use; element=fire; newID=lamp;
[ItemReaction] 
ID=lamp_off; element=explode;  newID=X; fx=dust_glass;
[JournalEntry]
ID=journal_lamp;
category=item; halfPage=true;
title=Lantern;
text=<itemBig=lamp><title=Lantern><brAdj=>A simple light fueled by oil & sealed in glass and metal. It doesn't look like it's going to run out of fuel anytime soon.;

[ItemType]  name=Blue Lantern;
ID=lamp_blue; sprite=10;
description=Glows with a bright blue light.;
paletteR=paletteB; action=lamp_action;
 volume=10; value=15;
[ItemLight] 
ID=lamp_blue; red=0.8; blue=1; green=0.9; alpha=1; size=1.3; flicker=0.01; texture=krypton;
[ItemReaction] 
ID=lamp_blue; element=water; element=wind; newID=lamp_blue_off;
[ItemReaction] 
ID=lamp_blue; element=explode;  newID=X; fx=dust_glass;

[ItemType]  name=Blue Lantern;
ID=lamp_blue_off; sprite=11;
description=Glows with a bright blue light. Use to kindle.;
paletteR=paletteB;
  element=fire;
   volume=5; value=15;
[ItemReaction] 
ID=lamp_blue_off; element=use; element=fire; newID=lamp_blue;
[ItemReaction] 
ID=lamp_blue_off; element=explode;  newID=X; fx=dust_glass;

[ItemType]  name=Gloam Dust Bottle;
  ID=gloamdustBottle; sprite=1124;
  description=Bottle of powdered Gloam Shroom.;
  paletteR=paletteShroom_glow;
  weight=0; value=9;
[ItemLight] 
ID=gloamdustBottle; red=0.7; blue=1; green=0.6; alpha=0.8; size=0.9; flicker=0.03; texture=krypton;
[ItemReaction] 
ID=gloamdustBottle; element=smash; newID=X; fx=dust_glass;

[JournalEntry]
ID=item_gloamdustBottle;
category=item; halfPage=true;
title=Gloam Dust Bottle;
text=<itemBig=gloamdustBottle><title=Gloam Dust Bottle><brAdj=>Glass bottle containing dust from bioluminescent Gloam Shrooms. These long-lasting light sources don't rely on kindling to function.;

[ItemType]  name=Essence Stone;
description=A small brittle crystal. It can improve the skills of the user.;
ID=xpGem; sprite=45; action=xpGem_awardXP; itemCategory=1; special=consumeOnUse; stackable=true;
paletteR=NES_Teal_darker;
 volume=1; value=0;
[JournalEntry]
ID=item_xpGem;
category=item; halfPage=true;
title=Essence Stone;
text=<itemBig=xpGem><title=Essence Stone><brAdj=>This odd blue material has a high concentration of essence. When you crush it in your hands, you feel enlightened (and a bit lightheaded).;

[ItemType]  name=<color=SkyBlue>Essence Crystal;
description=A huge crystal. It can improve the skills of the user.;
ID=xpGemBig; sprite=47; action=xpGemBig_awardXP; itemCategory=1; special=consumeOnUse; stackable=true;
paletteR=NES_Teal_darker;
 volume=1; value=0;
[ItemLight] 
ID=xpGemBig; red=0.4; blue=1; green=0.4; alpha=0.7; size=0.3; flicker=0.01;
[JournalEntry]
ID=item_xpGemBig;
category=item; halfPage=true;
title=Essence Crystal;
text=<itemBig=xpGemBig><title=Essence Crystal><brAdj=>Massive crystal filled with essence. To crush and absorb it would empower you greatly.;


[ItemType]  name=Essence Dust;
description=Sparkling dust that heightens the senses.;
ID=xpDust; sprite=46;
 volume=1; value=1; special=cannotBePickedUp; special=canHangOnWalls; special=big; special=fullTileHitbox;
paletteR=NES_Teal_darker;
[ItemReaction] 
ID=xpDust; element=92; newID=X; fx=castingFast; action=dust_awardXP;
[JournalEntry]
ID=item_xpDust;
category=item; halfPage=true;
title=Essence Dust;
text=<itemBig=xpDust><title=Essence Dust><brAdj=>Strange blue particles that smell of chalk. Being near some of it seems to widen your awareness in an uncanny, but not entirely unpleasant, manner.;

[ItemType]  name=Revive Dust;
description=Bag of gold dust that revives KO'd allies.;
ID=reviveDust; sprite=13; action=reviveDust_action; itemCategory=1; special=consumeOnUse; stackable=true; paletteR=NES_Yellow_light;
value=20;
[JournalEntry]
ID=item_reviveDust;
category=item; halfPage=true;
title=Revive Dust;
text=<itemBig=reviveDust><title=Revive Dust><brAdj=>An expensive mix of powdered Preservation trigger and Volskarn. When inhaled it provides a surge of life energy.;

[ItemType]  name=Spices;
description=Ground-up peppers and herbs to add flavor. Usable as a weapon in a pinch.;
ID=itchPowder; sprite=15; value=10;
action=itchDust_action; itemCategory=1; special=consumeOnUse; stackable=true;
paletteR=paletteR;
[JournalEntry]
ID=item_itchPowder;
category=item; halfPage=true;
title=Spices;
text=<itemBig=itchPowder><title=Spices><brAdj=>In a better situation, these spices would be saved for a delicious dish. Currently, their only use is to salt your enemies' eyes and skin.;

[ItemType]  name=Blind Dust;
description=A bag of special sand that blinds a target.;
ID=blindDust; sprite=13; action=blindDust_action; itemCategory=1; special=consumeOnUse; stackable=true;
paletteR=paletteBlackCloth;
[JournalEntry]
ID=item_blindDust;
category=item; halfPage=true;
title=Blind Dust;
text=<itemBig=blindDust><title=Blind Dust><brAdj=>Musty, thick grit fills this pouch. Keep away from your eyes!;


[ItemType]  name=Toxic Powder;
description=A bag of poisonous dust.;
ID=poisonDust; sprite=14; action=poisonDust_action; itemCategory=1; special=consumeOnUse; stackable=true;
paletteR=palettePurpCloth;
[JournalEntry]
ID=item_poisonDust;
category=item; halfPage=true;
title=Toxic Powder;
text=<itemBig=poisonDust><title=Toxic Powder><brAdj=>When Bone Dust is applied to a Murk Spore pod, this vile powder is the result. It has no practical purpose other than to sicken your enemies.;


[ItemType]  name=Dart;
description=One-use attack item. Can be used even when your hands are full.;
ID=dart; sprite=98; spriteWhenHeld=130;
weight=0; volume=1; value=8; stackable=true;
special=consumeOnUse;
paletteR=paletteSteel; paletteB=paletteWood;
 action=dart_action;
combineWith=poisonDust; toMake=dart_poison; consumeOnCombine=true;
combineWith=itchPowder; toMake=dart_itchy; consumeOnCombine=true;
combineWith=reviveDust; toMake=dart_life; consumeOnCombine=true;
combineWith=sleep_fruit; toMake=dart_sleep; consumeOnCombine=true;

[JournalEntry]
ID=item_dart;
category=item; halfPage=true;
title=Dart;
text=<itemBig=dart><title=Dart><brAdj=>Lightweight handheld projectile that deals minimal damage. They can be improved by rubbing poisons or powders on them.;

 
[ItemType]  name=Poison Dart;
description=Dart laced with poison.;
ID=dart_poison; sprite=98; spriteWhenHeld=130;
weight=0; volume=1; value=15; stackable=true;
special=consumeOnUse;
paletteR=palettePurpCloth; paletteB=paletteWood;
 action=dart_poison_action;
[JournalEntry]
ID=item_dart_poison;
category=item; halfPage=true;
title=Poison Dart;
text=<itemBig=dart_poison><title=Poison Dart><brAdj=>A classic tool of assassination. These darts may be too big to go undetected, but they still get the job done.;
 
[ItemType]  name=Itchy Dart;
description=Dart covered in itch-inducing powder.;
ID=dart_itchy; sprite=98; spriteWhenHeld=130;
weight=0; volume=1; value=12; stackable=true;
special=consumeOnUse;
paletteR=paletteRedCloth; paletteB=paletteWoodDark;
 action=dart_itchy_action;
[JournalEntry]
ID=item_dart_itchy;
category=item; halfPage=true;
title=Itchy Dart;
text=<itemBig=dart_itchy><title=Itchy Dart><brAdj=>A normal dart coated in stuff that aggravates the skin. Useful as emergency weapon, even if they are a bit unorthodox.;

[ItemType]  name=Sleep Dart;
description=Dart coated in sleep-inducing juice.;
ID=dart_sleep; sprite=98; spriteWhenHeld=130;
weight=0; volume=1; value=18; stackable=true;
special=consumeOnUse;
paletteR=paletteMagentaCloth; paletteB=paletteBlueCloth;
 action=dart_sleep_action;
[JournalEntry]
ID=item_dart_sleep;
category=item; halfPage=true;
title=Sleep Dart;
text=<itemBig=dart_sleep><title=Sleep Dart><brAdj=>Makeshift weapon that briefly incapacitates an enemy. A sleeping target cannot evade any attacks.;
 
[ItemType]  name=Life Needle;
description=Dart covered in life-giving powder.;
ID=dart_life; sprite=98; spriteWhenHeld=130;
weight=0; volume=1; value=25; stackable=true;
special=consumeOnUse;
paletteR=paletteWhiteCloth; paletteB=paletteBone;
 action=dart_life_action;
[JournalEntry]
ID=item_dart_life;
category=item; halfPage=true;
title=Life Needle;
text=<itemBig=dart_life><title=Life Needle><brAdj=>The least popular method of first aid on the battlefield. Leaves the revived ally with less health than normal methods.;

[ItemType]  name=Sack;
ID=sack; sprite=736; 
description=Simple cloth container.;
volume=90; paletteR=NES_Yellow_dark; paletteB=NES_Red_dark;
special=container;
[ItemType]  name=Bag;
ID=sack2; sprite=736; 
description=Simple cloth container.;
volume=90; paletteR=NES_Orange_dark;  paletteB=NES_Teal;
special=container;
[ItemType]  name=Bindle;
ID=sack3; sprite=736; 
description=Simple cloth container.;
volume=90; paletteR=NES_Red;  paletteB=NES_DarkGrey;
special=container;

[ItemType]  name=Huge Bag;
ID=sack_fine; sprite=704; 
description=Spacious bag. Can fit most lesser bags inside it.;
volume=91; paletteR=paletteGray; paletteB=NES_Red_dark;
special=container; special=container4x4;

[ItemType]  name=Satchel;
ID=satchel; sprite=737; 
description=Leather container with a strap and buckle.;
volume=90; paletteR=NES_Orange_dark; paletteB=NES_Yellow;
special=container;
[ItemType]  name=Purse;
ID=satchel2; sprite=737; 
description=Leather container with a strap and buckle.;
volume=90; paletteR=NES_Purple; paletteB=NES_Grey;
special=container;
[ItemType]  name=Shoulder Bag;
ID=satchel3; sprite=737; 
description=Leather container with a strap and buckle.;
volume=90; paletteR=NES_DarkGrey_dark; paletteB=NES_Yellow;
special=container;
[ItemType]  name=Huge Satchel;
ID=satchel_fine; sprite=705; 
description=Roomy satchel. Can fit most lesser bags inside it.;
volume=91; paletteR=paletteGray; paletteB=NES_Orange;
special=container; special=container4x4;

[ItemType]  name=Pouch;
ID=pouch; sprite=738;
description=Bag that can only fit smaller objects.;
volume=16; paletteR=NES_Orange_dark; paletteB=NES_Yellow;
special=container;

[ItemType]  name=Wood Weaponry;
ID=weaponPack_wood; sprite=769;
description=Click to view wood equipment.;
volume=98;
paletteR=NES_Orange_dark; paletteB=paletteWood; paletteG=paletteWoodDark;
special=container; special=container4x4;
 special=infiniteStockContainer;
 special=shopContainer;
 special=cannotBePickedUp;
 special=oneClickToUse;
special=disappearFromCorpse;

[ItemType]  name=Iron Weaponry;
ID=weaponPack; sprite=769;
description=Click to view iron equipment.;
volume=98;
paletteR=NES_Orange_dark; paletteB=paletteIron; paletteG=paletteIronHilt;
special=container; special=container4x4;
 special=infiniteStockContainer;
 special=shopContainer;
 special=cannotBePickedUp;
 special=oneClickToUse;
special=disappearFromCorpse;

[ItemType]  name=Steel Weaponry;
ID=weaponPack_steel; sprite=769;
description=Click to view steel equipment.;
volume=98;
paletteR=NES_Orange_dark; paletteB=paletteSteel; paletteG=paletteSteelHilt;
special=container; special=container4x4;
 special=infiniteStockContainer;
 special=shopContainer;
 special=cannotBePickedUp;
 special=oneClickToUse;
special=disappearFromCorpse;

[ItemType]  name=Mythril Weaponry;
ID=weaponPack_fine; sprite=769;
description=Click to view mythril equipment.;
volume=98;
paletteR=NES_Grey; paletteB=paletteMythril; paletteG=paletteMythrilHilt;
special=container; special=container4x4;
 special=infiniteStockContainer;
 special=shopContainer;
 special=cannotBePickedUp;
 special=oneClickToUse;
special=disappearFromCorpse;

[ItemType]  name=Small Box;
description=A small wooden container.;
ID=box_small; sprite=770;
volume=90;
paletteR=paletteWoodDark; paletteB=paletteGold;
special=container; special=containerWood;

[ItemType]  name=Large Box;
description=A chest small enough to be carried. Can fit other bags inside.;
ID=box_large; sprite=772;
volume=98;
paletteR=paletteWood;
special=container; special=containerWood; special=container4x4;

[ItemType]  name=Box;
description=A wooden container.;
ID=box_med; sprite=774;
volume=90;
paletteR=paletteWood;
special=container; special=containerWood;
[ItemType]  name=Junk Box;
description=Box of old stuff.;
ID=box_junk; sprite=776; special=priorityContainer;
volume=98;
paletteR=paletteWood;
special=container; special=containerWood; special=container5x5;
[ItemType]  name=Vendor Inventory;
description=Box of stuff.;
ID=box_vendor; sprite=776; special=priorityContainer;
volume=99;
 special=shopContainer;
 special=cannotBePickedUp;
paletteR=paletteWoodDark;
special=container; special=containerWood; special=container5x5;
[ItemType]  name=Bag of Stuff;
description=Bag of restockable goods. Click to open.;
ID=bag_stuff; sprite=779; 
volume=98;
paletteR=NES_Orange_dark; paletteB=NES_DarkGrey;
special=container; special=infiniteStockContainer;
 special=shopContainer;
 special=cannotBePickedUp;
 special=oneClickToUse;
special=disappearFromCorpse;

[ItemType]  name=Usually Nothing;
ID=loot_none; sprite=779;
value=2;
paletteR=paletteBlack;
special=replaceWith_toMake_list;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=;
toMake=gp;
toMake=loot0;

[ItemType]  name=Trashy Loot;
ID=loot0; sprite=779;
value=3;
paletteR=NES_DarkGrey_darker; paletteB=paletteBlack;
special=replaceWith_toMake_list;
toMake=gp;
toMake=gp;
toMake=dart;
toMake=bandage;
toMake=bottle;
toMake=woodPlank;
toMake=loot_bone_junk;
toMake=loot_bone_junk;
toMake=loot_bone_junk;
toMake=loot_bone_junk;

toMake=loot_wood;
toMake=loot1;

[ItemType]  name=Weak Loot;
ID=loot1; sprite=779;
value=10;
paletteR=NES_DarkGrey_darker; paletteB=NES_DarkGrey;
special=replaceWith_toMake_list;
toMake=gp;
toMake=gp;
toMake=gp;
toMake=repairTool;
toMake=dart;
toMake=dart;
toMake=dart_poison;
toMake=dart_itchy;
toMake=dart_sleep;
toMake=itchPowder;
toMake=lamp_off;
toMake=bandage;
toMake=bandage;
toMake=splint;
toMake=bottle;
toMake=bottle_beer;
toMake=bottle_oil;
toMake=woodPlank;
toMake=loot_bone_junk;

toMake=machete;
toMake=hatchet;

toMake=loot_accessory1;
toMake=loot_wood;
toMake=trigger_dud;
toMake=loot2;


[ItemType]  name=Mediocre Loot;
ID=loot2; sprite=779;
value=30;
paletteR=NES_DarkGrey;
special=replaceWith_toMake_list;
toMake=gp;
toMake=gp;
toMake=gp;
toMake=loot_consumable1;

toMake=loot_accessory2;
toMake=loot_bone;
toMake=loot_iron;
toMake=loot_iron;
toMake=loot3;


[ItemType]  name=Nice Loot;
ID=loot3; sprite=779;
value=50;
paletteR=NES_Grey;
special=replaceWith_toMake_list;
toMake=gp;


toMake=loot_accessory3;
toMake=loot_steel;
toMake=loot4;


[ItemType]  name=Good Loot;
ID=loot4; sprite=779;
value=90;
paletteR=NES_Teal;
special=replaceWith_toMake_list;
toMake=gp;

toMake=gem_small1;

toMake=loot_accessory4;
toMake=loot_trigger;
toMake=loot_steel;
toMake=loot_craft_kit;
toMake=loot5;


[ItemType]  name=Great Loot;
ID=loot5; sprite=779;
value=150;
paletteR=NES_Blue;
special=replaceWith_toMake_list;
toMake=gp;
toMake=gem_small1;
toMake=loot_craft_kit;
toMake=loot_mask_weak;

toMake=mythril_chunk;
toMake=volskarn_chunk;
toMake=loot_accessory5;
toMake=loot_trigger_band;
toMake=loot_mythril;
toMake=loot6;

[ItemType]  name=Amazing Loot;
ID=loot6; sprite=779;
value=250;
paletteR=paletteGold; paletteB=paletteWhite;
special=replaceWith_toMake_list;
toMake=gp;
toMake=loot_craft_kit;
toMake=loot_mask;
toMake=gem_small2;

toMake=loot_accessory6;
toMake=loot_elec;
toMake=loot_wind;

[ItemType]  name=Consumables Loot;
ID=loot_consumable1; sprite=142;
value=35;
paletteR=paletteGold; paletteB=paletteWhite;
special=replaceWith_toMake_list;
toMake=minibomb;
toMake=bomb;
toMake=firebomb;
toMake=lifeshard;


[ItemType]  name=Possible Quest Items;
ID=loot_quest; sprite=780;
value=0;
paletteR=paletteGold; paletteB=paletteWhite;
special=replaceWith_toMake_list;

toMake=loot_trigger;
toMake=loot_trigger;
toMake=loot_trigger_band;
toMake=loot_accessory2;
toMake=loot_accessory3;
toMake=loot_accessory4;
toMake=loot_accessory5;
toMake=iron_chunk;
toMake=mythril_chunk;
toMake=steel_bar;
toMake=coral;
toMake=goop_gland;
toMake=shellworm_plate;


[ItemType]  name=Bomb;
description=A dangerous explosive. Light & toss it, then move far away.;
ID=bomb; sprite=142; itemCategory=1; special=consumeOnUse;
action=bombThrow;
 volume=5; value=35;
[ItemReaction] 
ID=bomb; element=fire; newID=bombLit;
[ItemReaction] 
ID=bomb; element=explode; newID=X; action=bombExplosion;
[JournalEntry]
ID=item_bomb;
category=item; halfPage=true;
title=Bomb;
text=<itemBig=bomb><title=Bomb><brAdj=>Awkward to use, and must be lit then deliberately placed- but when it explodes it does massive damage! Can also break certain extra-durable obstacles.;

[ItemType]  name=Bomb (Lit);
description=This thing is lit!! Use it to extinguish it, or get away as soon as possible.;
ID=bombLit; sprite=142; special=animated; special=timer;
timer=25;
special=convertIntoCashAtEnd;
volume=10000000; value=0;
  element=fire;
[ItemReaction] 
ID=bombLit; element=use; element=wind; element=water; newID=bomb;
[ItemReaction] 
ID=bombLit; element=explode; element=timerUp; newID=X; action=bombExplosion;
[JournalEntry]
ID=item_bombLit;
category=item; halfPage=true;
title=Bomb (Lit!);
text=<itemBig=bombLit><title=Bomb (Lit!)><brAdj=>What are you doing staring at lit explosives?!? Get away, this is dangerous!!;

[ItemType]  name=Minibomb;
description=Compact handheld explosive. Lob it and hope for the best.;
ID=minibomb; sprite=141; itemCategory=1; special=consumeOnUse; stackable=true;
action=minibomb_throw;
 volume=2; value=25; paletteR=paletteLaser; paletteB=paletteIron;
[ItemReaction] 
ID=minibomb; element=explode; element=fire; newID=fire; action=minibomb_throw;
[JournalEntry]
ID=item_minibomb;
category=item; halfPage=true;
title=Minibomb;
text=<itemBig=minibomb><title=Minibomb><brAdj=>Military explosive designed for easy use- just throw at the enemy and enjoy the show. Weaker and more volatile than other explosives. Can't break larger obstacles.;

[ItemType]  name=Krask Gut;
description=Volatile internals of the Krask. Spews oil when thrown.;
ID=kraskbomb; sprite=141; itemCategory=1; special=consumeOnUse; stackable=true;
special=convertIntoCashAtEnd;
action=kraskbomb_throw;
 volume=2; value=25; paletteR=NES_DarkBlue_mix3; paletteB=NES_DarkBlue_mix3;

[JournalEntry]
ID=item_kraskbomb;
category=item; halfPage=true;
title=Krask Gut;
text=<itemBig=kraskbomb><title=Krask Gut><brAdj=>The Krask's internals are foreign and indiscernable to modern scientists. However, their use as a source of flammable fuel - and as an improvised weapon - was immediately noted.;
 
[ItemType]  name=Lifeshard;
description=Brittle rock full of healing powder.;
ID=lifeshard; sprite=140; itemCategory=1; special=consumeOnUse; stackable=true;
action=lifeshard_throw;
 volume=2; value=20; paletteR=paletteGold; 
[JournalEntry]
ID=item_lifeshard;
category=item; halfPage=true;
title=Lifeshard;
text=<itemBig=lifeshard><title=Lifeshard><brAdj=>A clever solution for those not magically inclined. The golden dust in this fragile stone billows out on impact, healing a small area.;

[ItemType]  name=Wood Debris;
ID=debris_wood; sprite=587; spriteWhenHeld=0; 
journalID=journal_debris_wood;
weight=2; volume=99; value=0;
paletteR=paletteWood;
[ItemReaction] 
ID=debris_wood; element=fire; newID=fire_small;

[ItemType]  name=Wood Debris;
ID=debris_wood_dark; sprite=587; spriteWhenHeld=0; 
journalID=journal_debris_wood;
weight=2; volume=99; value=0;
paletteR=paletteWoodDark;
[ItemReaction] 
ID=debris_wood_dark; element=fire; newID=fire_small;
[JournalEntry]
ID=journal_debris_wood;
category=item; halfPage=true;
title=Wood Debris;
text=<itemBig=debris_wood><title=Wood Debris><brAdj=>Wood chips, splinters, sawdust. To carry it around would be impractical. It is, however, flammable, so watch your fire attacks around it.;

[ItemType]  name=Pillow;
ID=pillow; sprite=639; spriteWhenHeld=0; value=5;
paletteB=paletteWhiteCloth;
	combineWith=oilCan; toMake=oilyRag; consumeOnCombine=true;
	combineWith=shears; toMake=bandage; consumeOnCombine=false;
[ItemType]  name=Blanket;
ID=blanket; sprite=671; spriteWhenHeld=0; value=5;
paletteB=paletteMuckGreenCloth;
	combineWith=oilCan; toMake=oilyRag; consumeOnCombine=true;
	combineWith=shears; toMake=bandage; consumeOnCombine=false;
	combineWith=craft_armor; toMake=cloak; consumeOnCombine=false;

[ItemType]  name=Rope;
description=This large bundle of rope is the essential tool of an explorer.;
ID=ropePile; sprite=1505; spriteWhenHeld=0; 
weight=8; volume=20; value=8;
paletteG=paletteTanCloth;
[JournalEntry]
ID=item_ropePile;
category=item; halfPage=true;
title=Rope;
text=<itemBig=ropePile><title=Rope><brAdj=>Strands of plant fiber twisted together. It holds your weight just fine, but can be cut by sharp weapons. To use rope properly you'll need a Piton.;

[ItemType]  name=Piton;
description=When placed on the ground and combined with rope, you can climb down cliffs!;
journalID=journal_piton;
ID=piton; sprite=1506; 
weight=1; volume=1; value=18;
paletteR=paletteIron;
combineWith=ropePile; toMake=piton_rope; consumeOnCombine=true;
[ItemReaction] 
ID=piton; element=itemCombine; action=spreadRope;

[ItemType]  name=Piton (Rope);
description=Use or cut it to remove the rope.;
journalID=journal_piton;
ID=piton_rope; sprite=1507; 
weight=10; volume=10;
special=cannotBePickedUp;
paletteR=paletteIron;
paletteG=paletteTanCloth;
[ItemReaction] 
ID=piton_rope; element=use; element=slash; newID=piton; fx=SandPuff;
action=removeRope; spawnItem=ropePile;

[JournalEntry]
ID=journal_piton;
category=item; halfPage=true;
title=Piton;
text=<itemBig=piton><title=Piton><brAdj=>Sturdy metal spike. Place it near a cliff, then put rope on it. When you're done, use it to detach it - but make sure no one's on the rope when you do.;

[ItemType]  name=Rope;
ID=rope_extended; sprite=1508; spriteWhenHeld=0; 
special=cannotBePickedUp; special=big; special=canHangOnWalls; 
special=overrideTerrainCollisions; special=moveCostOverride_2;
special=climbAnim;
depthMod=500;
paletteG=paletteTanCloth;
[ItemReaction] 
ID=rope_extended; element=removeRope; element=tileReacted; newID=X; action=removeRope;
[ItemReaction] 
ID=rope_extended; element=slash; action=removeRope;

[ItemType]  name=Chain;
ID=chain_extended; sprite=1508;
special=cannotBePickedUp; special=big; special=canHangOnWalls;
special=overrideTerrainCollisions; special=moveCostOverride_2;
special=climbAnim;
depthMod=500;
paletteG=paletteIron;
[ItemReaction] 
ID=chain_extended; element=removeChain; newID=X;



[ItemType]  name=Post Wrapped in Chains;
ID=post_chain_wrapped; sprite=1509;
weight=200;
special=big; special=cannotBePickedUp; special=canHangOnWalls;
special=elementUsableForRestrictedAoEs; element=spreadChain;
blockWalking=true; blockJumping=true;
paletteR=paletteIron;
paletteB=zoneWood;
[ItemReaction]
ID=post_chain_wrapped; element=use; action=spreadChain; newID=post_chain_unwrapped;

[ItemType]  name=Post;
ID=post_chain_unwrapped; sprite=930;
weight=200;
special=big; special=cannotBePickedUp; special=canHangOnWalls;
paletteR=paletteIron;
paletteB=zoneWood;

[ItemType]  name=Oil Can;
description=A small sealed container filled with flammable oil.;
ID=oilCan; sprite=1921;
weight=3; volume=5; value=1;
special=stackCannotBeSplit; special=consumeOnUse;
special=defaultStack_2; special=defaultStack_x10;
[ItemReaction] 
ID=oilCan; element=fire; element=explode; newID=fire;
[JournalEntry]
ID=item_oilCan;
category=item; halfPage=true;
title=Oil Can;
text=<itemBig=oilCan><title=Oil Can><brAdj=>A can of fuel. If you have something you want made flammable, dip it in here. Keep away from open flames.;

[ItemType]  name=Oily Rag;
description=Rag soaked in flammable oil.;
ID=oilyRag; sprite=1922; stackable=true;
weight=0; volume=1;
[ItemReaction] 
ID=oilyRag; element=fire; newID=fire_small;
[JournalEntry]
ID=item_oilyRag;
category=item; halfPage=true;
title=Oily Rag;
text=<itemBig=oilyRag><title=Oily Rag><brAdj=>A filthy, oily, flammable rag - the final ingredient of a Firebomb. Otherwise, it's completely useless.;

[ItemType]  name=Bottle;
description=An empty glass bottle.;
weight=1; volume=3; value=3;
ID=bottle; sprite=1923; stackable=true; combineSound=sfx_bottle;
	combineWith=oilCan; toMake=bottle_oil; consumeOnCombine=true;
	combineWith=keg; toMake=bottle_beer;
[ItemReaction] 
ID=bottle; element=smash; element=explode; newID=X; fx=dust_glassGreen;
[JournalEntry]
ID=item_bottle;
category=item; halfPage=true;
title=Bottle;
text=<itemBig=bottle><title=Bottle><brAdj=>A versatile glass bottle. Can contain all kinds of fluids. Just drag it onto what you want to fill it with.;

[ItemType]  name=Beer;
description=A bottle of beer. Restores energy if drank in moderation.;
weight=1; volume=3; value=9;
journalID=journal_beer;
special=convertIntoCashAtEnd;
ID=bottle_beer; sprite=1924; action=drink_beer;
[ItemReaction] 
ID=bottle_beer; element=smash; element=explode; newID=X; spawnItem=puddle_beer; fx=dust_glassGreen;
[ItemReaction] 
ID=bottle_beer; element=actionUsed; newID=bottle;

[ItemType]  name=Bottle of Oil;
description=A bottle of flammable oil.;
weight=1; volume=3; value=6;
ID=bottle_oil; sprite=1955; stackable=true;
special=consumeOnUse; action=bottle_oil_action;
	combineWith=oilyRag; toMake=firebomb; consumeOnCombine=true;
[ItemReaction] 
ID=bottle_oil; element=smash; element=explode; newID=X; spawnItem=blackOil1; fx=dust_glassGreen;
[ItemReaction] 
ID=bottle_oil; element=fire; newID=fire; fx=dust_glassGreen; action=burning;
[JournalEntry]
ID=item_bottle_oil;
category=item; halfPage=true;
title=Bottle of Oil;
text=<itemBig=bottle_oil><title=Bottle of Oil><brAdj=>Bottle filled with fuel. Could be used as an improvised weapon to douse an enemy in oil, slowing them and making them susceptible to fire.;

[ItemType]  name=Firebomb;
description=An improvised incendiary that can be hurled to coat an area in fire.;
ID=firebomb; sprite=1956; stackable=true;
weight=1; volume=3; value=15;
itemCategory=1; special=consumeOnUse; action=firebomb_action;
[ItemReaction] 
ID=firebomb; element=smash; element=explode; newID=X; spawnItem=blackOil1; fx=dust_glassGreen;
[ItemReaction] 
ID=firebomb; element=fire; newID=fire; fx=dust_glassGreen; action=burning;
[JournalEntry]
ID=item_firebomb;
category=item; halfPage=true;
title=Firebomb;
text=<itemBig=firebomb><title=Firebomb><brAdj=>Fuel in a breakable bottle with a flammable rag as a fuse. Because it is easy to produce, it is popular with rioters and rebels.;

[ItemType]  name=<color=SkyBlue>Moss Malt;
description=A potent brew made from cultivated moss. Drinking it grants a  <color=SkyBlue>permanent<color=White> +1<icon=MP>.;
weight=1; volume=3; value=200; action=eat_MP_Up1;
ID=mossMalt; sprite=1925;
[ItemReaction] 
ID=mossMalt; element=actionUsed; newID=bottle;
[JournalEntry]
ID=item_mossMalt;
category=item; halfPage=true;
title=Moss Malt;
text=<itemBig=mossMalt><title=Moss Malt><brAdj=>A delicacy created from condensed ghost moss. The brewing process takes 2+ years. The musty flavor and odor takes getting used to.;


[ItemType]  name=<color=OrangeRed>Volcano Bakemeat;
description=A spicy meat delicacy. Eating it grants a  <color=OrangeRed>permanent<color=White> +2<icon=HP>.;
weight=3; volume=5; value=250; action=eat_HP_Up2;
ID=volcano_bakemeat; sprite=1963; special=consumeOnUse;
[JournalEntry]
ID=item_volcano_bakemeat;
category=item; halfPage=true;
title=Volcano Bakemeat;
text=<itemBig=volcano_bakemeat><title=Volcano Bakemeat><brAdj=>Exotic meat doused in spicy sauces. Eating it is a delicious ordeal that makes you feel hardier for surviving it.;

[ItemType]  name=<color=LightGreen>Ectozoon;
description=Translucent grub known as an exotic dish. Eating it grants a <color=LightGreen>permanent<color=White> +1<icon=PhysEva>.;
weight=0; volume=1; value=200; action=eat_PEva_Up1;
paletteR=paletteFade;
ID=ghost_grub; sprite=1961; special=consumeOnUse;
special=canHangOnWalls;
[JournalEntry]
ID=item_ghost_grub;
category=item; halfPage=true;
title=Ectozoon;
text=<itemBig=ghost_grub><title=Ectozoon><brAdj=>This bugger is highly valued as a tasty treat. It's a bit insubstantial, but the oddly salty taste leaves you feeling energized.;

[ItemType]  name=<color=SkyBlue>Sea Lancetfish;
description=Thin, lizard-like fish. Eating it grants a  <color=SkyBlue>permanent<color=White> +1<icon=MagEva>.;
weight=0; volume=1; value=200; action=eat_MEva_Up1;
paletteR=NES_Teal_darker; paletteB=NES_Teal_darker;
ID=fish_mag; sprite=1959; special=consumeOnUse;
[JournalEntry]
ID=item_fish_mag;
category=item; halfPage=true;
title=Sea Lancetfish;
text=<itemBig=fish_mag><title=Sea Lancetfish><brAdj=>Normally only found in deep waters, the Sea Lancetfish is a coveted catch. Despite its appearance, the meat is sweet, tender, and a bit tangy.;

[ItemType]  name=Flopfish;
description=Large, meaty fish. Sells for a modest amount.;
weight=0; volume=1; value=80;
paletteR=NES_Red_darker;
ID=fish_flop; sprite=1960;
special=convertIntoCashAtEnd;
[JournalEntry]
ID=item_fish_flop;
category=item; halfPage=true;
title=Flopfish;
text=<itemBig=fish_flop><title=Flopfish><brAdj=>Named for its tendency to escape unwary fishermen by flopping off the deck. A good, lucrative catch, but nothing to write home about.;

[ItemType]  name=Mug;
ID=mug; sprite=1926; value=3;
	combineWith=keg; toMake=mug_beer; combineSound=sfx_droplet;
[ItemType]  name=Mug of Beer;
ID=mug_beer; sprite=1927; value=6; action=drink_beer;
journalID=journal_beer;
special=convertIntoCashAtEnd;
description=Beer in a mug.;
[ItemReaction] 
ID=mug_beer; element=actionUsed; newID=mug;
[ItemType]  name=Goblet;
ID=goblet; sprite=1930; value=3;
	combineWith=keg; toMake=goblet_beer; combineSound=sfx_droplet;
[ItemType]  name=Goblet of Beer;
ID=goblet_beer; sprite=1931; value=6; action=drink_beer;
journalID=journal_beer;
special=convertIntoCashAtEnd;
description=Beer in a cup.;
[ItemReaction] 
ID=goblet_beer; element=actionUsed; newID=goblet;
[JournalEntry]
ID=journal_beer;
category=item; halfPage=true;
title=Beer;
text=<itemBig=mug_beer><title=Beer><brAdj=>Popular alcoholic beverage. Found in some form in most cultures. Restores energy and improves morale (provided you drink in moderation).;

[ItemType]  name=Plate;
ID=plate; sprite=1934; value=3;
[ItemType]  name=Fork;
ID=fork; sprite=1935; spriteWhenHeld=0; value=3;

[ItemType]  name=Toy Boat;
description=A useless trinket.;
itemCategory=furnishing;
ID=toyboat; sprite=623;
weight=1; volume=1;
paletteB=paletteWood;
[JournalEntry]
ID=item_toyboat;
category=item; halfPage=true;
title=Toy Boat;
text=<itemBig=toyboat><title=Toy Boat><brAdj=>The craftmanship is very crude, but it is somewhat reminiscent of a boat. Depending on the angle you look at it.;

[ItemType]  name=Engraved 'W';
ID=engraving_w; sprite=640; itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved 'A';
ID=engraving_a; sprite=641;  itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved 'S';
ID=engraving_s; sprite=642;  itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved 'D';
ID=engraving_d; sprite=643;  itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved 'C';
ID=engraving_c; sprite=644;  itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved 'V';
ID=engraving_v; sprite=646;  itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved 'E';
ID=engraving_e; sprite=647;  itemCategory=hide;
special=inheritTerrainPalettes; special=cannotBePickedUp;
[ItemType]  name=Engraved Arrow;
ID=engraving_arrow; sprite=645; 
special=inheritTerrainPalettes; special=cannotBePickedUp;



[ItemType]  name=Random Bone;
ID=loot_bone_junk; sprite=672;
value=0;
paletteR=NES_DarkGrey_darker;
special=replaceWith_toMake_list;
toMake=skull;
toMake=skull2;
toMake=bone;
toMake=bones1;
toMake=bones2;
toMake=ribs1;
toMake=ribs2;
toMake=skull_elephant1;
toMake=skull_elephant2;
toMake=skull_dog1;
toMake=skull_dog2;
toMake=tusk;
toMake=bone_spine;
toMake=bone_dust;

[ItemType]  name=Skull;
ID=skull; sprite=672;
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=skull; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=skull; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Skull (Damaged);
ID=skull2; sprite=686; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=skull2; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=skull2; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Bones;
ID=bones1; sprite=673; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=bones1; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=bones1; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Ribs;
ID=ribs1; sprite=674; 
journalID=journal_bone;
weight=1; volume=5;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone; 
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=ribs1; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=ribs1; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Animal Skull;
ID=skull_elephant1; sprite=675; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=skull_elephant1; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=skull_elephant1; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Animal Skull;
ID=skull_elephant2; sprite=676; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=skull_elephant2; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=skull_elephant2; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Bone;
ID=bone; sprite=677; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=bone; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=bone; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Skull;
ID=skull_dog1; sprite=678; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=skull_dog1; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=skull_dog1; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Skull;
ID=skull_dog2; sprite=679; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone;
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=skull_dog2; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=skull_dog2; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Bones;
ID=bones2; sprite=680; 
  element=ruin;
journalID=journal_bone;
  combineSound=stomp; 
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone; 
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=bones2; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=bones2; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Bone Pile;
ID=bonePile; sprite=57; special=canHangOnWalls; special=cannotBePickedUp;
paletteR=paletteBone;
journalID=journal_bone;
  element=ruin;
[ItemReaction] 
ID=bonePile; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Bone Pile;
ID=bonePileDark; sprite=57; special=canHangOnWalls; special=cannotBePickedUp;
journalID=journal_bone;
paletteR=paletteBoneDark;
  element=ruin;
[ItemReaction] 
ID=bonePileDark; element=bonemeld; newID=bone_wall_strong; fx=dust_bone;

[ItemType]  name=Tusk;
ID=tusk; sprite=681; 
journalID=journal_bone;
weight=1; volume=2;
  element=ruin;
[ItemReaction] 
ID=tusk; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=tusk; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Ribcage;
ID=ribs2; sprite=682;
weight=1; volume=5; 
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone; 
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=ribs2; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=ribs2; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;
[ItemType]  name=Spine;
ID=bone_spine; sprite=685;
weight=1; volume=5;
journalID=journal_bone;
  element=ruin;
  combineSound=stomp;
--requiredForCombining=anvil;
combineWith=craft_sword; toMake=sword_bone; 
combineWith=craft_dagger; toMake=dagger_bone; 
combineWith=craft_axe; toMake=axe_bone; 
combineWith=craft_hammer; toMake=hammer_bone; 
combineWith=craft_spear; toMake=spear_bone; 
combineWith=craft_shield; toMake=shield_bone; 
combineWith=craft_flail; toMake=flail_bone; 
combineWith=craft_whip; toMake=whip_bone; 
combineWith=craft_bow; toMake=bow_bone; 
combineWith=craft_xbow; toMake=xbow_bone; 
combineWith=craft_knuckle; toMake=knuckle_bone; 
combineWith=craft_armor; toMake=armor_bone;  
[ItemReaction] 
ID=bone_spine; element=explode; element=heavySmash; newID=bone_dust; fx=dust_bone;
[ItemReaction] 
ID=bone_spine; element=bonemeld; newID=bone_wall_weak; fx=dust_bone;

[JournalEntry]
ID=journal_bone;
category=item; halfPage=true;
title=Bone;
text=<itemBig=skull><itemBig=ribs2><title=Bone><brAdj=>Dense vertebrate tissue. Making tools & weapons out of bone is a longstanding tradition. It can also be a source of necromantic power.<n=>Keep in mind that most vendors will not pay you anything for bone or bone equipment.;

[ItemType]  name=Bone Dust;
ID=bone_dust; sprite=687; stackable=true;
  element=ruin;
combineWith=murkspore1; toMake=poisonDust; 
combineWith=murkspore2; toMake=poisonDust; 
combineWith=murkspore3; toMake=poisonDust; 
combineWith=murkspore_main; toMake=poisonDust; 
combineWith=murkspore_water; toMake=poisonDust; 
  
[ItemReaction] 
ID=bone_dust; element=bonemeld; newID=bone_spikes; fx=dust_bone;
[JournalEntry]
ID=item_bone_dust;
category=item; halfPage=true;
title=Bone Dust;
text=<itemBig=bone_dust><title=Bone Dust><brAdj=>Bone smashed & ground up into a grainy powder. Not especially useful, even to necromancers.;


[ItemType]  name=Shears;
ID=shears; sprite=1537; 
weight=1; volume=1; value=8;
description=Basic scissors. Often used to cut cloth into bandages.; 
[JournalEntry]
ID=item_shears;
category=item; halfPage=true;
title=Shears;
text=<itemBig=shears><title=Shears><brAdj=>Primitive scissors made of two blades connected by a strip of springy metal. On the plus side, they're equally effective for left-handed users.;

[ItemType]  name=Bandages;
ID=bandage; sprite=1538; 
stackable=true;
weight=0; volume=1; value=5;
paletteR=paletteWhiteCloth;
description=Useful in a pinch to heal minor injuries.;
action=bandage_action; itemCategory=consumable; special=consumeOnUse;
	combineWith=oilCan; toMake=oilyRag; consumeOnCombine=true;
	combineWith=woodPlank; toMake=splint; consumeOnCombine=true;
[JournalEntry]
ID=item_bandage;
category=item; halfPage=true;
title=Bandage;
text=<itemBig=bandage><title=Bandage><brAdj=>Cloth cut into strips. Wraps around an injury to reduce blood flow. A Scout trained in 'First Aid' is even better at using these.;
	
[ItemType]  name=Splint;
ID=splint; sprite=1539; 
stackable=true;
weight=0; volume=1; value=6;
paletteR=paletteWhiteCloth;
paletteB=paletteWood;
description=Heals & cures damaged limbs (immobilize, disable, stun).;
action=splint_action; itemCategory=consumable; special=consumeOnUse;
[JournalEntry]
ID=item_splint;
category=item; halfPage=true;
title=Splint;
text=<itemBig=splint><title=Splint><brAdj=>Cloth wrapped around wood holds the injured limb in place, providing support and preventing further injury.;



[ItemType]  name=Notes;
description=Indicipherable, jargon-filled notes.;
ID=notes_useless; sprite=865; 
[JournalEntry]
ID=item_notes_useless;
category=item; halfPage=true;
title=Notes;
text=<itemBig=notes_useless><title=Notes><brAdj=>Notes full of ungrokable jargon, mispelings, incorrect punctuation. And sentence fragments.<n=>...also it's written in a language you can't read.;

[ItemType]  name=<color=Gold>Map;
description=A hastily scrawled map. <color=Gold>'Look'<color=White> at it to read it.;
ID=map_bloodQ; sprite=866; 
[JournalEntry]
ID=item_map_bloodQ;
category=item; halfPage=false;
title=Map;
text=<itemBig=map_bloodQ><title=Map><brAdj=><imgBig=j_bloodq_map>;

[ItemType]  name=Scribbled Note;
description=A short note on a scrap of paper. <color=Gold>'Look'<color=White> at it to read it.;
paletteR=paletteTanCloth;
paletteB=paletteBlackCloth;
ID=note_necroBloodQ; sprite=870; 
[JournalEntry]
ID=item_note_necroBloodQ;
category=item; halfPage=true;
title=Scribbled Note;
text=<itemBig=note_necroBloodQ><title=Scribbled Note><brAdj=>The note reads, <n=>    "Ekrast, the curiosity of your Jascian friends has caused me to upgrade my security.<n=>    If you have need of me, think back to the most basic texts about my trade. Then the path will be Revealed to you.<n=>    -V";


[ItemType]  name=Book;
description=Book;
ID=book1; sprite=868; 
paletteR=paletteRedCloth;
paletteB=paletteWhiteCloth;


[ItemType]  name=Notes: Void, pt. I;
description=Some of Ekrast's notes. <color=Gold>'Look'<color=White> at it to read it.;
ID=book_research_v1; sprite=867; value=10;
paletteR=paletteWhiteCloth;
paletteB=paletteBlackCloth;
[JournalEntry]
ID=item_book_research_v1;
category=item; halfPage=true;
title=Notes: Void, pt. I;
text=<itemBig=book_research_v1><title=Notes: Void, pt. I><brAdj=>"Essence is sapped by the Void, yet our realm exists surrounded by it. What prevents the Void from sapping life from Limroft?<n=>    Popular theory is the cloudy atmosphere, but tests w/ water vapor show it has no protective effect- at least in smaller quantities.<n=>    Current theory- gravity-like effect, dependent on mass.";


[ItemType]  name=Nature of the Void;
description=A short treatise regarding the Void. <color=Gold>'Look'<color=White> at it to read it.;
ID=book_void1; sprite=868; value=30;
paletteR=paletteTealCloth;
paletteB=paletteWhiteCloth;
[JournalEntry]
ID=item_book_void1;
category=item; halfPage=true;
title=Nature of the Void;
text=<itemBig=book_void1><title=Nature of the Void><brAdj=>"Above the skies of Eral, Limroft, and Graven, is the Void: an endless expanse of pure white light. Movement of thick clouds obscuring this light brings us day and night. But what is the true nature of the Void?<n=>    Little is known, except that direct exposure saps Essence from living beings. Many unfortunate experiments have proven this...";

[ItemType]  name=Necromancy Revealed;
description=An examination of the basics of Necromancy. <color=Gold>'Look'<color=White> at it to read it.;
ID=book_necro1; sprite=868; value=30;
paletteR=paletteBlackCloth;
paletteB=paletteWhiteCloth;
[JournalEntry]
ID=item_book_necro1;
category=item; halfPage=true;
title=Necromancy Revealed;
text=<itemBig=book_necro1><title=Necromancy Revealed><brAdj=>"Though necromancy is rightfully condemned, we should not shy away from understanding its workings:<n=>    Necromancy is the use of Ruin magic on a newly-dead corpse to harness its essence. Essence normally dissipates within 2 weeks - but with necromancy, essence can be restrained indefinitely.";

[ItemType]  name=Magic Essentials, vol. I;
description=An examination of the basics of magic. <color=Gold>'Look'<color=White> at it to read it.;
ID=book_magic1; sprite=869; value=30;
paletteR=palettePurpleCloth;
paletteB=paletteTanCloth;
[JournalEntry]
ID=item_book_magic1;
category=item; halfPage=true;
title=Magic Essentials, vol. I;
text=<itemBig=book_magic1><title=Magic Essentials, vol. I><brAdj=>"...in reality, magic is not a thing, or substance, but is instead an action, or a conversion. Three substances- matter, energy, and essence- make up the world: magic is using strength of mind to convert essence into energy.<n=>    Though creating matter is infeasible, there are tricks a clever mage can employ- such as causing condensation by changing temperature.";

[ItemType]  name=Magic Essentials, vol. II;
description=An examination of the basics of magic. <color=Gold>'Look'<color=White> at it to read it.;
ID=book_magic2; sprite=869; value=30;
paletteR=palettePurpleCloth;
paletteB=paletteTanCloth;
[JournalEntry]
ID=item_book_magic2;
category=item; halfPage=false;
title=Magic Essentials, vol. II;
text=<itemBig=book_magic2><title=Magic Essentials, vol. II><brAdj=>"Magic manifests in 6 elements
<n=><icon=skill_Fire>Fire - generate heat.<n=><icon=skill_Ice>Ice - reduce/remove heat.<n=><icon=skill_Elec>Lightning - electricity<n=><icon=skill_Wind>Wind (Force) - movement<n=><icon=skill_Life>Life (Preservation) -  restore original state<n=><icon=skill_Ruin>Ruin* - degrade state<n=>          *Ruin is viewed as a perversion in some circles. Its inclusion is for completeness, not to endorse or condemn any religious views.";


[ItemType]  name=Wood Plank;
ID=woodPlank; sprite=624; stackable=true;
weight=3; volume=5; value=4;
paletteB=paletteWood;
requiredForCombining=; combineSound=stomp;
combineWith=craft_sword; toMake=sword_wood; 
combineWith=craft_dagger; toMake=dagger_wood; 
combineWith=craft_hammer; toMake=hammer_wood; 
combineWith=craft_spear; toMake=spear_wood; 
combineWith=craft_shield; toMake=shield_wood;
combineWith=craft_bow; toMake=bow_wood; 
combineWith=craft_xbow; toMake=xbow_wood; 
description=A wooden plank usable for almost any purpose.; 
[JournalEntry]
ID=item_woodPlank;
category=item; halfPage=true;
title=Wood Plank;
text=<itemBig=woodPlank><title=Wood Plank><brAdj=>Yep, it's wood. Try using it for anything! Repair bridges, craft splints, or make certain kinds of weapons.;

[ItemType]  name=Iron Chunk;
ID=iron_chunk; sprite=834; paletteR=paletteIron; stackable=true;
weight=5; volume=0; value=25;
special=canAlwaysFitInTileWhenSpawned;
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_iron; 
combineWith=craft_dagger; toMake=dagger_iron; 
combineWith=craft_axe; toMake=axe_iron; 
combineWith=craft_hammer; toMake=hammer_iron; 
combineWith=craft_spear; toMake=spear_iron; 
combineWith=craft_shield; toMake=shield_iron; 
combineWith=craft_flail; toMake=flail_iron; 
combineWith=craft_whip; toMake=whip_iron; 
combineWith=craft_bow; toMake=bow_iron; 
combineWith=craft_xbow; toMake=xbow_iron; 
combineWith=craft_knuckle; toMake=knuckle_iron; 
combineWith=craft_rapier; toMake=rapier_iron; 
combineWith=craft_greatsword; toMake=greatsword_iron; 
combineWith=craft_armor; toMake=armor_iron; 
description=Most basic metal available for making equipment.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +1<icon=PhysEva>
<n=><icon=invIcon_armor> +2<icon=PhysEva>; 
[ItemEffectInWeapon]  
ID=iron_chunk; actorValue=PhysEva; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=iron_chunk; actorValue=PhysEva; magnitude=2; duration=-1;
[JournalEntry]
ID=item_iron_chunk;
category=item; halfPage=true;
title=Iron Chunk;
text=<itemBig=iron_chunk><title=Iron Chunk><brAdj=>Iron, the ubiquitous metal, mainstay of basic crafting. Combine it with a crafting kit to create weapons and armor.;


[ItemType]  name=Steel Bar;
ID=steel_bar; sprite=833; paletteR=paletteSteel;
stackable=true;
weight=5; volume=0; value=50;
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_steel; 
combineWith=craft_dagger; toMake=dagger_steel; 
combineWith=craft_axe; toMake=axe_steel; 
combineWith=craft_hammer; toMake=hammer_steel; 
combineWith=craft_spear; toMake=spear_steel; 
combineWith=craft_shield; toMake=shield_steel; 
combineWith=craft_flail; toMake=flail_steel; 
combineWith=craft_whip; toMake=whip_steel; 
combineWith=craft_bow; toMake=bow_steel; 
combineWith=craft_xbow; toMake=xbow_steel; 
combineWith=craft_knuckle; toMake=knuckle_steel; 
combineWith=craft_rapier; toMake=rapier_steel; 
combineWith=craft_greatsword; toMake=greatsword_steel; 
combineWith=craft_armor; toMake=armor_steel; 
description=Reliable and useful for creating all kinds of equipment.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +2<icon=PhysEva>
<n=><icon=invIcon_armor> +3<icon=PhysEva>; 
[ItemEffectInWeapon]  
ID=steel_bar; actorValue=PhysEva; magnitude=2; duration=-1;
[ItemEffectInArmor]  
ID=steel_bar; actorValue=PhysEva; magnitude=3; duration=-1;
[JournalEntry]
ID=item_steel_bar;
category=item; halfPage=true;
title=Steel Bar;
text=<itemBig=steel_bar><title=Steel Bar><brAdj=>Iron alloy that was smelted and refined in a lengthy process until it became steel. Perfect for creating weapons and armor.;

[ItemType]  name=Mythril Chunk;
ID=mythril_chunk; sprite=834; paletteR=paletteMythril; stackable=true;
weight=5; volume=0; value=200; 
special=canAlwaysFitInTileWhenSpawned;
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_mythril; 
combineWith=craft_dagger; toMake=dagger_mythril; 
combineWith=craft_axe; toMake=axe_mythril; 
combineWith=craft_hammer; toMake=hammer_mythril; 
combineWith=craft_spear; toMake=spear_mythril; 
combineWith=craft_shield; toMake=shield_mythril; 
combineWith=craft_flail; toMake=flail_mythril; 
combineWith=craft_whip; toMake=whip_mythril; 
combineWith=craft_bow; toMake=bow_mythril; 
combineWith=craft_xbow; toMake=xbow_mythril; 
combineWith=craft_knuckle; toMake=knuckle_mythril; 
combineWith=craft_rapier; toMake=rapier_mythril; 
combineWith=craft_greatsword; toMake=greatsword_mythril; 
combineWith=craft_armor; toMake=armor_mythril; 
description=Valuable metal that can make great equipment.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +4<icon=PhysEva>
<n=><icon=invIcon_armor> +1<icon=PhysDef>; 
[ItemEffectInWeapon]  
ID=mythril_chunk; actorValue=PhysEva; magnitude=4; duration=-1;
[ItemEffectInArmor]  
ID=mythril_chunk; actorValue=PhysDef; magnitude=1; duration=-1;
[JournalEntry]
ID=item_mythril_chunk;
category=item; halfPage=true;
title=Mythril Chunk;
text=<itemBig=mythril_chunk><title=Mythril Chunk><brAdj=>Mythril is a metal of supreme quality, harder & lighter than steel. Unfortunately it's prohibitively expensive to work in.;

[ItemType]  name=Chunk of Laser;
ID=laser_chunk; sprite=835; 
stackable=true;
weight=3; volume=0; value=600;
paletteR=paletteLaser;
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_laser; 
combineWith=craft_dagger; toMake=dagger_laser; 
combineWith=craft_axe; toMake=axe_laser; 
combineWith=craft_hammer; toMake=hammer_laser; 
combineWith=craft_spear; toMake=spear_laser; 
combineWith=craft_shield; toMake=shield_laser; 
combineWith=craft_flail; toMake=flail_laser; 
combineWith=craft_whip; toMake=whip_laser; 
combineWith=craft_bow; toMake=bow_laser; 
combineWith=craft_xbow; toMake=xbow_laser; 
combineWith=craft_knuckle; toMake=knuckle_laser; 
combineWith=craft_rapier; toMake=rapier_laser; 
combineWith=craft_greatsword; toMake=greatsword_laser; 
combineWith=craft_armor; toMake=armor_laser; 
description=Inexplicable chunk of light.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +5<icon=MagEva>
<n=><icon=invIcon_armor> +1<icon=MagDef>; 
[ItemEffectInWeapon]  
ID=laser_chunk; actorValue=MagEva; magnitude=5; duration=-1;
[ItemEffectInArmor]  
ID=laser_chunk; actorValue=MagDef; magnitude=1; duration=-1;
[ItemLight]
ID=laser_chunk; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
[JournalEntry]
ID=item_laser_chunk;
category=item; halfPage=true;
title=Chunk of Laser;
text=<itemBig=laser_chunk><title=Chunk of Laser><brAdj=>Don't touch with your bare hands or stare at it. It defies scientific explanation... all the better to make weapons with!;

[ItemType]  name=Ironice;
ID=ironice_chunk; sprite=836;
stackable=true;
weight=15; volume=0; value=800;
paletteR=paletteIronice;
--requiredForCombining=anvil;
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_ironice; 
combineWith=craft_dagger; toMake=dagger_ironice; 
combineWith=craft_axe; toMake=axe_ironice; 
combineWith=craft_hammer; toMake=hammer_ironice; 
combineWith=craft_spear; toMake=spear_ironice; 
combineWith=craft_shield; toMake=shield_ironice; 
combineWith=craft_flail; toMake=flail_ironice; 
combineWith=craft_whip; toMake=whip_ironice; 
combineWith=craft_bow; toMake=bow_ironice; 
combineWith=craft_xbow; toMake=xbow_ironice; 
combineWith=craft_knuckle; toMake=knuckle_ironice; 
combineWith=craft_rapier; toMake=rapier_ironice; 
combineWith=craft_greatsword; toMake=greatsword_ironice; 
combineWith=craft_armor; toMake=armor_ironice; 
description=Unnatural ice that stays frigid & strong at any temperature.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +1<icon=PhysDef>
<n=><icon=invIcon_armor> +2<icon=PhysDef>; 
[ItemEffectInWeapon]  
ID=ironice_chunk; actorValue=PhysDef; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=ironice_chunk; actorValue=PhysDef; magnitude=2; duration=-1;
[JournalEntry]
ID=item_ironice_chunk;
category=item; halfPage=true;
title=Ironice;
text=<itemBig=ironice_chunk><title=Ironice><brAdj=>Though icy in appearance, it's solid and long-lasting. Structures built of Ironice remain standing to this day, even in warm climes.;

[ItemType]  name=Whistle Stone;
ID=whistle_chunk; sprite=837;
stackable=true;
weight=5; volume=0; value=400;
paletteR=paletteWhistle;
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_wind; 
combineWith=craft_dagger; toMake=dagger_wind; 
combineWith=craft_axe; toMake=axe_wind; 
combineWith=craft_hammer; toMake=hammer_wind; 
combineWith=craft_spear; toMake=spear_wind; 
combineWith=craft_shield; toMake=shield_wind; 
combineWith=craft_flail; toMake=flail_wind; 
combineWith=craft_whip; toMake=whip_wind; 
combineWith=craft_bow; toMake=bow_wind; 
combineWith=craft_xbow; toMake=xbow_wind; 
combineWith=craft_knuckle; toMake=knuckle_wind; 
combineWith=craft_rapier; toMake=rapier_wind; 
combineWith=craft_greatsword; toMake=greatsword_wind; 
combineWith=craft_armor; toMake=armor_wind; 
description=Smooth, beautiful stone punctured with holes.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +6<icon=PhysEva>
<n=><icon=invIcon_armor> +7<icon=PhysEva>; 
[ItemEffectInWeapon]  
ID=whistle_chunk; actorValue=PhysEva; magnitude=6; duration=-1;
[ItemEffectInArmor]  
ID=whistle_chunk; actorValue=PhysEva; magnitude=7; duration=-1;
[JournalEntry]
ID=item_whistle_chunk;
category=item; halfPage=true;
title=Whistle Stone;
text=<itemBig=whistle_chunk><title=Whistle Stone><brAdj=>Smooth & silky stone with hollows that whistle in the wind. And yet it's quite sturdy- suitable for crafting.;

[ItemType]  name=Shock Parts;
ID=shock_chunk; sprite=838;
stackable=true;
weight=4; volume=0; value=350;
paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_elec; 
combineWith=craft_dagger; toMake=dagger_elec; 
combineWith=craft_axe; toMake=axe_elec; 
combineWith=craft_hammer; toMake=hammer_elec; 
combineWith=craft_spear; toMake=spear_elec; 
combineWith=craft_shield; toMake=shield_elec; 
combineWith=craft_flail; toMake=flail_elec; 
combineWith=craft_whip; toMake=whip_elec; 
combineWith=craft_bow; toMake=bow_elec; 
combineWith=craft_xbow; toMake=xbow_elec; 
combineWith=craft_knuckle; toMake=knuckle_elec; 
combineWith=craft_rapier; toMake=rapier_elec; 
combineWith=craft_greatsword; toMake=greatsword_elec; 
combineWith=craft_armor; toMake=armor_elec; 
description=Strange mechanical parts that hum with electricity.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +1<icon=skill_Elec>
<n=><icon=invIcon_armor> +20% Elec Resist; 
[ItemEffectInWeapon]  
ID=shock_chunk; actorValue=skill_Elec; magnitude=1; duration=-1;
[ItemReactionInArmor]
ID=shock_chunk; element=lightning; damageMultiplier=0.8;
[JournalEntry]
ID=item_shock_chunk;
category=item; halfPage=true;
title=Shock Parts;
text=<itemBig=shock_chunk><title=Shock Parts><brAdj=>These complex machine parts are embedded with shards of lightning trigger stones. Could turn them into devastating weapons with the right kit...;


[ItemType]  name=Spidesilk;
ID=silk_spide; sprite=1463;
stackable=true;
weight=0; volume=0; value=15;
paletteR=paletteGray; 
special=quantityChangesSprite_upTo2;
combineWith=craft_whip; toMake=whip_silk; 
combineWith=craft_armor; toMake=armor_silk; 
description=Thick, sticky silk of an arachnid.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +2<icon=PhysEva>
<n=><icon=invIcon_armor> +3<icon=PhysEva>;
[ItemEffectInWeapon]  
ID=silk_spide; actorValue=PhysEva; magnitude=2; duration=-1;
[ItemEffectInArmor]  
ID=silk_spide; actorValue=PhysEva; magnitude=3; duration=-1;
[JournalEntry]
ID=item_silk_spide;
category=item; halfPage=true;
title=Spidesilk;
text=<itemBig=silk_spide><title=Spidesilk><brAdj=>Though they prefer hunting, Spides can produce sturdy silk. Enterprising humanoids often take their webbing to make clothing or whips.;
[ItemType]  name=Spidest Fang;
ID=fang_spidest; sprite=871;
stackable=true;
weight=0; volume=0; value=120;
paletteR=paletteFangWeaponHilt; 
paletteB=paletteFangWeapon; 
--requiredForCombining=anvil; 
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_fang; 
combineWith=craft_dagger; toMake=dagger_fang; 
combineWith=craft_axe; toMake=axe_fang; 
combineWith=craft_spear; toMake=spear_fang; 
combineWith=craft_flail; toMake=flail_fang; 
combineWith=craft_whip; toMake=whip_fang; 
combineWith=craft_knuckle; toMake=knuckle_fang; 
combineWith=craft_rapier; toMake=rapier_fang; 
combineWith=craft_greatsword; toMake=greatsword_fang; 
combineWith=craft_bow; toMake=bow_fang; 
combineWith=craft_xbow; toMake=xbow_fang; 
combineWith=craft_shield; toMake=shield_fang; 
combineWith=craft_armor; toMake=armor_fang; 
description=Vicious & toxic mandible of the Spidest.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Poison Attack
<n=><icon=invIcon_armor> +50% Poison Resist;
[ItemReactionInWeapon] 
ID=fang_spidest; element=weaponBuff; action=PoisonFangInWeapon;
[ItemReactionInArmor]  
ID=fang_spidest; actorValues=poison; damageMultiplier=0.5;
[JournalEntry]
ID=item_fang_spidest;
category=item; halfPage=true;
title=Spidest Fang;
text=<itemBig=fang_spidest><title=Spidest Fang><brAdj=>Few live to see one of these up close. With a little ingenuity, this poisonous fang could be made into a potent weapon.;
[ItemType]  name=Corpryst;
ID=corpryst; sprite=850;
stackable=true;
weight=0; volume=0; value=150;
paletteR=paletteCorpryst;
--requiredForCombining=anvil;
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_corpryst; 
combineWith=craft_dagger; toMake=dagger_corpryst; 
combineWith=craft_axe; toMake=axe_corpryst; 
combineWith=craft_spear; toMake=spear_corpryst; 
combineWith=craft_shield; toMake=shield_corpryst; 
combineWith=craft_flail; toMake=flail_corpryst; 
combineWith=craft_whip; toMake=whip_corpryst; 
combineWith=craft_knuckle; toMake=knuckle_corpryst; 
combineWith=craft_rapier; toMake=rapier_corpryst; 
combineWith=craft_greatsword; toMake=greatsword_corpryst; 
combineWith=craft_armor; toMake=armor_corpryst;
description=Slick, chunky stone from Graven.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +3<icon=PhysEva>
<n=><icon=invIcon_armor> +1<icon=PhysDef>;
[ItemEffectInWeapon]  
ID=corpryst; actorValue=PhysEva; magnitude=3; duration=-1;
[ItemEffectInArmor]  
ID=corpryst; actorValue=PhysDef; magnitude=1; duration=-1;
[JournalEntry]
ID=item_corpryst;
category=item; halfPage=true;
title=Corpryst;
text=<itemBig=corpryst><title=Corpryst><brAdj=>Valuable Graven mineral. It makes strong (but heavy) equipment. Diecast embedded with Corpryst are considered a higher social class.;

[ItemType]  name=Rock Coral;
ID=coral; sprite=1976;
stackable=true;
weight=0; volume=0; value=60;
paletteR=paletteCoral;
combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_coral; 
combineWith=craft_dagger; toMake=dagger_coral; 
combineWith=craft_axe; toMake=axe_coral; 
combineWith=craft_hammer; toMake=hammer_coral; 
combineWith=craft_spear; toMake=spear_coral; 
combineWith=craft_shield; toMake=shield_coral; 
combineWith=craft_flail; toMake=flail_coral; 
combineWith=craft_whip; toMake=whip_coral; 
combineWith=craft_bow; toMake=bow_coral; 
combineWith=craft_xbow; toMake=xbow_coral; 
combineWith=craft_knuckle; toMake=knuckle_coral; 
combineWith=craft_rapier; toMake=rapier_coral; 
combineWith=craft_greatsword; toMake=greatsword_coral; 
combineWith=craft_armor; toMake=armor_coral; 
description=Smooth but pointy coral of surprising durability.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +3<icon=PhysEva>
<n=><icon=invIcon_armor> +50% Water Resist;
[ItemEffectInWeapon]  
ID=coral; actorValue=PhysEva; magnitude=3; duration=-1;
[ItemReactionInArmor]  
ID=coral; element=water; damageMultiplier=0.5;

[JournalEntry]
ID=item_coral;
category=item; halfPage=true;
title=Rock Coral;
text=<itemBig=coral><title=Rock Coral><brAdj=>Precious coral with especially sharp edges. Young Rock Coral is actually quite soft, and only hardens after approximately 3 years of aging. Weaponry made with it constantly condensates, and can splash foes with water.;

[ItemType]  name=Goop Gland;
ID=goop_gland; sprite=872;
stackable=true;
weight=0; volume=0; value=120;
paletteR=NES_Green; 
description=Slimy organ that generates immobilizing goop.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Immob Attack
<n=><icon=invIcon_armor> +50% Immob Resist;
[ItemReactionInWeapon] 
ID=goop_gland; element=weaponBuff; action=GoopGlandInWeapon;
[ItemReactionInArmor]  
ID=goop_gland; actorValues=immob; damageMultiplier=0.5;

[JournalEntry]
ID=item_goop_gland;
category=item; halfPage=true;
title=Goop Gland;
text=<itemBig=goop_gland><title=Goop Gland><brAdj=>Sogboggers carry glands within them that generate the copious immobilizing goop they spew. It doesn't take a genius to see the possible combat applications of such a fluid.;

[ItemType]  name=Shellworm Plate;
ID=shellworm_plate; sprite=873;
stackable=true;
weight=0; volume=0; value=150;
paletteR=NES_Purple_darker; 
description=Unbreakable plate of the Shellworm.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +5<icon=PhysEva>
<n=><icon=invIcon_armor> +5<icon=PhysEva>;

combineSound=sfx_hitMetal;
combineWith=craft_shield; toMake=shield_shellworm; 
combineWith=craft_armor; toMake=armor_shellworm;
[ItemEffectInWeapon]  
ID=shellworm_plate; actorValue=PhysEva; magnitude=4; duration=-1;
[ItemEffectInArmor]  
ID=shellworm_plate; actorValue=PhysEva; magnitude=5; duration=-1;

[JournalEntry]
ID=item_shellworm_plate;
category=item; halfPage=true;
title=Shellworm Plate;
text=<itemBig=shellworm_plate><title=Shellworm Plate><brAdj=>Nearly indestructible, the plate of the Shellworm looks at first to be ideal material for crafting weaponry. Unfortunately they are completely unmalleable, so only shields and armor can be made from them.;

[ItemType]  name=Volskarn;
ID=volskarn_chunk; sprite=839;
stackable=true;
weight=0; volume=0; value=150;
paletteR=paletteVolskarn; 
special=canAlwaysFitInTileWhenSpawned;
description=Essence-absorbing shard, often used to power magical equipment.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +1<icon=MagAtk>
<n=><icon=invIcon_armor> +1<icon=MagDef>;

combineSound=sfx_hitMetal;
combineWith=craft_sword; toMake=sword_volskarn; 
combineWith=craft_dagger; toMake=dagger_volskarn; 
combineWith=craft_axe; toMake=axe_volskarn; 
combineWith=craft_hammer; toMake=hammer_volskarn; 
combineWith=craft_spear; toMake=spear_volskarn; 
combineWith=craft_shield; toMake=shield_volskarn; 
combineWith=craft_flail; toMake=flail_volskarn; 
combineWith=craft_whip; toMake=whip_volskarn; 
combineWith=craft_bow; toMake=bow_volskarn; 
combineWith=craft_xbow; toMake=xbow_volskarn; 
combineWith=craft_knuckle; toMake=knuckle_volskarn; 
combineWith=craft_rapier; toMake=rapier_volskarn; 
combineWith=craft_greatsword; toMake=greatsword_volskarn; 
combineWith=craft_armor; toMake=armor_volskarn; 
[ItemEffectInWeapon]  
ID=volskarn_chunk; actorValue=MagAtk; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=volskarn_chunk; actorValue=MagDef; magnitude=1; duration=-1;

[JournalEntry]
ID=item_volskarn_chunk;
category=item; halfPage=true;
title=Volskarn;
text=<itemBig=volskarn_chunk><title=Volskarn><brAdj=>The discovery of Volskarn revolutionized industry, transportation, and war. It can absorb essence like a battery, which can then be directed into triggers. Almost all magical equipment has some amount of Volskarn in it.;


[ItemType]  name=Aerstone;
ID=aerstone; sprite=840; spriteWhenHeld=0; special=animateEvery100Frames;
weight=4;
[ItemLight] 
ID=aerstone; red=0.6; blue=0.8; green=0.8; alpha=0.45; size=0.1; flicker=0;
[JournalEntry]
ID=item_aerstone;
category=item; halfPage=true;
title=Aerstone;
text=<itemBig=aerstone><title=Aerstone><brAdj=>Incredibly valuable substance that, when charged with essence, provides upward force. Make sure not to lose it!;

[ItemType]  name=Escape Gem;
ID=gem_escape; sprite=875; value=100;
volume=98;
description=When carried, teleports you home safely when you are about to bleed out.;
paletteR=NES_Purple;

[ItemType]  name=Small Gem;
ID=gem_small1; sprite=876; value=200;
journalID=journal_gems;
description=Small, valuable gem.; stackable=true;
special=convertIntoCashAtEnd;
[ItemType]  name=Gem;
ID=gem_small2; sprite=844; value=400;
journalID=journal_gems;
description=A valuable gem.; stackable=true;
special=convertIntoCashAtEnd;


[ItemType]  name=Huge Gem;
ID=gem_big1; sprite=845; value=1000; stackable=true;
journalID=journal_gems;
description=Highly valuable gem.;
special=convertIntoCashAtEnd;
[ItemType]  name=Massive Gem;
ID=gem_big2; sprite=877; value=2000; stackable=true;
journalID=journal_gems;
description=Extremely valuable gem.;
special=convertIntoCashAtEnd;

[JournalEntry]
ID=journal_gems;
category=item; halfPage=true;
title=Gems;
text=<itemBig=gem_small2><itemBig=gem_big1><title=Gems><brAdj=>Gems big and small have been coveted since time immemorial. Regardless of function, their scarcity and shining appearance grants them inherent value.;

[ItemType]  name=Sword Crafting Kit;
ID=craft_sword; sprite=803; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a sword.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Dagger Crafting Kit;
ID=craft_dagger; sprite=804; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a dagger.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Hammer Crafting Kit;
ID=craft_hammer; sprite=805; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a hammer.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Axe Crafting Kit;
ID=craft_axe; sprite=806; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create an axe.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Shield Crafting Kit;
ID=craft_shield; sprite=807; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a shield.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Flail Crafting Kit;
ID=craft_flail; sprite=808; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a flail.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Whip Crafting Kit;
ID=craft_whip; sprite=809; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a whip.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Bow Crafting Kit;
ID=craft_bow; sprite=810; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a bow.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Crossbow Crafting Kit;
ID=craft_xbow; sprite=811; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a crossbow.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Spear Crafting Kit;
ID=craft_spear; sprite=812; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a spear.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Knuckle Crafting Kit;
ID=craft_knuckle; sprite=813; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create knuckles.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Rapier Crafting Kit;
ID=craft_rapier; sprite=814; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a rapier.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Greatsword Crafting Kit;
ID=craft_greatsword; sprite=815; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create a greatsword.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[ItemType]  name=Armor Crafting Kit;
ID=craft_armor; sprite=816; 
weight=0; volume=1; value=150;
description=Combine this with raw material to create armor.;
journalID=journal_craft_item;
paletteR=NES_Blue; paletteB=paletteWoodDark; paletteG=paletteIron;
special=setGlobalVarWhenConverted;
[JournalEntry]
ID=journal_craft_item;
category=item; halfPage=true;
title=Crafting Kit;
text=<itemBig=craft_sword><itemBig=craft_armor><title=Crafting Kit><brAdj=>Combine it with raw material, such as  <item=iron_chunk>iron, and you'll have a new item! The kit itself is reusable.;


[ItemType]  name=Crafting Kit Loot;
ID=loot_craft_kit; sprite=802;
value=150;
paletteR=NES_DarkGrey_darker;
special=replaceWith_toMake_list;
special=replaceWith_globalVarMatch;
toMake=craft_sword;
toMake=craft_dagger;
toMake=craft_hammer;
toMake=craft_axe;
toMake=craft_shield;
toMake=craft_flail;
toMake=craft_whip;
toMake=craft_bow;
toMake=craft_xbow;
toMake=craft_spear;
toMake=craft_knuckle;
toMake=craft_rapier;
toMake=craft_greatsword;
toMake=craft_armor;

[ItemType]  name=Class Mask Loot;
ID=loot_mask; sprite=1056;
value=250;
paletteR=NES_DarkGrey_darker;
special=replaceWith_toMake_list;
special=replaceWith_globalVarMatch;
toMake=mask_balancer;
toMake=mask_sorcerer;
toMake=mask_mechanist;
toMake=mask_enchanter;
toMake=mask_spellslinger;
toMake=mask_unmaker;
toMake=mask_gatekeeper;
toMake=mask_shiftcloak;
toMake=mask_defiler;
toMake=mask_warpblade;

toMake=loot_mask_weak;

[ItemType]  name='Weak' Class Mask Loot;
ID=loot_mask_weak; sprite=1056;
value=140;
paletteR=NES_Blue;
special=replaceWith_toMake_list;
special=replaceWith_globalVarMatch;
toMake=mask_sharpshooter;
toMake=mask_brawler;
toMake=mask_sorcerer;
toMake=mask_blade;
toMake=mask_breaker;
toMake=mask_berserker;


[ItemType]  name=Mask;
ID=mask_blank; sprite=1056; 
weight=0; volume=1; value=0;
description=A mysterious mask.;
journalID=journal_mask;
depthMod=1000;
special=canHangOnWalls;
special=setGlobalVarWhenConverted;
special=canAssignSpecialTC;
special=drawSpecialTC;

[ItemType]  name=Scholarly Mask;
ID=mask_scholar; sprite=1057;  spriteWhenHeld=1057;
description=Mask of the Scholar.;
cloneFrom=mask_blank;
[ItemType]  name=War Mask;
ID=mask_warrior; sprite=1064;  spriteWhenHeld=1064;
description=Mask of the Warrior.;
cloneFrom=mask_blank;
[ItemType]  name=Surprised Mask;
ID=mask_scout; sprite=1059;  spriteWhenHeld=1059;
description=Mask of the Scout.;
cloneFrom=mask_blank;
[ItemType]  name=Roguish Mask;
ID=mask_rogue; sprite=1060;  spriteWhenHeld=1060;
description=Mask of the clever Rogue.;
cloneFrom=mask_blank;
[ItemType]  name=Keen Eye Mask;
ID=mask_sharpshooter; sprite=1061;  spriteWhenHeld=1061;
description=Mask of the Sharpshooter.;
cloneFrom=mask_blank;
[ItemType]  name=Raging Mask;
ID=mask_brawler; sprite=1058; spriteWhenHeld=1058;
description=Mask of the ferocious Brawler.;
cloneFrom=mask_blank;
[ItemType]  name=Stoic Mask;
ID=mask_guardian; sprite=1069;  spriteWhenHeld=1069;
description=Mask of the noble Guardian.;
cloneFrom=mask_blank;
[ItemType]  name=Dual Mask;
ID=mask_balancer; sprite=1070; spriteWhenHeld=1070;
description=Mask of the Balancer.;
cloneFrom=mask_blank;
[ItemType]  name=Powerful Mask;
ID=mask_sorcerer; sprite=1071; spriteWhenHeld=1071;
description=Mask of the mighty Sorcerer.;
cloneFrom=mask_blank;
[ItemType]  name=Thoughtful Mask;
ID=mask_sage; sprite=1072; spriteWhenHeld=1072;
description=Mask of the pensive Sage.;
cloneFrom=mask_blank;
[ItemType]  name=Half-Mask;
ID=mask_mechanist; sprite=1073; spriteWhenHeld=1073;
description=Mask of the genius Mechanist.;
cloneFrom=mask_blank;
[ItemType]  name=Shining Dragon Mask;
ID=mask_blade; sprite=1074; spriteWhenHeld=1074;
description=Mask of the Blade.;
cloneFrom=mask_blank;
[ItemType]  name=Rusty Dragon Mask;
ID=mask_breaker; sprite=1075; spriteWhenHeld=1075;
description=Mask of the Breaker.;
cloneFrom=mask_blank;
[ItemType]  name=Magic Sword Mask;
ID=mask_enchanter; sprite=1076; spriteWhenHeld=1076;
description=Mask of the Enchanter.;
cloneFrom=mask_blank;
[ItemType]  name=Magic Eye Mask;
ID=mask_spellslinger; sprite=1077; spriteWhenHeld=1077;
description=Mask of the Spell Archon.;
cloneFrom=mask_blank;
[ItemType]  name=Phantom Mask;
ID=mask_unmaker; sprite=1067; spriteWhenHeld=1067;
description=Mask of the dark Unmaker.;
cloneFrom=mask_blank;
[ItemType]  name=Sly Mask;
ID=mask_gatekeeper; sprite=1078; spriteWhenHeld=1078;
description=Mask of the ancient Gatekeeper.;
cloneFrom=mask_blank;
[ItemType]  name=Hollow Mask;
ID=mask_shiftcloak; sprite=1065; spriteWhenHeld=1065;
description=Mask of the elusive Shiftcloak.;
cloneFrom=mask_blank;
[ItemType]  name=Crazed Mask;
ID=mask_berserker; sprite=1068; spriteWhenHeld=1068;
description=Mask of the reckless Berserker.;
cloneFrom=mask_blank;
[ItemType]  name=Eager Mask;
ID=mask_defiler; sprite=1062; spriteWhenHeld=1062;
description=Mask of the evil Defiler.;
cloneFrom=mask_blank;
[ItemType]  name=Zoar Mask;
ID=mask_bathandler; sprite=1079; spriteWhenHeld=1079;
description=Mask of the resourceful and caring Bathandler.;
cloneFrom=mask_blank;

[ItemType]  name=Burning Mask;
ID=mask_ignisKnight; sprite=1080; spriteWhenHeld=1080; 
description=Mask of the scorched Ignis Knight.;
cloneFrom=mask_blank;

[ItemType]  name=Striped Mask;
ID=mask_warpblade; sprite=1081; spriteWhenHeld=1081;
description=Mask of the stern Warpblade.;
cloneFrom=mask_blank;

[JournalEntry]
ID=journal_mask;
category=item; halfPage=false;
title=Mask;
text=<itemBig=mask_warrior><itemBig=mask_scholar><itemBig=mask_scout><title=Mask><brAdj=>Rasmen are sometimes feared and distrusted for their alien appearance, and non-Rasmen have immense difficulty telling them apart. Their solution was to carve and wear masks such as these. Since Rasmen see by 'feeling' essence, wearing a mask does not inhibit their senses.<n=><n=>These masks, though of solid craftsmanship, often display bizarre and uncanny faces. It figures that a faceless species would have no inherent sense of normal facial structure.<n=><n=>Your trainer Sivle is particularly enamored with them. By bringing this back as a treasure, you can unlock a new Class for all your soldiers, regardless of whether they meet the XP requirements.;

[ItemType]  name=Saw;
description=Severs wood with even, straight cuts.;
weight=1; volume=10; value=0;
ID=saw; sprite=149;
paletteR=paletteStoneLight;
paletteB=paletteWood;
[JournalEntry]
ID=item_saw;
category=item; halfPage=true;
title=Saw;
text=<itemBig=saw><title=Saw><brAdj=>Blade with a serrated toothed edge. Allows for precision removal of wood (such as extracting a Ship's Wheel).;


[ItemType]  name=Arrow;
ID=exitArrow1; sprite=2017;
special=cannotBePickedUp; special=canHangOnWalls;
special=animated; special=fullTileHitbox; special=oneClickToUse;
special=noTooltips;
special=noPlayerPlacedItems;
paletteG=paletteG; 
[ItemReaction] 
ID=exitArrow1; element=use; action=use;


[ItemType]  name=Stats Page;
ID=useNote; sprite=2025;
special=cannotBePickedUp; special=canHangOnWalls;
special=fullTileHitbox; special=oneClickToUse;
special=noTooltips;
paletteR=zoneDirt; 
[ItemReaction] 
ID=useNote; element=use; action=use;
[ItemType]  name=Press <keybind=showTooltip> to see more info!;
ID=infoNote1; sprite=2024;
description=Yes, exactly like that!;
special=cannotBePickedUp; special=canHangOnWalls;
paletteR=NES_DarkGrey; 

[ItemType]  name=Alvora;
ID=zone_travel1; sprite=2026;
special=cannotBePickedUp; special=canHangOnWalls;
special=fullTileHitbox; special=oneClickToUse;
special=setGlobalVarWhenConverted;
special=adjustSpriteYUp8;
special=noPlayerPlacedItems;
paletteG=paletteG; 
[ItemReaction] 
ID=zone_travel1; element=use; action=use;
[ItemType]  name=Overgrown Cavern;
ID=zone_travel2; sprite=2027;
cloneFrom=zone_travel1;
[ItemType]  name=Crub Reefs;
ID=zone_travel3; sprite=2028;
cloneFrom=zone_travel1;
[ItemType]  name=Golden Palace;
ID=zone_travel4; sprite=2029;
cloneFrom=zone_travel1;
[ItemType]  name=Apex;
ID=zone_travel5; sprite=2030;
cloneFrom=zone_travel1;


[ItemType]  name=Mystical Stepladder;
description=A collapsible stepladder that, when placed, lets the user traverse any surface.;
ID=stepladder_magic; sprite=514; 
special=canHangOnWalls; special=huge; special=overrideTerrainCollisions; special=moveCostOverride_2;  special=climbAnim;
special=canFloatOnWater;
special=fullTileHitbox;
special=ignoreHeight;

[ItemType]  name=Gate Device;
ID=cube3D; sprite=2049;
special=canHangOnWalls; special=animated;
special=noTooltips; special=cube3D;
special=cannotBePickedUp;
paletteR=NES_Purple;
paletteB=paletteGhost;
paletteG=NES_Blue_darker; 
dpethMod=1050;

[ItemType]  name=Serpent;
ID=serpent1; sprite=2113;
special=cannotBePickedUp; special=canHangOnWalls;
special=canFloatOnWater; special=canBeInsideWalls;
special=anim_bobUpAndDown_slow_small;
special=sprite2xHeight; special=sprite2xWidth;
paletteR=paletteBlack; paletteG=paletteBlack; 

[ItemType]  name=Serpent2;
ID=serpent2; sprite=2115;
special=cannotBePickedUp; special=canHangOnWalls;
special=canFloatOnWater; special=canBeInsideWalls;
paletteR=paletteBlack; paletteG=paletteBlack; 