[ItemType]  name=Wood Loot; itemCategory=weapon; 
ID=loot_wood; sprite=105;
value=5;
paletteR=paletteWood; paletteB=paletteWoodDark;
special=replaceWith_toMake_list;
toMake=sword_wood;
toMake=dagger_wood;
toMake=hammer_wood;
toMake=bow_wood;
toMake=xbow_wood;
toMake=shield_wood;
toMake=spear_wood;

[ItemType]  name=Bone Loot;
ID=loot_bone; sprite=105; itemCategory=weapon; 
value=5;
paletteR=paletteBone; paletteB=paletteBoneDark;
special=replaceWith_toMake_list;
toMake=sword_bone;
toMake=dagger_bone;
toMake=hammer_bone;
toMake=bow_bone;
toMake=xbow_bone;
toMake=shield_bone;
toMake=spear_bone;
toMake=axe_bone;
toMake=flail_bone;
toMake=whip_bone;
toMake=knuckle_bone;
toMake=armor_bone;


[ItemType]  name=Iron Loot;
ID=loot_iron; sprite=105; itemCategory=weapon; 
value=25;
paletteR=paletteIron; paletteB=paletteIronHilt;
special=replaceWith_toMake_list;
toMake=sword_iron;
toMake=axe_iron;
toMake=rapier_iron;
toMake=dagger_iron;
toMake=greatsword_iron;
toMake=hammer_iron;
toMake=bow_iron;
toMake=xbow_iron;
toMake=shield_iron;
toMake=flail_iron;
toMake=whip_iron;
toMake=knuckle_iron;
toMake=spear_iron;
toMake=armor_iron;

[ItemType]  name=Steel Loot;
ID=loot_steel; sprite=105; itemCategory=weapon;
value=50;
paletteR=paletteSteel; paletteB=paletteSteelHilt; 
special=replaceWith_toMake_list;
toMake=sword_steel;
toMake=axe_steel;
toMake=rapier_steel;
toMake=dagger_steel;
toMake=greatsword_steel;
toMake=hammer_steel;
toMake=bow_steel;
toMake=xbow_steel;
toMake=shield_steel;
toMake=flail_steel;
toMake=whip_steel;
toMake=knuckle_steel;
toMake=spear_steel;
toMake=armor_steel;


[ItemType]  name=Mythril Loot;
ID=loot_mythril; sprite=105; itemCategory=weapon; 
value=200;
paletteR=paletteMythril; paletteB=paletteMythrilHilt;
special=replaceWith_toMake_list;
toMake=sword_mythril;
toMake=axe_mythril;
toMake=rapier_mythril;
toMake=dagger_mythril;
toMake=greatsword_mythril;
toMake=hammer_mythril;
toMake=bow_mythril;
toMake=xbow_mythril;
toMake=shield_mythril;
toMake=flail_mythril;
toMake=whip_mythril;
toMake=knuckle_mythril;
toMake=spear_mythril;
toMake=armor_mythril;
[ItemType]  name=Coral Loot;
ID=loot_coral; sprite=105; itemCategory=weapon; 
value=45;
paletteR=paletteCoral; paletteB=paletteCoralHilt;
special=replaceWith_toMake_list;
toMake=sword_coral;
toMake=axe_coral;
toMake=rapier_coral;
toMake=dagger_coral;
toMake=greatsword_coral;
toMake=hammer_coral;
toMake=bow_coral;
toMake=xbow_coral;
toMake=shield_coral;
toMake=flail_coral;
toMake=whip_coral;
toMake=knuckle_coral;
toMake=spear_coral;
toMake=armor_coral;


[ItemType]  name=Electric Loot;
ID=loot_elec; sprite=105; itemCategory=weapon; 
value=350;
paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
special=replaceWith_toMake_list;
toMake=sword_elec;
toMake=axe_elec;
toMake=rapier_elec;
toMake=dagger_elec;
toMake=greatsword_elec;
toMake=hammer_elec;
toMake=bow_elec;
toMake=xbow_elec;
toMake=shield_elec;
toMake=flail_elec;
toMake=whip_elec;
toMake=knuckle_elec;
toMake=spear_elec;
toMake=armor_elec;

[ItemType]  name=Wind Loot;
ID=loot_wind; sprite=105; itemCategory=weapon; 
value=400;
paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
special=replaceWith_toMake_list;
toMake=sword_wind;
toMake=axe_wind;
toMake=rapier_wind;
toMake=dagger_wind;
toMake=greatsword_wind;
toMake=hammer_wind;
toMake=bow_wind;
toMake=xbow_wind;
toMake=shield_wind;
toMake=flail_wind;
toMake=whip_wind;
toMake=knuckle_wind;
toMake=spear_wind;
toMake=armor_wind;

[ItemType]  name=Laser Loot;
ID=loot_laser; sprite=105; itemCategory=weapon; 
value=600;
paletteR=paletteLaser; paletteB=paletteLaserHilt;
special=replaceWith_toMake_list;
toMake=sword_laser;
toMake=axe_laser;
toMake=rapier_laser;
toMake=dagger_laser;
toMake=greatsword_laser;
toMake=hammer_laser;
toMake=bow_laser;
toMake=xbow_laser;
toMake=shield_laser;
toMake=flail_laser;
toMake=whip_laser;
toMake=knuckle_laser;
toMake=spear_laser;
toMake=armor_laser;

[ItemType]  name=Ironice Loot;
ID=loot_ironice; sprite=105; itemCategory=weapon; 
value=800;
paletteR=paletteIronice; paletteB=paletteIroniceHilt;
special=replaceWith_toMake_list;
toMake=sword_ironice;
toMake=axe_ironice;
toMake=rapier_ironice;
toMake=dagger_ironice;
toMake=greatsword_ironice;
toMake=hammer_ironice;
toMake=bow_ironice;
toMake=xbow_ironice;
toMake=shield_ironice;
toMake=flail_ironice;
toMake=whip_ironice;
toMake=knuckle_ironice;
toMake=spear_ironice;
toMake=armor_ironice;

[ItemType]  name=Volskarn Loot;
ID=loot_volskarn; sprite=105; itemCategory=weapon; 
value=150;
paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
special=replaceWith_toMake_list;
toMake=sword_volskarn;
toMake=axe_volskarn;
toMake=rapier_volskarn;
toMake=dagger_volskarn;
toMake=greatsword_volskarn;
toMake=hammer_volskarn;
toMake=bow_volskarn;
toMake=xbow_volskarn;
toMake=shield_volskarn;
toMake=flail_volskarn;
toMake=whip_volskarn;
toMake=knuckle_volskarn;
toMake=spear_volskarn;
toMake=armor_volskarn;


[ItemType]  name=All Equipment;
ID=loot_equip_all; sprite=105; itemCategory=weapon; 
value=700;
paletteR=paletteIronice; paletteB=paletteIroniceHilt;
special=replaceWith_toMake_list;
toMake=loot_mythril;
toMake=loot_coral;
toMake=loot_elec;
toMake=loot_wind;
toMake=loot_laser;
toMake=loot_volskarn;
toMake=loot_equip_rare1;

[ItemType]  name=Rare Equipment;
ID=loot_equip_rare1; sprite=105; itemCategory=weapon; 
value=600;
special=replaceWith_toMake_list;
toMake=gun_intimidator;
toMake=rifle_blunderbuss;
toMake=pistol_slide;
toMake=pistol_force;
toMake=pistol_dragon;
toMake=axe_crab;
toMake=flail_double;
toMake=scimitar_whirl;
toMake=whip_undeadkiller;
toMake=whip_grapple;
toMake=whip_lasher;
toMake=luckshot;
toMake=loot_ironice;
toMake=loot_equip_rare2;
toMake=loot_armor_rare2;

[ItemType]  name=Rare Equipment;
ID=loot_equip_rare2; sprite=105; itemCategory=weapon; 
value=800;
special=replaceWith_toMake_list;
toMake=shield_barrier;
toMake=greatsword_arc;
toMake=hammer_blaster;
toMake=bow_spirithail;
toMake=sword_volskarver;
toMake=rifle_scout;
toMake=loot_armor_rare2;
 
[ItemType]  name=Trigger Stone Loot;
ID=loot_trigger; sprite=110;
value=90;
paletteR=paletteWhite; itemCategory=weapon; 
special=replaceWith_toMake_list;
toMake=trigger_elec;
toMake=trigger_fire;
toMake=trigger_ice;
toMake=trigger_wind;
toMake=trigger_life;
toMake=trigger_ruin;
toMake=loot_trigger_status;
toMake=loot_trigger_status;
[ItemType]  name=Special Trigger Stone Loot;
ID=loot_trigger_special; sprite=109;
value=150;
paletteR=paletteWhite; itemCategory=weapon; 
special=replaceWith_toMake_list;
toMake=trigger_fire_cage;
toMake=trigger_elec_cage;
toMake=trigger_life_light;
toMake=trigger_ice_light;
toMake=trigger_wind_light;
[ItemType]  name=Status Trigger Stone Loot;
ID=loot_trigger_status; sprite=107;
value=150;
paletteR=paletteWhite; itemCategory=weapon; 
special=replaceWith_toMake_list;
toMake=trigger_burn;
toMake=trigger_chill;
toMake=trigger_stun;
toMake=trigger_push;
toMake=trigger_growth;
toMake=trigger_decay;
toMake=trigger_water;

[ItemType]  name=Machete;
description=Primitive blade for cutting obstacles.;
weight=2; volume=3; value=10;
power=4; volume=5;
ID=machete; sprite=33; spriteWhenHeld=65; itemCategory=weapon; element=50;
 action=swordAttack;
[JournalEntry]
ID=item_machete;
category=equipment; halfPage=true;
title=Machete;
text=<itemBig=machete><title=Machete><brAdj=>A cleaver-like blade typically used for agricultural purposes. Excels at cutting undergrowth, not armor.;
 
 
[ItemType]  name=Hatchet;
description=Axe designed for woodcutting.;
weight=3; volume=5; value=10;
power=5;
ID=hatchet; sprite=104; spriteWhenHeld=136; itemCategory=weapon; element=53;
 action=axeAttack;
[JournalEntry]
ID=item_hatchet;
category=equipment; halfPage=true;
title=Hatchet;
text=<itemBig=hatchet><title=Hatchet><brAdj=>A hatchet is a simple sharpened blade for cutting wood. It is very versatile, and easily fills any role that a common knife would.;

[ItemType]  name=Wrench;
ID=hammer_wrench; paletteR=paletteIron;
description=Fit for clubbing and dismantling machinery.;
journalID=journal_hammer;
weight=6; volume=5; value=30;
power=6;
sprite=418; spriteWhenHeld=450; itemCategory=weapon; element=hammer;
 action=hammerAttack_wrench;
[JournalEntry]
ID=item_hammer_wrench;
category=equipment; halfPage=true;
title=Wrench;
text=<itemBig=hammer_wrench><title=Wrench><brAdj=>There's not much material to build with around here, so it's mainly useful for taking things apart. It does 2x damage against machines.;


[ItemType]  name=Slingshot;
description=So weak, it is often mistaken for a toy. Requires both hands to use.;
ID=slingshot; sprite=97; spriteWhenHeld=129; itemCategory=weapon; element=58; special=twoHanded;
weight=1; volume=1; value=2; paletteR = paletteR; paletteB=paletteInventory;
power=3;
 action=slingshotAttack;
[JournalEntry]
ID=item_slingshot;
category=equipment; halfPage=true;
title=Slingshot;
text=<itemBig=slingshot><title=Slingshot><brAdj=>An elastic band attached to two prongs makes up a slingshot. This one is weak, but some better slingshots are good enough to hunt with.;

[ItemType]  name=Lucky Slingshot;
description=Weak slingshot that nonetheless feels satisfying to hold. Requires both hands to use.;
ID=luckshot; sprite=97; spriteWhenHeld=129; itemCategory=weapon; element=58; special=twoHanded;
weight=1; volume=1; value=200; paletteR = paletteB; paletteB=paletteTanCloth;
power=7;
 action=slingshotAttack_lucky;

[ItemType]  name=Excalibur;
description=Sword overflowing with powerful magic.;
ID=magic_sword; sprite=35; spriteWhenHeld=67; itemCategory=weapon; special=animated; element=50;
weight=3; volume=5; value=9000;
power=45;
 action=swordAttack;
 paletteR=paletteSilver; paletteB=paletteIronHilt; paletteG=paletteLightPurpCloth;
 
[ItemType]  name=Fire Trigger;
description=Magical 'trigger' stone that converts essence into fire.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Fire Attack
<n=><icon=invIcon_armor> +1<icon=skill_Fire>;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
ID=trigger_fire; sprite=110; itemCategory=weapon; element=fire;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=fireTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_fire; element=weaponBuff; action=fireTriggerInWeapon;
[ItemEffect]  
ID=trigger_fire; actorValue=skill_Fire; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_fire; actorValue=skill_Fire; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_fire;
category=equipment; halfPage=true;
title=Fire Trigger;
text=<itemBig=trigger_fire><title=Fire Trigger><brAdj=>Directing oneself through it creates flame. Fire triggers are a key component in tech such as furnaces, propulsion, and weapons of war.;

[ItemType]  name=Ice Trigger;
description=Magical 'trigger' stone that converts essence into cold.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Ice Attack
<n=><icon=invIcon_armor> +1<icon=skill_Ice>;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
paletteR=paletteB;
ID=trigger_ice; sprite=110; itemCategory=weapon; element=ice;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=iceTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_ice; element=weaponBuff; action=iceTriggerInWeapon;
[ItemEffect]  
ID=trigger_ice; actorValue=skill_Ice; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_ice; actorValue=skill_Ice; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_ice;
category=equipment; halfPage=true;
title=Ice Trigger;
text=<itemBig=trigger_ice><title=Ice Trigger><brAdj=>With thought and effort, this stone can sap heat. Ice triggers are highly valued for preservation of food.;

[ItemType]  name=Lightning Trigger;
description=Magical 'trigger' stone that converts essence into electricity.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Elec Attack
<n=><icon=invIcon_armor> +1<icon=skill_Elec>;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
paletteR=paletteIce;
ID=trigger_elec; sprite=110; itemCategory=weapon; element=lightning;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=elecTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_elec; element=weaponBuff; action=elecTriggerInWeapon;
[ItemEffect]  
ID=trigger_elec; actorValue=skill_Elec; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_elec; actorValue=skill_Elec; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_elec;
category=equipment; halfPage=true;
title=Lightning Trigger;
text=<itemBig=trigger_elec><title=Lightning Trigger><brAdj=>This stone sparks when you focus on it. Lightning triggers see non-combat use only in highly complex machinery.;


[ItemType]  name=Wind Trigger;
description=Magical 'trigger' stone that converts essence into force.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Wind Attack
<n=><icon=invIcon_armor> +1<icon=skill_Wind>;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
paletteR=paletteGray;
ID=trigger_wind; sprite=110; itemCategory=weapon; element=wind;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=windTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_wind; element=weaponBuff; action=windTriggerInWeapon;
[ItemEffect]  
ID=trigger_wind; actorValue=skill_Wind; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_wind; actorValue=skill_Wind; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_wind;
category=equipment; halfPage=true;
title=Wind Trigger;
text=<itemBig=trigger_wind><title=Wind Trigger><brAdj=>This stone allows you to project force with your mind. Wind triggers are often used in construction, or as components of machinery.;



[ItemType]  name=Life Trigger;
description=Magical 'trigger' stone that converts essence into restorative magic.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Heal
<n=><icon=invIcon_armor> +1<icon=skill_Life>;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
paletteR=paletteHoneyglow;
ID=trigger_life; sprite=110; itemCategory=weapon; element=life;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=lifeTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_life; element=weaponBuff; action=lifeTriggerInWeapon;
[ItemEffect]  
ID=trigger_life; actorValue=skill_Life; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_life; actorValue=skill_Life; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_life;
category=equipment; halfPage=true;
title=Life Trigger;
text=<itemBig=trigger_life><title=Life Trigger><brAdj=>When someone is recently injured, their essence still 'remembers' their original form. Preservation (i.e. Life) magic restores that form.;


[ItemType]  name=Ruin Trigger;
description=Magical 'trigger' stone that converts essence into Ruin magic.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Ruin Attack
<n=><icon=invIcon_armor> +1<icon=skill_Ruin>;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
paletteR=NES_Purple_dark;
ID=trigger_ruin; sprite=110; itemCategory=weapon; element=ruin;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=ruinTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_ruin; element=weaponBuff; action=ruinTriggerInWeapon;
[ItemEffect]  
ID=trigger_ruin; actorValue=skill_Ruin; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_ruin; actorValue=skill_Ruin; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_ruin;
category=equipment; halfPage=true;
title=Ruin Trigger;
text=<itemBig=trigger_ruin><title=Ruin Trigger><brAdj=>Empowers Ruin magic, which degrades or controls essence. Ruin is often reviled for its role in necromancy, even though it has other uses.;

[ItemType]  name=Dud Trigger;
description=Trigger stone that was improperly created, and is useless.;
journalID=trigger_stone;
weight=1; volume=0; value=0;
paletteR=paletteBlack;
special=enhanceSlots_0;
ID=trigger_dud; sprite=110; itemCategory=weapon;
[JournalEntry]
ID=item_trigger_dud;
category=equipment; halfPage=true;
title=Dud Trigger;
text=<itemBig=trigger_dud><title=Dud Trigger><brAdj=>In order for a trigger stone to react to essence, its components must be purified and properly proportioned... unlike this useless dud.;


[JournalEntry]
ID=trigger_stone;
category=item; halfPage=true;
title=Trigger Stones;
text=<itemBig=trigger_fire><itemBig=trigger_ice><title=Trigger Stones><brAdj=>'Trigger' stones are substances that convert essence into energy. The user can mentally direct their essence into the stone to create energy.<n=>   They are used as training tools by apprentices or as an empowering focus by skilled wizards. Each trigger stone is refined from different materials, and corresponds to a single element.;


[ItemType]  name=Flamecage;
description=Fire trigger device that doubles as a light source.;
journalID=trigger_stone;
weight=1; volume=1; value=110;
power=5; paletteB=paletteCopper; spawnFX=fireEmber;
ID=trigger_fire_cage; sprite=109; itemCategory=weapon;
special=enhanceSlots_0; element=fire;
 action=fireTriggerAttack;
[ItemLight]
 ID=trigger_fire_cage; red=1; blue=0.5; green=0.8; alpha=1; size=0.9; flicker=0.02; texture=krypton;
[ItemEffect]
ID=trigger_fire_cage; actorValue=skill_Fire; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_fire_cage;
category=equipment; halfPage=true;
title=Flamecage;
text=<itemBig=trigger_fire_cage><title=Flamecage><brAdj=>A device designed for combat mages on the Watch. It provides light without any effort from the user, and also empowers fire magic.;


[ItemType]  name=Boltcage;
description=Lightning trigger device that doubles as a light source.;
journalID=trigger_stone;
weight=1; volume=1; value=110;
power=5;
paletteR=paletteIce; paletteB=paletteGold; spawnFX=horizSpark_small;
ID=trigger_elec_cage; sprite=109; itemCategory=weapon; element=lightning;
special=enhanceSlots_0;
 action=elecTriggerAttack;
[ItemLight]
 ID=trigger_elec_cage; red=0.8; blue=1; green=0.5; alpha=1; size=0.9; flicker=0.02; texture=krypton;
[ItemEffect]
ID=trigger_elec_cage; actorValue=skill_Elec; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_elec_cage;
category=equipment; halfPage=true;
title=Boltcage;
text=<itemBig=trigger_elec_cage><title=Boltcage><brAdj=>A device designed for combat mages on the Watch. It is generally unpopular due to its propensity for causing mishaps on rainy nights.;

[ItemType]  name=Chrysolit;
description=Docile glowing arthropod that exudes life magic.;
weight=1; volume=1; value=100;
power=5; paletteR=NES_Orange; paletteB=NES_Orange_darker; special=canHangOnWalls;
ID=trigger_life_light; sprite=108; itemCategory=weapon; element=life;
special=enhanceSlots_0;
 action=lifeTriggerAttack;
[ItemLight]
 ID=trigger_life_light; red=0.9; blue=0.8; green=0.9; alpha=0.9; size=1.1; flicker=0.001; texture=krypton;
[ItemEffect]
ID=trigger_life_light; actorValue=skill_Life; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_life_light;
category=equipment; halfPage=true;
title=Chrysolit;
text=<itemBig=trigger_life_light><title=Chrysolit><brAdj=>This hardy insect is completely limp- practically lifeless. At the same time, it glows brightly and has a powerful magic aura.;


[ItemType]  name=Refracting Ice;
description=Ironice specially carved to reflect and amplify light.;
weight=1; volume=1; value=120;
power=5;
paletteR=NES_Blue;
ID=trigger_ice_light; sprite=875; itemCategory=weapon; element=ice;
special=enhanceSlots_0;
 action=iceTriggerAttack;
[ItemLight]
 ID=trigger_ice_light; red=0.5; blue=1; green=0.5; alpha=0.8; size=0.8; flicker=0; texture=krypton;
[ItemEffect]
ID=trigger_ice_light; actorValue=skill_Ice; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_ice_light;
category=equipment; halfPage=true;
title=Refracting Ice;
text=<itemBig=trigger_ice_light><title=Refracting Ice><brAdj=>Ironice is rarely suited to delicate creations, but someone managed to craft it into this magnificent and complicated crystal.;

[ItemType]  name=Gale Lamp;
description=Wind triggers embedded in a mythril lamp.;
weight=1; volume=1; value=120;
power=5;
paletteR=paletteBlueCloth;
ID=trigger_wind_light; sprite=10; itemCategory=weapon; element=wind;
special=enhanceSlots_0;
 action=windTriggerAttack;
[ItemLight]
 ID=trigger_wind_light; red=1.0; blue=0.8; green=0.7; alpha=0.8; size=1.0; flicker=0; texture=krypton;
[ItemEffect]
ID=trigger_wind_light; actorValue=skill_Wind; magnitude=1; duration=-1;
[JournalEntry]
ID=item_trigger_wind_light;
category=equipment; halfPage=true;
title=Gale Lamp;
text=<itemBig=trigger_wind_light><title=Gale Lamp><brAdj=>The wind triggers encircling it were originally intended to keep wind from dousing the flame, but they serve just as well as weapons.;

[ItemType]  name=Burn Trigger;
description=Advanced trigger stone that can inflict Burn status.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Burn Attack
<n=><icon=invIcon_armor> +50% Burn Resist;
journalID=trigger_stone;
weight=1; volume=0; value=150;
power=3;
ID=trigger_burn; sprite=107; itemCategory=weapon; element=fire; 
special=enhanceSlots_0;
 action=burnTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_burn; element=weaponBuff; action=burnTriggerInWeapon;
[ItemEffect]  
ID=trigger_burn; actorValue=skill_Fire; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_burn; actorValues=burn; damageMultiplier=0.5;


ID=item_trigger_fire;
category=equipment; halfPage=true;
text=<itemBig=trigger_fire><title=Fire Trigger><brAdj=>Directing oneself through it creates flame. Fire triggers are a key component in tech such as furnaces, propulsion, and weapons of war.;

[ItemType]  name=Chill Trigger;
description=Advanced trigger stone that Chills an enemy.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Chill Attack
<n=><icon=invIcon_armor> +50% Chill Resist;
journalID=trigger_stone;
weight=1; volume=0; value=150;
power=3;
paletteR=paletteB;
ID=trigger_chill; sprite=107; itemCategory=weapon; element=ice; 
special=enhanceSlots_0;
 action=chillTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_chill; element=weaponBuff; action=chillTriggerInWeapon;
[ItemEffect]  
ID=trigger_chill; actorValue=skill_Ice; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_chill; actorValues=chilled; damageMultiplier=0.5;

[ItemType]  name=Stun Trigger;
description=Advanced trigger stone that briefly Stuns a target.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Stun Attack
<n=><icon=invIcon_armor> +50% Stun Resist;
journalID=trigger_stone;
weight=1; volume=0; value=150;
power=3;
paletteR=paletteIce;
ID=trigger_stun; sprite=107; itemCategory=weapon; element=lightning;
special=enhanceSlots_0;
 action=stunTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_stun; element=weaponBuff; action=stunTriggerInWeapon;
[ItemEffect]  
ID=trigger_stun; actorValue=skill_Elec; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_stun; actorValues=stun; damageMultiplier=0.5;


[ItemType]  name=Push Trigger;
description=Advanced trigger stone that pushes a target back.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Push Attack
<n=><icon=invIcon_armor> +50% Push Resist;
journalID=trigger_stone;
weight=1; volume=0; value=150;
power=3;
paletteR=paletteGray;
ID=trigger_push; sprite=107; itemCategory=weapon; element=wind;
special=enhanceSlots_0;
 action=pushTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_push; element=weaponBuff; action=pushTriggerInWeapon;
[ItemEffect]  
ID=trigger_push; actorValue=skill_Wind; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_push; actorValues=push; damageMultiplier=0.5;



[ItemType]  name=Growth Trigger;
description=Advanced trigger stone that causes the target to regenerate.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Growth
<n=><icon=invIcon_armor> +50% Growth Duration;
journalID=trigger_stone;
weight=1; volume=0; value=150;
power=3;
paletteR=paletteHoneyglow;
ID=trigger_growth; sprite=107; itemCategory=weapon; element=life;
special=enhanceSlots_0;
 action=growthTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_growth; element=weaponBuff; action=growthTriggerInWeapon;
[ItemEffect]  
ID=trigger_growth; actorValue=skill_Life; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_growth; actorValues=regen; healMultiplier=1.5;


[ItemType]  name=Decay Trigger;
description=Advanced trigger stone that can inflict 'Decay'.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Decay Attack
<n=><icon=invIcon_armor> +50% Decay Resist;
journalID=trigger_stone;
weight=1; volume=0; value=150;
power=3;
paletteR=NES_Purple_dark;
ID=trigger_decay; sprite=107; itemCategory=weapon; element=ruin;
special=enhanceSlots_0;
 action=decayTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_decay; element=weaponBuff; action=decayTriggerInWeapon;
[ItemEffect]  
ID=trigger_decay; actorValue=skill_Ruin; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=trigger_decay; actorValue=skill_Ruin; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_decay; element=decaying; damageMultiplier=0.5;

[ItemType]  name=Water Trigger;
description=Special trigger stone that condensates water at the target.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +Water Attack
<n=><icon=invIcon_armor> +50% Wet Resist;
journalID=trigger_stone;
weight=1; volume=0; value=90;
power=3;
paletteR=NES_DarkBlue_dark;
ID=trigger_water; sprite=110; itemCategory=weapon; element=ice;
special=enhanceSlots_0; special=animateEvery100Frames;
 action=waterTriggerAttack;
[ItemReactionInWeapon] 
ID=trigger_water; element=weaponBuff; action=waterTriggerInWeapon;
[ItemEffect]  
ID=trigger_water; actorValue=skill_Ice; magnitude=1; duration=-1;
[ItemReactionInArmor]  
ID=trigger_water; actorValues=wet; damageMultiplier=0.5;

[ItemType]  name=Javelins;
ID=javelin;
description=Light spears designed for throwing.;
paletteR=paletteSteel; paletteB=paletteWood; 
weight=0; volume=5; value=50;
power=5; throwDamageMod=-1;
sprite=103; spriteWhenHeld=135; itemCategory=weapon; element=javelin;
 action=javelinAttack;
[JournalEntry]
ID=item_javelin;
category=equipment; halfPage=true;
title=Javelin;
text=<itemBig=javelin><title=Javelin><brAdj=>The ideal throwing spear, refined from millennia of use as a hunting weapon. The leather amentum provides extra distance & accuracy.;
 
[ItemType]  name=Javelin FX;
itemCategory=hazard;
ID=thrown_javelin; paletteR=paletteSteel; paletteB=paletteWood; 
description=Solely for FX purposes DO NOT USE.; special=alwaysBuried;
weight=0; volume=5; value=25;
sprite=102; element=spear;
[ItemType]  name=Sword FX;
itemCategory=hazard;
ID=thrown_sword; paletteR=paletteSteel; paletteB=paletteSteelHilt; 
description=Solely for FX purposes DO NOT USE.; special=alwaysBuried;
weight=0; volume=5; value=25;
sprite=134; element=sword;
[ItemType]  name=Throwing Axe FX;
itemCategory=hazard;
ID=thrown_axe; paletteR=paletteSteel; paletteB=paletteWood; 
description=Solely for FX purposes DO NOT USE.; special=alwaysBuried;
weight=0; volume=5; value=50;
sprite=137; element=axe_throw;

[ItemType]  name=Throwing Axes;
ID=axe_throwing; paletteR=paletteSteel; paletteB=paletteWood; 
description=Lightweight axes for throwing.;
weight=0; volume=5; value=50;
power=6; throwDamageMod=-1;
sprite=105; spriteWhenHeld=137; itemCategory=weapon; element=axe_throw;
 action=axe_throwing_attack;
[JournalEntry]
ID=item_axe_throwing;
category=equipment; halfPage=true;
title=Throwing Axe;
text=<itemBig=axe_throwing><title=Throwing Axe><brAdj=>Axe with a narrow arched head. Even if the axe head doesn't land in the target, its significant weight & momentum make it dangerous.;

[ItemType]  name=Wooden Sword;
ID=sword_wood; paletteR=paletteWood; paletteB=paletteWoodDark;
description=A shoddy sword of wood.;
journalID=journal_sword;
weight=1; volume=5; value=5;
power=4;
sprite=175; spriteWhenHeld=207; itemCategory=weapon; element=sword;
 action=swordAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
 
[ItemType]  name=Wooden Shiv;
ID=dagger_wood; paletteR=paletteWood; paletteB=paletteWoodDark;
description=An improvised dagger.;
journalID=journal_dagger;
weight=1; volume=1; value=5;
power=3;
sprite=176; spriteWhenHeld=208; itemCategory=weapon; element=dagger;
 action=daggerAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
 
[ItemType]  name=Wooden Mallet;
ID=hammer_wood; paletteR=paletteWood; paletteB=paletteWoodDark;
description=A poor weapon, but still useful as a tool.;
journalID=journal_hammer;
weight=4; volume=5; value=5;
power=5;
sprite=177; spriteWhenHeld=209; itemCategory=weapon; element=hammer;
 action=hammerAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 

[ItemType]  name=Wooden Shield;
ID=shield_wood; paletteR=paletteWood; paletteB=paletteWoodDark;
description=A decent round wooden shield.;
journalID=journal_shield;
sprite=106; spriteWhenHeld=138; itemCategory=weapon; element=shield;
weight=3; volume=5; value=5;
power=1;
action=shieldAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
[ItemEffect]  
ID=shield_wood; actorValue=PhysEva; magnitude=9; duration=-1;

[ItemType]  name=Wood Bow;
ID=bow_wood; paletteR=paletteWood; paletteB=paletteWoodDark;
description=A simple straight bow. Requires both hands to use.;
journalID=journal_bow;
sprite=182; spriteWhenHeld=214; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=5;
power=3;
 action=bowAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
 
[ItemType]  name=Wood Crossbow;
ID=xbow_wood; paletteR=paletteWood; paletteB=paletteWoodDark;
description=A powerful weapon despite mediocre construction.; 
journalID=journal_xbow;
sprite=183; spriteWhenHeld=215; itemCategory=weapon; element=aim;
weight=2; volume=5; value=5;
power=6;
 action=crossbowAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
[ItemReaction] 
ID=xbow_wood; element=actionUsed; newID=xbow_wood_unloaded;

[ItemType]  name=Wood Crossbow (Unloaded);
ID=xbow_wood_unloaded; paletteR=paletteWood; paletteB=paletteWoodDark;
description=A powerful weapon despite mediocre construction. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=184; spriteWhenHeld=216; itemCategory=weapon; 
weight=2; volume=5; value=5;
power=6;
 action=crossbowReload;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
[ItemReaction] 
ID=xbow_wood_unloaded; element=actionUsed; element=reload; newID=xbow_wood;
 
[ItemType]  name=Wooden Spear;
ID=spear_wood; paletteR=paletteWood; paletteB=paletteWood;
description=A sharpened stick.;
journalID=journal_spear;
weight=3; volume=10; value=5;
power=3;
sprite=185; spriteWhenHeld=185; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack;
combineWith=furnace_lit; toMake=woodPlank; 
combineWith=furnace2_lit; toMake=woodPlank; 
combineWith=furnace_everlit1; toMake=woodPlank; 
combineWith=furnace_everlit2; toMake=woodPlank; 
 
 
[ItemType]  name=Bone Sword;
ID=sword_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Sharpened bone blade.;
journalID=journal_sword;
weight=2; volume=5; value=0;
power=5;
sprite=352; spriteWhenHeld=384; itemCategory=weapon; element=sword;
 action=swordAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1; 
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=sword_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Dirk;
ID=dagger_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Dagger with a suprisingly sharp bone edge.;
journalID=journal_dagger;
weight=2; volume=1; value=0;
power=4;
sprite=353; spriteWhenHeld=385; itemCategory=weapon; element=dagger;
 action=daggerAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=dagger_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Mace;
ID=hammer_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Flanged mace constructed from pelvic bones.;
journalID=journal_hammer;
weight=6; volume=5; value=0;
power=6;
sprite=354; spriteWhenHeld=386; itemCategory=weapon; element=hammer;
 action=hammerAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=hammer_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;

[ItemType]  name=Bone Hatchet;
ID=axe_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Primitive, but effective.;
journalID=journal_axe;
weight=3; volume=5; value=0;
power=6;
sprite=355; spriteWhenHeld=387; itemCategory=weapon; element=axe;
 action=axeAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=axe_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Shield;
ID=shield_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Wood shield reinforced with bones.;
journalID=journal_shield;
sprite=356; spriteWhenHeld=388; itemCategory=weapon; element=shield;
weight=5; volume=5; value=0;
power=1;
action=shieldAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]  
ID=shield_bone; actorValue=PhysEva; magnitude=10; duration=-1;
[ItemEffect]
ID=shield_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;

[ItemType]  name=Bone Flail;
ID=flail_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=An unusual construction of sharpened bones.;
journalID=journal_flail;
weight=3; volume=5; value=0;
power=4;
sprite=357; spriteWhenHeld=389; itemCategory=weapon; element=flail;
 action=flailAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=flail_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Whip;
ID=whip_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Bone-tipped whip. Weak against armor.;
journalID=journal_whip;
weight=3; volume=3; value=0;
power=3;
sprite=358; spriteWhenHeld=390; itemCategory=weapon; element=whip;
 action=whipAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=whip_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Bow;
ID=bow_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Composite bow of wood & bone. Requires both hands to use.;
journalID=journal_bow;
sprite=359; spriteWhenHeld=391; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=0;
power=4;
 action=bowAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=bow_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Crossbow;
ID=xbow_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Crossbow of wood and bone.; 
journalID=journal_xbow;
sprite=360; spriteWhenHeld=392; itemCategory=weapon; element=aim;
weight=2; volume=5; value=0;
power=6;
 action=crossbowAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemReaction] 
ID=xbow_bone; element=actionUsed; newID=xbow_bone_unloaded;
[ItemEffect]
ID=xbow_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;

[ItemType]  name=Bone Crossbow (Unloaded);
ID=xbow_bone_unloaded; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Crossbow of wood and bone -- needs to be reloaded.; 
journalID=journal_xbow;
sprite=361; spriteWhenHeld=393; itemCategory=weapon; 
weight=2; volume=5; value=0;
power=6;
 action=crossbowReload;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemReaction] 
ID=xbow_bone_unloaded; element=actionUsed; element=reload; newID=xbow_bone;
[ItemEffect]
ID=xbow_bone_unloaded; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Spear;
ID=spear_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Spear with a tibia tip.;
journalID=journal_spear;
weight=4; volume=10; value=0;
power=4;
sprite=362; spriteWhenHeld=362; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=spear_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;
 
[ItemType]  name=Bone Knuckle;
ID=knuckle_bone; paletteR=paletteBone; paletteB=paletteBoneDark;
description=Knuckles made of actual knuckles.;
journalID=journal_knuckle;
weight=3; volume=1; value=0;
power=3;
sprite=363; spriteWhenHeld=395; itemCategory=weapon; element=fist;
 action=fistAttack;
combineWith=furnace_lit; toMake=bones1; 
combineWith=furnace2_lit; toMake=bones1;
combineWith=furnace_everlit1; toMake=bones1; 
combineWith=furnace_everlit2; toMake=bones1; 
[ItemEffect]
ID=knuckle_bone; actorValue=skill_Ruin; magnitude=1; duration=-1;


  

 
[ItemType]  name=Iron Sword;
ID=sword_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A double-edged blade.;
journalID=journal_sword;
weight=2; volume=5; value=25;
power=5;
sprite=175; spriteWhenHeld=207; itemCategory=weapon; element=sword;
 action=swordAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Dagger;
ID=dagger_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A short blade designed for stabbing. Very accurate.;
journalID=journal_dagger;
weight=2; volume=1; value=25;
power=3;
sprite=176; spriteWhenHeld=208; itemCategory=weapon; element=dagger;
 action=daggerAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Hammer;
ID=hammer_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A weighty hammer suitable for bashing in armor. Misses easily, but ignores 50%<icon=PhysDef>.;
journalID=journal_hammer;
weight=6; volume=5; value=25;
power=6;
sprite=177; spriteWhenHeld=209; itemCategory=weapon; element=hammer;
 action=hammerAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 

[ItemType]  name=Iron Axe;
ID=axe_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Fit for carving enemies or wood. Highly damaging but less accurate.;
journalID=journal_axe;
weight=3; volume=5; value=25;
power=6;
sprite=178; spriteWhenHeld=210; itemCategory=weapon; element=axe;
 action=axeAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Shield;
ID=shield_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Heater shield reinforced with iron.;
journalID=journal_shield;
sprite=179; spriteWhenHeld=211; itemCategory=weapon; element=shield;
weight=5; volume=5; value=25;
power=1;
action=shieldAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
[ItemEffect]  
ID=shield_iron; actorValue=PhysEva; magnitude=12; duration=-1;

[ItemType]  name=Iron Flail;
ID=flail_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A weapon designed to attack from unusual angles - even diagonally.;
journalID=journal_flail;
weight=3; volume=5; value=25;
power=4;
sprite=180; spriteWhenHeld=212; itemCategory=weapon; element=flail;
 action=flailAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Whip;
ID=whip_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Iron-tipped whip. Weak against armor, but longer range.;
journalID=journal_whip;
weight=3; volume=3; value=25;
power=3;
sprite=181; spriteWhenHeld=213; itemCategory=weapon; element=whip;
 action=whipAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Bow;
ID=bow_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Well-constructed bow. Requires both hands to use.;
journalID=journal_bow;
sprite=182; spriteWhenHeld=214; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=25;
power=4;
 action=bowAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Crossbow;
ID=xbow_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A powerful crossbow with a pull lever reload mechanism.; 
journalID=journal_xbow;
sprite=183; spriteWhenHeld=215; itemCategory=weapon; element=aim;
weight=2; volume=5; value=25;
power=7;
 action=crossbowAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
[ItemReaction] 
ID=xbow_iron; element=actionUsed; newID=xbow_iron_unloaded;

[ItemType]  name=Iron Crossbow (Unloaded);
ID=xbow_iron_unloaded; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A powerful crossbow -- needs to be reloaded.; 
journalID=journal_xbow;
sprite=184; spriteWhenHeld=216; itemCategory=weapon; 
weight=2; volume=5; value=25;
power=7;
 action=crossbowReload;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
[ItemReaction] 
ID=xbow_iron_unloaded; element=actionUsed; element=reload; newID=xbow_iron;
 
[ItemType]  name=Iron Spear;
ID=spear_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Spear with socketed metal head.;
journalID=journal_spear;
weight=4; volume=10; value=25;
power=4;
sprite=185; spriteWhenHeld=185; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Knuckle;
ID=knuckle_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Metal that covers the fist when punching.;
journalID=journal_knuckle;
weight=3; volume=1; value=25;
power=3;
sprite=186; spriteWhenHeld=218; itemCategory=weapon; element=fist;
 action=fistAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Rapier;
ID=rapier_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=A light thrusting sword.;
journalID=journal_rapier;
weight=2; volume=5; value=25;
power=4;
sprite=187; spriteWhenHeld=219; itemCategory=weapon; element=sword;
 action=rapierAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 
[ItemType]  name=Iron Greatsword;
ID=greatsword_iron; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Sword made to match any polearm. Requires both hands to wield.;
journalID=journal_gsword;
sprite=188; spriteWhenHeld=220; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=25;
power=5;
 action=greatswordAttack;
combineWith=furnace_lit; toMake=iron_chunk; 
combineWith=furnace2_lit; toMake=iron_chunk;
combineWith=furnace_everlit1; toMake=iron_chunk; 
combineWith=furnace_everlit2; toMake=iron_chunk; 
 

[ItemType]  name=Steel Sword;
ID=sword_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=A fine blade.;
journalID=journal_sword;
weight=2; volume=5; value=50;
power=6;
sprite=175; spriteWhenHeld=207; itemCategory=weapon; element=sword;
 action=swordAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
[ItemReaction] 
ID=sword_steel; element=windAnimate; action=sword_summon; newID=X;
 
[ItemType]  name=Steel Dagger;
ID=dagger_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=A dirk of solid steel.;
journalID=journal_dagger;
weight=2; volume=1; value=50;
power=4;
sprite=176; spriteWhenHeld=208; itemCategory=weapon; element=dagger;
 action=daggerAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Hammer;
ID=hammer_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Compact hammer that can pierce any defense.;
journalID=journal_hammer;
weight=6; volume=5; value=50;
power=7;
sprite=177; spriteWhenHeld=209; itemCategory=weapon; element=hammer;
 action=hammerAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 

[ItemType]  name=Steel Axe;
ID=axe_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Well-crafted battle axe.;
journalID=journal_axe;
weight=3; volume=5; value=50;
power=7;
sprite=178; spriteWhenHeld=210; itemCategory=weapon; element=axe;
 action=axeAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Shield;
ID=shield_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Sturdy and effective shield.;
journalID=journal_shield;
sprite=179; spriteWhenHeld=211; itemCategory=weapon; element=shield;
weight=5; volume=5; value=50;
power=2;
action=shieldAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
[ItemEffect]  
ID=shield_steel; actorValue=PhysEva; magnitude=14; duration=-1;

[ItemType]  name=Steel Flail;
ID=flail_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Spiked steel ball on a chain.;
journalID=journal_flail;
weight=3; volume=5; value=50;
power=5;
sprite=180; spriteWhenHeld=212; itemCategory=weapon; element=flail;
 action=flailAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Whip;
ID=whip_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Steel-tipped whip. Weak against armor.;
journalID=journal_whip;
weight=3; volume=3; value=50;
power=4;
sprite=181; spriteWhenHeld=213; itemCategory=weapon; element=whip;
 action=whipAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Bow;
ID=bow_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Recurve bow with steel grip. Requires both hands to use.;
journalID=journal_bow;
sprite=182; spriteWhenHeld=214; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=50;
power=5;
 action=bowAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Crossbow;
ID=xbow_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Crossbow with steel prod for extra strength.; 
journalID=journal_xbow;
sprite=183; spriteWhenHeld=215; itemCategory=weapon; element=aim;
weight=2; volume=5; value=50;
power=8;
 action=crossbowAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
[ItemReaction] 
ID=xbow_steel; element=actionUsed; newID=xbow_steel_unloaded;

[ItemType]  name=Steel Crossbow (Unloaded);
ID=xbow_steel_unloaded; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Crossbow with steel prod for extra strength. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=184; spriteWhenHeld=216; itemCategory=weapon; 
weight=2; volume=5; value=50;
power=8;
 action=crossbowReload;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
[ItemReaction] 
ID=xbow_steel_unloaded; element=actionUsed; element=reload; newID=xbow_steel;
 
[ItemType]  name=Steel Spear;
ID=spear_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Stave with an exceedingly sharp spearhead.;
journalID=journal_spear;
weight=4; volume=10; value=50;
power=5;
sprite=185; spriteWhenHeld=185; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Knuckle;
ID=knuckle_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Protects hands and focuses force on steel points.;
journalID=journal_knuckle;
weight=3; volume=1; value=50;
power=4;
sprite=186; spriteWhenHeld=218; itemCategory=weapon; element=fist;
 action=fistAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Rapier;
ID=rapier_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Designed primarily with speed and accuracy in mind.;
journalID=journal_rapier;
weight=2; volume=5; value=50;
power=5;
sprite=187; spriteWhenHeld=219; itemCategory=weapon; element=sword;
 action=rapierAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
[ItemType]  name=Steel Greatsword;
ID=greatsword_steel; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Taller and more dangerous than most men. Requires both hands to wield.;
journalID=journal_gsword;
sprite=188; spriteWhenHeld=220; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=50;
power=6;
 action=greatswordAttack;
combineWith=furnace_lit; toMake=steel_bar; 
combineWith=furnace2_lit; toMake=steel_bar;
combineWith=furnace_everlit1; toMake=steel_bar; 
combineWith=furnace_everlit2; toMake=steel_bar; 
 
 
 
[ItemType]  name=Mythril Sword;
ID=sword_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Blade sharper than any steel.;
journalID=journal_sword;
weight=2; volume=5; value=200;
power=7;
sprite=175; spriteWhenHeld=207; itemCategory=weapon; element=sword;
 action=swordAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Dagger;
ID=dagger_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=A dirk of the finest metal.;
journalID=journal_dagger;
weight=1; volume=1; value=200;
power=5;
sprite=176; spriteWhenHeld=208; itemCategory=weapon; element=dagger;
 action=daggerAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Hammer;
ID=hammer_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Hammer of magnificent lightness and strength.;
journalID=journal_hammer;
weight=5; volume=5; value=200;
power=8;
sprite=177; spriteWhenHeld=209; itemCategory=weapon; element=hammer;
 action=hammerAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 

[ItemType]  name=Mythril Axe;
ID=axe_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Superior battle axe.;
journalID=journal_axe;
weight=3; volume=5; value=200;
power=8;
sprite=178; spriteWhenHeld=210; itemCategory=weapon; element=axe;
 action=axeAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Shield;
ID=shield_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Nigh-impenetrable metal shield.;
journalID=journal_shield;
sprite=179; spriteWhenHeld=211; itemCategory=weapon; element=shield;
weight=4; volume=5; value=200;
power=2;
action=shieldAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
[ItemEffect]  
ID=shield_mythril; actorValue=PhysEva; magnitude=17; duration=-1;

[ItemType]  name=Mythril Flail;
ID=flail_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Spiked mythril on a chain.;
journalID=journal_flail;
weight=2; volume=5; value=200;
power=6;
sprite=180; spriteWhenHeld=212; itemCategory=weapon; element=flail;
 action=flailAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Whip;
ID=whip_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Mythril-tipped whip. Weak against armor.;
journalID=journal_whip;
weight=1; volume=3; value=200;
power=5;
sprite=181; spriteWhenHeld=213; itemCategory=weapon; element=whip;
 action=whipAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Bow;
ID=bow_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Recurve bow with mythril grip. Requires both hands to use.;
journalID=journal_bow;
sprite=182; spriteWhenHeld=214; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=200;
power=6;
 action=bowAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Crossbow;
ID=xbow_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Crossbow of shining mythril.; 
journalID=journal_xbow;
sprite=183; spriteWhenHeld=215; itemCategory=weapon; element=aim;
weight=1; volume=5; value=200;
power=9;
 action=crossbowAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
[ItemReaction] 
ID=xbow_mythril; element=actionUsed; newID=xbow_mythril_unloaded;

[ItemType]  name=Mythril Crossbow (Unloaded);
ID=xbow_mythril_unloaded; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Crossbow of shining mythril. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=184; spriteWhenHeld=216; itemCategory=weapon; 
weight=1; volume=5; value=200;
power=9;
 action=crossbowReload;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
[ItemReaction] 
ID=xbow_mythril_unloaded; element=actionUsed; element=reload; newID=xbow_mythril;
 
[ItemType]  name=Mythril Spear;
ID=spear_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Spear that can pierce any lesser metal.;
journalID=journal_spear;
weight=3; volume=10; value=200;
power=6;
special=enhanceSlots_1;
sprite=185; spriteWhenHeld=185; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Knuckle;
ID=knuckle_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=The finest of fisticuffs.;
journalID=journal_knuckle;
weight=2; volume=1; value=200;
power=5;
sprite=186; spriteWhenHeld=218; itemCategory=weapon; element=fist;
 action=fistAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Rapier;
ID=rapier_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=The finest blade a smith could make.;
journalID=journal_rapier;
weight=1; volume=5; value=200;
power=6;
sprite=187; spriteWhenHeld=219; itemCategory=weapon; element=sword;
 action=rapierAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
[ItemType]  name=Mythril Greatsword;
ID=greatsword_mythril; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Sword of the elite. Requires both hands to wield.;
journalID=journal_gsword;
sprite=188; spriteWhenHeld=220; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=5; volume=10; value=200;
power=7;
 action=greatswordAttack;
special=enhanceSlots_1;
combineWith=furnace_lit; toMake=mythril_chunk; 
combineWith=furnace2_lit; toMake=mythril_chunk;
combineWith=furnace_everlit1; toMake=mythril_chunk; 
combineWith=furnace_everlit2; toMake=mythril_chunk; 
 
 
 
[ItemType]  name=Laser Sabre;
ID=sword_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Glowing blade of energy.;
journalID=journal_sword;
weight=1; volume=5; value=600;
power=8;
sprite=239; spriteWhenHeld=271; itemCategory=weapon; element=sword;
 action=swordAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=sword_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
 
[ItemType]  name=Energy Shiv;
ID=dagger_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Almost weightless knife that glows warmly.;
journalID=journal_dagger;
weight=1; volume=1; value=600;
power=6;
sprite=240; spriteWhenHeld=272; itemCategory=weapon; element=dagger;
 action=daggerAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=dagger_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.15; flicker=0.03;
 
[ItemType]  name=Ray Hammer;
ID=hammer_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Chunk of solid light on a haft.;
journalID=journal_hammer;
weight=3; volume=5; value=600;
power=9;
sprite=241; spriteWhenHeld=273; itemCategory=weapon; element=hammer;
 action=hammerAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=hammer_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.25; flicker=0.03;

[ItemType]  name=Laser Axe;
ID=axe_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Bizzare curved, sharp light.;
journalID=journal_axe;
weight=2; volume=5; value=600;
power=9;
sprite=242; spriteWhenHeld=274; itemCategory=weapon; element=axe;
 action=axeAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=axe_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
 
[ItemType]  name=Laser Shield;
ID=shield_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Shield covered in magic-repelling light.;
journalID=journal_shield;
sprite=243; spriteWhenHeld=275; itemCategory=weapon; element=shield;
weight=4; volume=5; value=600;
power=3;
action=shieldAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemEffect]  
ID=shield_laser; actorValue=PhysEva; magnitude=12; duration=-1;
[ItemEffect]  
ID=shield_laser; actorValue=MagEva; magnitude=10; duration=-1;
[ItemLight]
ID=shield_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.25; flicker=0.03;

[ItemType]  name=Laser Flail;
ID=flail_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Ball and chain wreathed in blazing energy.;
journalID=journal_flail;
weight=3; volume=5; value=600;
power=7;
sprite=244; spriteWhenHeld=276; itemCategory=weapon; element=flail;
 action=flailAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=flail_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
 
[ItemType]  name=Laser Whip;
ID=whip_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Cord of sharp fire.;
journalID=journal_whip;
weight=1; volume=3; value=600;
power=6;
sprite=245; spriteWhenHeld=277; itemCategory=weapon; element=whip;
 action=whipAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=whip_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
 
[ItemType]  name=Laser Bow;
ID=bow_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Coats each arrow in fire. Requires both hands to use.;
journalID=journal_bow;
sprite=246; spriteWhenHeld=278; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=600;
power=7;
 action=bowAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=bow_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.1; flicker=0.03;
 
[ItemType]  name=Laser Crossbow;
ID=xbow_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Ignites each bolt with flame.; 
journalID=journal_xbow;
sprite=247; spriteWhenHeld=279; itemCategory=weapon; element=aim;
weight=2; volume=5; value=600;
power=10;
 action=crossbowAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemReaction] 
ID=xbow_laser; element=actionUsed; newID=xbow_laser_unloaded;
[ItemLight]
ID=xbow_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;

[ItemType]  name=Laser Crossbow (Unloaded);
ID=xbow_laser_unloaded; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Ignites each bolt with flame. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=248; spriteWhenHeld=280; itemCategory=weapon; 
weight=2; volume=5; value=600;
power=10;
 action=crossbowReload;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemReaction] 
ID=xbow_laser_unloaded; element=actionUsed; element=reload; newID=xbow_laser;
 
[ItemType]  name=Laser Spear;
ID=spear_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Staff with a burning, sharp tip.;
journalID=journal_spear;
weight=3; volume=5; value=600;
power=7;
sprite=249; spriteWhenHeld=249; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=spear_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
 
[ItemType]  name=Laser Knuckle;
ID=knuckle_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Keeps the hands uncomfortably warm.;
journalID=journal_knuckle;
weight=1; volume=1; value=600;
power=6;
sprite=250; spriteWhenHeld=282; itemCategory=weapon; element=fist;
 action=fistAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=knuckle_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.15; flicker=0.03;
 
[ItemType]  name=Laser Rapier;
ID=rapier_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=The thinnest possible blade.;
journalID=journal_rapier;
weight=1; volume=5; value=600;
power=7;
sprite=251; spriteWhenHeld=283; itemCategory=weapon; element=sword;
 action=rapierAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=rapier_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;
 
[ItemType]  name=Laser Greatsword;
ID=greatsword_laser; paletteR=paletteLaser; paletteB=paletteLaserHilt;
description=Cuts through enemy ranks with ease. Requires both hands to wield.;
journalID=journal_gsword;
sprite=252; spriteWhenHeld=284; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=2; volume=10; value=600;
power=8;
 action=greatswordAttack_laser;
combineWith=furnace_lit; toMake=laser_chunk; 
combineWith=furnace2_lit; toMake=laser_chunk;
combineWith=furnace_everlit1; toMake=laser_chunk; 
combineWith=furnace_everlit2; toMake=laser_chunk; 
[ItemLight]
ID=greatsword_laser; red=1; blue=0.3; green=0.5; alpha=0.5; size=0.2; flicker=0.03;


[ItemType]  name=Frostbite;
ID=sword_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Sword carved from hard, cold Ironice.;
journalID=journal_sword;
weight=4; volume=5; value=800;
power=9;
sprite=303; spriteWhenHeld=335; itemCategory=weapon; element=sword;
 action=swordAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Shiver;
ID=dagger_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Dagger that leaves deep, frostbitten wounds.;
journalID=journal_dagger;
weight=3; volume=1; value=800;
power=7;
sprite=304; spriteWhenHeld=336; itemCategory=weapon; element=dagger;
 action=daggerAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Avalanche;
ID=hammer_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Hammer whose every swing feels like the rumbling of a mountain.;
journalID=journal_hammer;
weight=9; volume=5; value=800;
power=10;
sprite=305; spriteWhenHeld=337; itemCategory=weapon; element=hammer;
 action=hammerAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 

[ItemType]  name=Rime;
ID=axe_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Ironice crafted into a wicked axe-like shape.;
journalID=journal_axe;
weight=7; volume=5; value=800;
power=10;
sprite=306; spriteWhenHeld=338; itemCategory=weapon; element=axe;
 action=axeAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Glacier;
ID=shield_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Shield of exceedingly thick Ironice.;
journalID=journal_shield;
sprite=307; spriteWhenHeld=339; itemCategory=weapon; element=shield;
weight=10; volume=5; value=800;
power=3;
action=shieldAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
[ItemEffect]  
ID=shield_ironice; actorValue=PhysEva; magnitude=23; duration=-1;

[ItemType]  name=Snowflake;
ID=flail_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Icy flail that exudes cold.;
journalID=journal_flail;
sprite=308; spriteWhenHeld=340; itemCategory=weapon; element=flail;
weight=4; volume=5; value=800;
power=8;
 action=flailAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Chill Whip;
ID=whip_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=A draft of cold follows this whip's every motion.;
journalID=journal_whip;
sprite=309; spriteWhenHeld=341; itemCategory=weapon; element=flail;
weight=3; volume=3; value=800;
power=7;
 action=whipAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Blizzard;
ID=bow_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Bow that blasts ice faster than its namesake. Requires both hands to use.;
journalID=journal_bow;
sprite=310; spriteWhenHeld=342; itemCategory=weapon; element=bow; special=twoHanded;
weight=2; volume=5; value=800;
power=8;
 action=bowAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Hail;
ID=xbow_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Shoots devastating bolts of Ironice.; 
journalID=journal_xbow;
sprite=311; spriteWhenHeld=343; itemCategory=weapon; element=aim;
weight=3; volume=5; value=800;
power=12;
 action=crossbowAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
[ItemReaction] 
ID=xbow_ironice; element=actionUsed; newID=xbow_ironice_unloaded;

[ItemType]  name=Hail (Unloaded);
ID=xbow_ironice_unloaded; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Shoots devastating bolts of Ironice. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=312; spriteWhenHeld=344; itemCategory=weapon; 
weight=3; volume=5; value=800;
power=12;
 action=crossbowReload;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
[ItemReaction] 
ID=xbow_ironice_unloaded; element=actionUsed; element=reload; newID=xbow_ironice;
 
[ItemType]  name=Ice Spike;
ID=spear_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Spear with a broad and sharp head of Ironice.;
journalID=journal_spear;
weight=5; volume=10; value=800;
power=8;
sprite=313; spriteWhenHeld=313; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Flurry;
ID=knuckle_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Knuckles that pummel the enemy with cold.;
journalID=journal_knuckle;
weight=4; volume=1; value=800;
power=7;
sprite=314; spriteWhenHeld=346; itemCategory=weapon; element=fist;
 action=fistAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Icicle;
ID=rapier_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=A rapier as thin as Ironice can possibly make.;
journalID=journal_rapier;
weight=3; volume=5; value=800;
power=8;
sprite=315; spriteWhenHeld=347; itemCategory=weapon; element=sword;
 action=rapierAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
[ItemType]  name=Aufeis;
ID=greatsword_ironice; paletteR=paletteIronice; paletteB=paletteIroniceHilt;
description=Winter's wrath in greatsword form. Requires both hands to wield.;
journalID=journal_gsword;
sprite=316; spriteWhenHeld=348; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=8; volume=10; value=800;
power=9;
 action=greatswordAttack_ice;
combineWith=furnace_lit; toMake=ironice_chunk; 
combineWith=furnace2_lit; toMake=ironice_chunk;
combineWith=furnace_everlit1; toMake=ironice_chunk; 
combineWith=furnace_everlit2; toMake=ironice_chunk; 
 
 
[ItemType]  name=Singing Sword;
ID=sword_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Sword that sings eerily when swung.;
journalID=journal_sword;
weight=2; volume=5; value=400;
power=8;
sprite=367; spriteWhenHeld=399; itemCategory=weapon; element=sword;
 action=swordAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Tuning Knife;
ID=dagger_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=When struck, this knife hums quietly.;
journalID=journal_dagger;
weight=2; volume=1; value=400;
power=6;
sprite=368; spriteWhenHeld=400; itemCategory=weapon; element=dagger;
 action=daggerAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Chime Hammer;
ID=hammer_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Rings out loudly against any surface.;
journalID=journal_hammer;
weight=7; volume=5; value=400;
power=9;
sprite=369; spriteWhenHeld=401; itemCategory=weapon; element=hammer;
 action=hammerAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 

[ItemType]  name=Howling Axe;
ID=axe_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Forceful gusts of wind accompany this axe into battle.;
journalID=journal_axe;
weight=3; volume=5; value=400;
power=9;
sprite=370; spriteWhenHeld=402; itemCategory=weapon; element=axe;
 action=axeAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Reverb Shield;
ID=shield_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Seems to repel weapons with its vibrations.;
journalID=journal_shield;
sprite=371; spriteWhenHeld=403; itemCategory=weapon; element=shield;
weight=5; volume=5; value=400;
power=3;
action=shieldAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
[ItemEffect]  
ID=shield_wind; actorValue=PhysEva; magnitude=20; duration=-1;

[ItemType]  name=Wailing Flail;
ID=flail_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Sounds and feels like a cyclone when swung overhead.;
journalID=journal_flail;
weight=3; volume=5; value=400;
power=7;
sprite=372; spriteWhenHeld=404; itemCategory=weapon; element=flail;
 action=flailAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Whistling Whip;
ID=whip_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Lets out an odd whistle with every lash.;
journalID=journal_whip;
weight=3; volume=3; value=400;
power=6;
sprite=373; spriteWhenHeld=405; itemCategory=weapon; element=whip;
 action=whipAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Harp Longbow;
ID=bow_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=The thrum of its bowstring is like music. Requires both hands to use.;
journalID=journal_bow;
sprite=374; spriteWhenHeld=406; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=400;
power=7;
 action=bowAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Gale Crossbow;
ID=xbow_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Each shot is carried by a powerful wind.;
journalID=journal_xbow; 
sprite=375; spriteWhenHeld=407; itemCategory=weapon; element=aim;
weight=2; volume=5; value=400;
power=10;
 action=crossbowAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
[ItemReaction] 
ID=xbow_wind; element=actionUsed; newID=xbow_wind_unloaded;

[ItemType]  name=Gale Crossbow (Unloaded);
ID=xbow_wind_unloaded; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Each shot is carried by a powerful wind. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=376; spriteWhenHeld=408; itemCategory=weapon; 
weight=2; volume=5; value=400;
power=10;
 action=crossbowReload;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
[ItemReaction] 
ID=xbow_wind_unloaded; element=actionUsed; element=reload; newID=xbow_wind;
 
[ItemType]  name=Siren Spear;
ID=spear_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Thrusts with this spear let out a dramatic ringing noise.;
journalID=journal_spear;
weight=4; volume=10; value=400;
power=7;
sprite=377; spriteWhenHeld=377; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Beat Knuckle;
ID=knuckle_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=Knuckles of whistling stone.;
journalID=journal_knuckle;
weight=3; volume=1; value=400;
power=6;
sprite=378; spriteWhenHeld=410; itemCategory=weapon; element=fist;
 action=fistAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Trill Estoc;
ID=rapier_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=This rapier whispers as it swings through the air.;
journalID=journal_rapier;
weight=2; volume=5; value=400;
power=7;
sprite=379; spriteWhenHeld=411; itemCategory=weapon; element=sword;
 action=rapierAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
[ItemType]  name=Tremor Greatsword;
ID=greatsword_wind; paletteR=paletteWhistle; paletteB=paletteWhistleHilt;
description=The wrong end of this blade is worse than any storm. Requires both hands to use.;
journalID=journal_gsword;
sprite=380; spriteWhenHeld=412; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=400;
power=8;
 action=greatswordAttack_wind;
combineWith=furnace_lit; toMake=whistle_chunk; 
combineWith=furnace2_lit; toMake=whistle_chunk;
combineWith=furnace_everlit1; toMake=whistle_chunk; 
combineWith=furnace_everlit2; toMake=whistle_chunk; 
 
 
 

[ItemType]  name=Taze Blade;
ID=sword_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Electrically charged sword.;
journalID=journal_sword;
weight=2; volume=5; value=350;
power=7;
sprite=431; spriteWhenHeld=463; itemCategory=weapon; element=sword;
 action=swordAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Shock Prod;
ID=dagger_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Dagger that courses with electricity.;
journalID=journal_dagger;
weight=2; volume=1; value=350;
power=5;
sprite=432; spriteWhenHeld=464; itemCategory=weapon; element=dagger;
 action=daggerAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Thunder;
ID=hammer_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Hammer that combines blunt trauma with shock.;
journalID=journal_hammer;
weight=6; volume=5; value=350;
power=8;
sprite=433; spriteWhenHeld=465; itemCategory=weapon; element=hammer;
 action=hammerAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 

[ItemType]  name=Voltaic Axe;
ID=axe_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Axe that sparks when swung in an arc.;
journalID=journal_axe;
weight=3; volume=5; value=350;
power=8;
sprite=434; spriteWhenHeld=466; itemCategory=weapon; element=axe;
 action=axeAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Electro Shield;
ID=shield_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Shield covered in electricity-conducting spikes.;
journalID=journal_shield;
sprite=435; spriteWhenHeld=467; itemCategory=weapon; element=shield;
weight=5; volume=5; value=350;
power=5;
action=shieldAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
[ItemEffect] 
ID=shield_elec; actorValue=PhysEva; magnitude=18; duration=-1;

[ItemType]  name=Electric Flail;
ID=flail_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Lightning on a chain.;
journalID=journal_flail;
weight=3; volume=5; value=350;
power=6;
sprite=436; spriteWhenHeld=468; itemCategory=weapon; element=flail;
 action=flailAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Live Wire;
ID=whip_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=A whip that cracks like thunder.;
journalID=journal_whip;
weight=3; volume=3; value=350;
power=5;
sprite=437; spriteWhenHeld=469; itemCategory=weapon; element=whip;
 action=whipAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Jolt Bow;
ID=bow_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Electrifies each arrow. Requires both hands to use.;
journalID=journal_bow;
sprite=438; spriteWhenHeld=470; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=350;
power=6;
 action=bowAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Bolt Crossbow;
ID=xbow_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Crossbow that fires lightning bolts.; 
journalID=journal_xbow;
sprite=439; spriteWhenHeld=471; itemCategory=weapon; element=aim;
weight=2; volume=5; value=300;
power=9;
 action=crossbowAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
[ItemReaction] 
ID=xbow_elec; element=actionUsed; newID=xbow_elec_unloaded;

[ItemType]  name=Bolt Crossbow (Unloaded);
ID=xbow_elec_unloaded; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Crossbow that fires lightning bolts. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=440; spriteWhenHeld=472; itemCategory=weapon; 
weight=2; volume=5; value=300;
power=9;
 action=crossbowReload;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
[ItemReaction] 
ID=xbow_elec_unloaded; element=actionUsed; element=reload; newID=xbow_elec;
 
[ItemType]  name=Spark Bident;
ID=spear_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Two-tined spear to electrify from a distance.;
journalID=journal_spear;
weight=4; volume=10; value=300;
power=6;
sprite=441; spriteWhenHeld=441; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Tazer Knuckle;
ID=knuckle_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Imbues punches with shocking power.;
journalID=journal_knuckle;
weight=3; volume=1; value=300;
power=5;
sprite=442; spriteWhenHeld=474; itemCategory=weapon; element=fist;
 action=fistAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Surge Espada;
ID=rapier_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=A rapier that directs electricity to its tip.;
journalID=journal_rapier;
weight=2; volume=5; value=300;
power=6;
sprite=443; spriteWhenHeld=475; itemCategory=weapon; element=sword;
 action=rapierAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 
 
[ItemType]  name=Volt Greatsword;
ID=greatsword_elec; paletteR=paletteShockWeapon; paletteB=paletteShockWeaponHilt;
description=Stun entire groups with this blade. Requires both hands to wield.;
journalID=journal_gsword;
sprite=444; spriteWhenHeld=476; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=300;
power=7;
 action=greatswordAttack_elec;
combineWith=furnace_lit; toMake=shock_chunk; 
combineWith=furnace2_lit; toMake=shock_chunk;
combineWith=furnace_everlit1; toMake=shock_chunk; 
combineWith=furnace_everlit2; toMake=shock_chunk; 

[ItemType]  name=Fang Sword;
ID=sword_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Sharpened fang and mandible, still dripping with poison.;
journalID=journal_sword;
weight=2; volume=5; value=120;
power=6;
sprite=352; spriteWhenHeld=384; itemCategory=weapon; element=sword;
 action=swordAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Dagger;
ID=dagger_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Toxic fang on a short hilt.;
journalID=journal_dagger;
weight=2; volume=1; value=120;
power=4;
sprite=353; spriteWhenHeld=385; itemCategory=weapon; element=dagger;
 action=daggerAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 

[ItemType]  name=Fang Axe;
ID=axe_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Curved axe that comes to a pointed fang.;
journalID=journal_axe;
weight=3; volume=5; value=120;
power=7;
sprite=306; spriteWhenHeld=338; itemCategory=weapon; element=axe;
 action=axeAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Flail;
ID=flail_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Flail barbed with bits of poisonous fang.;
journalID=journal_flail;
weight=3; volume=5; value=120;
power=5;
sprite=357; spriteWhenHeld=389; itemCategory=weapon; element=flail;
 action=flailAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Whip;
ID=whip_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Venom-tipped whip.;
journalID=journal_whip;
weight=3; volume=3; value=120;
power=4;
sprite=358; spriteWhenHeld=390; itemCategory=weapon; element=whip;
 action=whipAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Spear;
ID=spear_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Spear topped with a toxic fang ;
journalID=journal_spear;
weight=4; volume=10; value=120;
power=5;
sprite=313; spriteWhenHeld=313; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Knuckle;
ID=knuckle_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Hand mandibles & fang fists.;
journalID=journal_knuckle;
weight=3; volume=1; value=120;
power=4;
sprite=314; spriteWhenHeld=346; itemCategory=weapon; element=fist;
 action=fistAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Rapier;
ID=rapier_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Venomous rapier of a sharpened fang.;
journalID=journal_rapier;
weight=2; volume=5; value=120;
power=5;
sprite=315; spriteWhenHeld=347; itemCategory=weapon; element=sword;
 action=rapierAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 


[ItemType]  name=Fang Greatsword;
ID=greatsword_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Greatsword with poison barbs.;
journalID=journal_gsword;
sprite=444; spriteWhenHeld=476; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=5; volume=10; value=120;
power=6;
 action=greatswordAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
 
[ItemType]  name=Fang Bow;
ID=bow_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Toxic-tipped bow & arrows. Requires both hands to use.;
journalID=journal_bow;
sprite=438; spriteWhenHeld=470; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=120;
power=5;
 action=bowAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 


[ItemType]  name=Fang Crossbow;
ID=xbow_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Poison-inducing crossbow.; 
journalID=journal_xbow;
sprite=439; spriteWhenHeld=471; itemCategory=weapon; element=aim;
weight=2; volume=5; value=120;
power=8;
 action=crossbowAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
[ItemReaction] 
ID=xbow_fang; element=actionUsed; newID=xbow_fang_unloaded;

[ItemType]  name=Fang Crossbow (Unloaded);
ID=xbow_fang_unloaded; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Poison-inducing crossbow. Needs to be reloaded.; 
journalID=journal_xbow;
sprite=440; spriteWhenHeld=472; itemCategory=weapon; 
weight=2; volume=5; value=120;
power=8;
 action=crossbowReload;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
[ItemReaction] 
ID=xbow_fang_unloaded; element=actionUsed; element=reload; newID=xbow_fang;
 
[ItemType]  name=Fang Shield;
ID=shield_fang; paletteR=paletteFangWeapon; paletteB=paletteFangWeaponHilt;
description=Shield with poison spikes jutting out.;
journalID=journal_shield;
sprite=435; spriteWhenHeld=467; itemCategory=weapon; element=shield;
weight=5; volume=5; value=120;
power=4;
action=shieldAttack_poison;
combineWith=furnace_lit; toMake=fang_spidest; 
combineWith=furnace2_lit; toMake=fang_spidest;
combineWith=furnace_everlit1; toMake=fang_spidest; 
combineWith=furnace_everlit2; toMake=fang_spidest; 
[ItemEffect] 
ID=shield_fang; actorValue=PhysEva; magnitude=14; duration=-1;
 
[ItemType]  name=Corpryst Blade;
ID=sword_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Heavy sword made of strange Graven material.;
journalID=journal_sword;
weight=4; volume=5; value=150;
power=7;
sprite=303; spriteWhenHeld=335; itemCategory=weapon; element=sword;
 action=swordAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=sword_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Dagger;
ID=dagger_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Dagger that is sharp but awkward to wield.;
journalID=journal_dagger;
weight=3; volume=1; value=150;
power=5;
sprite=304; spriteWhenHeld=336; itemCategory=weapon; element=dagger;
 action=daggerAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=dagger_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Hammer;
ID=hammer_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Hammer-shaped slab of Corpryst.;
journalID=journal_hammer;
weight=9; volume=5; value=150;
power=8;
sprite=305; spriteWhenHeld=337; itemCategory=weapon; element=hammer;
 action=hammerAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=hammer_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;

[ItemType]  name=Corpryst Cleaver;
ID=axe_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Axe made of heavy, dangerous Corpryst.;
journalID=journal_axe;
weight=7; volume=5; value=150;
power=8;
sprite=306; spriteWhenHeld=338; itemCategory=weapon; element=axe;
 action=axeAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=axe_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Shield;
ID=shield_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Thick protective chunk of Corpryst.;
journalID=journal_shield;
sprite=307; spriteWhenHeld=339; itemCategory=weapon; element=shield;
weight=10; volume=5; value=150;
power=2;
action=shieldAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=shield_corpryst; actorValue=PhysEva; magnitude=16; duration=-1;

[ItemType]  name=Corpryst Flail;
ID=flail_corpryst; paletteR=paletteCorpryst; paletteB=paletteGraven;
description=Flail of Corpryst shards attached to Graven tendrils.;
journalID=journal_flail;
sprite=372; spriteWhenHeld=404; itemCategory=weapon; element=flail;
weight=4; volume=5; value=150;
power=6;
 action=flailAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=flail_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Whip;
ID=whip_corpryst; paletteR=paletteCorpryst; paletteB=paletteGraven;
description=Graven tendril with pointed Corpryst barbs.;
journalID=journal_whip;
sprite=422; spriteWhenHeld=454; itemCategory=weapon; element=flail;
weight=3; volume=3; value=150;
power=5;
 action=whipAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=whip_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Spear;
ID=spear_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Bulky spear that is nonetheless effective.;
journalID=journal_spear;
weight=5; volume=10; value=150;
power=6;
sprite=313; spriteWhenHeld=313; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=spear_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Fist;
ID=knuckle_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Hefty fist of Corpryst.;
journalID=journal_knuckle;
weight=4; volume=1; value=150;
power=5;
sprite=314; spriteWhenHeld=346; itemCategory=weapon; element=fist;
 action=fistAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=knuckle_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Rapier;
ID=rapier_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Thin, jagged strip of Corpryst.;
journalID=journal_rapier;
weight=3; volume=5; value=150;
power=6;
sprite=315; spriteWhenHeld=347; itemCategory=weapon; element=sword;
 action=rapierAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=rapier_corpryst; actorValue=PhysEva; magnitude=-2; duration=-1;
 
[ItemType]  name=Corpryst Greatsword;
ID=greatsword_corpryst; paletteR=paletteCorpryst; paletteB=paletteCorprystHilt;
description=Vast blade of heavy Corpryst.;
journalID=journal_gsword;
sprite=316; spriteWhenHeld=348; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=8; volume=10; value=150;
power=7;
 action=greatswordAttack;
combineWith=furnace_lit; toMake=corpryst; 
combineWith=furnace2_lit; toMake=corpryst;
combineWith=furnace_everlit1; toMake=corpryst; 
combineWith=furnace_everlit2; toMake=corpryst; 
[ItemEffect]
ID=greatsword_corpryst; actorValue=PhysEva; magnitude=-3; duration=-1;
 
 

[ItemType]  name=Coral Sword;
ID=sword_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=A double-edged blade made of rough coral.;
journalID=journal_sword;
weight=2; volume=5; value=60;
power=6;
sprite=2304; spriteWhenHeld=2336; itemCategory=weapon; element=sword;
 action=swordAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Dagger;
ID=dagger_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Hard coral sharpened to a point.;
journalID=journal_dagger;
weight=2; volume=1; value=60;
power=4;
sprite=2305; spriteWhenHeld=2337; itemCategory=weapon; element=dagger;
 action=daggerAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Hammer;
ID=hammer_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=A weighty chunk of thick coral.;
journalID=journal_hammer;
weight=6; volume=5; value=60;
power=7;
sprite=2306; spriteWhenHeld=2338; itemCategory=weapon; element=hammer;
 action=hammerAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 

[ItemType]  name=Coral Axe;
ID=axe_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=A wedge of coral sharpened into an axe.;
journalID=journal_axe;
weight=3; volume=5; value=60;
power=7;
sprite=2307; spriteWhenHeld=2339; itemCategory=weapon; element=axe;
 action=axeAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Shield;
ID=shield_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=A buckler of thick, durable coral.;
journalID=journal_shield;
sprite=2308; spriteWhenHeld=2340; itemCategory=weapon; element=shield;
weight=5; volume=5; value=60;
power=2;
action=shieldAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
[ItemEffect]  
ID=shield_coral; actorValue=PhysEva; magnitude=12; duration=-1;

[ItemType]  name=Coral Flail;
ID=flail_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Sharp coral on a lengthy chain.;
journalID=journal_flail;
weight=3; volume=5; value=60;
power=5;
sprite=2309; spriteWhenHeld=2341; itemCategory=weapon; element=flail;
 action=flailAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Whip;
ID=whip_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Coral-tipped whip. Peculiar, but effective.;
journalID=journal_whip;
weight=3; volume=3; value=60;
power=4;
sprite=2310; spriteWhenHeld=2342; itemCategory=weapon; element=whip;
 action=whipAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Bow;
ID=bow_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Bow with a coral grip. Requires both hands to use.;
journalID=journal_bow;
sprite=2311; spriteWhenHeld=2343; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=60;
power=5;
 action=bowAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Crossbow;
ID=xbow_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Odd crossbow with a coral base.; 
journalID=journal_xbow;
sprite=2312; spriteWhenHeld=2344; itemCategory=weapon; element=aim;
weight=2; volume=5; value=60;
power=8;
 action=crossbowAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
[ItemReaction] 
ID=xbow_coral; element=actionUsed; newID=xbow_coral_unloaded;

[ItemType]  name=Coral Crossbow (Unloaded);
ID=xbow_coral_unloaded; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Odd crossbow with a coral base -- needs to be reloaded.; 
journalID=journal_xbow;
sprite=2313; spriteWhenHeld=2345; itemCategory=weapon; 
weight=2; volume=5; value=60;
power=8;
 action=crossbowReload;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
[ItemReaction] 
ID=xbow_coral_unloaded; element=actionUsed; element=reload; newID=xbow_coral;
 
[ItemType]  name=Coral Spear;
ID=spear_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Spear with sharpened head of coral.;
journalID=journal_spear;
weight=4; volume=10; value=60;
power=5;
sprite=2314; spriteWhenHeld=2314; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
 action=spearAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Knuckle;
ID=knuckle_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Spiky coral fist covering.;
journalID=journal_knuckle;
weight=3; volume=1; value=60;
power=4;
sprite=2315; spriteWhenHeld=2347; itemCategory=weapon; element=fist;
 action=fistAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Rapier;
ID=rapier_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Thin, wickedly pointed blade of coral.;
journalID=journal_rapier;
weight=2; volume=5; value=60;
power=5;
sprite=2316; spriteWhenHeld=2348; itemCategory=weapon; element=sword;
 action=rapierAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
[ItemType]  name=Coral Greatsword;
ID=greatsword_coral; paletteR=paletteCoral; paletteB=paletteCoralHilt;
description=Sword made of a massive hunk of coral. Requires both hands to wield.;
journalID=journal_gsword;
sprite=2317; spriteWhenHeld=2349; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=60;
power=6;
 action=greatswordAttack_wet;
combineWith=furnace_lit; toMake=coral; 
combineWith=furnace2_lit; toMake=coral;
combineWith=furnace_everlit1; toMake=coral; 
combineWith=furnace_everlit2; toMake=coral; 
 
 

[ItemType]  name=Volskarn Sword;
ID=sword_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Volskarn-inlaid blade. More augmentable.;
journalID=journal_sword;
weight=2; volume=5; value=150;
power=5;
sprite=2368; spriteWhenHeld=2400; itemCategory=weapon; element=sword;
special=enhanceSlots_2;
 action=swordAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Dagger;
ID=dagger_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Short, accurate blade with traces of Volskarn. Extra augmentable.;
journalID=journal_dagger;
weight=2; volume=1; value=150;
power=3;
sprite=2369; spriteWhenHeld=2401; itemCategory=weapon; element=dagger;
special=enhanceSlots_2;
 action=daggerAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Hammer;
ID=hammer_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Hammer with Volskarn center. Easy to augment.;
journalID=journal_hammer;
weight=6; volume=5; value=150;
power=6;
sprite=2370; spriteWhenHeld=2402; itemCategory=weapon; element=hammer;
special=enhanceSlots_2;
 action=hammerAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 

[ItemType]  name=Volskarn Axe;
ID=axe_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Axe inlaid with Volskarn. More augmentable.;
journalID=journal_axe;
weight=3; volume=5; value=150;
power=6;
sprite=2371; spriteWhenHeld=2403; itemCategory=weapon; element=axe;
special=enhanceSlots_2;
 action=axeAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Shield;
ID=shield_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Heater shield reinforced with Volskarn. Easy to augment.;
journalID=journal_shield;
sprite=2372; spriteWhenHeld=2404; itemCategory=weapon; element=shield;
weight=5; volume=5; value=150;
power=1;
special=enhanceSlots_2;
action=shieldAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
[ItemEffect]  
ID=shield_volskarn; actorValue=PhysEva; magnitude=12; duration=-1;

[ItemType]  name=Volskarn Flail;
ID=flail_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Flail with spikes of Volskarn. Easily augmentable.;
journalID=journal_flail;
weight=3; volume=5; value=150;
power=4;
sprite=2373; spriteWhenHeld=2405; itemCategory=weapon; element=flail;
special=enhanceSlots_2;
 action=flailAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Whip;
ID=whip_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Whip entwined with Volskarn. Extra augmentable.;
journalID=journal_whip;
weight=3; volume=3; value=150;
power=3;
sprite=2374; spriteWhenHeld=2406; itemCategory=weapon; element=whip;
special=enhanceSlots_2;
 action=whipAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Bow;
ID=bow_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Bow crafted with the power of Volskarn. Easily augmented. Requires both hands to use.;
journalID=journal_bow;
sprite=2375; spriteWhenHeld=2407; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=5; value=150;
power=4;
special=enhanceSlots_2;
 action=bowAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Crossbow;
ID=xbow_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Crossbow with a Volskarn base. Easy to augment.; 
journalID=journal_xbow;
sprite=2376; spriteWhenHeld=2408; itemCategory=weapon; element=aim;
weight=2; volume=5; value=150;
power=7;
special=enhanceSlots_2;
 action=crossbowAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
[ItemReaction] 
ID=xbow_volskarn; element=actionUsed; newID=xbow_volskarn_unloaded;

[ItemType]  name=Volskarn Crossbow (Unloaded);
ID=xbow_volskarn_unloaded; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Crossbow with a Volskarn base -- needs to be reloaded.; 
journalID=journal_xbow;
sprite=2377; spriteWhenHeld=2409; itemCategory=weapon; 
weight=2; volume=5; value=150;
power=7;
special=enhanceSlots_2;
 action=crossbowReload;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
[ItemReaction] 
ID=xbow_volskarn_unloaded; element=actionUsed; element=reload; newID=xbow_volskarn;
 
[ItemType]  name=Volskarn Spear;
ID=spear_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Spear with embedded Volskarn. More augmentable.;
journalID=journal_spear;
weight=4; volume=10; value=150;
power=4;
sprite=2378; spriteWhenHeld=2378; itemCategory=weapon; 
special=sprite2xHeight; element=spear;
special=enhanceSlots_2;
 action=spearAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Knuckle;
ID=knuckle_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Metal knuckles with Volskarn hand cover. Easy to augment.;
journalID=journal_knuckle;
weight=3; volume=1; value=150;
power=3;
sprite=2379; spriteWhenHeld=2411; itemCategory=weapon; element=fist;
special=enhanceSlots_2;
 action=fistAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Rapier;
ID=rapier_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Fencing sword of magical Volskarn. Easily augmented.;
journalID=journal_rapier;
weight=2; volume=5; value=150;
power=4;
sprite=2380; spriteWhenHeld=2412; itemCategory=weapon; element=sword;
special=enhanceSlots_2;
 action=rapierAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
[ItemType]  name=Volskarn Greatsword;
ID=greatsword_volskarn; paletteR=paletteVolskarn; paletteB=paletteVolskarnHilt;
description=Massive Volskarn blade. Very augmentable. Requires both hands to wield.;
journalID=journal_gsword;
sprite=2381; spriteWhenHeld=2413; itemCategory=weapon; 
special=enhanceSlots_2;
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=150;
power=5;
 action=greatswordAttack;
combineWith=furnace_lit; toMake=volskarn_chunk; 
combineWith=furnace2_lit; toMake=volskarn_chunk;
combineWith=furnace_everlit1; toMake=volskarn_chunk; 
combineWith=furnace_everlit2; toMake=volskarn_chunk; 
 
 

[JournalEntry]
ID=journal_sword;
category=equipment; halfPage=true;
title=Sword;
text=<itemBig=sword_steel><title=Sword><brAdj=>Swords are evenly balanced in power and accuracy. They can cut through ropes, vines, etc.<br=>  No special properties;

[JournalEntry]
ID=journal_gsword;
category=equipment; halfPage=true;
title=Greatsword;
text=<itemBig=greatsword_steel><title=Greatsword><brAdj=>These 2-handers cut their way through enemy formations with broad, sweeping strokes.<br=>  -5% Accuracy<br=>  Wide attack area;

[JournalEntry]
ID=journal_rapier;
category=equipment; halfPage=true;
title=Rapier;
text=<itemBig=rapier_steel><title=Rapier><brAdj=>Light, easy to handle thrusting swords for those who value accuracy over power.<br=>  +5% Accuracy<br=>  Extra +1% Acc. per <icon=skill_Sword>;

[JournalEntry]
ID=journal_dagger;
category=equipment; halfPage=true;
title=Dagger;
text=<itemBig=dagger_steel><title=Dagger><brAdj=>Daggers are extremely accurate, but weak. They're deadly in the right hands.<br=>  +10% Accuracy<br=>  Extra +1% Acc. per <icon=skill_Dagger>;

[JournalEntry]
ID=journal_hammer;
category=equipment; halfPage=true;
title=Hammer;
text=<itemBig=hammer_steel><title=Hammer><brAdj=>Hammers bypass armor and hit hard... if they hit at all. Can smash rocks & obstacles.<br=>  -10% Accuracy<br=>  Ignore 50% <icon=PhysDef>;

[JournalEntry]
ID=journal_axe;
category=equipment; halfPage=true;
title=Axe;
text=<itemBig=axe_steel><title=Axe><brAdj=>Axes are powerful, but less accurate than swords. Can cut trees & break wood.<br=>  -5% Accuracy;

[JournalEntry]
ID=journal_spear;
category=equipment; halfPage=true;
title=Spear;
text=<itemBig=spear_steel><title=Spear><brAdj=>The classic weapon of war & hunting, for good reason. The added range of spears make them  versatile weapons.<br=>  Range: 2;

[JournalEntry]
ID=journal_flail;
category=equipment; halfPage=true;
title=Flail;
text=<itemBig=flail_steel><title=Flail><brAdj=>Originated from a threshing tool, now a potent weapon. Great at bypassing defenses.<br=>  Can attack diagonally<br=>  Ignore 10% <icon=PhysDef>;

[JournalEntry]
ID=journal_whip;
category=equipment; halfPage=true;
title=Whip;
text=<itemBig=whip_steel><title=Whip><brAdj=>Weak but flexible. Longest range of any melee weapon, but thwarted by armor.<br=>  Range: 2+,  +3% Accuracy<br=>  10% less damage vs. <icon=PhysDef>;

[JournalEntry]
ID=journal_knuckle;
category=equipment; halfPage=true;
title=Knuckle;
text=<itemBig=knuckle_steel><title=Knuckle><brAdj=>Better than being unarmed, but where they truly excel is in the hands of experts.<br=>  Extra +1.5% Acc. per <icon=skill_Fist>;

[JournalEntry]
ID=journal_shield;
category=equipment; halfPage=true;
title=Shield;
text=<itemBig=shield_steel><title=Shield><brAdj=>Mainly used for protection. Bashing with it deals minimal damage, but also pushes. Pushing someone into an obstacle damages them.<br=>  -5% Accuracy<br=>  Pushes enemy;

[JournalEntry]
ID=journal_bow;
category=equipment; halfPage=true;
title=Bow;
text=<itemBig=bow_steel><title=Bow><brAdj=>Most versatile ranged weapon. Powerful & effective (except in close combat).<br=>  Can arc over obstacles;

[JournalEntry]
ID=journal_xbow;
category=equipment; halfPage=true;
title=Crossbow;
text=<itemBig=xbow_steel><title=Crossbow><brAdj=>Extremely strong weapon that can be used 1-handed, but must be reloaded every shot.<br=>  Cannot arc over obstacles<br=>  Must be reloaded;

[ItemType]  name=Lattice Whip;
ID=whip_lattice; paletteR=paletteGreenCloth; paletteB=paletteTanCloth;
description=Whip made of twisted lattice weed.;
journalID=item_latticeWeed;
weight=3; volume=3; value=15;
power=3;
sprite=373; spriteWhenHeld=405; itemCategory=weapon; element=whip;
 action=whipAttack_long;
 
[ItemType]  name=Silk Whip;
ID=whip_silk; paletteR=paletteGray; paletteB=paletteBoneDark;
description=Whip of webs wrapped around leather.;
weight=3; volume=3; value=15;
power=3;
sprite=373; spriteWhenHeld=405; itemCategory=weapon; element=whip;
 action=whipAttack_long;
 


[ItemType]  name=Junkstone Club;
ID=hammer_junkstone; paletteR=NES_Pink_darker;
description=Hammer of Graven dirt & rock.;
journalID=journal_hammer;
weight=16; volume=5; value=5;
power=6;
sprite=101; spriteWhenHeld=133; itemCategory=weapon; element=hammer;
 action=hammerAttack;
[ItemEffect]
ID=hammer_junkstone; actorValue=PhysEva; magnitude=-5; duration=-1;
 
 
[ItemType]  name=Shellworm Shield;
ID=shield_shellworm; paletteR=NES_Purple_darker; paletteB=NES_Purple_darker;
description=Shield made from a single plate of the Shellworm.;
journalID=journal_shield;
sprite=243; spriteWhenHeld=275; itemCategory=weapon; element=shield;
weight=5; volume=5; value=150;
power=1;
action=shieldAttack_wet;
combineWith=furnace_lit; toMake=shellworm_plate; 
combineWith=furnace2_lit; toMake=shellworm_plate;
combineWith=furnace_everlit1; toMake=shellworm_plate; 
combineWith=furnace_everlit2; toMake=shellworm_plate; 
[ItemEffect]  
ID=shield_shellworm; actorValue=PhysEva; magnitude=16; duration=-1;
[ItemEffect]  
ID=shield_shellworm; actorValue=MagEva; magnitude=3; duration=-1;

 
[ItemType]  name=Barrier Shield;
ID=shield_barrier; paletteR=paletteIce; paletteB=paletteIron;
description=Massive shield enchanted with warding magic.;
journalID=journal_shield;
sprite=420; spriteWhenHeld=452; itemCategory=weapon; element=shield;
weight=6; volume=8; value=760;
power=3;
action=shieldAttack_barrier;
[ItemEffect]
ID=shield_barrier; actorValue=PhysEva; magnitude=17; duration=-1;
[ItemEffect]
ID=shield_barrier; actorValue=MagEva; magnitude=10; duration=-1;
[JournalEntry]
ID=item_shield_barrier;
category=equipment; halfPage=true;
title=Barrier Shield;
text=<itemBig=shield_barrier><title=Barrier Shield><brAdj=>Contains a complex array of Wind & Preservation triggers that permanently ward it. It also creates barriers when thrust forward.;

[ItemType]  name=Heavenpiercer;
ID=spear_heaven; paletteR=paletteGold; paletteB=paletteDarkPurple;
description=Drill-like spear that inspires you to do the impossible.;
journalID=journal_spear;
sprite=426; spriteWhenHeld=426; itemCategory=weapon; element=spear;
weight=4; volume=10; value=500;
special=sprite2xHeight;
power=6;
action=spearAttack_inspire;
[ItemReaction]
ID=spear_heaven; actorValues=morale; damageMultiplier=0;
[JournalEntry]
ID=item_spear_heaven;
category=equipment; halfPage=true;
title=Heavenpiercer;
text=<itemBig=spear_heaven><title=Heavenpiercer><brAdj=>Spear of a legendary hero who died ignominiously. Its wielder knows no fear, and when it strikes it inspires nearby allies.;

[ItemType]  name=Lasher;
ID=whip_lasher; paletteR=paletteDarkRed; paletteB=paletteShockWeaponHilt;
description=Wicked-looking whip with barbs for flaying.;
journalID=journal_whip;
weight=3; volume=3; value=400;
power=5;
sprite=422; spriteWhenHeld=454; itemCategory=weapon; element=whip;
 action=whipAttack_lasher;
[JournalEntry]
ID=item_whip_lasher;
category=equipment; halfPage=true;
title=Lasher;
text=<itemBig=whip_lasher><title=Lasher><brAdj=>This bloodstained whip is no doubt the invention of some crazed torturer. It seems designed to inflict pain rather than damage.;

[ItemType]  name=Grapple Whip;
ID=whip_grapple; paletteR=paletteMythril; paletteB=paletteBronze;
description=Chain whip with a hook at the end. Pulls target.;
journalID=journal_whip;
weight=3; volume=3; value=270;
power=5;
sprite=421; spriteWhenHeld=453; itemCategory=weapon; element=whip;
 action=whipAttack_grapple;
[JournalEntry]
ID=item_whip_grapple;
category=equipment; halfPage=true;
title=Grapple Whip;
text=<itemBig=whip_grapple><title=Grapple Whip><brAdj=>This odd mythril whip is fitted with a sharp grappling hook, allowing it to pull enemies. Its range is limited as a result.;

[ItemType]  name=Undead Killer;
ID=whip_undeadkiller; paletteR=paletteGold; paletteB=paletteSilver;
description=War whip designed to destroy undead.;
weight=3; volume=3; value=700;
power=6;
sprite=358; spriteWhenHeld=390; itemCategory=weapon; element=whip;
 action=whipAttack_undeadkiller;
[JournalEntry]
ID=item_whip_undeadkiller;
category=equipment; halfPage=true;
title=Undead Killer;
text=<itemBig=whip_undeadkiller><title=Undead Killer><brAdj=>Whip studded with life triggers that only respond to close proximity to undead. This allows it to be effective against both undead & living creatures.;

[ItemType]  name=Volskarver;
ID=sword_volskarver; sprite=34; spriteWhenHeld=66; 
itemCategory=weapon;  element=sword; special=timer;
description=Volskarn-inlaid sword bereft of energy.;
timer=250;
journalID=journal_volskarver;
weight=3; volume=5; value=1200;
power=7;
 action=swordAttack;
 paletteR=paletteVolskarnEmpty; paletteB=paletteIronHilt; paletteG=paletteBW;
[ItemReaction]
ID=sword_volskarver; element=elec; element=focus; element=timerUp; newID=sword_volskarver_charged;
 
[ItemType]  name=Volskarver;
ID=sword_volskarver_charged; sprite=35; spriteWhenHeld=67; 
itemCategory=weapon; special=animated; element=sword;
description=Volskarn-inlaid sword overflowing with energy.;
journalID=journal_volskarver;
weight=3; volume=5; value=1200;
power=9;
 action=swordAttack_volskarn;
 paletteR=paletteVolskarn; paletteB=paletteGold; paletteG=paletteWhite;
[ItemReaction]
ID=sword_volskarver_charged; element=actionUsed; newID=sword_volskarver;
[ItemLight]
ID=sword_volskarver_charged; red=0.8; blue=0.9; green=0.7; alpha=0.5; size=0.15; flicker=0.03;
[JournalEntry]
ID=journal_volskarver;
category=equipment; halfPage=true;
title=Volskarver;
text=<itemBig=sword_volskarver_charged><title=Volskarver><brAdj=>Masterwork blade with a peculiar design. The Volskarn absorbs essence over time or from lightning, which is then discharged next attack.;

[ItemType]  name=Whirling Scimitar;
ID=scimitar_whirl; paletteR=paletteSteel; paletteB=paletteSilver;
description=Curved blade that disorients foes.;
sprite=190; spriteWhenHeld=222; itemCategory=weapon; 
special=sprite2xWidth; element=sword;
weight=6; volume=10; value=425;
power=8;
 action=swordAttack_spin;
[JournalEntry]
ID=item_scimitar_whirl;
category=equipment; halfPage=true;
title=Whirling Scimitar;
text=<itemBig=scimitar_whirl><title=Whirling Scimitar><brAdj=>Each swing is accompanied by a gust of wind from a force trigger embedded in the hilt. This spins the enemy, exposing their sides & back.;

[ItemType]  name=Punch Dagger;
ID=knuckle_dagger_steel; paletteR=paletteIron; paletteB=paletteSteelHilt;
description=Steel bladed knuckle weapon.;
journalID=journal_dagger_punch;
weight=3; volume=1; value=100;
power=4;
sprite=427; spriteWhenHeld=459; itemCategory=weapon; element=punchDaggerWpn;
 action=fistAttack_slash;
 
[ItemType]  name=Mythril Katar;
ID=knuckle_dagger_mythril; paletteR=paletteMythril; paletteB=paletteBoneDark;
description=Bladed knuckle weapon of mythril.;
journalID=journal_dagger_punch;
weight=3; volume=1; value=240;
power=5;
sprite=427; spriteWhenHeld=459; itemCategory=weapon; element=punchDaggerWpn;
 action=fistAttack_slash;
[JournalEntry]
ID=journal_dagger_punch;
category=equipment; halfPage=true;
title=Punch Dagger;
text=<itemBig=knuckle_dagger_steel><title=Punch Dagger><brAdj=>Thick blade held in a grip similar to standard knuckle weapons. Allows a brawling expert to use blade-based abilities.;
 
[ItemType]  name=Parrying Dagger;
ID=dagger_parry; paletteR=paletteSilver; paletteB=paletteSteel;
description=Dagger for parrying incoming attacks.;
journalID=journal_dagger;
weight=2; volume=1; value=135;
power=3;
sprite=417; spriteWhenHeld=449; itemCategory=weapon; element=dagger;
 action=daggerAttack;
[ItemEffect]
ID=dagger_parry; actorValue=PhysEva; magnitude=8; duration=-1;
[JournalEntry]
ID=item_dagger_parry;
category=equipment; halfPage=true;
title=Parrying Dagger;
text=<itemBig=dagger_parry><title=Parrying Dagger><brAdj=>Dagger with an especially broad hilt to catch incoming weapons. Serviceable both defensively and offensively, but excels at neither.;

[ItemType]  name=Spirithail;
ID=bow_spirithail; paletteR=paletteBone; paletteB=NES_Purple_dark;
description=Ruin-imbued bow that pierces Guard magic. Requires both hands to use.;
journalID=journal_bow;
sprite=423; spriteWhenHeld=455; itemCategory=weapon; element=bow; special=twoHanded;
weight=1; volume=4; value=450;
power=7;
 action=bowAttack_spirithail;
[JournalEntry]
ID=item_bow_spirithail;
category=equipment; halfPage=true;
title=Spirithail;
text=<itemBig=bow_spirithail><title=Spirithail><brAdj=>Ruin magic allows its shots to ignore the target's Guard spells. Most (in)famously used to assassinate Seartial's Head Warden 40 years ago.;

[ItemType]  name=Dual Flail;
ID=flail_double; paletteR=paletteBlackCloth; paletteB=paletteBoneDark;
description=Dangerous flail with 2 heads.;
journalID=journal_flail;
weight=3; volume=5; value=360;
power=6;
sprite=293; spriteWhenHeld=325; itemCategory=weapon; element=flail;
 action=flailAttack_double;
[JournalEntry]
ID=item_flail_double;
category=equipment; halfPage=true;
title=Dual Flail;
text=<itemBig=flail_double><title=Dual Flail><brAdj=>Someone created a more reckless & awkward weapon than the flail - a double flail! It could potentially strike 2 targets at once.;

[ItemType]  name=Backblaster;
ID=hammer_blaster; paletteR=paletteLaser; paletteB=paletteIronHilt;
description=Rocket-powered hammer that damages its user.;
journalID=journal_hammer;
weight=6; volume=5; value=999;
power=12;
sprite=290; spriteWhenHeld=322; itemCategory=weapon; element=hammer;
 action=hammerAttack_blaster;
[JournalEntry]
ID=item_hammer_blaster;
category=equipment; halfPage=true;
title=Backblaster;
text=<itemBig=hammer_blaster><title=Backblaster><brAdj=>The idiot who designed this weapon was immediately fired, figuratively and literally. Fire triggers propel it but also scorch the user.;

[ItemType]  name=Myriapincer;
ID=axe_crab; paletteR=paletteMeat; paletteB=paletteSilver;
description=Sharp appendage of some vicious crustacean.;
journalID=journal_axe;
weight=5; volume=5; value=300;
power=9;
sprite=291; spriteWhenHeld=323; itemCategory=weapon; element=axe;
 action=axeAttack_crab;
[JournalEntry]
ID=item_axe_crab;
category=equipment; halfPage=true;
title=Myriapincer;
text=<itemBig=axe_crab><title=Myriapincer><brAdj=>An abandoned limb of a Giant Myriacraw - something no one ever wants to meet. Its claw is still razor sharp and slick with aggravating toxin.;

[ItemType]  name=Ancient Pistol;
ID=pistol_ancient; paletteR=paletteBronze; paletteB=paletteIron;
description=Rusty single-shot handgun.; 
journalID=journal_pistol_ancient;
sprite=424; spriteWhenHeld=456; itemCategory=weapon; element=aim;
weight=2; volume=3; value=300;
power=8;
 action=gunAttack_short;
[ItemReaction] 
ID=pistol_ancient; element=actionUsed; newID=pistol_ancient_unloaded;

[ItemType]  name=Ancient Pistol (Unloaded);
ID=pistol_ancient_unloaded; paletteR=paletteBronze; paletteB=paletteIron;
journalID=journal_pistol_ancient;
description=Rusty single-shot handgun -- needs to be reloaded.; 
sprite=425; spriteWhenHeld=457; itemCategory=weapon; 
weight=2; volume=3; value=300;
power=8;
 action=crossbowReload;
[ItemReaction]
ID=pistol_ancient_unloaded; element=actionUsed; element=reload; newID=pistol_ancient;
[JournalEntry]
ID=journal_pistol_ancient;
category=equipment; halfPage=true;
title=Ancient Pistol;
text=<itemBig=pistol_ancient><title=Ancient Pistol><brAdj=>A once-powerful pistol degraded by age and misuse. Even so, it still outstrips most crossbows in power & range.;

[ItemType]  name=Dragon Pistol;
ID=pistol_dragon; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Powerful single-shot handgun.; 
sprite=424; spriteWhenHeld=456; itemCategory=weapon; element=aim;
weight=2; volume=3; value=350;
power=10;
 action=gunAttack_long;
[ItemReaction] 
ID=pistol_dragon; element=actionUsed; newID=pistol_dragon_unloaded;

[ItemType]  name=Dragon Pistol (Unloaded);
ID=pistol_dragon_unloaded; paletteR=paletteIron; paletteB=paletteIronHilt;
journalID=item_pistol_dragon;
description=Powerful single-shot handgun -- needs to be reloaded.; 
sprite=425; spriteWhenHeld=457; itemCategory=weapon; 
weight=2; volume=3; value=350;
power=10;
 action=crossbowReload;
[ItemReaction]
ID=pistol_dragon_unloaded; element=actionUsed; element=reload; newID=pistol_dragon;
[JournalEntry]
ID=item_pistol_dragon;
category=equipment; halfPage=true;
title=Dragon Pistol;
text=<itemBig=pistol_dragon><title=Dragon Pistol><brAdj=>A brutally powerful pistol. The fire triggers burst & propel a bullet through the barrel at high speed.;
 
[ItemType]  name=Force Pistol;
ID=pistol_force; paletteR=paletteSilver; paletteB=paletteShockWeaponHilt;
description=Wind-based single-shot pistol.; 
sprite=424; spriteWhenHeld=456; itemCategory=weapon; element=aim;
weight=2; volume=3; value=325;
power=9;
 action=gunAttack_wind;
[ItemReaction] 
ID=pistol_force; element=actionUsed; newID=pistol_force_unloaded;

[ItemType]  name=Force Pistol (Unloaded);
ID=pistol_force_unloaded; paletteR=paletteSilver; paletteB=paletteShockWeaponHilt;
journalID=item_pistol_force;
description=Wind-based single-shot pistol -- needs to be reloaded.; 
sprite=425; spriteWhenHeld=457; itemCategory=weapon; 
weight=2; volume=3; value=325;
power=9;
 action=crossbowReload;
[ItemReaction]
ID=pistol_force_unloaded; element=actionUsed; element=reload; newID=pistol_force;
[JournalEntry]
ID=item_pistol_force;
category=equipment; halfPage=true;
title=Force Pistol;
text=<itemBig=pistol_force><title=Force Pistol><brAdj=>Alternate gun model that propels bullets using wind triggers. The system results in less power but greater accuracy.;
 

[ItemType]  name=Slide Gun;
ID=pistol_slide; paletteR=paletteIron; paletteB=paletteSteel;
description=Pistol that never needs a reload.; 
sprite=364; spriteWhenHeld=396; itemCategory=weapon; element=aim;
weight=3; volume=5; value=500;
power=6;
 action=gunAttack_short;
[JournalEntry]
ID=item_pistol_slide;
category=equipment; halfPage=true;
title=Slide Gun;
text=<itemBig=pistol_slide><title=Slide Gun><brAdj=>A bulky slide mechanism handles reloading. Unfortunately its power and range is gutted as a result.;


[ItemType]  name=Blunderbuss;
ID=rifle_blunderbuss; paletteR=paletteIron; paletteB=paletteUnarmored;
description=Muzzle-loaded rifle that blasts shrapnel.; 
sprite=365; spriteWhenHeld=397; itemCategory=weapon; element=aim;
weight=4; volume=8; value=450; special=twoHanded;
power=10;
 action=gunAttack_burst;
[ItemReaction] 
ID=rifle_blunderbuss; element=actionUsed; newID=rifle_blunderbuss_unloaded;
 
[ItemType]  name=Blunderbuss (Unloaded);
ID=rifle_blunderbuss_unloaded; paletteR=paletteIron; paletteB=paletteUnarmored;
journalID=item_rifle_blunderbuss;
description=Muzzle-loaded rifle -- needs to be reloaded.; 
sprite=366; spriteWhenHeld=398; itemCategory=weapon; 
weight=4; volume=8; value=450; special=twoHanded;
power=10;
 action=crossbowReload;
[ItemReaction]
ID=rifle_blunderbuss_unloaded; element=actionUsed; element=reload; newID=rifle_blunderbuss;
[JournalEntry]
ID=item_rifle_blunderbuss;
category=equipment; halfPage=true;
title=Blunderbuss;
text=<itemBig=rifle_blunderbuss><title=Blunderbuss><brAdj=>A wonder of modern weaponry that fires a cloud of pellets. Quite potent, but has relatively short range and requires both hands.;


[ItemType]  name=Scout Rifle;
ID=rifle_scout; paletteR=paletteIron; paletteB=paletteUnarmored;
description=Powerful single-shot rifle.; 
sprite=429; spriteWhenHeld=461; itemCategory=weapon; element=aim;
weight=4; volume=8; value=600; special=twoHanded;
power=13;
 action=gunAttack_rifle;
[ItemReaction] 
ID=rifle_scout; element=actionUsed; newID=rifle_scout_unloaded;

[ItemType]  name=Scout Rifle (Unloaded);
ID=rifle_scout_unloaded; paletteR=paletteIron; paletteB=paletteUnarmored;
journalID=item_rifle_scout;
description=Powerful single-shot rifle -- needs to be reloaded.; 
sprite=430; spriteWhenHeld=462; itemCategory=weapon; 
weight=4; volume=8; value=600; special=twoHanded;
power=13;
 action=crossbowReload;
[ItemReaction]
ID=rifle_scout_unloaded; element=actionUsed; element=reload; newID=rifle_scout;

[JournalEntry]
ID=item_rifle_scout;
category=equipment; halfPage=true;
title=Scout Rifle;
text=<itemBig=rifle_scout><title=Scout Rifle><brAdj=>Standard rifle of Seartial elite troops, and a powerhouse of technology. Multiple fire triggers propel the bullet.;
 
 
[ItemType]  name=Intimidator;
ID=gun_intimidator; paletteR=paletteBlackCloth; paletteB=paletteBlackCloth;
description=Solid metal replica of an infamously powerful gun.; 
sprite=428; spriteWhenHeld=460; itemCategory=weapon; element=hammer;
weight=4; volume=8; value=300;
power=9;
 action=hammerAttack;
[JournalEntry]
ID=item_gun_intimidator;
category=equipment; halfPage=true;
title=Intimidator;
text=<itemBig=gun_intimidator><title=Intimidator><brAdj=>Replica produced in a desperate gambit to a scare off a rival gang. It looks convincing from a distance but is merely a hunk of metal.;
 
[ItemType]  name=Arc Greatsword;
ID=greatsword_arc; paletteR=NES_Teal; paletteB=NES_DarkBlue_mix2;
description=Curved blade that sparks with power. Requires both hands to use.;
journalID=journal_gsword;
sprite=382; spriteWhenHeld=414; itemCategory=weapon; 
special=sprite2xWidth; special=twoHanded; element=sword;
weight=6; volume=10; value=900;
power=9;
 action=greatswordAttack_arc;
[JournalEntry]
ID=item_greatsword_arc;
category=equipment; halfPage=true;
title=Arc Greatsword;
text=<itemBig=greatsword_arc><title=Arc Greatsword><brAdj=>Magnificent sword once owned by Knight Ovorra, the famous mercenary. The wide reach it grants kept her alive in many bloody conquests.;
 
[ItemType]  name=Wind Wand;
ID=windWand; paletteR=paletteGray; paletteB=paletteBoneDark;
description=Rod with twirling wind triggers that can produce a cyclone attack.;
weight=4; volume=10; value=550;
sprite=299; spriteWhenHeld=331; itemCategory=weapon; 
special=enhanceSlots_0;
element=wind;
 action=windWand_attack;
[JournalEntry]
ID=item_windWand;
category=equipment; halfPage=true;
title=Wind Wand;
text=<itemBig=windWand><title=Wind Wand><brAdj=>When spun properly, this rod activates its 3 wind triggers to create a brutal but short-lived cyclone.;


[ItemType]  name=Chill Rod;
ID=iceWand; paletteR=paletteIce; paletteB=paletteSilver;
description=Icy stave that sprays cold.;
weight=4; volume=10; value=550;
sprite=300; spriteWhenHeld=332; itemCategory=weapon; 
special=enhanceSlots_0;
element=ice;
 action=iceWand_attack;
[JournalEntry]
ID=item_iceWand;
category=equipment; halfPage=true;
title=Chill Rod;
text=<itemBig=iceWand><title=Chill Rod><brAdj=>The pronged design of this ice trigger spreads cold over a wide area. This reduces potency, but it's still a solid close-range weapon.;
 
 

[ItemType]  name=Steam Staff;
ID=steamWand; paletteR=NES_Blue; paletteG=NES_Red; paletteB=paletteIron;
description=Rod that spouts hot steam when activated.;
weight=4; volume=10; value=550;
sprite=301; spriteWhenHeld=333; itemCategory=weapon; 
special=enhanceSlots_0;
element=water;
 action=steamWand_attack;
[JournalEntry]
ID=item_steamWand;
category=equipment; halfPage=true;
title=Steam Staff;
text=<itemBig=steamWand><title=Steam Staff><brAdj=>A combination fire/ice trigger is mounted at the head, which produces a gout of steam that damages and soaks the enemy.;
 

[ItemType]  name=Focus Stone;
description=Smooth sphere that aids focus when gripped tightly.
<font=thickIcons><color=Black>
<n=><icon=invIcon_sword> +1<icon=MagDef>
<n=><icon=invIcon_armor> +1<icon=MagDef>;
weight=1; volume=0; value=120;
paletteR=NES_DarkBlue_mix2;
special=enhanceSlots_0;
ID=focus_stone; sprite=99; spriteWhenHeld=131; itemCategory=weapon;
 action=focusStone_act;
[ItemEffect]  
ID=focus_stone; actorValue=MagDef; magnitude=1; duration=-1;
[ItemEffectInWeapon]  
ID=focus_stone; actorValue=MagDef; magnitude=1; duration=-1;
[ItemEffectInArmor]  
ID=focus_stone; actorValue=MagDef; magnitude=1; duration=-1;
[JournalEntry]
ID=item_focus_stone;
category=equipment; halfPage=true;
title=Focus Stone;
text=<itemBig=focus_stone><title=Focus Stone><brAdj=>Its peculiar texture lends itself to being idly palmed, ridding the mind of distraction. A common trinket found among apprentices.;
 
[ItemType]  name=Iron Hammer;
ID=hammer_iron_prop; paletteR=paletteIron; paletteB=paletteIronHilt;
description=Hammer.;
sprite=1439; spriteWhenHeld=1439; itemCategory=weapon; 
element=hammer;
weight=6; volume=10; value=25;
power=6;
 action=hammerAttack;
 
[ItemType]  name=Steel Hammer;
ID=hammer_steel_prop; paletteR=paletteSteel; paletteB=paletteSteelHilt;
description=Hammer.;
sprite=1439; spriteWhenHeld=1439; itemCategory=weapon; 
element=hammer;
weight=6; volume=10; value=25;
power=6;
 action=hammerAttack;
 
[ItemType]  name=Mythril Hammer;
ID=hammer_mythril_prop; paletteR=paletteMythril; paletteB=paletteMythrilHilt;
description=Hammer.;
sprite=1439; spriteWhenHeld=1439; itemCategory=weapon; 
element=hammer;
weight=6; volume=10; value=25;
power=6;
 action=hammerAttack;
 
[ItemType]  name=Greatsword;
ID=greatsword_iron_prop; paletteR=temperSwordGlow; paletteB=paletteIronHilt;
description=Sword made to match any polearm.;
journalID=journal_gsword;
sprite=1471; spriteWhenHeld=1471; itemCategory=weapon; 
 element=sword;
weight=6; volume=10; value=25;
power=5;
 action=greatswordAttack;
 