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<<names>> <<setplayer>> <<islandobjects>> <<setislands>> <<destinations>> <<setdiscovered>> <<setobjective>> <<setactivities>> <<setactivities2>> <<setquestscontent>> <<setquests>> <<assignquests>> <<travelevents>> <<setupexplore>> <<setprices>> <<setmysticmerchant>> <<setalliesforhire>> <<setgoods>> <<setrumours>> <<greatdeeds>> <<setupenemies>> <<setupweapons>> <<setuptechniques>> <<setupallies>> <<setinventory>> <<setupgatherinformation>> <<setpillars>> <<setupwanderer>> <<setdungeons>> <<dungeonroomdescriptions>> <<mineroomdescriptions>> <<dungeonlayouts>> <<minelayouts>> <<dungeonroomcontent>> <<mineroomcontent>> <<sethunts>> <<createsmallpassages>> <<objectivelocations>> <<descriptions>> <<objectdescriptions>> <<peopledescriptions>> <<setupphrases>> <<academydesc>> <<set $armour to "">> <<set $ring to "">> <<set $amulet to "">> <<set $mindlessdefeated to 0>> <<set $beastsdefeated to 0>> <<set $banditsdefeated to 0>> <<set $storiessold to 0>> <<set $ally to $allynone>>
<<widget "setislands">> <<set $island1 to setup.row1islands.random()>> <<run setup.row1islands.delete($island1)>> <<run setup.row2islands.delete($island1)>> <<set $island2 to setup.row1islands.random()>> <<run setup.row1islands.delete($island2)>> <<run setup.row2islands.delete($island2)>> <<set $island3 to setup.row1islands.random()>> <<run setup.row1islands.delete($island3)>> <<run setup.row2islands.delete($island3)>> <<set $island4 to setup.row1islands.random()>> <<run setup.row1islands.delete($island4)>> <<run setup.row2islands.delete($island4)>> <<set $island5 to setup.row2islands.random()>> <<run setup.row2islands.delete($island5)>> <<run setup.row3islands.delete($island5)>> <<set $island6 to setup.row2islands.random()>> <<run setup.row2islands.delete($island6)>> <<run setup.row3islands.delete($island6)>> <<set $island7 to setup.row2islands.random()>> <<run setup.row2islands.delete($island7)>> <<run setup.row3islands.delete($island7)>> <<set $island8 to setup.row2islands.random()>> <<run setup.row2islands.delete($island8)>> <<run setup.row3islands.delete($island8)>> <<set $island9 to setup.row3islands.random()>> <<run setup.row3islands.delete($island9)>> <<run setup.row4islands.delete($island9)>> <<set $island10 to setup.row3islands.random()>> <<run setup.row3islands.delete($island10)>> <<run setup.row4islands.delete($island10)>> <<set $island11 to setup.row3islands.random()>> <<run setup.row3islands.delete($island11)>> <<run setup.row4islands.delete($island11)>> <<set $island12 to setup.row3islands.random()>> <<run setup.row3islands.delete($island12)>> <<run setup.row4islands.delete($island12)>> <<set $island13 to setup.row4islands.random()>> <<run setup.row4islands.delete($island13)>> <<set $island14 to setup.row4islands.random()>> <<run setup.row4islands.delete($island14)>> <<set $island15 to setup.row4islands.random()>> <<run setup.row4islands.delete($island15)>> <<set $island16 to setup.row4islands.random()>> <<run setup.row4islands.delete($island16)>> <<set $island1img to "Unknown">> <<set $island2img to "Unknown">> <<set $island3img to "Unknown">> <<set $island4img to "Unknown">> <<set $island5img to "Unknown">> <<set $island6img to "Unknown">> <<set $island7img to "Unknown">> <<set $island8img to "Unknown">> <<set $island9img to "Unknown">> <<set $island10img to "Unknown">> <<set $island11img to "Unknown">> <<set $island12img to "Unknown">> <<set $island13img to "Unknown">> <<set $island14img to "Unknown">> <<set $island15img to "Unknown">> <<set $island16img to "Unknown">> <</widget>> <<widget "setactivities">> <<set setup.activities to ["mainmarket", "market1", "market2", "market3", "market4", "market5", "market6", "market7", "enchanter", "witch", "collector", "none", "none", "none", "none", "none"]>> <<if $objective == "treasure">> <<run setup.activities.pop()>> <<run setup.activities.push("oldsailor")>> <</if>> <<set $island1activity to setup.activities.pluck()>> <<set $island2activity to setup.activities.pluck()>> <<set $island3activity to setup.activities.pluck()>> <<set $island4activity to setup.activities.pluck()>> <<set $island5activity to setup.activities.pluck()>> <<set $island6activity to setup.activities.pluck()>> <<set $island7activity to setup.activities.pluck()>> <<set $island8activity to setup.activities.pluck()>> <<set $island9activity to setup.activities.pluck()>> <<set $island10activity to setup.activities.pluck()>> <<set $island11activity to setup.activities.pluck()>> <<set $island12activity to setup.activities.pluck()>> <<set $island13activity to setup.activities.pluck()>> <<set $island14activity to setup.activities.pluck()>> <<set $island15activity to setup.activities.pluck()>> <<set $island16activity to setup.activities.pluck()>> <</widget>> <<widget "setactivities2">> <<set setup.activities2 to ["mine1", "mine2", "mine3", "mine4", "dungeon1", "dungeon2", "dungeon3", "dungeon4", "dungeon5", "dungeon6", "beasts", "none", "none", "bandits", "mindless"]>> <<if $island1activity != "mainmarket">> <<set $island1activity2 to setup.activities2.pluck()>> <<else>> <<set $island1activity2 to "academy">> <<set $island1discovered to true>> <<set $mainislandname to $island1.name>> <<set $island1img to $island1.name>> <</if>> <<if $island2activity != "mainmarket">> <<set $island2activity2 to setup.activities2.pluck()>> <<else>> <<set $island2activity2 to "academy">> <<set $island2discovered to true>> <<set $mainislandname to $island2.name>> <<set $island2img to $island2.name>> <</if>> <<if $island3activity != "mainmarket">> <<set $island3activity2 to setup.activities2.pluck()>> <<else>> <<set $island3activity2 to "academy">> <<set $island3discovered to true>> <<set $mainislandname to $island3.name>> <<set $island3img to $island3.name>> <</if>> <<if $island4activity != "mainmarket">> <<set $island4activity2 to setup.activities2.pluck()>> <<else>> <<set $island4activity2 to "academy">> <<set $island4discovered to true>> <<set $mainislandname to $island4.name>> <<set $island4img to $island4.name>> <</if>> <<if $island5activity != "mainmarket">> <<set $island5activity2 to setup.activities2.pluck()>> <<else>> <<set $island5activity2 to "academy">> <<set $island5discovered to true>> <<set $mainislandname to $island5.name>> <<set $island5img to $island5.name>> <</if>> <<if $island6activity != "mainmarket">> <<set $island6activity2 to setup.activities2.pluck()>> <<else>> <<set $island6activity2 to "academy">> <<set $island6discovered to true>> <<set $mainislandname to $island6.name>> <<set $island6img to $island6.name>> <</if>> <<if $island7activity != "mainmarket">> <<set $island7activity2 to setup.activities2.pluck()>> <<else>> <<set $island7activity2 to "academy">> <<set $island7discovered to true>> <<set $mainislandname to $island7.name>> <<set $island7img to $island7.name>> <</if>> <<if $island8activity != "mainmarket">> <<set $island8activity2 to setup.activities2.pluck()>> <<else>> <<set $island8activity2 to "academy">> <<set $island8discovered to true>> <<set $mainislandname to $island8.name>> <<set $island8img to $island8.name>> <</if>> <<if $island9activity != "mainmarket">> <<set $island9activity2 to setup.activities2.pluck()>> <<else>> <<set $island9activity2 to "academy">> <<set $island9discovered to true>> <<set $mainislandname to $island9.name>> <<set $island9img to $island9.name>> <</if>> <<if $island10activity != "mainmarket">> <<set $island10activity2 to setup.activities2.pluck()>> <<else>> <<set $island10activity2 to "academy">> <<set $island10discovered to true>> <<set $mainislandname to $island10.name>> <<set $island10img to $island10.name>> <</if>> <<if $island11activity != "mainmarket">> <<set $island11activity2 to setup.activities2.pluck()>> <<else>> <<set $island11activity2 to "academy">> <<set $island11discovered to true>> <<set $mainislandname to $island11.name>> <<set $island11img to $island11.name>> <</if>> <<if $island12activity != "mainmarket">> <<set $island12activity2 to setup.activities2.pluck()>> <<else>> <<set $island12activity2 to "academy">> <<set $island12discovered to true>> <<set $mainislandname to $island12.name>> <<set $island12img to $island12.name>> <</if>> <<if $island13activity != "mainmarket">> <<set $island13activity2 to setup.activities2.pluck()>> <<else>> <<set $island13activity2 to "academy">> <<set $island13discovered to true>> <<set $mainislandname to $island13.name>> <<set $island13img to $island13.name>> <</if>> <<if $island14activity != "mainmarket">> <<set $island14activity2 to setup.activities2.pluck()>> <<else>> <<set $island14activity2 to "academy">> <<set $island14discovered to true>> <<set $mainislandname to $island14.name>> <<set $island14img to $island14.name>> <</if>> <<if $island15activity != "mainmarket">> <<set $island15activity2 to setup.activities2.pluck()>> <<else>> <<set $island15activity2 to "academy">> <<set $island15discovered to true>> <<set $mainislandname to $island15.name>> <<set $island15img to $island15.name>> <</if>> <<if $island16activity != "mainmarket">> <<set $island16activity2 to setup.activities2.pluck()>> <<else>> <<set $island16activity2 to "academy">> <<set $island16discovered to true>> <<set $mainislandname to $island16.name>> <<set $island16img to $island16.name>> <</if>> <</widget>> <<widget "setquests">> <<set setup.questsA to [setup.banditking, setup.stolenstatuette, setup.fisherwomansfind, setup.twotreasures, setup.merfolkstoryteller, setup.festivalplay, setup.darkbook, setup.aspiringtamer, setup.miraclewater]>> <<set setup.questA1 to setup.questsA.pluck()>> <<set setup.questA2 to setup.questsA.pluck()>> <<set setup.questA3 to setup.questsA.pluck()>> <<set setup.questsB to [setup.shipwrightintrouble, setup.vampirescurse, setup.redknightquest, setup.handbookofmonsters, setup.armwrestling, setup.artiststrouble, setup.gemstonescarabinvasion, setup.archerytournament, setup.suspiciousinn]>> <<set setup.questB1 to setup.questsB.pluck()>> <<set setup.questB2 to setup.questsB.pluck()>> <<set setup.questB3 to setup.questsB.pluck()>> <<set setup.questsC to [setup.robbedgrave, setup.thedevourer, setup.goliathhunt, setup.thunderrocquest, setup.witchsremorse, setup.kingcrabquest]>> <<set setup.questC1 to setup.questsC.pluck()>> <<set setup.questC2 to setup.questsC.pluck()>> <</widget>> <<widget "assignquests">> <<set setup.questpool to [setup.questA1, setup.questA2, setup.questA3, setup.questB1, setup.questB2, setup.questB3, setup.questC1, setup.questC2, setup.questnone, setup.questnone, setup.questnone, setup.questnone, setup.questnone, setup.questnone, setup.questnone]>> <<if $island1activity != "mainmarket">> <<set $island1quest to setup.questpool.pluck()>> <<else>> <<set $island1quest to setup.questnone>> <</if>> <<if $island2activity != "mainmarket">> <<set $island2quest to setup.questpool.pluck()>> <<else>> <<set $island2quest to setup.questnone>> <</if>> <<if $island3activity != "mainmarket">> <<set $island3quest to setup.questpool.pluck()>> <<else>> <<set $island3quest to setup.questnone>> <</if>> <<if $island4activity != "mainmarket">> <<set $island4quest to setup.questpool.pluck()>> <<else>> <<set $island4quest to setup.questnone>> <</if>> <<if $island5activity != "mainmarket">> <<set $island5quest to setup.questpool.pluck()>> <<else>> <<set $island5quest to setup.questnone>> <</if>> <<if $island6activity != "mainmarket">> <<set $island6quest to setup.questpool.pluck()>> <<else>> <<set $island6quest to setup.questnone>> <</if>> <<if $island7activity != "mainmarket">> <<set $island7quest to setup.questpool.pluck()>> <<else>> <<set $island7quest to setup.questnone>> <</if>> <<if $island8activity != "mainmarket">> <<set $island8quest to setup.questpool.pluck()>> <<else>> <<set $island8quest to setup.questnone>> <</if>> <<if $island9activity != "mainmarket">> <<set $island9quest to setup.questpool.pluck()>> <<else>> <<set $island9quest to setup.questnone>> <</if>> <<if $island10activity != "mainmarket">> <<set $island10quest to setup.questpool.pluck()>> <<else>> <<set $island10quest to setup.questnone>> <</if>> <<if $island11activity != "mainmarket">> <<set $island11quest to setup.questpool.pluck()>> <<else>> <<set $island11quest to setup.questnone>> <</if>> <<if $island12activity != "mainmarket">> <<set $island12quest to setup.questpool.pluck()>> <<else>> <<set $island12quest to setup.questnone>> <</if>> <<if $island13activity != "mainmarket">> <<set $island13quest to setup.questpool.pluck()>> <<else>> <<set $island13quest to setup.questnone>> <</if>> <<if $island14activity != "mainmarket">> <<set $island14quest to setup.questpool.pluck()>> <<else>> <<set $island14quest to setup.questnone>> <</if>> <<if $island15activity != "mainmarket">> <<set $island15quest to setup.questpool.pluck()>> <<else>> <<set $island15quest to setup.questnone>> <</if>> <<if $island16activity != "mainmarket">> <<set $island16quest to setup.questpool.pluck()>> <<else>> <<set $island16quest to setup.questnone>> <</if>> <</widget>> <<widget "setalliesforhire">> <<set setup.alliesforhire to ["mercenaryweak", "mercenarystrong", "followerweak", "followerstrong", "gamblers", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none", "none"]>> <<set $island1ally to setup.alliesforhire.pluck()>> <<set $island2ally to setup.alliesforhire.pluck()>> <<set $island3ally to setup.alliesforhire.pluck()>> <<set $island4ally to setup.alliesforhire.pluck()>> <<set $island5ally to setup.alliesforhire.pluck()>> <<set $island6ally to setup.alliesforhire.pluck()>> <<set $island7ally to setup.alliesforhire.pluck()>> <<set $island8ally to setup.alliesforhire.pluck()>> <<set $island9ally to setup.alliesforhire.pluck()>> <<set $island10ally to setup.alliesforhire.pluck()>> <<set $island11ally to setup.alliesforhire.pluck()>> <<set $island12ally to setup.alliesforhire.pluck()>> <<set $island13ally to setup.alliesforhire.pluck()>> <<set $island14ally to setup.alliesforhire.pluck()>> <<set $island15ally to setup.alliesforhire.pluck()>> <<set $island16ally to setup.alliesforhire.pluck()>> <</widget>> <<widget "setdiscovered">> <<set $island1discovered to false>> <<set $island2discovered to false>> <<set $island3discovered to false>> <<set $island4discovered to false>> <<set $island5discovered to false>> <<set $island6discovered to false>> <<set $island7discovered to false>> <<set $island8discovered to false>> <<set $island9discovered to false>> <<set $island10discovered to false>> <<set $island11discovered to false>> <<set $island12discovered to false>> <<set $island13discovered to false>> <<set $island14discovered to false>> <<set $island15discovered to false>> <<set $island16discovered to false>> <</widget>> <<widget "setpillars">> <<set setup.pillarlocations to ["Island1", "Island2", "Island3", "Island4", "Island5", "Island6", "Island7", "Island8", "Island9", "Island10", "Island11", "Island12", "Island13", "Island14", "Island15", "Island16"]>> <<set $dragonpillarlocation to setup.pillarlocations.random()>> <<run setup.pillarlocations.delete($dragonpillarlocation)>> <<if $dragonpillarlocation == "Island1">><<set $dragonpillarlocationname to $island1.name>> <<elseif $dragonpillarlocation == "Island2">><<set $dragonpillarlocationname to $island2.name>> <<elseif $dragonpillarlocation == "Island3">><<set $dragonpillarlocationname to $island3.name>> <<elseif $dragonpillarlocation == "Island4">><<set $dragonpillarlocationname to $island4.name>> <<elseif $dragonpillarlocation == "Island5">><<set $dragonpillarlocationname to $island5.name>> <<elseif $dragonpillarlocation == "Island6">><<set $dragonpillarlocationname to $island6.name>> <<elseif $dragonpillarlocation == "Island7">><<set $dragonpillarlocationname to $island7.name>> <<elseif $dragonpillarlocation == "Island8">><<set $dragonpillarlocationname to $island8.name>> <<elseif $dragonpillarlocation == "Island9">><<set $dragonpillarlocationname to $island9.name>> <<elseif $dragonpillarlocation == "Island10">><<set $dragonpillarlocationname to $island10.name>> <<elseif $dragonpillarlocation == "Island11">><<set $dragonpillarlocationname to $island11.name>> <<elseif $dragonpillarlocation == "Island12">><<set $dragonpillarlocationname to $island12.name>> <<elseif $dragonpillarlocation == "Island13">><<set $dragonpillarlocationname to $island13.name>> <<elseif $dragonpillarlocation == "Island14">><<set $dragonpillarlocationname to $island14.name>> <<elseif $dragonpillarlocation == "Island15">><<set $dragonpillarlocationname to $island15.name>> <<elseif $dragonpillarlocation == "Island16">><<set $dragonpillarlocationname to $island16.name>> <</if>> <<set $oceanpillarlocation to setup.pillarlocations.random()>> <<run setup.pillarlocations.delete($oceanpillarlocation)>> <<if $oceanpillarlocation == "Island1">><<set $oceanpillarlocationname to $island1.name>> <<elseif $oceanpillarlocation == "Island2">><<set $oceanpillarlocationname to $island2.name>> <<elseif $oceanpillarlocation == "Island3">><<set $oceanpillarlocationname to $island3.name>> <<elseif $oceanpillarlocation == "Island4">><<set $oceanpillarlocationname to $island4.name>> <<elseif $oceanpillarlocation == "Island5">><<set $oceanpillarlocationname to $island5.name>> <<elseif $oceanpillarlocation == "Island6">><<set $oceanpillarlocationname to $island6.name>> <<elseif $oceanpillarlocation == "Island7">><<set $oceanpillarlocationname to $island7.name>> <<elseif $oceanpillarlocation == "Island8">><<set $oceanpillarlocationname to $island8.name>> <<elseif $oceanpillarlocation == "Island9">><<set $oceanpillarlocationname to $island9.name>> <<elseif $oceanpillarlocation == "Island10">><<set $oceanpillarlocationname to $island10.name>> <<elseif $oceanpillarlocation == "Island11">><<set $oceanpillarlocationname to $island11.name>> <<elseif $oceanpillarlocation == "Island12">><<set $oceanpillarlocationname to $island12.name>> <<elseif $oceanpillarlocation == "Island13">><<set $oceanpillarlocationname to $island13.name>> <<elseif $oceanpillarlocation == "Island14">><<set $oceanpillarlocationname to $island14.name>> <<elseif $oceanpillarlocation == "Island15">><<set $oceanpillarlocationname to $island15.name>> <<elseif $oceanpillarlocation == "Island16">><<set $oceanpillarlocationname to $island16.name>> <</if>> <<set $treasurepillarlocation to setup.pillarlocations.random()>> <<run setup.pillarlocations.delete($treasurepillarlocation)>> <<if $treasurepillarlocation == "Island1">><<set $treasurepillarlocationname to $island1.name>> <<elseif $treasurepillarlocation == "Island2">><<set $treasurepillarlocationname to $island2.name>> <<elseif $treasurepillarlocation == "Island3">><<set $treasurepillarlocationname to $island3.name>> <<elseif $treasurepillarlocation == "Island4">><<set $treasurepillarlocationname to $island4.name>> <<elseif $treasurepillarlocation == "Island5">><<set $treasurepillarlocationname to $island5.name>> <<elseif $treasurepillarlocation == "Island6">><<set $treasurepillarlocationname to $island6.name>> <<elseif $treasurepillarlocation == "Island7">><<set $treasurepillarlocationname to $island7.name>> <<elseif $treasurepillarlocation == "Island8">><<set $treasurepillarlocationname to $island8.name>> <<elseif $treasurepillarlocation == "Island9">><<set $treasurepillarlocationname to $island9.name>> <<elseif $treasurepillarlocation == "Island10">><<set $treasurepillarlocationname to $island10.name>> <<elseif $treasurepillarlocation == "Island11">><<set $treasurepillarlocationname to $island11.name>> <<elseif $treasurepillarlocation == "Island12">><<set $treasurepillarlocationname to $island12.name>> <<elseif $treasurepillarlocation == "Island13">><<set $treasurepillarlocationname to $island13.name>> <<elseif $treasurepillarlocation == "Island14">><<set $treasurepillarlocationname to $island14.name>> <<elseif $treasurepillarlocation == "Island15">><<set $treasurepillarlocationname to $island15.name>> <<elseif $treasurepillarlocation == "Island16">><<set $treasurepillarlocationname to $island16.name>> <</if>> <<if $objective == "weather">> <<set $quakeislands to ["Island1", "Island2", "Island3", "Island4", "Island5", "Island6", "Island7", "Island8", "Island9", "Island10", "Island11", "Island12", "Island13", "Island14", "Island15", "Island16"]>> <<if $island1activity == "mainmarket">><<run $quakeislands.delete("Island1")>> <<elseif $island2activity == "mainmarket">><<run $quakeislands.delete("Island2")>> <<elseif $island3activity == "mainmarket">><<run $quakeislands.delete("Island3")>> <<elseif $island4activity == "mainmarket">><<run $quakeislands.delete("Island4")>> <<elseif $island5activity == "mainmarket">><<run $quakeislands.delete("Island5")>> <<elseif $island6activity == "mainmarket">><<run $quakeislands.delete("Island6")>> <<elseif $island7activity == "mainmarket">><<run $quakeislands.delete("Island7")>> <<elseif $island8activity == "mainmarket">><<run $quakeislands.delete("Island8")>> <<elseif $island9activity == "mainmarket">><<run $quakeislands.delete("Island9")>> <<elseif $island10activity == "mainmarket">><<run $quakeislands.delete("Island10")>> <<elseif $island11activity == "mainmarket">><<run $quakeislands.delete("Island11")>> <<elseif $island12activity == "mainmarket">><<run $quakeislands.delete("Island12")>> <<elseif $island13activity == "mainmarket">><<run $quakeislands.delete("Island13")>> <<elseif $island14activity == "mainmarket">><<run $quakeislands.delete("Island14")>> <<elseif $island15activity == "mainmarket">><<run $quakeislands.delete("Island15")>> <<elseif $island16activity == "mainmarket">><<run $quakeislands.delete("Island16")>> <<else>><</if>> <<set $quakeisland to $quakeislands.random()>> <<if $quakeisland == "Island1">><<set $quakeislandname to $island1.name>><<set $island1discovered to true>><<set $island1img to $island1.name>> <<elseif $quakeisland == "Island2">><<set $quakeislandname to $island2.name>><<set $island2discovered to true>><<set $island2img to $island2.name>> <<elseif $quakeisland == "Island3">><<set $quakeislandname to $island3.name>><<set $island3discovered to true>><<set $island3img to $island3.name>> <<elseif $quakeisland == "Island4">><<set $quakeislandname to $island4.name>><<set $island4discovered to true>><<set $island4img to $island4.name>> <<elseif $quakeisland == "Island5">><<set $quakeislandname to $island5.name>><<set $island5discovered to true>><<set $island5img to $island5.name>> <<elseif $quakeisland == "Island6">><<set $quakeislandname to $island6.name>><<set $island6discovered to true>><<set $island6img to $island6.name>> <<elseif $quakeisland == "Island7">><<set $quakeislandname to $island7.name>><<set $island7discovered to true>><<set $island7img to $island7.name>> <<elseif $quakeisland == "Island8">><<set $quakeislandname to $island8.name>><<set $island8discovered to true>><<set $island8img to $island8.name>> <<elseif $quakeisland == "Island9">><<set $quakeislandname to $island9.name>><<set $island9discovered to true>><<set $island9img to $island9.name>> <<elseif $quakeisland == "Island10">><<set $quakeislandname to $island10.name>><<set $island10discovered to true>><<set $island10img to $island10.name>> <<elseif $quakeisland == "Island11">><<set $quakeislandname to $island11.name>><<set $island11discovered to true>><<set $island11img to $island11.name>> <<elseif $quakeisland == "Island12">><<set $quakeislandname to $island12.name>><<set $island12discovered to true>><<set $island12img to $island12.name>> <<elseif $quakeisland == "Island13">><<set $quakeislandname to $island13.name>><<set $island13discovered to true>><<set $island13img to $island13.name>> <<elseif $quakeisland == "Island14">><<set $quakeislandname to $island14.name>><<set $island14discovered to true>><<set $island14img to $island14.name>> <<elseif $quakeisland == "Island15">><<set $quakeislandname to $island15.name>><<set $island15discovered to true>><<set $island15img to $island15.name>> <<elseif $quakeisland == "Island16">><<set $quakeislandname to $island16.name>><<set $island16discovered to true>><<set $island16img to $island16.name>> <<else>><</if>> <</if>> <<if $objective == "queen">> <<set $ringislands to ["Island1", "Island2", "Island3", "Island4", "Island5", "Island6", "Island7", "Island8", "Island9", "Island10", "Island11", "Island12", "Island13", "Island14", "Island15", "Island16"]>> <<if $island1activity == "mainmarket">><<run $ringislands.delete("Island1")>> <<elseif $island2activity == "mainmarket">><<run $ringislands.delete("Island2")>> <<elseif $island3activity == "mainmarket">><<run $ringislands.delete("Island3")>> <<elseif $island4activity == "mainmarket">><<run $ringislands.delete("Island4")>> <<elseif $island5activity == "mainmarket">><<run $ringislands.delete("Island5")>> <<elseif $island6activity == "mainmarket">><<run $ringislands.delete("Island6")>> <<elseif $island7activity == "mainmarket">><<run $ringislands.delete("Island7")>> <<elseif $island8activity == "mainmarket">><<run $ringislands.delete("Island8")>> <<elseif $island9activity == "mainmarket">><<run $ringislands.delete("Island9")>> <<elseif $island10activity == "mainmarket">><<run $ringislands.delete("Island10")>> <<elseif $island11activity == "mainmarket">><<run $ringislands.delete("Island11")>> <<elseif $island12activity == "mainmarket">><<run $ringislands.delete("Island12")>> <<elseif $island13activity == "mainmarket">><<run $ringislands.delete("Island13")>> <<elseif $island14activity == "mainmarket">><<run $ringislands.delete("Island14")>> <<elseif $island15activity == "mainmarket">><<run $ringislands.delete("Island15")>> <<elseif $island16activity == "mainmarket">><<run $ringislands.delete("Island16")>> <<else>><</if>> <<set $ringisland to $ringislands.pluck()>> <<set $tombisland to $ringislands.pluck()>> <<if $ringisland == "Island1">><<set $ringislandname to $island1.name>> <<elseif $ringisland == "Island2">><<set $ringislandname to $island2.name>> <<elseif $ringisland == "Island3">><<set $ringislandname to $island3.name>> <<elseif $ringisland == "Island4">><<set $ringislandname to $island4.name>> <<elseif $ringisland == "Island5">><<set $ringislandname to $island5.name>> <<elseif $ringisland == "Island6">><<set $ringislandname to $island6.name>> <<elseif $ringisland == "Island7">><<set $ringislandname to $island7.name>> <<elseif $ringisland == "Island8">><<set $ringislandname to $island8.name>> <<elseif $ringisland == "Island9">><<set $ringislandname to $island9.name>> <<elseif $ringisland == "Island10">><<set $ringislandname to $island10.name>> <<elseif $ringisland == "Island11">><<set $ringislandname to $island11.name>> <<elseif $ringisland == "Island12">><<set $ringislandname to $island12.name>> <<elseif $ringisland == "Island13">><<set $ringislandname to $island13.name>> <<elseif $ringisland == "Island14">><<set $ringislandname to $island14.name>> <<elseif $ringisland == "Island15">><<set $ringislandname to $island15.name>> <<elseif $ringisland == "Island16">><<set $ringislandname to $island16.name>> <<else>><</if>> <<if $tombisland == "Island1">><<set $tombislandname to $island1.name>> <<elseif $tombisland == "Island2">><<set $tombislandname to $island2.name>> <<elseif $tombisland == "Island3">><<set $tombislandname to $island3.name>> <<elseif $tombisland == "Island4">><<set $tombislandname to $island4.name>> <<elseif $tombisland == "Island5">><<set $tombislandname to $island5.name>> <<elseif $tombisland == "Island6">><<set $tombislandname to $island6.name>> <<elseif $tombisland == "Island7">><<set $tombislandname to $island7.name>> <<elseif $tombisland == "Island8">><<set $tombislandname to $island8.name>> <<elseif $tombisland == "Island9">><<set $tombislandname to $island9.name>> <<elseif $tombisland == "Island10">><<set $tombislandname to $island10.name>> <<elseif $tombisland == "Island11">><<set $tombislandname to $island11.name>> <<elseif $tombisland == "Island12">><<set $tombislandname to $island12.name>> <<elseif $tombisland == "Island13">><<set $tombislandname to $island13.name>> <<elseif $tombisland == "Island14">><<set $tombislandname to $island14.name>> <<elseif $tombisland == "Island15">><<set $tombislandname to $island15.name>> <<elseif $tombisland == "Island16">><<set $tombislandname to $island16.name>> <<else>><</if>> <</if>> <</widget>>
<<silently>><<island1explore>><</silently>>\ <center><span class = "islandname"><<print $island1.name>></span></center> <<print $island1.desc>> <<printactivitiesisland1>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island1activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island1activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island1inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island1activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island1.unique != "">>\ <<link [[$island1.unique|$island1.uniquetarget]]>><</link>> <</if>>\ <<if not $island1rumourchecked>>\ [[Check local rumours|island1rumours]] <<elseif $island1quest.name != "none" && $island1questfinished != true>>\ [[$island1quest.linkname|$island1quest.target]] <</if>>\ <<if $island1explorecounter == 0>>\ [[Explore the island|$exploretarget][$island1explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island1" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island1" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island1" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island1" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island1" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island1" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island1" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island2explore>><</silently>>\ <center><span class = "islandname"><<print $island2.name>></span></center> <<print $island2.desc>> <<printactivitiesisland2>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island2activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island2activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island2inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island2activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island2.unique != "">>\ <<link [[$island2.unique|$island2.uniquetarget]]>><</link>> <</if>>\ <<if not $island2rumourchecked>>\ [[Check local rumours|island2rumours]] <<elseif $island2quest.name != "none" && $island2questfinished != true>>\ [[$island2quest.linkname|$island2quest.target]] <</if>>\ <<if $island2explorecounter == 0>>\ [[Explore the island|$exploretarget][$island2explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island2" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island2" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island2" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island2" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island2" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island2" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island2" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island3explore>><</silently>>\ <center><span class = "islandname"><<print $island3.name>></span></center> <<print $island3.desc>> <<printactivitiesisland3>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island3activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island3activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island3inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island3activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island3.unique != "">>\ <<link [[$island3.unique|$island3.uniquetarget]]>><</link>> <</if>>\ <<if not $island3rumourchecked>>\ [[Check local rumours|island3rumours]] <<elseif $island3quest.name != "none" && $island3questfinished != true>>\ [[$island3quest.linkname|$island3quest.target]] <</if>>\ <<if $island3explorecounter == 0>>\ [[Explore the island|$exploretarget][$island3explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island3" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island3" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island3" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island3" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island3" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island3" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island3" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island4explore>><</silently>>\ <center><span class = "islandname"><<print $island4.name>></span></center> <<print $island4.desc>> <<printactivitiesisland4>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island4activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island4activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island4inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island4activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island4.unique != "">>\ <<link [[$island4.unique|$island4.uniquetarget]]>><</link>> <</if>>\ <<if not $island4rumourchecked>>\ [[Check local rumours|island4rumours]] <<elseif $island4quest.name != "none" && $island4questfinished != true>>\ [[$island4quest.linkname|$island4quest.target]] <</if>>\ <<if $island4explorecounter == 0>>\ [[Explore the island|$exploretarget][$island4explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island4" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island4" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island4" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island4" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island4" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island4" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island4" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
[[Close map|$return][$guidingwindscast to false]] <<if $dragonislandlocation>>\ <span class = "mapnames"><div class="fourcolumnsrow"><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><<mapdragonisland>></div></div> <div class="fourcolumnsrow"><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><<if $currentisland == "Dragon Island">>[X]Dragon Island<<else>><<link [[Dragon Island|travelencounter]]>><<set $destination to "dragonisland">><</link>><</if>></div></div></span>\ <div class="fourcolumnsrow"><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><span class = "goldsmall"><<if $dragonislandvisited>>Visited<<else>>Not yet visited<</if>></span></div></div> <</if>>\ <span class = "mapnames"><div class="fourcolumnsrow"><div class="fourcolumns"><<mapisland1>></div><div class="fourcolumns"><<mapisland2>></div><div class="fourcolumns"><<mapisland3>></div><div class="fourcolumns"><<mapisland4>></div></div>\ <div class="fourcolumnsrow"><div class="fourcolumns"><<if $island1discovered>><<if $currentisland == "Island1">>[X]<<print $island1.name>><<else>><<link [[$island1.name|travelencounter]]>><<set $destination to "Island1intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island1intro">><</link>><</if>></div><div class="fourcolumns"><<if $island2discovered>><<if $currentisland == "Island2">>[X]<<print $island2.name>><<else>><<link [[$island2.name|travelencounter]]>><<set $destination to "Island2intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island2intro">><</link>><</if>></div><div class="fourcolumns"><<if $island3discovered>><<if $currentisland == "Island3">>[X]<<print $island3.name>><<else>><<link [[$island3.name|travelencounter]]>><<set $destination to "Island3intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island3intro">><</link>><</if>></div><div class="fourcolumns"><<if $island4discovered>><<if $currentisland == "Island4">>[X]<<print $island4.name>><<else>><<link [[$island4.name|travelencounter]]>><<set $destination to "Island4intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island4intro">><</link>><</if>></div></div></span>\ <span class = "goldsmall"><div class="fourcolumnsrow"><div class="fourcolumns"><<if $island1visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island2visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island3visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island4visited>>Visited<<else>>Not yet visited<</if>></div></div></span> <span class = "mapnames"><div class="fourcolumnsrow"><div class="fourcolumns"><<mapisland5>></div><div class="fourcolumns"><<mapisland6>></div><div class="fourcolumns"><<mapisland7>></div><div class="fourcolumns"><<mapisland8>></div></div>\ <div class="fourcolumnsrow"><div class="fourcolumns"><<if $island5discovered>><<if $currentisland == "Island5">>[X]<<print $island5.name>><<else>><<link [[$island5.name|travelencounter]]>><<set $destination to "Island5intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island5intro">><</link>><</if>></div><div class="fourcolumns"><<if $island6discovered>><<if $currentisland == "Island6">>[X]<<print $island6.name>><<else>><<link [[$island6.name|travelencounter]]>><<set $destination to "Island6intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island6intro">><</link>><</if>></div><div class="fourcolumns"><<if $island7discovered>><<if $currentisland == "Island7">>[X]<<print $island7.name>><<else>><<link [[$island7.name|travelencounter]]>><<set $destination to "Island7intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island7intro">><</link>><</if>></div><div class="fourcolumns"><<if $island8discovered>><<if $currentisland == "Island8">>[X]<<print $island8.name>><<else>><<link [[$island8.name|travelencounter]]>><<set $destination to "Island8intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island8intro">><</link>><</if>></div></div></span>\ <span class = "goldsmall"><div class="fourcolumnsrow"><div class="fourcolumns"><<if $island5visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island6visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island7visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island8visited>>Visited<<else>>Not yet visited<</if>></div></div></span> <span class = "mapnames"><div class="fourcolumnsrow"><div class="fourcolumns"><<mapisland9>></div><div class="fourcolumns"><<mapisland10>></div><div class="fourcolumns"><<mapisland11>></div><div class="fourcolumns"><<mapisland12>></div></div>\ <div class="fourcolumnsrow"><div class="fourcolumns"><<if $island9discovered>><<if $currentisland == "Island9">>[X]<<print $island9.name>><<else>><<link [[$island9.name|travelencounter]]>><<set $destination to "Island9intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island9intro">><</link>><</if>></div><div class="fourcolumns"><<if $island10discovered>><<if $currentisland == "Island10">>[X]<<print $island10.name>><<else>><<link [[$island10.name|travelencounter]]>><<set $destination to "Island10intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island10intro">><</link>><</if>></div><div class="fourcolumns"><<if $island11discovered>><<if $currentisland == "Island11">>[X]<<print $island11.name>><<else>><<link [[$island11.name|travelencounter]]>><<set $destination to "Island11intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island11intro">><</link>><</if>></div><div class="fourcolumns"><<if $island12discovered>><<if $currentisland == "Island12">>[X]<<print $island12.name>><<else>><<link [[$island12.name|travelencounter]]>><<set $destination to "Island12intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island12intro">><</link>><</if>></div></div></span>\ <span class = "goldsmall"><div class="fourcolumnsrow"><div class="fourcolumns"><<if $island9visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island10visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island11visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island12visited>>Visited<<else>>Not yet visited<</if>></div></div></span> <span class = "mapnames"><div class="fourcolumnsrow"><div class="fourcolumns"><<mapisland13>></div><div class="fourcolumns"><<mapisland14>></div><div class="fourcolumns"><<mapisland15>></div><div class="fourcolumns"><<mapisland16>></div></div>\ <div class="fourcolumnsrow"><div class="fourcolumns"><<if $island13discovered>><<if $currentisland == "Island13">>[X]<<print $island13.name>><<else>><<link [[$island13.name|travelencounter]]>><<set $destination to "Island13intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island13intro">><</link>><</if>></div><div class="fourcolumns"><<if $island14discovered>><<if $currentisland == "Island14">>[X]<<print $island14.name>><<else>><<link [[$island14.name|travelencounter]]>><<set $destination to "Island14intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island14intro">><</link>><</if>></div><div class="fourcolumns"><<if $island15discovered>><<if $currentisland == "Island15">>[X]<<print $island15.name>><<else>><<link [[$island15.name|travelencounter]]>><<set $destination to "Island15intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island15intro">><</link>><</if>></div><div class="fourcolumns"><<if $island16discovered>><<if $currentisland == "Island16">>[X]<<print $island16.name>><<else>><<link [[$island16.name|travelencounter]]>><<set $destination to "Island16intro">><</link>><</if>><<else>><<link [[Unknown island|travelencounter]]>><<set $destination to "Island16intro">><</link>><</if>></div></div></span>\ <span class = "goldsmall"><div class="fourcolumnsrow"><div class="fourcolumns"><<if $island13visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island14visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island15visited>>Visited<<else>>Not yet visited<</if>></div><div class="fourcolumns"><<if $island16visited>>Visited<<else>>Not yet visited<</if>></div></div></span> <div class="fourcolumnsrow"><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><<if $coralcitylocation>><<mapcoralcity>><<else>><span id = "tab"></span><</if>></div><div class="fourcolumns"><<if $vaultlocation>><<mapvault>><<else>><span id = "tab"></span><</if>></div></div> <div class="fourcolumnsrow"><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><<if $coralcitylocation>>\ <span class = "mapnames"><<if $currentisland == "Coral City">>[X]Coral City<<else>><<link [[Coral City|travelencounter]]>><<set $destination to "coralcityentrance">><</link>><</if>></span><<else>><span id = "tabwide"></span><</if>></div><div class="fourcolumns"><<if $vaultlocation>><span class = "mapnames"><<if $currentisland == "Vault of the Four Captains">>[X]The Vault<<else>><<link [[The Vault|travelencounter]]>><<set $destination to "vaultentrance">><</link>><</if>></span><span id = "tab"></span><</if>></div></div>\ <div class="fourcolumnsrow"><div class="fourcolumns"><span id = "tab"></span></div><div class="fourcolumns"><span class = "goldsmall"><<if $coralcitylocation && $coralcityvisited>>Visited<<elseif $coralcitylocation>>Not yet visited<<else>><</if>></span></div><div class="fourcolumns"><span class = "goldsmall"><<if $vaultlocation && $vaultvisited>>Visited<<elseif $vaultlocation>>Not yet visited<<else>><</if>></span></div></div> <<if $objective == "weather" && $magiccompass == 1 && $currentisland != "Heavenly Spire">>\ [[Follow the guidance of the magic compass|heavenlyspire]] <</if>>\ <<if $guidingwinds && $playermp >= 20 && $guidingwindscast != true>><<link [[Cast Guiding Winds (MP cost: 20)|TravelMap]]>><<set $guidingwindscast to true>><<set $playermp -= 20>><</link>>\ <<elseif $guidingwinds && $guidingwindscast != true>>Cast Guiding Winds <span class = "red">(MP cost: 20)</span>\ <<elseif $guidingwinds && $guidingwindscast>><span class = "examine"><<link "Guiding Winds">><<script>> Dialog.setup("Guiding Winds"); Dialog.wiki(Story.get("guidingwinds").processText()); Dialog.open(); <</script>><</link>></span> has been cast. Next journey will be uneventful!<</if>>
<span class = "playername">$playername <<if $dragonform>>(dragon)<</if>> $playerclass</span> <h3><span class = "gold2">HP:</span> $playerhp/$playermaxhp</h3> <h3><span class = "gold2">MP:</span> $playermp/$playermaxmp</h3> <span class = "gold2">Skills:</span> <<if $charisma == 1>>Charisma <<elseif $charisma == 2>>Charisma 2 <<else>><</if>>\ <<if $combat == 1>>Combat <<elseif $combat == 2>>Combat 2 <<else>><</if>>\ <<if $magic == 1>>Magic <<elseif $magic == 2>>Magic 2 <<else>><</if>>\ <<if $survival == 1>>Survival <<elseif $survival == 2>>Survival 2 <<else>><</if>>\ <<if $trading == 1>>Trading <<elseif $trading == 2>>Trading 2 <<else>><</if>>\ <span class = "gold2">EXP:</span> $exp <span class = "gold2">Total EXP:</span> $exptotal <span class = "gold2">Renown:</span> $renown <span class = "gold2">Silver:</span> $silver <<if $ally.name != "none">><span class = "gold2">Ally:</span> <<if $ally.type == "beast">>$ally.nameshort<<else>>$ally.name<</if>> <</if>>\ <span class = "gold2">Weapon:</span> $weapon.name <<levelupinfo>>\ <<if tags().includes("savespot")>><span class = "greenbig">Savespot!</span> <<else>><span class = "greenbig"> </span> <</if>>\
<<silently>><<island5explore>><</silently>>\ <center><span class = "islandname"><<print $island5.name>></span></center> <<print $island5.desc>> <<printactivitiesisland5>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island5activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island5activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island5inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island5activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island5.unique != "">>\ <<link [[$island5.unique|$island5.uniquetarget]]>><</link>> <</if>>\ <<if not $island5rumourchecked>>\ [[Check local rumours|island5rumours]] <<elseif $island5quest.name != "none" && $island5questfinished != true>>\ [[$island5quest.linkname|$island5quest.target]] <</if>>\ <<if $island5explorecounter == 0>>\ [[Explore the island|$exploretarget][$island5explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island5" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island5" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island5" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island5" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island5" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island5" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island5" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island6explore>><</silently>>\ <center><span class = "islandname"><<print $island6.name>></span></center> <<print $island6.desc>> <<printactivitiesisland6>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island6activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island6activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island6inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island6activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island6.unique != "">>\ <<link [[$island6.unique|$island6.uniquetarget]]>><</link>> <</if>>\ <<if not $island6rumourchecked>>\ [[Check local rumours|island6rumours]] <<elseif $island6quest.name != "none" && $island6questfinished != true>>\ [[$island6quest.linkname|$island6quest.target]] <</if>>\ <<if $island6explorecounter == 0>>\ [[Explore the island|$exploretarget][$island6explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island6" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island6" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island6" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island6" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island6" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island6" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island6" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island7explore>><</silently>>\ <center><span class = "islandname"><<print $island7.name>></span></center> <<print $island7.desc>> <<printactivitiesisland7>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island7activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island7activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island7inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island7activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island7.unique != "">>\ <<link [[$island7.unique|$island7.uniquetarget]]>><</link>> <</if>>\ <<if not $island7rumourchecked>>\ [[Check local rumours|island7rumours]] <<elseif $island7quest.name != "none" && $island7questfinished != true>>\ [[$island7quest.linkname|$island7quest.target]] <</if>>\ <<if $island7explorecounter == 0>>\ [[Explore the island|$exploretarget][$island7explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island7" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island7" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island7" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island7" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island7" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island7" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island7" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island8explore>><</silently>>\ <center><span class = "islandname"><<print $island8.name>></span></center> <<print $island8.desc>> <<printactivitiesisland8>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island8activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island8activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island8inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island8activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island8.unique != "">>\ <<link [[$island8.unique|$island8.uniquetarget]]>><</link>> <</if>>\ <<if not $island8rumourchecked>>\ [[Check local rumours|island8rumours]] <<elseif $island8quest.name != "none" && $island8questfinished != true>>\ [[$island8quest.linkname|$island8quest.target]] <</if>>\ <<if $island8explorecounter == 0>>\ [[Explore the island|$exploretarget][$island8explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island8" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island8" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island8" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island8" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island8" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island8" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island8" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island9explore>><</silently>>\ <center><span class = "islandname"><<print $island9.name>></span></center> <<print $island9.desc>> <<printactivitiesisland9>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island9activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island9activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island9inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island9activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island9.unique != "">>\ <<link [[$island9.unique|$island9.uniquetarget]]>><</link>> <</if>>\ <<if not $island9rumourchecked>>\ [[Check local rumours|island9rumours]] <<elseif $island9quest.name != "none" && $island9questfinished != true>>\ [[$island9quest.linkname|$island9quest.target]] <</if>>\ <<if $island9explorecounter == 0>>\ [[Explore the island|$exploretarget][$island9explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island9" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island9" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island9" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island9" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island9" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island9" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island9" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island10explore>><</silently>>\ <center><span class = "islandname"><<print $island10.name>></span></center> <<print $island10.desc>> <<printactivitiesisland10>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island10activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island10activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island10inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island10activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island10.unique != "">>\ <<link [[$island10.unique|$island10.uniquetarget]]>><</link>> <</if>>\ <<if not $island10rumourchecked>>\ [[Check local rumours|island10rumours]] <<elseif $island10quest.name != "none" && $island10questfinished != true>>\ [[$island10quest.linkname|$island10quest.target]] <</if>>\ <<if $island10explorecounter == 0>>\ [[Explore the island|$exploretarget][$island10explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island10" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island10" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island10" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island10" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island10" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island10" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island10" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island11explore>><</silently>>\ <center><span class = "islandname"><<print $island11.name>></span></center> <<print $island11.desc>> <<printactivitiesisland11>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island11activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island11activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island11inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island11activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island11.unique != "">>\ <<link [[$island11.unique|$island11.uniquetarget]]>><</link>> <</if>>\ <<if not $island11rumourchecked>>\ [[Check local rumours|island11rumours]] <<elseif $island11quest.name != "none" && $island11questfinished != true>>\ [[$island11quest.linkname|$island11quest.target]] <</if>>\ <<if $island11explorecounter == 0>>\ [[Explore the island|$exploretarget][$island11explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island11" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island11" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island11" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island11" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island11" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island11" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island11" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island12explore>><</silently>>\ <center><span class = "islandname"><<print $island12.name>></span></center> <<print $island12.desc>> <<printactivitiesisland12>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island12activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island12activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island12inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island12activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island12.unique != "">>\ <<link [[$island12.unique|$island12.uniquetarget]]>><</link>> <</if>>\ <<if not $island12rumourchecked>>\ [[Check local rumours|island12rumours]] <<elseif $island12quest.name != "none" && $island12questfinished != true>>\ [[$island12quest.linkname|$island12quest.target]] <</if>>\ <<if $island12explorecounter == 0>>\ [[Explore the island|$exploretarget][$island12explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island12" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island12" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island12" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island12" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island12" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island12" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island12" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island13explore>><</silently>>\ <center><span class = "islandname"><<print $island13.name>></span></center> <<print $island13.desc>> <<printactivitiesisland13>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island13activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island13activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island13inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island13activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island13.unique != "">>\ <<link [[$island13.unique|$island13.uniquetarget]]>><</link>> <</if>>\ <<if not $island13rumourchecked>>\ [[Check local rumours|island13rumours]] <<elseif $island13quest.name != "none" && $island13questfinished != true>>\ [[$island13quest.linkname|$island13quest.target]] <</if>>\ <<if $island13explorecounter == 0>>\ [[Explore the island|$exploretarget][$island13explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island13" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island13" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island13" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island13" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island13" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island13" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island13" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island14explore>><</silently>>\ <center><span class = "islandname"><<print $island14.name>></span></center> <<print $island14.desc>> <<printactivitiesisland14>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island14activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island14activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island14inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island14activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island14.unique != "">>\ <<link [[$island14.unique|$island14.uniquetarget]]>><</link>> <</if>>\ <<if not $island14rumourchecked>>\ [[Check local rumours|island14rumours]] <<elseif $island14quest.name != "none" && $island14questfinished != true>>\ [[$island14quest.linkname|$island14quest.target]] <</if>>\ <<if $island14explorecounter == 0>>\ [[Explore the island|$exploretarget][$island14explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island14" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island14" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island14" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island14" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island14" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island14" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island14" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island15explore>><</silently>>\ <center><span class = "islandname"><<print $island15.name>></span></center> <<print $island15.desc>> <<printactivitiesisland15>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island15activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island15activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island15inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island15activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island15.unique != "">>\ <<link [[$island15.unique|$island15.uniquetarget]]>><</link>> <</if>>\ <<if not $island15rumourchecked>>\ [[Check local rumours|island15rumours]] <<elseif $island15quest.name != "none" && $island15questfinished != true>>\ [[$island15quest.linkname|$island15quest.target]] <</if>>\ <<if $island15explorecounter == 0>>\ [[Explore the island|$exploretarget][$island15explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island15" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island15" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island15" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island15" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island15" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island15" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island15" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<silently>><<island16explore>><</silently>>\ <center><span class = "islandname"><<print $island16.name>></span></center> <<print $island16.desc>> <<printactivitiesisland16>> <<if $hasactivity>>\ <<link [[$activitylinkname + " " + $currentislandname|$island16activity]]>><</link>> <<else>><</if>>\ <<if $hasactivity2>>\ <<link [[$activity2linkname|$island16activity2]]>><</link>> <<else>><</if>>\ <<link [[Visit the local inn|island16inn]]>><<set $enteringinn to true>><<set $patrons to setup.patrons.random()>><</link>> <<if $island16activity == "mainmarket">>\ <<link [["Visit the Hunter's Guild on " + $currentislandname|huntersguild]]>><</link>> <<else>><</if>>\ <<if $island16.unique != "">>\ <<link [[$island16.unique|$island16.uniquetarget]]>><</link>> <</if>>\ <<if not $island16rumourchecked>>\ [[Check local rumours|island16rumours]] <<elseif $island16quest.name != "none" && $island16questfinished != true>>\ [[$island16quest.linkname|$island16quest.target]] <</if>>\ <<if $island16explorecounter == 0>>\ [[Explore the island|$exploretarget][$island16explorecounter to 3]]<<else>>\ Explore the island <span class = "red">(You've explored here recently. Come back later.)</span><</if>>\ <<if $dragonpillarlocation == "Island16" && $dragonpillardiscovered>>\ [[Visit the Black Stone Pillar|dragonpillar]] <<elseif $oceanpillarlocation == "Island16" && $oceanpillardiscovered>>\ [[Visit the White Stone Pillar|oceanpillar]] <<elseif $treasurepillarlocation == "Island16" && $treasurepillardiscovered>>\ <<if visited("herosgauntletentrance")>>\ [[Go to the Hero's Gauntlet entrance|herosgauntletentrance]] <</if>>\ [[Visit the Yellow Stone Pillar|treasurepillar]] <</if>>\ <<if $quakeisland == "Island16" && $weatherjournalstart>>\ [[Ask around about the earthquake and Heavenly Spire|getbrokencompass]] <</if>>\ <<if $ringisland == "Island16" && $queensring < 1 && $learnserpent != true && $relichints>>\ [[Ask around about the serpent guarding the Queen's Ring|askringserpent]] <<elseif $ringisland == "Island16" && $queensring < 1 && $relichints>>\ [[Go to the Stone Serpent's Cave|stoneserpentscave]] <</if>>\ <<if $tombisland == "Island16" && $tomblocation>>\ [[Travel to the tomb of Queen Valarisa|queenstombentrance]] <</if>>\ <<huntlinks>>\ [[Open Travel Map|TravelMap]]
<<widget "setprices">> <<set $potionsmallbaseprice to 50>> <<if $trading == 0>> <<set $potionsmallbuyprice to $potionsmallbaseprice>> <<elseif $trading == 1>> <<set $potionsmallbuyprice to Math.round($potionsmallbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $potionsmallbuyprice to Math.round($potionsmallbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $potionsmallsellprice to Math.round($potionsmallbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $potionsmallsellprice to Math.round($potionsmallbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $potionsmallsellprice to Math.round($potionsmallbaseprice * 0.625)>> <</if>> <<set $potionmediumbaseprice to 150>> <<if $trading == 0>> <<set $potionmediumbuyprice to $potionmediumbaseprice>> <<elseif $trading == 1>> <<set $potionmediumbuyprice to Math.round($potionmediumbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $potionmediumbuyprice to Math.round($potionmediumbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $potionmediumsellprice to Math.round($potionmediumbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $potionmediumsellprice to Math.round($potionmediumbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $potionmediumsellprice to Math.round($potionmediumbaseprice * 0.625)>> <</if>> <<set $potionbigbaseprice to 400>> <<if $trading == 0>> <<set $potionbigbuyprice to $potionbigbaseprice>> <<elseif $trading == 1>> <<set $potionbigbuyprice to Math.round($potionbigbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $potionbigbuyprice to Math.round($potionbigbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $potionbigsellprice to Math.round($potionbigbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $potionbigsellprice to Math.round($potionbigbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $potionbigsellprice to Math.round($potionbigbaseprice * 0.625)>> <</if>> <<set $potionultimatebaseprice to 1000>> <<if $trading == 0>> <<set $potionultimatebuyprice to $potionultimatebaseprice>> <<elseif $trading == 1>> <<set $potionultimatebuyprice to Math.round($potionultimatebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $potionultimatebuyprice to Math.round($potionultimatebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $potionultimatesellprice to Math.round($potionultimatebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $potionultimatesellprice to Math.round($potionultimatebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $potionultimatesellprice to Math.round($potionultimatebaseprice * 0.625)>> <</if>> <<set $antidotebaseprice to 200>> <<if $trading == 0>> <<set $antidotebuyprice to $antidotebaseprice>> <<elseif $trading == 1>> <<set $antidotebuyprice to Math.round($antidotebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $antidotebuyprice to Math.round($antidotebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $antidotesellprice to Math.round($antidotebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $antidotesellprice to Math.round($antidotebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $antidotesellprice to Math.round($antidotebaseprice * 0.625)>> <</if>> <<set $icysalvebaseprice to 200>> <<if $trading == 0>> <<set $icysalvebuyprice to $icysalvebaseprice>> <<elseif $trading == 1>> <<set $icysalvebuyprice to Math.round($icysalvebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $icysalvebuyprice to Math.round($icysalvebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $icysalvesellprice to Math.round($icysalvebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $icysalvesellprice to Math.round($icysalvebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $icysalvesellprice to Math.round($icysalvebaseprice * 0.625)>> <</if>> <<set $blessedointmentbaseprice to 300>> <<if $trading == 0>> <<set $blessedointmentbuyprice to $blessedointmentbaseprice>> <<elseif $trading == 1>> <<set $blessedointmentbuyprice to Math.round($blessedointmentbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $blessedointmentbuyprice to Math.round($blessedointmentbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $blessedointmentsellprice to Math.round($blessedointmentbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $blessedointmentsellprice to Math.round($blessedointmentbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $blessedointmentsellprice to Math.round($blessedointmentbaseprice * 0.625)>> <</if>> <<set $bottledexplosionbaseprice to 500>> <<if $trading == 0>> <<set $bottledexplosionbuyprice to $bottledexplosionbaseprice>> <<elseif $trading == 1>> <<set $bottledexplosionbuyprice to Math.round($bottledexplosionbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $bottledexplosionbuyprice to Math.round($bottledexplosionbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $bottledexplosionsellprice to Math.round($bottledexplosionbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $bottledexplosionsellprice to Math.round($bottledexplosionbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $bottledexplosionsellprice to Math.round($bottledexplosionbaseprice * 0.625)>> <</if>> <<set $bottledmistbaseprice to 100>> <<if $trading == 0>> <<set $bottledmistbuyprice to $bottledmistbaseprice>> <<elseif $trading == 1>> <<set $bottledmistbuyprice to Math.round($bottledmistbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $bottledmistbuyprice to Math.round($bottledmistbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $bottledmistsellprice to Math.round($bottledmistbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $bottledmistsellprice to Math.round($bottledmistbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $bottledmistsellprice to Math.round($bottledmistbaseprice * 0.625)>> <</if>> <<set $bottledthunderbaseprice to 800>> <<if $trading == 0>> <<set $bottledthunderbuyprice to $bottledthunderbaseprice>> <<elseif $trading == 1>> <<set $bottledthunderbuyprice to Math.round($bottledthunderbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $bottledthunderbuyprice to Math.round($bottledthunderbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $bottledthundersellprice to Math.round($bottledthunderbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $bottledthundersellprice to Math.round($bottledthunderbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $bottledthundersellprice to Math.round($bottledthunderbaseprice * 0.625)>> <</if>> <<set $witchsbrewbaseprice to 900>> <<if $trading == 0>> <<set $witchsbrewbuyprice to $witchsbrewbaseprice>> <<elseif $trading == 1>> <<set $witchsbrewbuyprice to Math.round($witchsbrewbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $witchsbrewbuyprice to Math.round($witchsbrewbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $witchsbrewsellprice to Math.round($witchsbrewbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $witchsbrewsellprice to Math.round($witchsbrewbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $witchsbrewsellprice to Math.round($witchsbrewbaseprice * 0.625)>> <</if>> <<set $vanguardwinebaseprice to 300>> <<if $trading == 0>> <<set $vanguardwinebuyprice to $vanguardwinebaseprice>> <<elseif $trading == 1>> <<set $vanguardwinebuyprice to Math.round($vanguardwinebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $vanguardwinebuyprice to Math.round($vanguardwinebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $vanguardwinesellprice to Math.round($vanguardwinebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $vanguardwinesellprice to Math.round($vanguardwinebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $vanguardwinesellprice to Math.round($vanguardwinebaseprice * 0.625)>> <</if>> <<set $royaljellybaseprice to 2000>> <<if $trading == 0>> <<set $royaljellysellprice to Math.round($royaljellybaseprice * 0.5)>> <<elseif $trading == 1>> <<set $royaljellysellprice to Math.round($royaljellybaseprice * 0.55)>> <<elseif $trading == 2>> <<set $royaljellysellprice to Math.round($royaljellybaseprice * 0.625)>> <</if>> <<set $elixirofpowerbaseprice to 3000>> <<if $trading == 0>> <<set $elixirofpowerbuyprice to $elixirofpowerbaseprice>> <<elseif $trading == 1>> <<set $elixirofpowerbuyprice to Math.round($elixirofpowerbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $elixirofpowerbuyprice to Math.round($elixirofpowerbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $elixirofpowersellprice to Math.round($elixirofpowerbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $elixirofpowersellprice to Math.round($elixirofpowerbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $elixirofpowersellprice to Math.round($elixirofpowerbaseprice * 0.625)>> <</if>> <<set $witchsremedybaseprice to 700>> <<if $trading == 0>> <<set $witchsremedybuyprice to $witchsremedybaseprice>> <<elseif $trading == 1>> <<set $witchsremedybuyprice to Math.round($witchsremedybaseprice * 0.9)>> <<elseif $trading == 2>> <<set $witchsremedybuyprice to Math.round($witchsremedybaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $witchsremedysellprice to Math.round($witchsremedybaseprice * 0.5)>> <<elseif $trading == 1>> <<set $witchsremedysellprice to Math.round($witchsremedybaseprice * 0.55)>> <<elseif $trading == 2>> <<set $witchsremedysellprice to Math.round($witchsremedybaseprice * 0.625)>> <</if>> <<set $levitationpotionbaseprice to 1500>> <<if $trading == 0>> <<set $levitationpotionbuyprice to $levitationpotionbaseprice>> <<elseif $trading == 1>> <<set $levitationpotionbuyprice to Math.round($levitationpotionbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $levitationpotionbuyprice to Math.round($levitationpotionbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $levitationpotionsellprice to Math.round($levitationpotionbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $levitationpotionsellprice to Math.round($levitationpotionbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $levitationpotionsellprice to Math.round($levitationpotionbaseprice * 0.625)>> <</if>> <<set $physicalshieldpotionbaseprice to 1000>> <<if $trading == 0>> <<set $physicalshieldpotionbuyprice to $physicalshieldpotionbaseprice>> <<elseif $trading == 1>> <<set $physicalshieldpotionbuyprice to Math.round($physicalshieldpotionbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $physicalshieldpotionbuyprice to Math.round($physicalshieldpotionbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $physicalshieldpotionsellprice to Math.round($physicalshieldpotionbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $physicalshieldpotionsellprice to Math.round($physicalshieldpotionbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $physicalshieldpotionsellprice to Math.round($physicalshieldpotionbaseprice * 0.625)>> <</if>> <<set $magicshieldpotionbaseprice to 1000>> <<if $trading == 0>> <<set $magicshieldpotionbuyprice to $magicshieldpotionbaseprice>> <<elseif $trading == 1>> <<set $magicshieldpotionbuyprice to Math.round($magicshieldpotionbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $magicshieldpotionbuyprice to Math.round($magicshieldpotionbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $magicshieldpotionsellprice to Math.round($magicshieldpotionbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $magicshieldpotionsellprice to Math.round($magicshieldpotionbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $magicshieldpotionsellprice to Math.round($magicshieldpotionbaseprice * 0.625)>> <</if>> <<set $dragonpearlbaseprice to 5000>> <<if $trading == 0>> <<set $dragonpearlbuyprice to $dragonpearlbaseprice>> <<elseif $trading == 1>> <<set $dragonpearlbuyprice to Math.round($dragonpearlbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $dragonpearlbuyprice to Math.round($dragonpearlbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $dragonpearlsellprice to Math.round($dragonpearlbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $dragonpearlsellprice to Math.round($dragonpearlbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $dragonpearlsellprice to Math.round($dragonpearlbaseprice * 0.625)>> <</if>> <<set $avatarstonebaseprice to 5000>> <<if $trading == 0>> <<set $avatarstonesellprice to Math.round($avatarstonebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $avatarstonesellprice to Math.round($avatarstonebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $avatarstonesellprice to Math.round($avatarstonebaseprice * 0.625)>> <</if>> <<set $unendingbaseprice to 8000>> <<if $trading == 0>> <<set $unendingsellprice to Math.round($unendingbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $unendingsellprice to Math.round($unendingbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $unendingsellprice to Math.round($unendingbaseprice * 0.625)>> <</if>> <<set $knifebaseprice to 200>> <<if $trading == 0>> <<set $knifebuyprice to $knifebaseprice>> <<elseif $trading == 1>> <<set $knifebuyprice to Math.round($knifebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $knifebuyprice to Math.round($knifebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $knifesellprice to Math.round($knifebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $knifesellprice to Math.round($knifebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $knifesellprice to Math.round($knifebaseprice * 0.625)>> <</if>> <<set $swordbaseprice to 800>> <<if $trading == 0>> <<set $swordbuyprice to $swordbaseprice>> <<elseif $trading == 1>> <<set $swordbuyprice to Math.round($swordbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $swordbuyprice to Math.round($swordbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $swordsellprice to Math.round($swordbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $swordsellprice to Math.round($swordbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $swordsellprice to Math.round($swordbaseprice * 0.625)>> <</if>> <<set $greatswordbaseprice to 2000>> <<if $trading == 0>> <<set $greatswordbuyprice to $greatswordbaseprice>> <<elseif $trading == 1>> <<set $greatswordbuyprice to Math.round($greatswordbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $greatswordbuyprice to Math.round($greatswordbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $greatswordsellprice to Math.round($greatswordbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $greatswordsellprice to Math.round($greatswordbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $greatswordsellprice to Math.round($greatswordbaseprice * 0.625)>> <</if>> <<set $axebaseprice to 800>> <<if $trading == 0>> <<set $axebuyprice to $axebaseprice>> <<elseif $trading == 1>> <<set $axebuyprice to Math.round($axebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $axebuyprice to Math.round($axebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $axesellprice to Math.round($axebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $axesellprice to Math.round($axebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $axesellprice to Math.round($axebaseprice * 0.625)>> <</if>> <<set $staffbaseprice to 500>> <<if $trading == 0>> <<set $staffbuyprice to $staffbaseprice>> <<elseif $trading == 1>> <<set $staffbuyprice to Math.round($staffbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $staffbuyprice to Math.round($staffbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $staffsellprice to Math.round($staffbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $staffsellprice to Math.round($staffbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $staffsellprice to Math.round($staffbaseprice * 0.625)>> <</if>> <<set $crossbowbaseprice to 1000>> <<if $trading == 0>> <<set $crossbowbuyprice to $crossbowbaseprice>> <<elseif $trading == 1>> <<set $crossbowbuyprice to Math.round($crossbowbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $crossbowbuyprice to Math.round($crossbowbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $crossbowsellprice to Math.round($crossbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $crossbowsellprice to Math.round($crossbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $crossbowsellprice to Math.round($crossbowbaseprice * 0.625)>> <</if>> <<set $longbowbaseprice to 1000>> <<if $trading == 0>> <<set $longbowbuyprice to $longbowbaseprice>> <<elseif $trading == 1>> <<set $longbowbuyprice to Math.round($longbowbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $longbowbuyprice to Math.round($longbowbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $longbowsellprice to Math.round($longbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $longbowsellprice to Math.round($longbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $longbowsellprice to Math.round($longbowbaseprice * 0.625)>> <</if>> <<set $assassinsstilettobaseprice to 4000>> <<if $trading == 0>> <<set $assassinsstilettosellprice to Math.round($assassinsstilettobaseprice * 0.5)>> <<elseif $trading == 1>> <<set $assassinsstilettosellprice to Math.round($assassinsstilettobaseprice * 0.55)>> <<elseif $trading == 2>> <<set $assassinsstilettosellprice to Math.round($assassinsstilettobaseprice * 0.625)>> <</if>> <<set $needlebaseprice to 4000>> <<if $trading == 0>> <<set $needlesellprice to Math.round($needlebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $needlesellprice to Math.round($needlebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $needlesellprice to Math.round($needlebaseprice * 0.625)>> <</if>> <<set $runicknifebaseprice to 3000>> <<if $trading == 0>> <<set $runicknifesellprice to Math.round($runicknifebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $runicknifesellprice to Math.round($runicknifebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $runicknifesellprice to Math.round($runicknifebaseprice * 0.625)>> <</if>> <<set $hammerofkaltbaseprice to 4000>> <<if $trading == 0>> <<set $hammerofkaltsellprice to Math.round($hammerofkaltbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $hammerofkaltsellprice to Math.round($hammerofkaltbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $hammerofkaltsellprice to Math.round($hammerofkaltbaseprice * 0.625)>> <</if>> <<set $tridentofthestormsbaseprice to 4000>> <<if $trading == 0>> <<set $tridentofthestormsbuyprice to $tridentofthestormsbaseprice>> <<elseif $trading == 1>> <<set $tridentofthestormsbuyprice to Math.round($tridentofthestormsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $tridentofthestormsbuyprice to Math.round($tridentofthestormsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $tridentofthestormssellprice to Math.round($tridentofthestormsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $tridentofthestormssellprice to Math.round($tridentofthestormsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $tridentofthestormssellprice to Math.round($tridentofthestormsbaseprice * 0.625)>> <</if>> <<set $huntingknifebaseprice to 3000>> <<if $trading == 0>> <<set $huntingknifesellprice to Math.round($huntingknifebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $huntingknifesellprice to Math.round($huntingknifebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $huntingknifesellprice to Math.round($huntingknifebaseprice * 0.625)>> <</if>> <<set $vampiresswordbaseprice to 4000>> <<if $trading == 0>> <<set $vampiresswordsellprice to Math.round($vampiresswordbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $vampiresswordsellprice to Math.round($vampiresswordbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $vampiresswordsellprice to Math.round($vampiresswordbaseprice * 0.625)>> <</if>> <<set $demonsswordbaseprice to 4000>> <<if $trading == 0>> <<set $demonsswordsellprice to Math.round($demonsswordbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $demonsswordsellprice to Math.round($demonsswordbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $demonsswordsellprice to Math.round($demonsswordbaseprice * 0.625)>> <</if>> <<set $reallybigswordbaseprice to 8000>> <<if $trading == 0>> <<set $reallybigswordsellprice to Math.round($reallybigswordbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $reallybigswordsellprice to Math.round($reallybigswordbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $reallybigswordsellprice to Math.round($reallybigswordbaseprice * 0.625)>> <</if>> <<set $skyhookbaseprice to 6000>> <<if $trading == 0>> <<set $skyhooksellprice to Math.round($skyhookbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $skyhooksellprice to Math.round($skyhookbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $skyhooksellprice to Math.round($skyhookbaseprice * 0.625)>> <</if>> <<set $sagesstaffbaseprice to 4000>> <<if $trading == 0>> <<set $sagesstaffsellprice to Math.round($sagesstaffbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $sagesstaffsellprice to Math.round($sagesstaffbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $sagesstaffsellprice to Math.round($sagesstaffbaseprice * 0.625)>> <</if>> <<set $staffofshadowsbaseprice to 4000>> <<if $trading == 0>> <<set $staffofshadowsbuyprice to $staffofshadowsbaseprice>> <<elseif $trading == 1>> <<set $staffofshadowsbuyprice to Math.round($staffofshadowsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $staffofshadowsbuyprice to Math.round($staffofshadowsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $staffofshadowssellprice to Math.round($staffofshadowsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $staffofshadowssellprice to Math.round($staffofshadowsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $staffofshadowssellprice to Math.round($staffofshadowsbaseprice * 0.625)>> <</if>> <<set $chargedstaffbaseprice to 4500>> <<if $trading == 0>> <<set $chargedstaffbuyprice to $chargedstaffbaseprice>> <<elseif $trading == 1>> <<set $chargedstaffbuyprice to Math.round($chargedstaffbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $chargedstaffbuyprice to Math.round($chargedstaffbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $chargedstaffsellprice to Math.round($chargedstaffbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $chargedstaffsellprice to Math.round($chargedstaffbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $chargedstaffsellprice to Math.round($chargedstaffbaseprice * 0.625)>> <</if>> <<set $mirlandasstaffbaseprice to 6000>> <<if $trading == 0>> <<set $mirlandasstaffsellprice to Math.round($mirlandasstaffbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $mirlandasstaffsellprice to Math.round($mirlandasstaffbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $mirlandasstaffsellprice to Math.round($mirlandasstaffbaseprice * 0.625)>> <</if>> <<set $sungleambaseprice to 5000>> <<if $trading == 0>> <<set $sungleamsellprice to Math.round($sungleambaseprice * 0.5)>> <<elseif $trading == 1>> <<set $sungleamsellprice to Math.round($sungleambaseprice * 0.55)>> <<elseif $trading == 2>> <<set $sungleamsellprice to Math.round($sungleambaseprice * 0.625)>> <</if>> <<set $quicksilveraxebaseprice to 4000>> <<if $trading == 0>> <<set $quicksilveraxesellprice to Math.round($quicksilveraxebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $quicksilveraxesellprice to Math.round($quicksilveraxebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $quicksilveraxesellprice to Math.round($quicksilveraxebaseprice * 0.625)>> <</if>> <<set $quicksilvercrossbowbaseprice to 4000>> <<if $trading == 0>> <<set $quicksilvercrossbowbuyprice to $quicksilvercrossbowbaseprice>> <<elseif $trading == 1>> <<set $quicksilvercrossbowbuyprice to Math.round($quicksilvercrossbowbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $quicksilvercrossbowbuyprice to Math.round($quicksilvercrossbowbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $quicksilvercrossbowsellprice to Math.round($quicksilvercrossbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $quicksilvercrossbowsellprice to Math.round($quicksilvercrossbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $quicksilvercrossbowsellprice to Math.round($quicksilvercrossbowbaseprice * 0.625)>> <</if>> <<set $autocrossbowbaseprice to 4000>> <<if $trading == 0>> <<set $autocrossbowsellprice to Math.round($autocrossbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $autocrossbowsellprice to Math.round($autocrossbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $autocrossbowsellprice to Math.round($autocrossbowbaseprice * 0.625)>> <</if>> <<set $livingcrossbowbaseprice to 5000>> <<if $trading == 0>> <<set $livingcrossbowbuyprice to $livingcrossbowbaseprice>> <<elseif $trading == 1>> <<set $livingcrossbowbuyprice to Math.round($livingcrossbowbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $livingcrossbowbuyprice to Math.round($livingcrossbowbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $livingcrossbowsellprice to Math.round($livingcrossbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $livingcrossbowsellprice to Math.round($livingcrossbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $livingcrossbowsellprice to Math.round($livingcrossbowbaseprice * 0.625)>> <</if>> <<set $gamblerscrossbowbaseprice to 4000>> <<if $trading == 0>> <<set $gamblerscrossbowsellprice to Math.round($gamblerscrossbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $gamblerscrossbowsellprice to Math.round($gamblerscrossbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $gamblerscrossbowsellprice to Math.round($gamblerscrossbowbaseprice * 0.625)>> <</if>> <<set $piercingbowbaseprice to 3000>> <<if $trading == 0>> <<set $piercingbowsellprice to Math.round($piercingbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $piercingbowsellprice to Math.round($piercingbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $piercingbowsellprice to Math.round($piercingbowbaseprice * 0.625)>> <</if>> <<set $phoenixbowbaseprice to 4000>> <<if $trading == 0>> <<set $phoenixbowsellprice to Math.round($phoenixbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $phoenixbowsellprice to Math.round($phoenixbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $phoenixbowsellprice to Math.round($phoenixbowbaseprice * 0.625)>> <</if>> <<set $huntressslongbowbaseprice to 3000>> <<if $trading == 0>> <<set $huntressslongbowsellprice to Math.round($huntressslongbowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $huntressslongbowsellprice to Math.round($huntressslongbowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $huntressslongbowsellprice to Math.round($huntressslongbowbaseprice * 0.625)>> <</if>> <<set $cursethornbaseprice to 3000>> <<if $trading == 0>> <<set $cursethornsellprice to Math.round($cursethornbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $cursethornsellprice to Math.round($cursethornbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $cursethornsellprice to Math.round($cursethornbaseprice * 0.625)>> <</if>> <<set $mightybowbaseprice to 4000>> <<if $trading == 0>> <<set $mightybowsellprice to Math.round($mightybowbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $mightybowsellprice to Math.round($mightybowbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $mightybowsellprice to Math.round($mightybowbaseprice * 0.625)>> <</if>> <<set $inventorsmalletbaseprice to 4000>> <<if $trading == 0>> <<set $inventorsmalletsellprice to Math.round($inventorsmalletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $inventorsmalletsellprice to Math.round($inventorsmalletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $inventorsmalletsellprice to Math.round($inventorsmalletbaseprice * 0.625)>> <</if>> <<set $leatherarmourbaseprice to 300>> <<if $trading == 0>> <<set $leatherarmourbuyprice to $leatherarmourbaseprice>> <<elseif $trading == 1>> <<set $leatherarmourbuyprice to Math.round($leatherarmourbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $leatherarmourbuyprice to Math.round($leatherarmourbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $leatherarmoursellprice to Math.round($leatherarmourbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $leatherarmoursellprice to Math.round($leatherarmourbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $leatherarmoursellprice to Math.round($leatherarmourbaseprice * 0.625)>> <</if>> <<set $scalearmourbaseprice to 1000>> <<if $trading == 0>> <<set $scalearmourbuyprice to $scalearmourbaseprice>> <<elseif $trading == 1>> <<set $scalearmourbuyprice to Math.round($scalearmourbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $scalearmourbuyprice to Math.round($scalearmourbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $scalearmoursellprice to Math.round($scalearmourbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $scalearmoursellprice to Math.round($scalearmourbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $scalearmoursellprice to Math.round($scalearmourbaseprice * 0.625)>> <</if>> <<set $mailarmourbaseprice to 2000>> <<if $trading == 0>> <<set $mailarmourbuyprice to $mailarmourbaseprice>> <<elseif $trading == 1>> <<set $mailarmourbuyprice to Math.round($mailarmourbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $mailarmourbuyprice to Math.round($mailarmourbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $mailarmoursellprice to Math.round($mailarmourbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $mailarmoursellprice to Math.round($mailarmourbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $mailarmoursellprice to Math.round($mailarmourbaseprice * 0.625)>> <</if>> <<set $titansvestbaseprice to 6000>> <<if $trading == 0>> <<set $titansvestsellprice to Math.round($titansvestbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $titansvestsellprice to Math.round($titansvestbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $titansvestsellprice to Math.round($titansvestbaseprice * 0.625)>> <</if>> <<set $golemsarmourbaseprice to 6000>> <<if $trading == 0>> <<set $golemsarmourbuyprice to $golemsarmourbaseprice>> <<elseif $trading == 1>> <<set $golemsarmourbuyprice to Math.round($golemsarmourbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $golemsarmourbuyprice to Math.round($golemsarmourbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $golemsarmoursellprice to Math.round($golemsarmourbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $golemsarmoursellprice to Math.round($golemsarmourbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $golemsarmoursellprice to Math.round($golemsarmourbaseprice * 0.625)>> <</if>> <<set $wingedcuirassbaseprice to 6000>> <<if $trading == 0>> <<set $wingedcuirassbuyprice to $wingedcuirassbaseprice>> <<elseif $trading == 1>> <<set $wingedcuirassbuyprice to Math.round($wingedcuirassbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $wingedcuirassbuyprice to Math.round($wingedcuirassbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $wingedcuirasssellprice to Math.round($wingedcuirassbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $wingedcuirasssellprice to Math.round($wingedcuirassbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $wingedcuirasssellprice to Math.round($wingedcuirassbaseprice * 0.625)>> <</if>> <<set $darkplatearmourbaseprice to 6000>> <<if $trading == 0>> <<set $darkplatearmoursellprice to Math.round($darkplatearmourbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $darkplatearmoursellprice to Math.round($darkplatearmourbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $darkplatearmoursellprice to Math.round($darkplatearmourbaseprice * 0.625)>> <</if>> <<set $crimsonrobebaseprice to 5000>> <<if $trading == 0>> <<set $crimsonrobesellprice to Math.round($crimsonrobebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $crimsonrobesellprice to Math.round($crimsonrobebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $crimsonrobesellprice to Math.round($crimsonrobebaseprice * 0.625)>> <</if>> <<set $starryrobebaseprice to 4000>> <<if $trading == 0>> <<set $starryrobesellprice to Math.round($starryrobebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $starryrobesellprice to Math.round($starryrobebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $starryrobesellprice to Math.round($starryrobebaseprice * 0.625)>> <</if>> <<set $saintshauberkbaseprice to 6000>> <<if $trading == 0>> <<set $saintshauberkbuyprice to $saintshauberkbaseprice>> <<elseif $trading == 1>> <<set $saintshauberkbuyprice to Math.round($saintshauberkbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $saintshauberkbuyprice to Math.round($saintshauberkbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $saintshauberksellprice to Math.round($saintshauberkbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $saintshauberksellprice to Math.round($saintshauberkbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $saintshauberksellprice to Math.round($saintshauberkbaseprice * 0.625)>> <</if>> <<set $absorbingmailbaseprice to 5000>> <<if $trading == 0>> <<set $absorbingmailbuyprice to $absorbingmailbaseprice>> <<elseif $trading == 1>> <<set $absorbingmailbuyprice to Math.round($absorbingmailbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $absorbingmailbuyprice to Math.round($absorbingmailbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $absorbingmailsellprice to Math.round($absorbingmailbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $absorbingmailsellprice to Math.round($absorbingmailbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $absorbingmailsellprice to Math.round($absorbingmailbaseprice * 0.625)>> <</if>> <<set $inventorsapronbaseprice to 6000>> <<if $trading == 0>> <<set $inventorsapronsellprice to Math.round($inventorsapronbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $inventorsapronsellprice to Math.round($inventorsapronbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $inventorsapronsellprice to Math.round($inventorsapronbaseprice * 0.625)>> <</if>> <<set $nimbleringbaseprice to 1000>> <<if $trading == 0>> <<set $nimbleringbuyprice to $nimbleringbaseprice>> <<elseif $trading == 1>> <<set $nimbleringbuyprice to Math.round($nimbleringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $nimbleringbuyprice to Math.round($nimbleringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $nimbleringsellprice to Math.round($nimbleringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $nimbleringsellprice to Math.round($nimbleringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $nimbleringsellprice to Math.round($nimbleringbaseprice * 0.625)>> <</if>> <<set $galeringbaseprice to 3000>> <<if $trading == 0>> <<set $galeringbuyprice to $galeringbaseprice>> <<elseif $trading == 1>> <<set $galeringbuyprice to Math.round($galeringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $galeringbuyprice to Math.round($galeringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $galeringsellprice to Math.round($galeringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $galeringsellprice to Math.round($galeringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $galeringsellprice to Math.round($galeringbaseprice * 0.625)>> <</if>> <<set $witchhuntersringbaseprice to 1000>> <<if $trading == 0>> <<set $witchhuntersringbuyprice to $witchhuntersringbaseprice>> <<elseif $trading == 1>> <<set $witchhuntersringbuyprice to Math.round($witchhuntersringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $witchhuntersringbuyprice to Math.round($witchhuntersringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $witchhuntersringsellprice to Math.round($witchhuntersringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $witchhuntersringsellprice to Math.round($witchhuntersringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $witchhuntersringsellprice to Math.round($witchhuntersringbaseprice * 0.625)>> <</if>> <<set $unbelieversringbaseprice to 3000>> <<if $trading == 0>> <<set $unbelieversringbuyprice to $unbelieversringbaseprice>> <<elseif $trading == 1>> <<set $unbelieversringbuyprice to Math.round($unbelieversringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $unbelieversringbuyprice to Math.round($unbelieversringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $unbelieversringsellprice to Math.round($unbelieversringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $unbelieversringsellprice to Math.round($unbelieversringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $unbelieversringsellprice to Math.round($unbelieversringbaseprice * 0.625)>> <</if>> <<set $crimsonringbaseprice to 3000>> <<if $trading == 0>> <<set $crimsonringbuyprice to $crimsonringbaseprice>> <<elseif $trading == 1>> <<set $crimsonringbuyprice to Math.round($crimsonringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $crimsonringbuyprice to Math.round($crimsonringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $crimsonringsellprice to Math.round($crimsonringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $crimsonringsellprice to Math.round($crimsonringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $crimsonringsellprice to Math.round($crimsonringbaseprice * 0.625)>> <</if>> <<set $azureringbaseprice to 2500>> <<if $trading == 0>> <<set $azureringbuyprice to $azureringbaseprice>> <<elseif $trading == 1>> <<set $azureringbuyprice to Math.round($azureringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $azureringbuyprice to Math.round($azureringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $azureringsellprice to Math.round($azureringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $azureringsellprice to Math.round($azureringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $azureringsellprice to Math.round($azureringbaseprice * 0.625)>> <</if>> <<set $purifyingringbaseprice to 2000>> <<if $trading == 0>> <<set $purifyingringbuyprice to $purifyingringbaseprice>> <<elseif $trading == 1>> <<set $purifyingringbuyprice to Math.round($purifyingringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $purifyingringbuyprice to Math.round($purifyingringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $purifyingringsellprice to Math.round($purifyingringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $purifyingringsellprice to Math.round($purifyingringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $purifyingringsellprice to Math.round($purifyingringbaseprice * 0.625)>> <</if>> <<set $ironskullringbaseprice to 3000>> <<if $trading == 0>> <<set $ironskullringbuyprice to $ironskullringbaseprice>> <<elseif $trading == 1>> <<set $ironskullringbuyprice to Math.round($ironskullringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $ironskullringbuyprice to Math.round($ironskullringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $ironskullringsellprice to Math.round($ironskullringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $ironskullringsellprice to Math.round($ironskullringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $ironskullringsellprice to Math.round($ironskullringbaseprice * 0.625)>> <</if>> <<set $rejuvenatingringbaseprice to 3000>> <<if $trading == 0>> <<set $rejuvenatingringbuyprice to $rejuvenatingringbaseprice>> <<elseif $trading == 1>> <<set $rejuvenatingringbuyprice to Math.round($rejuvenatingringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $rejuvenatingringbuyprice to Math.round($rejuvenatingringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $rejuvenatingringsellprice to Math.round($rejuvenatingringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $rejuvenatingringsellprice to Math.round($rejuvenatingringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $rejuvenatingringsellprice to Math.round($rejuvenatingringbaseprice * 0.625)>> <</if>> <<set $bulwarkringbaseprice to 2500>> <<if $trading == 0>> <<set $bulwarkringbuyprice to $bulwarkringbaseprice>> <<elseif $trading == 1>> <<set $bulwarkringbuyprice to Math.round($bulwarkringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $bulwarkringbuyprice to Math.round($bulwarkringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $bulwarkringsellprice to Math.round($bulwarkringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $bulwarkringsellprice to Math.round($bulwarkringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $bulwarkringsellprice to Math.round($bulwarkringbaseprice * 0.625)>> <</if>> <<set $cursemastersringbaseprice to 2000>> <<if $trading == 0>> <<set $cursemastersringbuyprice to $cursemastersringbaseprice>> <<elseif $trading == 1>> <<set $cursemastersringbuyprice to Math.round($cursemastersringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $cursemastersringbuyprice to Math.round($cursemastersringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $cursemastersringsellprice to Math.round($cursemastersringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $cursemastersringsellprice to Math.round($cursemastersringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $cursemastersringsellprice to Math.round($cursemastersringbaseprice * 0.625)>> <</if>> <<set $dragonkingsringbaseprice to 8000>> <<if $trading == 0>> <<set $dragonkingsringbuyprice to $dragonkingsringbaseprice>> <<elseif $trading == 1>> <<set $dragonkingsringbuyprice to Math.round($dragonkingsringbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $dragonkingsringbuyprice to Math.round($dragonkingsringbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $dragonkingsringsellprice to Math.round($dragonkingsringbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $dragonkingsringsellprice to Math.round($dragonkingsringbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $dragonkingsringsellprice to Math.round($dragonkingsringbaseprice * 0.625)>> <</if>> <<set $eagleeyeamuletbaseprice to 1000>> <<if $trading == 0>> <<set $eagleeyeamuletbuyprice to $eagleeyeamuletbaseprice>> <<elseif $trading == 1>> <<set $eagleeyeamuletbuyprice to Math.round($eagleeyeamuletbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $eagleeyeamuletbuyprice to Math.round($eagleeyeamuletbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $eagleeyeamuletsellprice to Math.round($eagleeyeamuletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $eagleeyeamuletsellprice to Math.round($eagleeyeamuletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $eagleeyeamuletsellprice to Math.round($eagleeyeamuletbaseprice * 0.625)>> <</if>> <<set $lynxamuletbaseprice to 3000>> <<if $trading == 0>> <<set $lynxamuletbuyprice to $lynxamuletbaseprice>> <<elseif $trading == 1>> <<set $lynxamuletbuyprice to Math.round($lynxamuletbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $lynxamuletbuyprice to Math.round($lynxamuletbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $lynxamuletsellprice to Math.round($lynxamuletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $lynxamuletsellprice to Math.round($lynxamuletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $lynxamuletsellprice to Math.round($lynxamuletbaseprice * 0.625)>> <</if>> <<set $sorcerersamuletbaseprice to 1000>> <<if $trading == 0>> <<set $sorcerersamuletbuyprice to $sorcerersamuletbaseprice>> <<elseif $trading == 1>> <<set $sorcerersamuletbuyprice to Math.round($sorcerersamuletbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $sorcerersamuletbuyprice to Math.round($sorcerersamuletbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $sorcerersamuletsellprice to Math.round($sorcerersamuletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $sorcerersamuletsellprice to Math.round($sorcerersamuletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $sorcerersamuletsellprice to Math.round($sorcerersamuletbaseprice * 0.625)>> <</if>> <<set $archmagesamuletbaseprice to 3000>> <<if $trading == 0>> <<set $archmagesamuletbuyprice to $archmagesamuletbaseprice>> <<elseif $trading == 1>> <<set $archmagesamuletbuyprice to Math.round($archmagesamuletbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $archmagesamuletbuyprice to Math.round($archmagesamuletbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $archmagesamuletsellprice to Math.round($archmagesamuletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $archmagesamuletsellprice to Math.round($archmagesamuletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $archmagesamuletsellprice to Math.round($archmagesamuletbaseprice * 0.625)>> <</if>> <<set $slayersamuletbaseprice to 1000>> <<if $trading == 0>> <<set $slayersamuletbuyprice to $slayersamuletbaseprice>> <<elseif $trading == 1>> <<set $slayersamuletbuyprice to Math.round($slayersamuletbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $slayersamuletbuyprice to Math.round($slayersamuletbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $slayersamuletsellprice to Math.round($slayersamuletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $slayersamuletsellprice to Math.round($slayersamuletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $slayersamuletsellprice to Math.round($slayersamuletbaseprice * 0.625)>> <</if>> <<set $assassinsamuletbaseprice to 1500>> <<if $trading == 0>> <<set $assassinsamuletbuyprice to $assassinsamuletbaseprice>> <<elseif $trading == 1>> <<set $assassinsamuletbuyprice to Math.round($assassinsamuletbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $assassinsamuletbuyprice to Math.round($assassinsamuletbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $assassinsamuletsellprice to Math.round($assassinsamuletbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $assassinsamuletsellprice to Math.round($assassinsamuletbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $assassinsamuletsellprice to Math.round($assassinsamuletbaseprice * 0.625)>> <</if>> <<set $trollscharmbaseprice to 1000>> <<if $trading == 0>> <<set $trollscharmbuyprice to $trollscharmbaseprice>> <<elseif $trading == 1>> <<set $trollscharmbuyprice to Math.round($trollscharmbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $trollscharmbuyprice to Math.round($trollscharmbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $trollscharmsellprice to Math.round($trollscharmbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $trollscharmsellprice to Math.round($trollscharmbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $trollscharmsellprice to Math.round($trollscharmbaseprice * 0.625)>> <</if>> <<set $titanscharmbaseprice to 2000>> <<if $trading == 0>> <<set $titanscharmbuyprice to $titanscharmbaseprice>> <<elseif $trading == 1>> <<set $titanscharmbuyprice to Math.round($titanscharmbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $titanscharmbuyprice to Math.round($titanscharmbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $titanscharmsellprice to Math.round($titanscharmbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $titanscharmsellprice to Math.round($titanscharmbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $titanscharmsellprice to Math.round($titanscharmbaseprice * 0.625)>> <</if>> <<set $focuscharmbaseprice to 1000>> <<if $trading == 0>> <<set $focuscharmbuyprice to $focuscharmbaseprice>> <<elseif $trading == 1>> <<set $focuscharmbuyprice to Math.round($focuscharmbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $focuscharmbuyprice to Math.round($focuscharmbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $focuscharmsellprice to Math.round($focuscharmbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $focuscharmsellprice to Math.round($focuscharmbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $focuscharmsellprice to Math.round($focuscharmbaseprice * 0.625)>> <</if>> <<set $wisdomcharmbaseprice to 2000>> <<if $trading == 0>> <<set $wisdomcharmbuyprice to $wisdomcharmbaseprice>> <<elseif $trading == 1>> <<set $wisdomcharmbuyprice to Math.round($wisdomcharmbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $wisdomcharmbuyprice to Math.round($wisdomcharmbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $wisdomcharmsellprice to Math.round($wisdomcharmbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $wisdomcharmsellprice to Math.round($wisdomcharmbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $wisdomcharmsellprice to Math.round($wisdomcharmbaseprice * 0.625)>> <</if>> <<set $quickdrawnecklacebaseprice to 2000>> <<if $trading == 0>> <<set $quickdrawnecklacebuyprice to $quickdrawnecklacebaseprice>> <<elseif $trading == 1>> <<set $quickdrawnecklacebuyprice to Math.round($quickdrawnecklacebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $quickdrawnecklacebuyprice to Math.round($quickdrawnecklacebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $quickdrawnecklacesellprice to Math.round($quickdrawnecklacebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $quickdrawnecklacesellprice to Math.round($quickdrawnecklacebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $quickdrawnecklacesellprice to Math.round($quickdrawnecklacebaseprice * 0.625)>> <</if>> <<set $holysymbolbaseprice to 1000>> <<if $trading == 0>> <<set $holysymbolbuyprice to $holysymbolbaseprice>> <<elseif $trading == 1>> <<set $holysymbolbuyprice to Math.round($holysymbolbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $holysymbolbuyprice to Math.round($holysymbolbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $holysymbolsellprice to Math.round($holysymbolbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $holysymbolsellprice to Math.round($holysymbolbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $holysymbolsellprice to Math.round($holysymbolbaseprice * 0.625)>> <</if>> <<set $purseofunendingcoinsbaseprice to 1500>> <<if $trading == 0>> <<set $purseofunendingcoinsbuyprice to $purseofunendingcoinsbaseprice>> <<elseif $trading == 1>> <<set $purseofunendingcoinsbuyprice to Math.round($purseofunendingcoinsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $purseofunendingcoinsbuyprice to Math.round($purseofunendingcoinsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $purseofunendingcoinssellprice to Math.round($purseofunendingcoinsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $purseofunendingcoinssellprice to Math.round($purseofunendingcoinsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $purseofunendingcoinssellprice to Math.round($purseofunendingcoinsbaseprice * 0.625)>> <</if>> <<set $mercenaryemblembaseprice to 3000>> <<if $trading == 0>> <<set $mercenaryemblembuyprice to $mercenaryemblembaseprice>> <<elseif $trading == 1>> <<set $mercenaryemblembuyprice to Math.round($mercenaryemblembaseprice * 0.9)>> <<elseif $trading == 2>> <<set $mercenaryemblembuyprice to Math.round($mercenaryemblembaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $mercenaryemblemsellprice to Math.round($mercenaryemblembaseprice * 0.5)>> <<elseif $trading == 1>> <<set $mercenaryemblemsellprice to Math.round($mercenaryemblembaseprice * 0.55)>> <<elseif $trading == 2>> <<set $mercenaryemblemsellprice to Math.round($mercenaryemblembaseprice * 0.625)>> <</if>> <<set $amuletofthewildsbaseprice to 2000>> <<if $trading == 0>> <<set $amuletofthewildsbuyprice to $amuletofthewildsbaseprice>> <<elseif $trading == 1>> <<set $amuletofthewildsbuyprice to Math.round($amuletofthewildsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $amuletofthewildsbuyprice to Math.round($amuletofthewildsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $amuletofthewildssellprice to Math.round($amuletofthewildsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $amuletofthewildssellprice to Math.round($amuletofthewildsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $amuletofthewildssellprice to Math.round($amuletofthewildsbaseprice * 0.625)>> <</if>> <<set $amuletofshadowsbaseprice to 2000>> <<if $trading == 0>> <<set $amuletofshadowsbuyprice to $amuletofshadowsbaseprice>> <<elseif $trading == 1>> <<set $amuletofshadowsbuyprice to Math.round($amuletofshadowsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $amuletofshadowsbuyprice to Math.round($amuletofshadowsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $amuletofshadowssellprice to Math.round($amuletofshadowsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $amuletofshadowssellprice to Math.round($amuletofshadowsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $amuletofshadowssellprice to Math.round($amuletofshadowsbaseprice * 0.625)>> <</if>> <<set $necklaceofskullsbaseprice to 2000>> <<if $trading == 0>> <<set $necklaceofskullsbuyprice to $necklaceofskullsbaseprice>> <<elseif $trading == 1>> <<set $necklaceofskullsbuyprice to Math.round($necklaceofskullsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $necklaceofskullsbuyprice to Math.round($necklaceofskullsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $necklaceofskullssellprice to Math.round($necklaceofskullsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $necklaceofskullssellprice to Math.round($necklaceofskullsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $necklaceofskullssellprice to Math.round($necklaceofskullsbaseprice * 0.625)>> <</if>> <<set $emissarysmedallionbaseprice to 2000>> <<if $trading == 0>> <<set $emissarysmedallionbuyprice to $emissarysmedallionbaseprice>> <<elseif $trading == 1>> <<set $emissarysmedallionbuyprice to Math.round($emissarysmedallionbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $emissarysmedallionbuyprice to Math.round($emissarysmedallionbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $emissarysmedallionsellprice to Math.round($emissarysmedallionbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $emissarysmedallionsellprice to Math.round($emissarysmedallionbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $emissarysmedallionsellprice to Math.round($emissarysmedallionbaseprice * 0.625)>> <</if>> <<set $inventorseyebaseprice to 2500>> <<if $trading == 0>> <<set $inventorseyebuyprice to $inventorseyebaseprice>> <<elseif $trading == 1>> <<set $inventorseyebuyprice to Math.round($inventorseyebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $inventorseyebuyprice to Math.round($inventorseyebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $inventorseyesellprice to Math.round($inventorseyebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $inventorseyesellprice to Math.round($inventorseyebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $inventorseyesellprice to Math.round($inventorseyebaseprice * 0.625)>> <</if>> <<set $blackpearlbaseprice to 2000>> <<if $trading == 0>> <<set $blackpearlsellprice to Math.round($blackpearlbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $blackpearlsellprice to Math.round($blackpearlbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $blackpearlsellprice to Math.round($blackpearlbaseprice * 0.625)>> <</if>> <<set $lanternbaseprice to 500>> <<if $trading == 0>> <<set $lanternbuyprice to $lanternbaseprice>> <<elseif $trading == 1>> <<set $lanternbuyprice to Math.round($lanternbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $lanternbuyprice to Math.round($lanternbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $lanternsellprice to Math.round($lanternbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $lanternsellprice to Math.round($lanternbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $lanternsellprice to Math.round($lanternbaseprice * 0.625)>> <</if>> <<set $miningtoolsbaseprice to 1000>> <<if $trading == 0>> <<set $miningtoolsbuyprice to $miningtoolsbaseprice>> <<elseif $trading == 1>> <<set $miningtoolsbuyprice to Math.round($miningtoolsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $miningtoolsbuyprice to Math.round($miningtoolsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $miningtoolssellprice to Math.round($miningtoolsbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $miningtoolssellprice to Math.round($miningtoolsbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $miningtoolssellprice to Math.round($miningtoolsbaseprice * 0.625)>> <</if>> <<set $sapphirebaseprice to 2500>> <<if $trading == 0>> <<set $sapphirebuyprice to $sapphirebaseprice>> <<elseif $trading == 1>> <<set $sapphirebuyprice to Math.round($sapphirebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $sapphirebuyprice to Math.round($sapphirebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $sapphiresellprice to Math.round($sapphirebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $sapphiresellprice to Math.round($sapphirebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $sapphiresellprice to Math.round($sapphirebaseprice * 0.625)>> <</if>> <<set $emeraldbaseprice to 2500>> <<if $trading == 0>> <<set $emeraldbuyprice to $emeraldbaseprice>> <<elseif $trading == 1>> <<set $emeraldbuyprice to Math.round($emeraldbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $emeraldbuyprice to Math.round($emeraldbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $emeraldsellprice to Math.round($emeraldbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $emeraldsellprice to Math.round($emeraldbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $emeraldsellprice to Math.round($emeraldbaseprice * 0.625)>> <</if>> <<set $rubybaseprice to 3500>> <<if $trading == 0>> <<set $rubybuyprice to $rubybaseprice>> <<elseif $trading == 1>> <<set $rubybuyprice to Math.round($rubybaseprice * 0.9)>> <<elseif $trading == 2>> <<set $rubybuyprice to Math.round($rubybaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $rubysellprice to Math.round($rubybaseprice * 0.5)>> <<elseif $trading == 1>> <<set $rubysellprice to Math.round($rubybaseprice * 0.55)>> <<elseif $trading == 2>> <<set $rubysellprice to Math.round($rubybaseprice * 0.625)>> <</if>> <<set $diamondbaseprice to 4500>> <<if $trading == 0>> <<set $diamondbuyprice to $diamondbaseprice>> <<elseif $trading == 1>> <<set $diamondbuyprice to Math.round($diamondbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $diamondbuyprice to Math.round($diamondbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $diamondsellprice to Math.round($diamondbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $diamondsellprice to Math.round($diamondbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $diamondsellprice to Math.round($diamondbaseprice * 0.625)>> <</if>> <<set $golemscorebaseprice to 300>> <<if $trading == 0>> <<set $golemscorebuyprice to $golemscorebaseprice>> <<elseif $trading == 1>> <<set $golemscorebuyprice to Math.round($golemscorebaseprice * 0.9)>> <<elseif $trading == 2>> <<set $golemscorebuyprice to Math.round($golemscorebaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $golemscoresellprice to Math.round($golemscorebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $golemscoresellprice to Math.round($golemscorebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $golemscoresellprice to Math.round($golemscorebaseprice * 0.625)>> <</if>> <<set $soulshardbaseprice to 600>> <<if $trading == 0>> <<set $soulshardbuyprice to $soulshardbaseprice>> <<elseif $trading == 1>> <<set $soulshardbuyprice to Math.round($soulshardbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $soulshardbuyprice to Math.round($soulshardbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $soulshardsellprice to Math.round($soulshardbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $soulshardsellprice to Math.round($soulshardbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $soulshardsellprice to Math.round($soulshardbaseprice * 0.625)>> <</if>> <<set $wyvernteethbaseprice to 600>> <<if $trading == 0>> <<set $wyvernteethbuyprice to $wyvernteethbaseprice>> <<elseif $trading == 1>> <<set $wyvernteethbuyprice to Math.round($wyvernteethbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $wyvernteethbuyprice to Math.round($wyvernteethbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $wyvernteethsellprice to Math.round($wyvernteethbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $wyvernteethsellprice to Math.round($wyvernteethbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $wyvernteethsellprice to Math.round($wyvernteethbaseprice * 0.625)>> <</if>> <<set $obsidianheartbaseprice to 600>> <<if $trading == 0>> <<set $obsidianheartbuyprice to $obsidianheartbaseprice>> <<elseif $trading == 1>> <<set $obsidianheartbuyprice to Math.round($obsidianheartbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $obsidianheartbuyprice to Math.round($obsidianheartbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $obsidianheartsellprice to Math.round($obsidianheartbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $obsidianheartsellprice to Math.round($obsidianheartbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $obsidianheartsellprice to Math.round($obsidianheartbaseprice * 0.625)>> <</if>> <<set $crystalfangbaseprice to 600>> <<if $trading == 0>> <<set $crystalfangbuyprice to $crystalfangbaseprice>> <<elseif $trading == 1>> <<set $crystalfangbuyprice to Math.round($crystalfangbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $crystalfangbuyprice to Math.round($crystalfangbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $crystalfangsellprice to Math.round($crystalfangbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $crystalfangsellprice to Math.round($crystalfangbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $crystalfangsellprice to Math.round($crystalfangbaseprice * 0.625)>> <</if>> <<set $rainbowfeatherbaseprice to 600>> <<if $trading == 0>> <<set $rainbowfeatherbuyprice to $rainbowfeatherbaseprice>> <<elseif $trading == 1>> <<set $rainbowfeatherbuyprice to Math.round($rainbowfeatherbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $rainbowfeatherbuyprice to Math.round($rainbowfeatherbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $rainbowfeathersellprice to Math.round($rainbowfeatherbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $rainbowfeathersellprice to Math.round($rainbowfeatherbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $rainbowfeathersellprice to Math.round($rainbowfeatherbaseprice * 0.625)>> <</if>> <<set $shinypebblesellprice to 1>> <<set $scholarsnotesbaseprice to 100>> <<if $trading == 0>> <<set $scholarsnotessellprice to Math.round($scholarsnotesbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $scholarsnotessellprice to Math.round($scholarsnotesbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $scholarsnotessellprice to Math.round($scholarsnotesbaseprice * 0.625)>> <</if>> <<set $huntersbadgebaseprice to 50>> <<if $trading == 0>> <<set $huntersbadgesellprice to Math.round($huntersbadgebaseprice * 0.5)>> <<elseif $trading == 1>> <<set $huntersbadgesellprice to Math.round($huntersbadgebaseprice * 0.55)>> <<elseif $trading == 2>> <<set $huntersbadgesellprice to Math.round($huntersbadgebaseprice * 0.625)>> <</if>> <<set $collectoritembaseprice to 1000>> <<if $trading == 0>> <<set $collectoritembuyprice to $collectoritembaseprice>> <<elseif $trading == 1>> <<set $collectoritembuyprice to Math.round($collectoritembaseprice * 0.9)>> <<elseif $trading == 2>> <<set $collectoritembuyprice to Math.round($collectoritembaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $collectoritemsellprice to Math.round($collectoritembaseprice * 0.5)>> <<elseif $trading == 1>> <<set $collectoritemsellprice to Math.round($collectoritembaseprice * 0.55)>> <<elseif $trading == 2>> <<set $collectoritemsellprice to Math.round($collectoritembaseprice * 0.625)>> <</if>> <<set $spell1baseprice to 300>> <<if $trading == 0>> <<set $spell1buyprice to $spell1baseprice>> <<elseif $trading == 1>> <<set $spell1buyprice to Math.round($spell1baseprice * 0.9)>> <<elseif $trading == 2>> <<set $spell1buyprice to Math.round($spell1baseprice * 0.75)>> <</if>> <<set $spell2baseprice to 800>> <<if $trading == 0>> <<set $spell2buyprice to $spell2baseprice>> <<elseif $trading == 1>> <<set $spell2buyprice to Math.round($spell2baseprice * 0.9)>> <<elseif $trading == 2>> <<set $spell2buyprice to Math.round($spell2baseprice * 0.75)>> <</if>> <<set $shrinkscrollbaseprice to 500>> <<if $trading == 0>> <<set $shrinkscrollsellprice to Math.round($shrinkscrollbaseprice * 0.5)>> <<elseif $trading == 1>> <<set $shrinkscrollsellprice to Math.round($shrinkscrollbaseprice * 0.55)>> <<elseif $trading == 2>> <<set $shrinkscrollsellprice to Math.round($shrinkscrollbaseprice * 0.625)>> <</if>> <<set $goodsbaseprice to 300>> <<if $trading == 0>> <<set $goodsbuyprice to $goodsbaseprice>> <<elseif $trading == 1>> <<set $goodsbuyprice to Math.round($goodsbaseprice * 0.9)>> <<elseif $trading == 2>> <<set $goodsbuyprice to Math.round($goodsbaseprice * 0.75)>> <</if>> <<if $trading == 0>> <<set $goodssellprice to Math.round($goodsbaseprice * 1.5)>> <<elseif $trading == 1>> <<set $goodssellprice to Math.round($goodsbaseprice * 1.65)>> <<elseif $trading == 2>> <<set $goodssellprice to Math.round($goodsbaseprice * 1.875)>> <</if>> <<if $trading == 0>> <<set $goodsdemandedsellprice to Math.round($goodsbaseprice * 1.9)>> <<elseif $trading == 1>> <<set $goodsdemandedsellprice to Math.round($goodsbaseprice * 2.09)>> <<elseif $trading == 2>> <<set $goodsdemandedsellprice to Math.round($goodsbaseprice * 2.375)>> <</if>> <</widget>> <<widget "setgoods">> <<set _goods to ["food supplies", "crafting materials", "luxury items"]>> <<set $market7goodsold to _goods.pluck()>> <<set $market7gooddemanded to _goods.pluck()>> <<set $market7goodbought to _goods.pluck()>> <<supplymarkets>> <</widget>> <<widget "setmysticmerchant">> <<set $mmstaff to random(1,2)>> <<set $mmarmour to random(1,2)>> <<set $mmcrossbow to random(1,2)>> <<set $mmitemsbought to 0>> <</widget>> <<widget "supplymarkets">> <<set _marketsupplies to [4,5,6,7,7,6,5]>> <<set $market1supply to _marketsupplies.pluck()>> <<set $market2supply to _marketsupplies.pluck()>> <<set $market3supply to _marketsupplies.pluck()>> <<set $market4supply to _marketsupplies.pluck()>> <<set $market5supply to _marketsupplies.pluck()>> <<set $market6supply to _marketsupplies.pluck()>> <<set $market7supply to _marketsupplies.pluck()>> <</widget>>
<<set $marketvisited to "mainmarket">>\ You visit the great market on $currentislandname. The market is noisy and crowded; goods from all over the Archipelago are being traded, people are chatting, haggling and buying food at street stalls. [[Buy and sell items|mainmarketconsumables]] [[Sell trade goods|mainmarketwholesale]] [[Back|$currentisland]]
<<widget "setplayer">> <<set $combat to 0>> <<set $magic to 0>> <<set $trading to 0>> <<set $charisma to 0>> <<set $survival to 0>> <<set $focus to 0>> <<set $spellpower to 0>> <<set $vitality to 0>> <<set $brawn to 0>> <<set $fortune to 0>> <<set $playermaxhp to 40 + ($vitality * 10)>> <<set $playerhp to $playermaxhp>> <<set $playermaxmp to 20 + ($focus * 10)>> <<set $playermp to $playermaxmp>> <<set $exp to 0>> <<set $exptotal to 0>> <<set $renown to 0>> <<set $thirdskill to false>> <<set setup.classes to ["Caravan mercenary", "Barbarian", "Battle mage", "Swashbuckler", "Druid", "Trickster", "Tinkerer", "Explorer", "Frontier trader", "Travelling merchant"]>> <<set $playerclass to setup.classes.random()>> <<if $playerclass == "Caravan mercenary">><<set $combat to 1>><<set $trading to 1>> <<elseif $playerclass == "Barbarian">><<set $combat to 1>><<set $survival to 1>> <<elseif $playerclass == "Battle mage">><<set $combat to 1>><<set $magic to 1>> <<elseif $playerclass == "Swashbuckler">><<set $combat to 1>><<set $charisma to 1>> <<elseif $playerclass == "Druid">><<set $magic to 1>><<set $survival to 1>> <<elseif $playerclass == "Trickster">><<set $magic to 1>><<set $charisma to 1>> <<elseif $playerclass == "Tinkerer">><<set $magic to 1>><<set $trading to 1>> <<elseif $playerclass == "Explorer">><<set $charisma to 1>><<set $survival to 1>> <<elseif $playerclass == "Frontier trader">><<set $survival to 1>><<set $trading to 1>> <<elseif $playerclass == "Travelling merchant">><<set $charisma to 1>><<set $trading to 1>> <</if>> <<set $player to { attackbonus:0, magicattackbonus:0, defense:5, dr:0, drignore:0, magicdefense:5, fireresistance:false, lightningresistance:false, stunresistance:false, stunimmunity:false, weakenimmunity:false, poisonimmunity:false, large:false, flying:false, physicalimmunity:false, magicimmunity:false, enemymissmessage:["but misses"], enemyspellmissmessage:["but misses", "but you resist"], }>> <<set $player.defense += $combat>> <<set $player.attackbonus += $combat>> <<set $player.magicdefense += $magic>> <<set $player.magicattackbonus += $magic>> <<set $playername to setup.names.random()>> <</widget>>
<span class = "heading">CONSUMABLES</span><span id = "tab">[[WEAPONS|InventoryWeapons]]</span><span id = "tab">[[ARMOUR|InventoryArmour]]</span><span id = "tab">[[RINGS & AMULETS|InventoryTrinkets]]</span><span id = "tab">[[OTHER ITEMS|InventoryMisc]]</span> [[Close Inventory|$return][$initiative to true]] <<if $potionsmallhealth > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Small health potion">><<script>> Dialog.setup("Small health potion"); Dialog.wiki(Story.get("potionsmallhealth").processText()); Dialog.open(); <</script>> <</link>></span>: $potionsmallhealth </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<smallhealthpotion>><</link>><<else>><<link [[Use|Inventory]]>><<smallhealthpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionmediumhealth > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Health potion">><<script>> Dialog.setup("Health potion"); Dialog.wiki(Story.get("potionmediumhealth").processText()); Dialog.open(); <</script>> <</link>></span>: $potionmediumhealth </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<mediumhealthpotion>><</link>><<else>><<link [[Use|Inventory]]>><<mediumhealthpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionbighealth > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Potent health potion">><<script>> Dialog.setup("Potent health potion"); Dialog.wiki(Story.get("potionbighealth").processText()); Dialog.open(); <</script>> <</link>></span>: $potionbighealth </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<bighealthpotion>><</link>><<else>><<link [[Use|Inventory]]>><<bighealthpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionultimatehealth > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Grand health potion">><<script>> Dialog.setup("Grand health potion"); Dialog.wiki(Story.get("potionultimatehealth").processText()); Dialog.open(); <</script>> <</link>></span>: $potionultimatehealth </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<ultimatehealthpotion>><</link>><<else>><<link [[Use|Inventory]]>><<ultimatehealthpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $unendinghealth > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Unending Health">><<script>> Dialog.setup("Unending Health"); Dialog.wiki(Story.get("unendinghealth").processText()); Dialog.open(); <</script>> <</link>></span> <<if $unendinghealthdoses > 0>>doses left: $unendinghealthdoses<<else>><span class = "red">no doses left!</span><</if>> </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp && $unendinghealthdoses > 0>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<unendinghealth>><</link>><<else>><<link [[Use|Inventory]]>><<unendinghealth>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionsmallmagic > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Small magic potion">><<script>> Dialog.setup("Small magic potion"); Dialog.wiki(Story.get("potionsmallmagic").processText()); Dialog.open(); <</script>> <</link>></span>: $potionsmallmagic </div>\ <div class="column middle">\ <<if $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<smallmagicpotion>><</link>><<else>><<link [[Use|Inventory]]>><<smallmagicpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionmediummagic > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Magic potion">><<script>> Dialog.setup("Magic potion"); Dialog.wiki(Story.get("potionmediummagic").processText()); Dialog.open(); <</script>> <</link>></span>: $potionmediummagic </div>\ <div class="column middle">\ <<if $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<mediummagicpotion>><</link>><<else>><<link [[Use|Inventory]]>><<mediummagicpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionbigmagic > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Potent magic potion">><<script>> Dialog.setup("Potent magic potion"); Dialog.wiki(Story.get("potionbigmagic").processText()); Dialog.open(); <</script>> <</link>></span>: $potionbigmagic </div>\ <div class="column middle">\ <<if $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<bigmagicpotion>><</link>><<else>><<link [[Use|Inventory]]>><<bigmagicpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $potionultimatemagic > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Grand magic potion">><<script>> Dialog.setup("Grand magic potion"); Dialog.wiki(Story.get("potionultimatemagic").processText()); Dialog.open(); <</script>> <</link>></span>: $potionultimatemagic </div>\ <div class="column middle">\ <<if $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<ultimatemagicpotion>><</link>><<else>><<link [[Use|Inventory]]>><<ultimatemagicpotion>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $unendingmagic > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Unending Magic">><<script>> Dialog.setup("Unending Magic"); Dialog.wiki(Story.get("unendingmagic").processText()); Dialog.open(); <</script>> <</link>></span> <<if $unendingmagicdoses > 0>>doses left: $unendingmagicdoses<<else>><span class = "red">no doses left!</span><</if>> </div>\ <div class="column middle">\ <<if $playermp < $playermaxmp && $unendingmagicdoses > 0>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<unendingmagic>><</link>><<else>><<link [[Use|Inventory]]>><<unendingmagic>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $vanguardwine > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Vanguard wine">><<script>> Dialog.setup("Vanguard wine"); Dialog.wiki(Story.get("vanguardwine").processText()); Dialog.open(); <</script>> <</link>></span>: $vanguardwine </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp || $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<vanguardwine>><</link>><<else>><<link [[Use|Inventory]]>><<vanguardwine>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $witchsbrew > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Witch's brew">><<script>> Dialog.setup("Witch's brew"); Dialog.wiki(Story.get("witchsbrew").processText()); Dialog.open(); <</script>> <</link>></span>: $witchsbrew </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp || $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<witchsbrew>><</link>><<else>><<link [[Use|Inventory]]>><<witchsbrew>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $royaljelly > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Royal Jelly">><<script>> Dialog.setup("Royal Jelly"); Dialog.wiki(Story.get("royaljelly").processText()); Dialog.open(); <</script>> <</link>></span>: $royaljelly </div>\ <div class="column middle">\ <<if $playerhp < $playermaxhp || $playermp < $playermaxmp>><<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<royaljelly>><</link>><<else>><<link [[Use|Inventory]]>><<royaljelly>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $elixirofpower > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Elixir of Power">><<script>> Dialog.setup("Elixir of Power"); Dialog.wiki(Story.get("elixirofpower").processText()); Dialog.open(); <</script>> <</link>></span>: $elixirofpower </div>\ <div class="column middle">\ <<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<elixirofpower>><</link>><<else>><</if>>\ </div>\ </div>\ <</if>>\ <<if $antidote > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Antidote">><<script>> Dialog.setup("Antidote"); Dialog.wiki(Story.get("antidote").processText()); Dialog.open(); <</script>> <</link>></span>: $antidote </div>\ <div class="column middle">\ <<if $playerpoisoned>><<link [[Use|$return]]>><<set $initiative to false>><<antidote>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $icysalve > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Icy salve">><<script>> Dialog.setup("Icy salve"); Dialog.wiki(Story.get("icysalve").processText()); Dialog.open(); <</script>> <</link>></span>: $icysalve </div>\ <div class="column middle">\ <<if $playerburned>><<link [[Use|$return]]>><<set $initiative to false>><<icysalve>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $witchsremedy > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Witch's remedy">><<script>> Dialog.setup("Witch's remedy"); Dialog.wiki(Story.get("witchsremedy").processText()); Dialog.open(); <</script>> <</link>></span>: $witchsremedy </div>\ <div class="column middle">\ <<if $playerburned || $playerweakened || $playerpoisoned>><<link [[Use|$return]]>><<set $initiative to false>><<witchsremedy>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $blessedointment > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Blessed Ointment">><<script>> Dialog.setup("Blessed ointment"); Dialog.wiki(Story.get("blessedointment").processText()); Dialog.open(); <</script>> <</link>></span>: $blessedointment </div>\ <div class="column middle">\ <<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<blessedointment>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $bottledmist > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Bottled Mist">><<script>> Dialog.setup("Bottled mist"); Dialog.wiki(Story.get("bottledmist").processText()); Dialog.open(); <</script>> <</link>></span>: $bottledmist </div>\ <div class="column middle">\ <<if $incombat>><<if $enemy.name == "Spirit of the Mist">><span class = "red">This won't help you now!</span><<elseif $enemy.name == "Red Knight">><span class = "red">You can't escape this fight!</span><<else>><<link [[Use|bottledmistescaped]]>><<set $bottledmist -= 1>><</link>><</if>><</if>>\ </div>\ </div>\ <</if>>\ <<if $bottledexplosion > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Bottled Explosion">><<script>> Dialog.setup("Bottled explosion"); Dialog.wiki(Story.get("bottledexplosion").processText()); Dialog.open(); <</script>> <</link>></span>: $bottledexplosion </div>\ <div class="column middle">\ <<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<bottledexplosion>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $bottledthunder > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Bottled Thunder">><<script>> Dialog.setup("Bottled thunder"); Dialog.wiki(Story.get("bottledthunder").processText()); Dialog.open(); <</script>> <</link>></span>: $bottledthunder </div>\ <div class="column middle">\ <<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<bottledthunder>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $levitationpotion > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Levitation potion">><<script>> Dialog.setup("Levitation potion"); Dialog.wiki(Story.get("levitationpotion").processText()); Dialog.open(); <</script>> <</link>></span>: $levitationpotion </div>\ <div class="column middle">\ <<if $incombat && $player.flying == false>><<link [[Use|$return]]>><<set $initiative to false>><<levitationpotion>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $physicalshieldpotion > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Physical shield potion">><<script>> Dialog.setup("Physical shield potion"); Dialog.wiki(Story.get("physicalshieldpotion").processText()); Dialog.open(); <</script>> <</link>></span>: $physicalshieldpotion </div>\ <div class="column middle">\ <<if $incombat && $player.physicalimmunity != true>><<link [[Use|$return]]>><<set $initiative to false>><<physicalshieldpotion>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $magicshieldpotion > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Magic shield potion">><<script>> Dialog.setup("Magic shield potion"); Dialog.wiki(Story.get("magicshieldpotion").processText()); Dialog.open(); <</script>> <</link>></span>: $magicshieldpotion </div>\ <div class="column middle">\ <<if $incombat && $player.magicimmunity != true>><<link [[Use|$return]]>><<set $initiative to false>><<magicshieldpotion>><</link>><</if>>\ </div>\ </div>\ <</if>>\ <<if $dragonpearl > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Dragon pearl">><<script>> Dialog.setup("Dragon pearl"); Dialog.wiki(Story.get("dragonpearl").processText()); Dialog.open(); <</script>> <</link>></span>: $dragonpearl </div>\ <div class="column middle">\ </div>\ </div>\ <</if>>\ <<if $avatarstone > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Avatar Stone">><<script>> Dialog.setup("Avatar Stone"); Dialog.wiki(Story.get("avatarstone").processText()); Dialog.open(); <</script>> <</link>></span>: $avatarstone </div>\ <div class="column middle">\ <<if $incombat>><<link [[Use|$return]]>><<set $initiative to false>><<avatarstone>><</link>><</if>>\ </div>\ </div>\ <</if>>\
<<widget "setinventory">> <<set $silver to 500>> <<set $totalwinnings to 0>> CONSUMABLES <<set $potionsmallhealth to 1>> <<set $potionsmallmagic to 0>> <<set $potionmediumhealth to 0>> <<set $potionmediummagic to 0>> <<set $potionbighealth to 0>> <<set $potionbigmagic to 0>> <<set $potionultimatehealth to 0>> <<set $potionultimatemagic to 0>> <<set $antidote to 0>> <<set $icysalve to 0>> <<set $blessedointment to 0>> <<set $physicalshieldpotion to 0>> <<set $magicshieldpotion to 0>> <<set $witchsremedy to 0>> <<set $witchsbrew to 0>> <<set $levitationpotion to 0>> <<set $bottledexplosion to 0>> <<set $bottledmist to 1>> <<set $bottledthunder to 0>> <<set $vanguardwine to 0>> <<set $royaljelly to 0>> WEAPONS <<set $knifeowned to 0>> <<set $swordowned to 0>> <<set $staffowned to 0>> <<set $axeowned to 0>> <<set $greatswordowned to 0>> <<set $longbowowned to 0>> <<set $crossbowowned to 0>> ARMOUR <<set $leatherarmour to 0>> <<set $scalearmour to 0>> <<set $mailarmour to 0>> RINGS <<set $crimsonring to 0>> <<set $ironskullring to 0>> <<set $azurering to 0>> <<set $purifyingring to 0>> <<set $nimblering to 0>> <<set $bulwarkring to 0>> <<set $witchhuntersring to 0>> <<set $galering to 0>> <<set $unbelieversring to 0>> <<set $cursemastersring to 0>> <<set $rejuvenatingring to 0>> AMULETS <<set $eagleeyeamulet to 0>> <<set $lynxamulet to 0>> <<set $sorcerersamulet to 0>> <<set $archmagesamulet to 0>> <<set $slayersamulet to 0>> <<set $assassinsamulet to 0>> <<set $trollscharm to 0>> <<set $titanscharm to 0>> <<set $focuscharm to 0>> <<set $wisdomcharm to 0>> <<set $quickdrawnecklace to 0>> <<set $amuletofthewilds to 0>> <<set $amuletofshadows to 0>> <<set $necklaceofskulls to 0>> <<set $emissarysmedallion to 0>> <<set $blackpearl to 0>> <<set $holysymbol to 0>> <<set $mercenaryemblem to 0>> <<set $purseofunendingcoins to 0>> <<set $inventorseye to 0>> <<set $purseuses to 10>> TOOLS <<set $lantern to 0>> <<set $miningtools to 0>> TRADING RESOURCES <<set $foodsupplies to 0>> <<set $craftingmaterials to 0>> <<set $luxuryitems to 0>> GEMSTONES <<set $sapphire to 0>> <<set $emerald to 0>> <<set $ruby to 0>> <<set $diamond to 0>> LEGENDARIES <<set $autocrossbowowned to 0>> <<set $gamblerscrossbowowned to 0>> <<set $piercingbowowned to 0>> <<set $sagesstaffowned to 0>> <<set $mirlandasstaffowned to 0>> <<set $hammerofkaltowned to 0>> <<set $tridentofthestormsowned to 0>> <<set $phoenixbowowned to 0>> <<set $vampiresswordowned to 0>> <<set $demonsswordowned to 0>> <<set $assassinsstilettoowned to 0>> <<set $reallybigswordowned to 0>> <<set $needleowned to 0>> <<set $inventorsmalletowned to 0>> <<set $huntressslongbowowned to 0>> <<set $sungleamowned to 0>> <<set $mightybowowned to 0>> <<set $quicksilveraxeowned to 0>> <<set $staffofshadowsowned to 0>> <<set $skyhookowned to 0>> <<set $quicksilvercrossbowowned to 0>> <<set $runicknifeowned to 0>> <<set $cursethornowned to 0>> <<set $chargedstaffowned to 0>> <<set $huntingknifeowned to 0>> <<set $livingcrossbowowned to 0>> <<set $titansvest to 0>> <<set $golemsarmour to 0>> <<set $wingedcuirass to 0>> <<set $darkplatearmour to 0>> <<set $starryrobe to 0>> <<set $saintshauberk to 0>> <<set $inventorsapron to 0>> <<set $absorbingmail to 0>> <<set $crimsonrobe to 0>> <<set $dragonkingsring to 0>> <<set $dragonpearl to 0>> <<set $avatarstone to 0>> <<set $avatarmessage to "">> <<set $elixirofpower to 0>> <<set $unendinghealth to 0>> <<set $unendinghealthdoses to 0>> <<set $unendingmagic to 0>> <<set $unendingmagicdoses to 0>> RESOURCES <<set $golemscore to 0>> <<set $soulshard to 0>> <<set $wyvernteeth to 0>> <<set $crystalfang to 0>> <<set $obsidianheart to 0>> <<set $rainbowfeather to 0>> <<set $shinypebble to 0>> <<set $scholarsnotes to 0>> <<set $huntersbadge to 0>> COLLECTOR ITEMS <<set $beautifullocket to 0>> <<set $rarefossil to 0>> <<set $rarerum to 0>> <<set $beautifulcarafe to 0>> <<set $beautifulcrystal to 0>> <<set $beautifulstatuette to 0>> <<set $rareconch to 0>> <<set $rarevintagewine to 0>> <<set $beautifulchalice to 0>> <<set $rareskull to 0>> <<set $beautifulvial to 0>> SPELLS <<set $mageslight to false>> <<set $spark to false>> <<set $flamearrow to false>> <<set $weaken to false>> <<set $fortify to false>> <<set $lesserhealing to false>> <<set $darkmist to false>> <<set $shrink to false>> <<set $grandhealing to false>> <<set $poison to false>> <<set $lightningbolt to false>> <<set $fireball to false>> <<set $drainenergy to false>> <<set $summonstorm to false>> <<set $guidingwinds to false>> UNIQUE <<set $monkey to 0>> <<set $shrinkscroll to 0>> STARTING EQUIPMENT <<if $playerclass == "Caravan mercenary">><<set $crossbowowned += 1>> <<elseif $playerclass == "Barbarian">><<set $axeowned += 1>> <<elseif $playerclass == "Battle mage">><<set $staffowned += 1>><<set $potionsmallmagic += 1>><<set $spark to true>><<set $fortify to true>> <<elseif $playerclass == "Swashbuckler">><<set $swordowned += 1>> <<elseif $playerclass == "Druid">><<set $knifeowned += 1>><<set $potionsmallmagic += 1>><<set $spark to true>><<set $lesserhealing to true>> <<elseif $playerclass == "Trickster">><<set $knifeowned += 1>><<set $potionsmallmagic += 1>><<set $spark to true>><<set $darkmist to true>> <<elseif $playerclass == "Tinkerer">><<set $knifeowned += 1>><<set $potionsmallmagic += 1>><<set $spark to true>><<set $mageslight to true>> <<elseif $playerclass == "Explorer">><<set $staffowned += 1>><<set $antidote += 1>> <<elseif $playerclass == "Frontier trader">><<set $craftingmaterials += 2>> <<elseif $playerclass == "Travelling merchant">><<set $luxuryitems += 2>> <</if>> <<if $playerclass == "Caravan mercenary">><<set $weapon to setup.crossbow>> <<elseif $playerclass == "Barbarian">><<set $weapon to setup.axe>> <<elseif $playerclass == "Battle mage">><<set $weapon to setup.staff>> <<elseif $playerclass == "Swashbuckler">><<set $weapon to setup.sword>> <<elseif $playerclass == "Druid">><<set $weapon to setup.knife>> <<elseif $playerclass == "Trickster">><<set $weapon to setup.knife>> <<elseif $playerclass == "Tinkerer">><<set $weapon to setup.knife>> <<elseif $playerclass == "Explorer">><<set $weapon to setup.staff>> <<elseif $playerclass == "Frontier trader">><<set $weapon to setup.unarmed>> <<elseif $playerclass == "Travelling merchant">><<set $weapon to setup.unarmed>> <<else>><<set $weapon to setup.unarmed>> <</if>> QUEST ITEMS <<if $objective == "weather">> <<set $enchantedvial to 0>> <<set $brokencompass to 0>> <<set $magiccompass to 0>> <<set $notesonheavenlyspire to 0>> <</if>> <<if $objective == "queen">> <<set $livewater to 0>> <<set $elixiroflife to 0>> <<set $queensmedallion to 1>> <<set $queensharp to 0>> <<set $queenscrown to 0>> <<set $queensring to 0>> <</if>> <</widget>> <<widget "quickdraw">> <<if $amulet == "Quickdraw Necklace">> <<set $initiative to true>> <<else>> <<set $initiative to false>> <</if>> <</widget>>
A small healing potion. Immediately restores your HP by 10 points. <a class="link-internal ui-close">Close</a>
A small mystical potion. Immediately restores your MP by 10 points. <a class="link-internal ui-close">Close</a>
A healing potion. Immediately restores your HP by 25 points. <a class="link-internal ui-close">Close</a>
A mystical potion. Immediately restores your MP by 25 points. <a class="link-internal ui-close">Close</a>
A consumable item that cures poisoning. <a class="link-internal ui-close">Close</a>
A soothing salve that cures the "Burned" status effect. <a class="link-internal ui-close">Close</a>
A melee weapon. Deals 1-3 points of damage. <a class="link-internal ui-close">Close</a>
A melee weapon. Deals 4-7 points of damage. <a class="link-internal ui-close">Close</a>
A melee weapon. Deals 2-5 points of damage. <a class="link-internal ui-close">Close</a>
A melee weapon. Deals 2-9 points of damage. <a class="link-internal ui-close">Close</a>
A melee weapon. Deals 5-12 points of damage. <a class="link-internal ui-close">Close</a>
A ranged weapon. Deals 5-6 points of damage. <a class="link-internal ui-close">Close</a>
A ranged weapon. Deals 3-8 points of damage. <a class="link-internal ui-close">Close</a>
A lightweight suit of leather armour. Grants 1 point of damage reduction. <a class="link-internal ui-close">Close</a>
A sturdy suit of scale armour. Grants 2 points of damage reduction. <a class="link-internal ui-close">Close</a>
A tightly-woven suit of mail armour. Grants 3 points of damage reduction. <a class="link-internal ui-close">Close</a>
A source of light that lets you enter dark places, like caves and mines. <a class="link-internal ui-close">Close</a>
A set of sturdy tools that let you prospect for resources in mines. <a class="link-internal ui-close">Close</a>
<<widget "setlinknames">> <<if $currentislandactivity == "mainmarket">> <<set $activitylinkname to "Visit the great market at">> <<elseif $currentislandactivity == "market1" || $currentislandactivity == "market2" || $currentislandactivity == "market3" || $currentislandactivity == "market4" || $currentislandactivity == "market5" || $currentislandactivity == "market6" || $currentislandactivity == "market7">> <<set $activitylinkname to "Visit the market at">> <<elseif $currentislandactivity == "enchanter">> <<set $activitylinkname to "Visit the Enchanter of">> <<elseif $currentislandactivity == "witch">> <<set $activitylinkname to "Visit the Witch of">> <<elseif $currentislandactivity == "collector">> <<set $activitylinkname to "Visit the Collector of">> <<elseif $currentislandactivity == "oldsailor">> <<set $activitylinkname to "Visit the Old Sailor of">> <<else>><</if>> <<if $currentislandactivity2 == "mine1" || $currentislandactivity2 == "mine2" || $currentislandactivity2 == "mine3" || $currentislandactivity2 == "mine4">> <<set $activity2linkname to "Explore the mines">> <<elseif $currentislandactivity2 == "beasts">> <<set $activity2linkname to "Go to the Lair of the Beasts to hunt">> <<elseif $currentislandactivity2 == "mindless">> <<set $activity2linkname to "Visit the Ancient Ruins">> <<elseif $currentislandactivity2 == "bandits">> <<set $activity2linkname to "Fight the bandits ravaging the island">> <<elseif $currentislandactivity2 == "academy">> <<set $activity2linkname to "Visit the Academy">> <<elseif $currentislandactivity2 == "dungeon1">> <<set $activity2linkname to "Venture to " + $dungeon1.name>> <<elseif $currentislandactivity2 == "dungeon2">> <<set $activity2linkname to "Venture to " + $dungeon2.name>> <<elseif $currentislandactivity2 == "dungeon3">> <<set $activity2linkname to "Venture to " + $dungeon3.name>> <<elseif $currentislandactivity2 == "dungeon4">> <<set $activity2linkname to "Venture to " + $dungeon4.name>> <<elseif $currentislandactivity2 == "dungeon5">> <<set $activity2linkname to "Venture to " + $dungeon5.name>> <<elseif $currentislandactivity2 == "dungeon6">> <<set $activity2linkname to "Venture to " + $dungeon6.name>> <<else>><</if>> <</widget>> <<widget "huntlinks">>\ <<if $currenthunt == "hunt1" && $currentislandname == $hunt1island.name && $huntreward != true>>\ [["Search for " + $hunt1enemy.name + " you're hunting"|$currenthunt]] <<elseif $currenthunt == "hunt2" && $currentislandname == $hunt2island.name && $huntreward != true>>\ [["Search for " + $hunt2enemy.name + " you're hunting"|$currenthunt]] <<elseif $currenthunt == "hunt3" && $currentislandname == $hunt3island.name && $huntreward != true>>\ [["Search for " + $hunt3enemy.name + " you're hunting"|$currenthunt]] <<elseif $currenthunt == "hunt4" && $currentislandname == $hunt4island.name && $huntreward != true>>\ [["Search for " + $hunt4enemy.name + " you're hunting"|$currenthunt]] <<elseif $currenthunt == "hunt5" && $currentislandname == $hunt5island.name && $huntreward != true>>\ [["Search for " + $hunt5enemy.name + " you're hunting"|$currenthunt]] <<else>><</if>>\ <</widget>>\
<<widget "initialiseisland1">> <<if $island1activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island1activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island1">> <<set $currentislandname to $island1.name>> <<set $currentislandterrain to $island1.terrain>> <<set $currentislandactivity to $island1activity>> <<set $currentislandactivity2 to $island1activity2>> <<set $currentallyforhire to $island1ally>> <<setalliesforhiredesc>> <<if $island1activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island1activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island1activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island1activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island1activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island1activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland2">> <<if $island2activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island2activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island2">> <<set $currentislandname to $island2.name>> <<set $currentislandterrain to $island2.terrain>> <<set $currentislandactivity to $island2activity>> <<set $currentislandactivity2 to $island2activity2>> <<set $currentallyforhire to $island2ally>> <<setalliesforhiredesc>> <<if $island2activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island2activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island2activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island2activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island2activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island2activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland3">> <<if $island3activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island3activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island3">> <<set $currentislandname to $island3.name>> <<set $currentislandterrain to $island3.terrain>> <<set $currentislandactivity to $island3activity>> <<set $currentislandactivity2 to $island3activity2>> <<set $currentallyforhire to $island3ally>> <<setalliesforhiredesc>> <<if $island3activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island3activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island3activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island3activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island3activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island3activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland4">> <<if $island4activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island4activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island4">> <<set $currentislandname to $island4.name>> <<set $currentislandterrain to $island4.terrain>> <<set $currentislandactivity to $island4activity>> <<set $currentislandactivity2 to $island4activity2>> <<set $currentallyforhire to $island4ally>> <<setalliesforhiredesc>> <<if $island4activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island4activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island4activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island4activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island4activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island4activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland5">> <<if $island5activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island5activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island5">> <<set $currentislandname to $island5.name>> <<set $currentislandterrain to $island5.terrain>> <<set $currentislandactivity to $island5activity>> <<set $currentislandactivity2 to $island5activity2>> <<set $currentallyforhire to $island5ally>> <<setalliesforhiredesc>> <<if $island5activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island5activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island5activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island5activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island5activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island5activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland6">> <<if $island6activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island6activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island6">> <<set $currentislandname to $island6.name>> <<set $currentislandterrain to $island6.terrain>> <<set $currentislandactivity to $island6activity>> <<set $currentislandactivity2 to $island6activity2>> <<set $currentallyforhire to $island6ally>> <<setalliesforhiredesc>> <<if $island6activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island6activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island6activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island6activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island6activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island6activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland7">> <<if $island7activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island7activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island7">> <<set $currentislandname to $island7.name>> <<set $currentislandterrain to $island7.terrain>> <<set $currentislandactivity to $island7activity>> <<set $currentislandactivity2 to $island7activity2>> <<set $currentallyforhire to $island7ally>> <<setalliesforhiredesc>> <<if $island7activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island7activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island7activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island7activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island7activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island7activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland8">> <<if $island8activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island8activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island8">> <<set $currentislandname to $island8.name>> <<set $currentislandterrain to $island8.terrain>> <<set $currentislandactivity to $island8activity>> <<set $currentislandactivity2 to $island8activity2>> <<set $currentallyforhire to $island8ally>> <<setalliesforhiredesc>> <<if $island8activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island8activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island8activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island8activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island8activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island8activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland9">> <<if $island9activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island9activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island9">> <<set $currentislandname to $island9.name>> <<set $currentislandterrain to $island9.terrain>> <<set $currentislandactivity to $island9activity>> <<set $currentislandactivity2 to $island9activity2>> <<set $currentallyforhire to $island9ally>> <<setalliesforhiredesc>> <<if $island9activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island9activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island9activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island9activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island9activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island9activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland10">> <<if $island10activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island10activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island10">> <<set $currentislandname to $island10.name>> <<set $currentislandterrain to $island10.terrain>> <<set $currentislandactivity to $island10activity>> <<set $currentislandactivity2 to $island10activity2>> <<set $currentallyforhire to $island10ally>> <<setalliesforhiredesc>> <<if $island10activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island10activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island10activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island10activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island10activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island10activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland11">> <<if $island11activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island11activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island11">> <<set $currentislandname to $island11.name>> <<set $currentislandterrain to $island11.terrain>> <<set $currentislandactivity to $island11activity>> <<set $currentislandactivity2 to $island11activity2>> <<set $currentallyforhire to $island11ally>> <<setalliesforhiredesc>> <<if $island11activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island11activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island11activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island11activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island11activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island11activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland12">> <<if $island12activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island12activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island12">> <<set $currentislandname to $island12.name>> <<set $currentislandterrain to $island12.terrain>> <<set $currentislandactivity to $island12activity>> <<set $currentislandactivity2 to $island12activity2>> <<set $currentallyforhire to $island12ally>> <<setalliesforhiredesc>> <<if $island12activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island12activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island12activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island12activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island12activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island12activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland13">> <<if $island13activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island13activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island13">> <<set $currentislandname to $island13.name>> <<set $currentislandterrain to $island13.terrain>> <<set $currentislandactivity to $island13activity>> <<set $currentislandactivity2 to $island13activity2>> <<set $currentallyforhire to $island13ally>> <<setalliesforhiredesc>> <<if $island13activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island13activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island13activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island13activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island13activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island13activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland14">> <<if $island14activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island14activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island14">> <<set $currentislandname to $island14.name>> <<set $currentislandterrain to $island14.terrain>> <<set $currentislandactivity to $island14activity>> <<set $currentislandactivity2 to $island14activity2>> <<set $currentallyforhire to $island14ally>> <<setalliesforhiredesc>> <<if $island14activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island14activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island14activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island14activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island14activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island14activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland15">> <<if $island15activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island15activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island15">> <<set $currentislandname to $island15.name>> <<set $currentislandterrain to $island15.terrain>> <<set $currentislandactivity to $island15activity>> <<set $currentislandactivity2 to $island15activity2>> <<set $currentallyforhire to $island15ally>> <<setalliesforhiredesc>> <<if $island15activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island15activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island15activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island15activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island15activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island15activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>> <<widget "initialiseisland16">> <<if $island16activity == "none">> <<set $hasactivity to false>> <<else>> <<set $hasactivity to true>> <</if>> <<if $island16activity2 == "none">> <<set $hasactivity2 to false>> <<else>> <<set $hasactivity2 to true>> <</if>> <<set $currentisland to "Island16">> <<set $currentislandname to $island16.name>> <<set $currentislandterrain to $island16.terrain>> <<set $currentislandactivity to $island16activity>> <<set $currentislandactivity2 to $island16activity2>> <<set $currentallyforhire to $island16ally>> <<setalliesforhiredesc>> <<if $island16activity2 == "dungeon1">> <<set $currentdungeon to $dungeon1>> <<elseif $island16activity2 == "dungeon2">> <<set $currentdungeon to $dungeon2>> <<elseif $island16activity2 == "dungeon3">> <<set $currentdungeon to $dungeon3>> <<elseif $island16activity2 == "dungeon4">> <<set $currentdungeon to $dungeon4>> <<elseif $island16activity2 == "dungeon5">> <<set $currentdungeon to $dungeon5>> <<elseif $island16activity2 == "dungeon6">> <<set $currentdungeon to $dungeon6>> <</if>> <</widget>>
<<set $markettarget to "market1">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market1tradegoods]] [[Back|$currentisland]]
<<set $markettarget to "market2">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market2tradegoods]] [[Back|$currentisland]]
<<set $markettarget to "market3">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market3tradegoods]] [[Back|$currentisland]]
<<set $markettarget to "market4">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market4tradegoods]] [[Back|$currentisland]]
<<set $markettarget to "market5">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market5tradegoods]] [[Back|$currentisland]]
<<set $markettarget to "market6">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market6tradegoods]] [[Back|$currentisland]]
<<set $markettarget to "market7">>\ The market on $currentislandname is bustling with activity. The marketplace is divided into two parts. In the General Market you can buy basic supplies and equipment, and sell items. You can also visit the Traders' Market to buy or sell trade goods for profit. [[Visit the General Market|generalmarket]] [[Visit the Traders' Market|market7tradegoods]] [[Back|$currentisland]]
<<switch visited()>>\ <<case 1>>\ Locals tell you where the witch lives; they talk about her with great respect. Almost everyone has a friend or relative who has been saved by the Witch's potions. They warn you, however, that the witch doesn't like outsiders very much; she usually only sells her wares to people from $currentislandname. <<roadtowitch>> You enter the Witch's hut and are greeted by the sight of bubbling cauldrons, alchemical apparatuses, bunches of dried herbs and jars of strange ingredients. The Witch, a middle-aged woman in plain, practical clothing, turns away from her work table. "Welcome. So, you want to buy potions," she says.<<default>>\ The witch is home, occupied with her work. "You must've come to buy potions," she says.<</switch>><<if $renown < 5 && $witchpersuaded != true>> "But I only sell to people from $currentislandname. I'm their witch." The woman eyes you thoughtfully. "Though, I guess, if a famous adventurer – someone who helped people in the Archipelago – visited, I would trade with them. You have the potential... but you're not such a hero yet." You must have least 5 renown to trade with the Witch! <<if $charisma >=1>>\ [[(Charisma) Persuade the Witch to trade with you|witchpersuade]] <<else>>\ <span class = "red">(Charisma) Persuade the Witch to trade with you</span> <</if>><<else>> "Very well. Take a look at my wares. I have many powerful potions you won't find anywhere else.<<if $levitationpotionunlocked && $physicalshieldpotionunlocked && $magicshieldpotionunlocked>><<else>> Actually, I could brew even more, but I lack proper ingredients. You're an adventurous type; maybe you could find them for me?<</if>>" [[Buy potions|witchbuy]] <<if $levitationpotionunlocked && $physicalshieldpotionunlocked && $magicshieldpotionunlocked>><<else>>\ [[Ask about potion ingredients|witchingredients]] <</if>>\ <</if>>\ <<if $objective == "queen" && $findwitch || $objective == "queen" && $witchrefuse>>\ [[Ask the Witch if she can brew the Elixir of Life for you|askelixiroflife]] <</if>>\ <<if $findlivewater == true && $livewater == 1>>\ [[Give the Witch the Vial of Live Water|brewelixiroflife]] <</if>>\ [[Leave the Witch's hut|$currentisland]]
<<switch visited()>>\ <<case 1>>\ It's easy enough to learn where the Enchanter lives; however, the locals warn you the eccentric mage doesn't sell his items to just anyone. "You'll need to prove you're worthy of wearing his magic amulets," they say. <<roadtoenchanter>> You knock and hear "Come on in!". You enter the cramped inside of the hut, filled with bookshelves, metalworking tools and various strange equipment. The Enchanter is an intelligent-looking middle-aged man with short black hair and beard. He's sitting at a workbench, working on a jewelled necklace. "A new face," he says. "I presume you want to buy some of my wares, traveller.<<default>>\ The Enchanter's at his hut, occupied at his workbench. "I'm sure you're here to trade," he says.<</switch>><<if $renown < 5 && $enchanterpersuaded != true>> But I'm afraid I'm going to disappoint you. I don't sell to everyone. I haven't heard about you, which means you're not famous. Just a random adventurer, not worthy of wearing my fine rings and amulets. Now, please leave." You must have least 5 renown to trade with the Enchanter! <<if $charisma >=1>>\ [[(Charisma) Persuade the Enchanter to trade with you|enchanterpersuade]] <<else>>\ <span class = "red">(Charisma) Persuade the Enchanter to trade with you</span> <</if>><<else>> "A wise decision. An adventurer like you needs the best magic rings and amulets, and none are better than mine." [[Buy from the Enchanter|enchanterbuy]] <</if>>\ <<if $objective == "weather" && $enchanterinfo || $objective == "weather" && $compassrepairrefuse>>\ [[Ask the Enchanter if he can repair the broken magic compass|askrepaircompass]] <</if>>\ <<if $enchanteringredients && $silver >= 5000 && $diamond >= 1 && $ruby >= 1 && $emerald >= 1 && $sapphire >= 1 && $notesonheavenlyspire>>\ [[Give the Enchanter the resources required to repair the compass|fixingcompass]] <<elseif $enchanteringredients>>\ [[Ask about the items the Enchanter needs to fix the compass|remindingredients]] <</if>>\ <<if $gatherenergies && $vialfire && $vialmist && $vialsnow>>\ [[Give the Enchanter the three filled vials|chargecompass]] <<elseif $gatherenergies>>\ [[Ask about the items required to charge the compass|chargeask]] <</if>>\ [[Leave the Enchanter's hut|$currentisland]]
<<set $currentdungeonroom to $mine1>><<set $indungeon to true>>\ <span class = "green">Game saved automatically!</span> You reach the mines on $currentislandname. You see the dark mine shaft entrance to the south. The mines are very old and haven't been exploited for years. <<if $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the mines (source of light required!)</span> <<else>>\ [[Enter the mines|mine1B]] <</if>>\ <<link [[Return to town|$currentisland]]>><<unset $indungeon, $silvermined>><</link>>
<<set $currentdungeonroom to $mine2>><<set $indungeon to true>>\ <span class = "green">Game saved automatically!</span> You reach the mines on $currentislandname. You see the dark mine shaft entrance to the north. The mines have been abandoned recently. You see broken mining tools, some carts and barrels near the entrance. <<if $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the mines (source of light required!)</span> <<else>>\ [[Enter the mines|mine2H]] <</if>>\ <<link [[Return to town|$currentisland]]>><<unset $indungeon, $silvermined>><</link>>
<<set $currentdungeonroom to $mine3>><<set $indungeon to true>>\ <span class = "green">Game saved automatically!</span> You reach the mines on $currentislandname. You see the dark mine shaft entrance to the east. Local people say the mines are haunted; miners fled when undead monsters started to appear in the tunnels. <<if $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the mines (source of light required!)</span> <<else>>\ <<link [[Enter the mines|mine3C]]>><<set $previousdungeonroom to "mine3">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<unset $indungeon, $silvermined>><</link>>
<<set $currentdungeonroom to $mine4>><<set $indungeon to true>>\ <span class = "green">Game saved automatically!</span> You reach the mines on $currentislandname. You see the dark mine shaft entrance to the west. You've learned from local people that the mines have been abandoned when strange gelatinous monsters started to appear in the tunnels and attack miners. <<if $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the mines (source of light required!)</span> <<else>>\ <<link [[Enter the mines|mine4F]]>><<set $previousdungeonroom to "mine4">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<unset $indungeon, $silvermined>><</link>>
You decide to investigate the dungeons of $currentislandname. [["Ask the people of " + $currentislandname + " about " + $dungeon1.name|dungeon1rumour]] [["Go to " + $dungeon1.name|dungeon1entrance]] [[Back|$currentisland]]
<span class = "green">Game saved automatically!</span> <<if $indungeon>>\ <<else>><<set $indungeon to true>>\ After a long walk through <<if $currentislandterrain == "forest">>a dark and silent forest<<elseif $currentislandterrain == "grassy">>windswept, grassy hills<<elseif $currentislandterrain == "icy">>a snow-covered valley<<elseif $currentislandterrain == "jungle">>a dense, sultry jungle<<elseif $currentislandterrain == "marshy">>misty marshes teeming with bugs and frogs<<elseif $currentislandterrain == "rocky">>rocky hills<<elseif $currentislandterrain == "sandy">>barren desert sands<<else>>plains of jagged basalt<</if>> you reach the dungeon. <</if>>\ To the south, <<print $dungeon2.entrancedesc>> <<if $dungeon2.dark == true && $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the dungeon (source of light required!)</span> <<else>>\ <<link [[Enter the dungeon|dungeon2A]]>><<set $previousdungeonroom to "dungeon2entrance">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<set $indungeon to false>><</link>>
<span class = "green">Game saved automatically!</span> <<if $indungeon>>\ <<else>><<set $indungeon to true>>\ After a long walk through <<if $currentislandterrain == "forest">>a dark and silent forest<<elseif $currentislandterrain == "grassy">>windswept, grassy hills<<elseif $currentislandterrain == "icy">>a snow-covered valley<<elseif $currentislandterrain == "jungle">>a dense, sultry jungle<<elseif $currentislandterrain == "marshy">>misty marshes teeming with bugs and frogs<<elseif $currentislandterrain == "rocky">>rocky hills<<elseif $currentislandterrain == "sandy">>barren desert sands<<else>>plains of jagged basalt<</if>> you reach the dungeon. <</if>>\ To the north, <<print $dungeon3.entrancedesc>> <<switch visited()>><<case 1>>\ According to local rumours, $dungeon3.name is a dangerous place. Only an experienced adventurer can hope to defeat its denizens. <<default>><</switch>>\ <<if $dungeon3.dark == true && $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the dungeon (source of light required!)</span> <<else>>\ <<link [[Enter the dungeon|dungeon3H]]>><<set $previousdungeonroom to "dungeon3entrance">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<set $indungeon to false>><</link>>
<span class = "green">Game saved automatically!</span> <<if $indungeon>>\ <<else>><<set $indungeon to true>>\ After a long walk through <<if $currentislandterrain == "forest">>a dark and silent forest<<elseif $currentislandterrain == "grassy">>windswept, grassy hills<<elseif $currentislandterrain == "icy">>a snow-covered valley<<elseif $currentislandterrain == "jungle">>a dense, sultry jungle<<elseif $currentislandterrain == "marshy">>misty marshes teeming with bugs and frogs<<elseif $currentislandterrain == "rocky">>rocky hills<<elseif $currentislandterrain == "sandy">>barren desert sands<<else>>plains of jagged basalt<</if>> you reach the dungeon. <</if>>\ To the east, <<print $dungeon4.entrancedesc>> <<switch visited()>><<case 1>>\ According to local rumours, $dungeon4.name is a dangerous place. Only an experienced adventurer can hope to defeat its denizens. <<default>><</switch>>\ <<if $dungeon4.dark == true && $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the dungeon (source of light required!)</span> <<else>>\ <<link [[Enter the dungeon|dungeon4A]]>><<set $previousdungeonroom to "dungeon4entrance">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<set $indungeon to false>><</link>>
<span class = "green">Game saved automatically!</span> <<if $indungeon>>\ <<else>><<set $indungeon to true>>\ After a long walk through <<if $currentislandterrain == "forest">>a dark and silent forest<<elseif $currentislandterrain == "grassy">>windswept, grassy hills<<elseif $currentislandterrain == "icy">>a snow-covered valley<<elseif $currentislandterrain == "jungle">>a dense, sultry jungle<<elseif $currentislandterrain == "marshy">>misty marshes teeming with bugs and frogs<<elseif $currentislandterrain == "rocky">>rocky hills<<elseif $currentislandterrain == "sandy">>barren desert sands<<else>>plains of jagged basalt<</if>> you reach the dungeon. <</if>>\ To the west, <<print $dungeon5.entrancedesc>> <<switch visited()>><<case 1>>\ According to local rumours, $dungeon5.name is a deadly dangerous place. Only a very experienced adventurer can hope to defeat its denizens. <<default>><</switch>>\ <<if $dungeon5.dark == true && $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the dungeon (source of light required!)</span> <<else>>\ <<link [[Enter the dungeon|dungeon5L]]>><<set $previousdungeonroom to "dungeon5entrance">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<set $indungeon to false>><</link>>
<span class = "green">Game saved automatically!</span> <<if $indungeon>>\ <<else>><<set $indungeon to true>>\ After a long walk through <<if $currentislandterrain == "forest">>a dark and silent forest<<elseif $currentislandterrain == "grassy">>windswept, grassy hills<<elseif $currentislandterrain == "icy">>a snow-covered valley<<elseif $currentislandterrain == "jungle">>a dense, sultry jungle<<elseif $currentislandterrain == "marshy">>misty marshes teeming with bugs and frogs<<elseif $currentislandterrain == "rocky">>rocky hills<<elseif $currentislandterrain == "sandy">>barren desert sands<<else>>plains of jagged basalt<</if>> you reach the tower. <</if>>\ To the north, <<print $dungeon6.entrancedesc>> <<switch visited()>><<case 1>>\ According to local rumours, $dungeon6.name is a deadly dangerous place. Only a very experienced adventurer can hope to defeat its denizens. <<default>><</switch>>\ <<if $dungeon6.dark == true && $lantern == 0 && $mageslight != true && $sungleamowned == 0>>\ <span class = "red">Enter the dungeon (source of light required!)</span> <<else>>\ <<link [[Enter the dungeon|dungeon6N]]>><<set $previousdungeonroom to "dungeon6entrance">><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<set $indungeon to false>><</link>>
<<set $fightingbeasts to true>>\ <<switch visited()>><<case 1>>$currentislandname is home to many dangerous beasts, more than any other island in the Archipelago. Local people are constantly troubled by roaming monsters. All settlements on the island are fortified and many locals are skilled hunters; still, the danger posed by the beasts is significant. People of $currentislandname are grateful to any adventurer who slays even a single beast, thus helping keep the threat in check. You head into the wilderness, where the beasts live. <<default>>\ You're in the wilderness on $currentislandname, which is home to countless dangerous beasts. <</switch>>\ <<if $beastscounter > 0>>\ You explore for a long time, but everything's peaceful and quiet. The beasts have hidden deeper in the wilderness after you've hunted down so many of them. They won't cause trouble for some time, but you're sure they will reappear if you return here later. <<else>>\ <<link [[Hunt beasts near the coast|beastsfighteasy]]>><<setbeastseasy>><</link>> <<link [[Hunt beasts in the deep wilderness|beastsfighthard]]>><<setbeastshard>><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<unset $fightingbeasts>><</link>>
<<if $greatdeeds.length >= 3 && not $falsemirlandaspawned>>\ <<set $falsemirlandaspawned to true>>\ As you enter the main courtyard of the Academy, you're stopped by a worried scholar. <<if $scademymember>>"It's you, $playername! Thank goodness. Maybe you can stop that madwoman!" <<else>>"Please, visitor, leave.", she says. "We're... having a huge problem here right now. That... woman is dangerous. Who knows what she's capable of."<</if>> You ask for explanation and learn that a strange woman appeared in the Academy not long ago, claiming she's none other than Sorceress Mirlanda herself, restored to life by her magic! "She says she's been travelling the Archipelago and defeating monsters, and now she came to claim what's 'rightfully hers' – the Academy!", the librarian adds. "She acts as if she owned the place, demands tribute and orders everybody around, the Dean included. I don't believe the real Mirlanda would act anything like that! But that woman's magic is truly powerful; she defeated our best wizards when they tried to stop her from entering the Main Hall. Oh, I'm worried out of my mind. What is going to happen to us now?!" <<if $falsemirlandaconfronted>>\ [[Enter the Main Hall|fightmirlandaagain]] <<else>>\ [[Enter the Main Hall|confrontfalsemirlanda]] <</if>>\ [[Leave the Academy|$currentisland]] <<elseif $greatdeeds.length >= 3 && not $falsemirlandadefeated>>\ Judging from the worried scholars hurrying across the courtyard, and from angry shouting coming through the open door of the Main Hall, the tyrant who claims to be reincarnated Sorceress Mirlanda is still in the Academy. <<if $falsemirlandaconfronted>>\ [[Enter the Main Hall|fightmirlandaagain]] <<else>>\ [[Enter the Main Hall|confrontfalsemirlanda]] <</if>>\ [[Leave the Academy|$currentisland]] <<else>> The Academy is a large complex of buildings. Its spires tower over the city, and in its shaded courtyards groups of scholars hold learned conversations. The central building connects to all other parts of the complex. Near the entrance, visitors are greeted by the Wall of Patrons, where names of people donating to the Academy are immortalised. <<if $wall1>>\ Your name is on the Wall, carved on a stone plate high up in the corner. <<elseif $wall2>>\ Your name is on the Wall, carved on an oval plaque on the left side. <<elseif $wall3>>\ Your name is in the centre of the Wall, carved in large letters, on a gilded plate. <<else>><</if>>\ <<enteringacademy>>\ The Academy has the biggest collection of books in the entire Archipelago. It's filled with tomes of knowledge, explorers' notes, legends and poems, but only Academy members can enter and browse the collection. <<if $storiessold < 16>>\ In the corner of the Main Hall a woman in gilded spectacles resides behind a large desk. Various adventurous-looking types approach to talk with her; they call her the "Keeper of the Stories". <</if>>\ In the Halls of Knowledge students learn various skills from the Academy scholars. Everyone can take a course of their choosing, if they have enough money and learning capabilities. The Tower of Magic is the place of arcane studies. There, mages of the Academy conduct their experiments and test out their spells. They're willing to teach spells to fellow magic users, for a small amount of silver. <<if $academymember != true>>\ [[Join the Academy|joinacademy]] <</if>>\ [[Go to the Library|library]] <<if $storiessold < 16>>\ [[Talk to the Keeper of the Stories|sellstories]] <</if>>\ [[Go to the Halls of Learning|newskill]] [[Go to the Tower of Magic|towerofmagic]] <<if $scholarsnotes > 0>>\ [[Return the deceased scholar's notes|returnnotes]] <</if>>\ <<if $wall1 || $wall2 || $wall3>><<else>>\ [[Donate silver to the Academy|donation]] <</if>>\ <<if $objective == "treasure" && $academymapowned != true>>\ [[Ask about the Four Captains' map piece|academymap]] <</if>>\ <<if $objective == "weather">>\ [[Ask about Heavenly Spire|academyspire]] <</if>>\ <<if $objective == "queen" && $queenacademy>>\ [[Ask about Queen Valarisa's relics|academyqueen]] <</if>>\ <<if $objective == "queen" && $studentcharm != true && $tomblocation != true>>\ [[Ask about Queen Valarisa's final resting place|academytomb]] <</if>>\ <<if $studentcharm && $wisdomcharm >= 1>>\ [[Give the student a Wisdom Charm in exchange for information on Queen Valarisa's tomb location|tomblocationstudent]] <<elseif $studentcharm>>\ Give the student a <span class = "red">Wisdom Charm</span> in exchange for information on Queen Valarisa's tomb location <</if>>\ [[Return to town|$currentisland]] <</if>>\
You visit the Hunters' Guild on $currentislandname. The Guild Hall is filled with hunters, trappers, and various other adventurers. They're talking, drinking, bragging about their latest quarry and looking at letters nailed to the wooden walls – all except <<if $tamermet>>the Beast Tamer<<else>>an old man in the corner<</if>>. The letters in the hall come from various places around the Archipelago; when common people are troubled by vicious beasts, they send for help from the Guild. <<if not $guildmember>>\ The Guildmaster is sitting behind a table in the corner of the hall. She's an elderly, dark-skinned woman with a scar on her cheek. She's tall and strongly built; in her younger days, she must have been a fierce warrior. [[Talk to the Guildmaster|huntersguildbecomemember]] <<else>>\ You're a member of the Guild and can accept hunt requests from the Guildmaster, or turn in finished quests in exchange for rewards. <<if $currenthunt == "none">>\ [[Accept a hunting mission|starthunt1]] <<elseif $currenthunt == "hunt1" && $huntreward == true>>\ [[Claim your reward and accept a new mission|starthunt2]] <<elseif $currenthunt == "hunt2" && $huntreward == true>>\ [[Claim your reward and accept a new mission|starthunt3]] <<elseif $currenthunt == "hunt3" && $huntreward == true>>\ [[Claim your reward and accept a new mission|starthunt4]] <<elseif $currenthunt == "hunt4" && $huntreward == true>>\ [[Claim your reward and accept a new mission|starthunt5]] <<elseif $currenthunt == "hunt5" && $huntreward == true>>\ [[Claim your reward|rewardhunt5]] <<elseif $currenthunt == "finished">>\ You've completed all available hunt requests. [[Talk to the Guildmaster|guildmasterhuntscomplete]] <<else>>\ [[Talk to the Guildmaster|guildmasterduringhunt]] <</if>>\ <</if>>\ <<if $tamermet>>\ [[Talk to the Beast Tamer|tamer]] <<else>>\ [[Talk to the old man in the corner|meettamer]] <</if>>\ <<if $huntersbadge > 0>>\ <<link [[Return the dead hunter's badge|badgereturned]]>><<set $huntersbadge -= 1>><<set $renown += 1>><</link>> <</if>>\ [[Back|$currentisland]]
<<if not $island1innvisited>><<set $island1innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island1activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island1infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island1storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island1story]] <<elseif not $island1storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island1ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island1activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island1]]>><<unset $patrons>><</link>>
<<if not $island2innvisited>><<set $island2innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island2activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island2infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island2storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island2story]] <<elseif not $island2storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island2ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island2activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island2]]>><<unset $patrons>><</link>>
<<if not $island3innvisited>><<set $island3innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island3activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island3infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island3storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island3story]] <<elseif not $island3storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island3ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island3activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island3]]>><<unset $patrons>><</link>>
<<if not $island4innvisited>><<set $island4innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island4activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island4infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island4storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island4story]] <<elseif not $island4storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island4ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island4activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island4]]>><<unset $patrons>><</link>>
<<if not $island5innvisited>><<set $island5innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island5activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island5infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island5storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island5story]] <<elseif not $island5storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island5ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island5activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island5]]>><<unset $patrons>><</link>>
<<if not $island6innvisited>><<set $island6innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island6activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island6infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island6storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island6story]] <<elseif not $island6storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island6ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island6activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island6]]>><<unset $patrons>><</link>>
<<if not $island7innvisited>><<set $island7innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island7activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island7infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island7storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island7story]] <<elseif not $island7storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island7ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island7activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island7]]>><<unset $patrons>><</link>>
<<if not $island8innvisited>><<set $island8innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island8activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island8infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island8storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island8story]] <<elseif not $island8storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island8ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island8activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island8]]>><<unset $patrons>><</link>>
<<if not $island9innvisited>><<set $island9innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island9activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island9infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island9storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island9story]] <<elseif not $island9storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island9ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island9activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island9]]>><<unset $patrons>><</link>>
<<if not $island10innvisited>><<set $island10innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island10activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island10infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island10storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island10story]] <<elseif not $island10storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island10ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island10activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island10]]>><<unset $patrons>><</link>>
<<if not $island11innvisited>><<set $island11innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island11activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island11infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island11storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island11story]] <<elseif not $island11storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island11ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island11activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island11]]>><<unset $patrons>><</link>>
<<if not $island12innvisited>><<set $island12innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island12activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island12infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island12storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island12story]] <<elseif not $island12storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island12ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island12activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island12]]>><<unset $patrons>><</link>>
<<if not $island13innvisited>><<set $island13innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island13activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island13infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island13storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island13story]] <<elseif not $island13storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island13ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island13activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island13]]>><<unset $patrons>><</link>>
<<if not $island14innvisited>><<set $island14innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island14activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island14infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island14storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island14story]] <<elseif not $island14storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island14ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island14activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island14]]>><<unset $patrons>><</link>>
<<if not $island15innvisited>><<set $island15innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island15activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island15infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island15storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island15story]] <<elseif not $island15storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island15ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island15activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island15]]>><<unset $patrons>><</link>>
<<if not $island16innvisited>><<set $island16innvisited to true>><</if>>\ <<if $enteringinn>><<getreward>><</if>><<unset $enteringinn>>\ <<if not $restmessage>>\ You're at the inn on $currentislandname. The main room is quite crowded; in the corner, you spot <<if $gruukislandname == $currentislandname && $gruukdrunk>><<unset $gruukdrunk>>Gruuk the troll, the former arm-wrestling champion. Completely drunk, he's crying into his mug of ale.<<else>>$patrons.<</if>> <</if>>\ <<if not $restmessage && $renown >= 10>>\ "Well, if it isn't $playername, the hero of the Archipelago!" the owner of the inn exclaims. "Welcome! In my inn, you can drink and rest for free!" <</if>>\ <<if $restmessage>>\ You feel rested after a good night's sleep.<<if $mirlandasstaffowned > 0>> Mirlanda's Staff's energy was replenished!<</if>><<if $unendinghealth > 0>> The Unending Health vial was refilled!<</if>><<if $unendingmagic > 0>> The Unending Magic vial was refilled!<</if>><<unset $restmessage>> <</if>>\ <<if not $allyforhiredesc == "">>\ $allyforhiredesc <</if>>\ <<if $island16activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ You notice Hjafnir the Barbarian in the corner of the inn. He's drinking beer; his giant sword is propped against the bench next to him, attracting nervous glances from the patrons. Hjafnir smiles and nods when he sees you. <</if>>\ <<if $renown >= 10>>\ [[Order a drink|buydrink]] <<elseif $silver >= 10>>\ [[Buy a drink for 10 silver|buydrink][$silver -= 10]] <<else>>\ <span class = "red">Buy a drink for 10 silver</span> <</if>>\ <<rest>>\ <<if $charisma >=1>>\ <<link [[(Charisma) Gather information|$island16infotarget]]>><</link>> <<else>>\ <span class = "red">(Charisma)</span> Gather information <</if>>\ <<if not $island16storyrecorded && $charisma >= 1>>\ [[(Charisma) Chat with the locals and record their stories|island16story]] <<elseif not $island16storyrecorded>>\ <span class = "red">(Charisma)</span> Chat with the locals and record their stories <<else>><</if>>\ <<if $island16ally == "gamblers">>\ [[Gamble|gamble]] <</if>>\ <<hire>>\ <<if $island16activity == "mainmarket" && $hjafnirunlocked && $ally.type != "barbarian">>\ [[Talk to Hjafnir|hjafnirinn]] <</if>>\ <<link [[Leave the inn|Island16]]>><<unset $patrons>><</link>>
<<widget "setalliesforhiredesc">> <<if $currentallyforhire == "mercenarystrong">><<set $allyforhiredesc to "The inn at $currentislandname is known as the place where the toughest, most experienced mercenaries look for well-paid jobs.">> <<elseif $currentallyforhire == "mercenaryweak">><<set $allyforhiredesc to "The inn at $currentislandname is often visited by mercenaries, looking to be hired as bodyguards.">> <<elseif $currentallyforhire == "followerweak">><<set $allyforhiredesc to "The inn at $currentislandname is often visited by local healers, who are known to have helped adventurers they deem worthy, demanding nothing in return.">> <<elseif $currentallyforhire == "followerstrong">><<set $allyforhiredesc to "Mystics often visit the inn at $currentislandname. It is rumoured they sometimes join adventurers and help them on their quests, but they won't follow just anyone.">> <<elseif $currentallyforhire == "gamblers">><<set $allyforhiredesc to "The inn at $currentislandname is a famous gambling den. You spot a group of people playing cards in the corner; large sums of silver change hands and there's a lot of laughing and cursing.">> <<else>><<set $allyforhiredesc to "">> <</if>> <</widget>>
Various types of food, prepared and packaged for long transport. <a class="link-internal ui-close">Close</a>
Tools and other materials, sought after by builders, crafters and artisans of the Archipelago. <a class="link-internal ui-close">Close</a>
Various items of luxury: jewellery, expensive textiles and pretty trinkets. <a class="link-internal ui-close">Close</a>
<<widget "setrumours">> <<set $rumours to ["People tell stories about a giant sea serpent with a taste for human flesh, living somewhere in these waters.","Rumour has it that Soulless Husks can steal your soul with their touch. If you see one, best run away.", "Legend has it that some sorcerers of old could turn into mighty dragons. But I think it's just a fairy tale.", "They say there once existed a city where human and merfolk lived together. Coral City, they called it.", "Some travellers claim there are giant flying snakes living in the jungle. Sounds like a drunken hallucination to me!", "Sailors tell terrifying stories about a creature made of mist. It can summon unnatural fog, in which many ships were lost. Some believe that creature is the spirit of a young traveller, who died at sea...", "Have you heard the story about how Hjafnir strangled Barnacle Father, the old and malicious sea serpent? They say it was one of the Barbarian's finest fights.", "People say some wizards can control the weather with their magic. Must be useful when you're sailing the seas.", "They say some marsh wisps lead travellers to hidden treasure, but I have a hard time believing that.", "They say some marsh wisps lead travellers and monsters to each other, because they enjoy seeing them fight.", "People say there are ghostlights in the marshes that lead astray those travelling at night.", "Are you an explorer? You look like one. There's a lot to discover on the island, but if you don't find anything interesting the first time, just come here, rest for a few days and try again.", "If you're at sea, and you see something like a bunch of grapes the size of a house emerging from the water or flying in the sky, sail away as fast as you can. It's a queen skyhunter, and you don't want to see it up close.", "Supposedly, the jelly found inside a queen skyhunter is some sort of a miracle cure. But I've never heard of anyone hunting queen skyhunters.", "Have you heard about the potion called Bottled Mist? Apparently, it creates a smokescreen that lets you safely flee from any enemy. If I were an adventurer, I would always carry a few of those.", "Always have a trusty lamp when you venture into dark places. Unless you're a wizard; I've heard they can summon light with a flick of their fingers.", "The Academy on $mainislandname is an interesting place, I heard, at least if you're the scholarly type. They teach aspiring adventurers useful skills, too, and even magic spells, if you can cast them.", "From what I've heard, there aren't many dragons left in the Archipelago. Which I'm mighty glad about."]>> <<run $rumours.shuffle()>> <<set $rumournumber to 0>> <</widget>> <<widget "rumour">> <<if $rumournumber < 18>> <<set $rumour to $rumours[$rumournumber]>> <<set $rumour to $rumour + "\"<br><br><br>You gained 15 EXP!">> <<set $rumournumber += 1>> <<set $exp += 15>><<set $exptotal += 15>> <<else>> <<set $rumour to $rumours.random() +"\"">> <</if>> <</widget>>
<<silently>><<rumour>><</silently>>\ The barman pours you a drink and, as you sip it, says: "$rumour <<link [[Back|$return]]>><<unset $rumour>><</link>>
<<widget "setupenemies">> <<set $enemy to { type:"none", maxhp:0, mindamage:0, maxdamage:0, minpowerdamage:0, maxpowerdamage:0, minpowerdamage2:0, maxpowerdamage2:0, damagetype:"physical", specialdamagetype:"physical", specialdamage2type:"physical", normalattackisspell:false, specialisspell:false, special2isspell:false, specialisvolley:false, volleyshots:0, alternatingspecials:false, special2damaging:false, healing:false, maxhealcharges:0, healmin:0, healmax:0, attackbonus:0, specialattackbonus:0, specialattack2bonus:0, defense:0, escapediff:0, dr:0, drignore:0, magicdefense:0, diplomacydiff:0, intimidatediff:0, tamediff:0, tamelevel:0, bribe:0, fireresistance:false, lightningresistance:false, stunresistance:false, stunimmunity:false, weakenimmunity:false, poisonimmunity:false, large:false, flying:false, hasreach:false, specialhasreach:false, special2hasreach:false, physicalimmunity:false, magicimmunity:false, fury:false, devouring:false, burnduration:0, poisonduration:0, weakenduration:0, fortifyduration:0, stunduration:0, minburndamage:0, maxburndamage:0, poisondamage:0, maxcooldown:5, mincooldown:3, maxcooldown2:5, mincooldown2:3, evading:false, evademessage:"", basicattackeffect:"", specialdamagesmana:false, special2damagesmana:false, specialpoison:false, specialburn:false, specialweaken:false, specialstun:false, specialfortify:false, specialdrain:false, special2poison:false, special2burn:false, special2weaken:false, special2stun:false, special2fortify:false, specialplayeraction:"", name:"none", namecapitalised:"None", namefullcaps:"NONE", nameundetermined:"none", nulldamagemessage:"the enemy's armour protects it from any damage", playermissmessage:"", deathmessage:"", attackallmessages:[], attacknormalmessage:[], attackflyingmessage:[], cantreachmessage:[], specialattackmessage:"", specialattack2message:"", healmessage:"", devourmessage:"", playerdrainmessage:"", intromessage:[], codexdiff:1, silver:0, exp:0, }>> <<set setup.dummy to { type:"none", maxhp:3000, mindamage:1, maxdamage:1, minpowerdamage:1, maxpowerdamage:1, minpowerdamage2:1, maxpowerdamage2:1, damagetype:"physical", specialdamagetype:"physical", specialdamage2type:"physical", normalattackisspell:false, specialisspell:false, special2isspell:false, specialisvolley:false, volleyshots:0, alternatingspecials:false, special2damaging:true, healing:false, maxhealcharges:2, healmin:2, healmax:2, attackbonus:5, specialattackbonus:5, specialattack2bonus:5, defense:2, escapediff:6, dr:0, drignore:0, magicdefense:2, diplomacydiff:7, intimidatediff:7, tamediff:5, tamelevel:1, bribe:0, fireresistance:false, lightningresistance:false, stunresistance:false, stunimmunity:true, weakenimmunity:false, poisonimmunity:false, large:false, flying:false, devouring:false, hasreach:false, specialhasreach:false, special2hasreach:false, physicalimmunity:false, magicimmunity:false, fury:false, burnduration:5, poisonduration:5, weakenduration:1, fortifyduration:1, stunduration:1, minburndamage:1, maxburndamage:1, poisondamage:3, maxcooldown:5, mincooldown:3, maxcooldown2:5, mincooldown2:3, evading:true, evademessage:"The dummy evades!", basicattackeffect:"", specialdamagesmana:true, special2damagesmana:true, specialpoison:true, specialburn:true, specialweaken:true, specialstun:true, specialfortify:true, specialdrain:false, special2poison:false, special2burn:false, special2weaken:false, special2stun:false, special2fortify:false, specialplayeraction:"", name:"the dummy", namecapitalised:"The dummy", namefullcaps:"THE DUMMY", nameundetermined:"a dummy", nulldamagemessage:"but the dummy's armour protects it from any damage", playermissmessage:["you miss"], deathmessage:"The dummy is destroyed! It explodes into pieces!", attackallmessages:["The dummy punches you", "The dummy hits you", "The dummy throws a rock at you", "The dummy throws a stick at you"], attacknormalmessage:["The dummy punches you", "The dummy hits you"], attackflyingmessage:["The dummy throws a rock at you", "The dummy throws a stick at you"], cantreachmessage:["The dummy can't reach you and is visibly frustrated!"], specialattackmessage:"The dummy charges at you", specialattack2message:"The dummy jumpkicks you! AIIIEEEE!", healmessage:"The dummy casts a healing spell", devourmessage:"The dummy scares away your ally.", playerdrainmessage:"the energy animating the dummy", intromessage:["A funny-looking dummy appears out of nowhere and attacks!", "A dummy charges at you!"], codexdiff:2, silver:100, exp:100, }>> <<goblin>> <<goblinshaman>> <<bandit>> <<bandithunter>> <<banditbrute>> <<goblinhero>> <<necromancer>> <<renegademage>> <<harpy>> <<assassin>> <<elementalist>> <<troll>> <<trollberserker>> <<mageling>> <<fallenknight>> <<falsesorceressmirlanda>> <<giant>> <<redknight>> <<frailskeleton>> <<deathwolf>> <<skeletonwarrior>> <<skeletonarcher>> <<firejelly>> <<lightningjelly>> <<toxicjelly>> <<skyhunter>> <<rotroot>> <<drownedone>> <<armourgolem>> <<stalacteeth>> <<bonehorror>> <<redgemstonescarab>> <<bluegemstonescarab>> <<magman>> <<sandfiend>> <<whitegemstonescarab>> <<crystalhound>> <<lich>> <<waterspirit>> <<soullesshusk>> <<skeletaldragon>> <<giantrat>> <<flickerbeetle>> <<darkwolf>> <<gravescorpion>> <<bloodboar>> <<razorbeak>> <<phantomspider>> <<giantserpent>> <<rockcrab>> <<snowlion>> <<gianteagle>> <<stoneeel>> <<featheredserpent>> <<griffin>> <<fireserpent>> <<wyvern>> <<goliath>> <<avatar>> <<dragon>> <<devourer>> <<seaserpent>> <<archlich>> <<huntmaster>> <<guardianofrunes>> <<spiritofthemist>> <<demonservant>> <<queenskyhunter>> <<thunderroc>> <<huntingfury>> <<kingcrab>> <<undeadflynn>> <<magicgolem>> <<ancientmachine>> <<daughteroftheserpentgod>> <<set $ancientmachineincodex to false>> <<set $archlichincodex to false>> <<set $armourgolemincodex to false>> <<set $assassinincodex to false>> <<set $avatarincodex to false>> <<set $banditincodex to false>> <<set $banditbruteincodex to false>> <<set $bandithunterincodex to false>> <<set $bloodboarincodex to false>> <<set $bluegemstonescarabincodex to false>> <<set $bonehorrorincodex to false>> <<set $crystalhoundincodex to false>> <<set $dummyincodex to false>> <<set $darkwolfincodex to false>> <<set $daughteroftheserpentgodincodex to false>> <<set $deathwolfincodex to false>> <<set $demonservantincodex to false>> <<set $devourerincodex to false>> <<set $dragonincodex to false>> <<set $drownedoneincodex to false>> <<set $elementalistincodex to false>> <<set $fallenknightincodex to false>> <<set $featheredserpentincodex to false>> <<set $firejellyincodex to false>> <<set $fireserpentincodex to false>> <<set $flickerbeetleincodex to false>> <<set $frailskeletonincodex to false>> <<set $giantincodex to false>> <<set $gianteagleincodex to false>> <<set $giantratincodex to false>> <<set $giantserpentincodex to false>> <<set $goblinincodex to false>> <<set $goblinheroincodex to false>> <<set $goblinshamanincodex to false>> <<set $goliathincodex to false>> <<set $gravescorpionincodex to false>> <<set $griffinincodex to false>> <<set $guardianofrunesincodex to false>> <<set $harpyincodex to false>> <<set $huntingfuryincodex to false>> <<set $huntmasterincodex to false>> <<set $kingcrabincodex to false>> <<set $lichincodex to false>> <<set $lightningjellyincodex to false>> <<set $magelingincodex to false>> <<set $magicgolemincodex to false>> <<set $magmanincodex to false>> <<set $necromancerincodex to false>> <<set $phantomspiderincodex to false>> <<set $queenskyhunterincodex to false>> <<set $razorbeakincodex to false>> <<set $redgemstonescarabincodex to false>> <<set $renegademageincodex to false>> <<set $rockcrabincodex to false>> <<set $rotrootincodex to false>> <<set $sandfiendincodex to false>> <<set $seaserpentincodex to false>> <<set $skeletaldragonincodex to false>> <<set $skeletonarcherincodex to false>> <<set $skeletonwarriorincodex to false>> <<set $skyhunterincodex to false>> <<set $snowlionincodex to false>> <<set $falsesorceressmirlandaincodex to false>> <<set $soullesshuskincodex to false>> <<set $spiritofthemistincodex to false>> <<set $stalacteethincodex to false>> <<set $stoneeelincodex to false>> <<set $thunderrocincodex to false>> <<set $toxicjellyincodex to false>> <<set $trollincodex to false>> <<set $trollberserkerincodex to false>> <<set $undeadflynnincodex to false>> <<set $waterspiritincodex to false>> <<set $whitegemstonescarabincodex to false>> <<set $wyvernincodex to false>> <<set $skyhunterskilled to 0>> <</widget>>
<<silently>><<if $initialisecombat>><<initialisecombat>><<if $surprised != true>><<fear>><</if>><</if>><<startround>> <<if $initiative == false>><<enemystartround>><<statusdamage>><<if $enemyhp == 0 && $enemy.namefullcaps == "AVATAR OF WRATH" || $enemyhp == 0 && $enemy.namefullcaps == "AVATAR OF SPITE">><<avatarofdoom>><<elseif $enemyhp >0>><<enemymoves>><</if>> <<if $enemy.evading == true>><<enemyevade>><</if>> <</if>> <</silently>>\ <div style="text-align: right"><span class = "examine"><<link "SHOW STATUS EFFECTS">><<script>> Dialog.setup("Combat Status"); Dialog.wiki(Story.get("Combat Status").processText()); Dialog.open(); <</script>>\ <</link>></span></div>\ <div tabindex = "0">$enemy.namefullcaps: $enemyhp/$enemy.maxhp HP</div><<if $enemy.flying>> (flying)<<else>><</if>><<codexlink>> <div tabindex = "0">$playermessage $weaponeffectmessage $playerendstatusmessage</div>\ <<if $avatarmessage != "">>\ <div tabindex = "0">$avatarmessage</div>\ <<set $avatarmessage to "">><</if>>\ <<if $playerburnedmessage != "" && $playerpoisonedmessage != "">>\ <div tabindex = "0">$playerburnedmessage $playerpoisonedmessage</div>\ <<elseif $playerburnedmessage != "">>\ <div tabindex = "0">$playerburnedmessage</div>\ <<elseif $playerpoisonedmessage != "">>\ <div tabindex = "0">$playerpoisonedmessage</div>\ <</if>>\ <<if $enemyburnedmessage != "" && $enemypoisonedmessage != "">>\ <div tabindex = "0">$enemyburnedmessage $enemypoisonedmessage</div>\ <<elseif $enemypoisonedmessage != "">>\ <div tabindex = "0">$enemypoisonedmessage</div>\ <<elseif $enemyburnedmessage != "">>\ <div tabindex = "0">$enemyburnedmessage</div>\ <</if>>\ <<if $enemyhp > 0>>\ <div tabindex = "0">$enemymessage $enemyendstatusmessage</div><</if>> <<if $apronmessage != "">> <div tabindex = "0">$apronmessage</div> <</if>><<if $apronmessage2 != "">> <div tabindex = "0">$apronmessage2</div> <</if>><<if $apronmessage3 != "">> <div tabindex = "0">$apronmessage3</div> <</if>>\ <<if $messagerevived != "">>\ <div tabindex = "0">$messagerevived</div><<set $messagerevived to "">> <</if>>\ <div id = "battleblock">\ <<if $enemyhp <= 0 && $playerhp >0>><<cancelstatuseffects>>\ <div tabindex = "0">$enemy.deathmessage</div>\ <<link [[Continue|combatwin]]>><<addtocodex>><<lootdrop>><<set $exp += $enemy.exp>><<set $exptotal += $enemy.exp>><</link>> <</if>>\ <<if $playerhp == 0>>\ <<if $revival == 0>><<set $playerdead to true>><<silently>><<cancelstatuseffects>><</silently>>\ <<if $enemy.name == "the Red Knight">><<set $playerdead to false>>\ <div tabindex = "0">You lost the duel!</div>\ [[Continue|redknightlose]] <<else>>\ <div tabindex = "0">You were defeated. Game over!</div>\ [[Continue|gameover]] <</if>>\ <<else>><<set $playerhp to Math.round($playermaxhp/2)>><<set $revival to 0>>\ <div tabindex = "0">You survive the lethal damage thanks to the power of Saint's Hauberk!</div>\ <</if>>\ <</if>>\ <<if $enemyhp != 0 && $playerhp != 0 && $playerstunned != true>>\ <<if $enemy.specialplayeraction != "">>\ <<if $enemy.name == "Spirit of the Mist" && $mistnameunlocked != true>>\ <<elseif $enemy.name == "the Devourer" && $enemyhealcharges == 0>>\ <<elseif $enemy.name == "the Goliath" && $enemyhp > 100 || $enemy.name == "the Goliath" && $huntershelp != true>>\ <<else>>\ <<link [[$enemy.specialplayeraction|specialplayeractions]]>><</link>> <</if>>\ <</if>>\ <<if $weapon.type == "melee" && $enemy.flying && $player.flying == false>>Attack<span id = "tab"><span class = "red">(out of range!)</span></span><<else>><<link [[Attack!|$return]]>><<playerattack>><</link>><</if>><span id = "tabwide"><<link [[Defend!|$return]]>><<defend>><</link>></span><span id = "tabwide"><<if $enemy.name == "the Red Knight">><span class = "red">Escape</span><<elseif $escaperoll >= $enemy.escapediff>>[[Try to escape|escaped]]<<else>>[[Try to escape|$return][$initiative to false; $playermessage to "You are unable to escape!"]]<</if>></span><<if $survival >=1 || $amulet == "Inventor's Eye">>\ <span id = "tabwide"><<studylink>></span><</if>> <<if $avatarpower>>\ <span class = "legendary"><<link [[Summon a storm of crystal spikes|$return]]</span><<set $initiative to false>><<avatarattack>><</link>> <</if>>\ <<if $enemy.name != "the Red Knight">><<if $ally.type == "beast" && $allydevoured != true && $allycharges > 0|| $ally.type == "mystic" && $allydevoured != true || $ally.type == "barbarian" || $ally.type == "demon">>\ <<if $ally.hasreach == false && $enemy.flying>>Order $ally.name to attack<span id = "tab"><span class = "red">(out of range!)</span></span> <<else>><<link [["Order " + $ally.name + " to attack"|$return]]>><<allyaction>><</link>><<if $ally.type == "beast">><span id = "tab">($allycharges times left)</span><</if>> <</if>><</if>>\ <<if $ally.type == "healer" && $allydevoured != true>>\ <<link [["Order " + $ally.name + " to act"|$return]]>><<allyhealer>><</link>> <</if>>\ <<if $ally.type == "mercenary" && $allydevoured != true>>\ <<if $amulet == "Mercenary Emblem" && $silver >= 10>> <<link [["Pay " + $ally.name + " 10 silver to attack"|$return]]>><<allymerc>><</link>> <<elseif $silver > 20>>\ <<link [["Pay " + $ally.name + " 20 silver to attack"|$return]]>><<allymerc>><</link>> <<elseif $amulet == "Mercenary Emblem">>\ Pay $ally.name <span class = "red">10 silver</span> to attack <<else>>\ Pay $ally.name <span class = "red">20 silver</span> to attack <</if>><</if>>\ <<if $ally.type == "elitemercenary" && $allydevoured != true>>\ <<if $amulet == "Mercenary Emblem" && $silver >= 25>> <<link [["Pay " + $ally.name + " 25 silver to attack"|$return]]>><<allyelitemerc>><</link>> <<elseif $silver > 100>>\ <<link [["Pay " + $ally.name + " 50 silver to attack"|$return]]>><<allyelitemerc>><</link>> <<elseif $amulet == "Mercenary Emblem">>\ Pay $ally.name <span class = "red">25 silver</span> to attack <<else>>\ Pay $ally.name <span class = "red">50 silver</span> to attack <</if>><</if>><</if>>\ <span class = "heading">TECHNIQUES</span> <div class="leftcolumn"><<if $powerattack.cooldown ==0 && $weapon.type == "melee" && $enemy.flying != true && $weapon.name != "Sungleam"|| $powerattack.cooldown ==0 && $weapon.type == "melee" && $player.flying == true && $weapon.name != "Sungleam">><<link [[Power attack|$return]]>><<powerattack>><</link>><<else>>Power attack<<if $powerattack.cooldown > 0>><span id = "tab"><span class = "red">(cooldown: $powerattack.cooldown)</span></span><</if>><<if $enemy.flying && $player.flying == false>><span id = "tab"><span class = "red">(out of range!)</span></span><<elseif $weapon.type != "melee">><span id = "tab"><span class = "red">(melee)</span></span><</if>><</if>></div><div class="rightcolumn"><<if $evade.cooldown == 0>><<link [[Evade|$return]]>><<evade>><</link>><<else>>Evade <span id = "tab"><span class = "red">(cooldown: $evade.cooldown)</span><</if>></div>\ <<if $combat >= 1>>\ <div class="leftcolumn"><<if $defendultimate.cooldown == 0>><<link [[Stalwart defence|$return]]>><<defendultimate>><</link>><<else>>Stalwart defence <span id = "tab"><span class = "red">(cooldown: $defendultimate.cooldown)</span><</if>></div><div class="rightcolumn"><<if $stun.cooldown ==0 && $weapon.type == "melee" && $enemy.flying != true && $weapon.name != "Sungleam"|| $stun.cooldown ==0 && $weapon.type == "melee" && $player.flying == true && $weapon.name != "Sungleam">><<link [[Stun|$return]]>><<stun>><</link>><<else>>Stun<<if $stun.cooldown > 0>><span id = "tab"><span class = "red">(cooldown: $stun.cooldown)</span></span><</if>><<if $enemy.flying && $player.flying == false>><span id = "tab"><span class = "red">(out of range!)</span></span><<elseif $weapon.type != "melee">><span id = "tab"><span class = "red">(melee)</span></span><</if>><</if>></div>\ <div class="leftcolumn"><<if $preciseshot.cooldown == 0 && $weapon.type == "ranged">><<link [[Precise shot|$return]]>><<preciseshot>><</link>><<else>>Precise shot<<if $weapon.type != "ranged">><span id = "tab"><span class = "red">(ranged)</span></span><</if>><<if $preciseshot.cooldown > 0>><span id = "tab"><span class = "red">(cooldown: $preciseshot.cooldown)</span><</if>><</if>></div><div class="rightcolumn"><<if $piercingshot.cooldown == 0 && $weapon.type == "ranged">><<link [[Piercing shot|$return]]>><<piercingshot>><</link>><<else>>Piercing shot<<if $weapon.type != "ranged">><span id = "tab"><span class = "red">(ranged)</span></span><</if>><<if $piercingshot.cooldown > 0>><span id = "tab"><span class = "red">(cooldown: $piercingshot.cooldown)</span><</if>><</if>></div>\ <</if>>\ <<if $combat == 2>>\ <div class="leftcolumn"><<if $volley.cooldown == 0 && $weapon.type == "ranged">><<link [[Volley|$return]]>><<volley>><</link>><<else>>Volley<<if $weapon.type != "ranged">><span id = "tab"><span class = "red">(ranged)</span></span><</if>><<if $volley.cooldown > 0>><span id = "tab"><span class = "red">(cooldown: $volley.cooldown)</span><</if>><</if>></div><div class="rightcolumn"><<if $finishingstrike.cooldown == 0 && $weapon.type == "melee" && $enemy.flying != true && $weapon.name != "Sungleam"|| $finishingstrike.cooldown ==0 && $weapon.type == "melee" && $player.flying == true && $weapon.name != "Sungleam">><<link [[Finishing strike|$return]]>><<finishingstrike>><</link>><<else>>Finishing strike<<if $finishingstrike.cooldown > 0>><span id = "tab"><span class = "red">(cooldown: $finishingstrike.cooldown)</span></span><</if>><<if $enemy.flying && $player.flying == false>><span id = "tab"><span class = "red">(out of range!)</span></span><<elseif $weapon.type != "melee">><span id = "tab"><span class = "red">(melee)</span></span><</if>><</if>></div>\ <</if>>\ <<if $charisma >= 1 && $enemy.diplomacydiff != 0>>\ <div class="leftcolumn"><<if $diplomacyused>>Diplomacy <span class = "red">(only once per combat!)</span><<else>><<if $diplomacyroll >= $enemy.diplomacydiff>><<link [[Diplomacy|diplomacywin]]>><<set $exp += Math.round($enemy.exp/2)>><<set $exptotal += Math.round($enemy.exp/2)>><<addtocodex>><</link>><<else>><<link [[Diplomacy|$return]]>><<diplomacyfail>><</link>><</if>><</if>></div><</if>><<if $charisma == 1>><div class="rightcolumn"> </div><</if>><<if $charisma == 2 && $enemy.intimidatediff != 0>>\ <div class="rightcolumn"><<if $intimidateused>>Intimidate <span class = "red">(only once per combat!)</span><<else>><<if $intimidateroll >= $enemy.intimidatediff>><<link [[Intimidate|intimidatewin]]>><<set $exp += Math.round($enemy.exp/2)>><<set $exptotal += Math.round($enemy.exp/2)>><<addtocodex>><</link>><<else>><<link [[Intimidate|$return]]>><<intimidatefail>><</link>><</if>><</if>></div>\ <<else>>\ <</if>>\ <<if $trading >= 1 && $enemy.bribe != 0>>\ <div class="leftcolumn"><<if $amulet == "Purse of Unending Coins">><<link [[Offer a bribe (Purse of Unending Coins)|bribewin]]>><<addtocodex>><<$silver -= 1>><<set $exp += Math.round($enemy.exp/2)>><<set $exptotal += Math.round($enemy.exp/2)>><<set $purseuses -= 1>><</link>><<else>><<if $silver >= $enemy.bribe>>\ <<link [["Offer a bribe of " + $enemy.bribe|bribewin]]>><<set $silver -= $enemy.bribe>><<set $exp += Math.round($enemy.exp/2)>><<set $exptotal += Math.round($enemy.exp/2)>><<addtocodex>><</link>><<else>>Offer a bribe of <span class = "red">$enemy.bribe</span><</if>><</if>></div><div class="rightcolumn"> </div>\ <</if>>\ <<if $survival >= 1 && $enemy.tamediff != 0>>\ <div class="leftcolumn"><<if $enemy.tamelevel == 2 && $survival == 1>>Tame <span class = "red">(level 2 Survival required)</span><<elseif $tame.cooldown > 0>>Tame <span class = "red">(remaining cooldown: $tame.cooldown)</span><<else>><<if $tameroll >= $enemy.tamediff>><<link [[Tame|tamewin]]>><<addtocodex>><</link>><<else>><<link [[Tame|$return]]>><<tamefail>><</link>><</if>><</if>> </div><div class="rightcolumn"> </div>\ <</if>> <<if $magic >= 1 || $weapon.name == "Mirlanda's Staff">>\ <span class = "heading">SPELLS</span> <<if $magic >= 1>>\ <<if $spark>><div class="leftcolumn"><<if $weapon.name == "Trident of the Storms" && $playermp >= 2>><<link [[Spark (MP cost: 2)|$return]]>><<spark>><</link>><<elseif $playermp >= 3>><<link [[Spark (MP cost: 3)|$return]]>><<spark>><</link>><<else>><<if $weapon.name == "Trident of the Storms">>Spark <span class = "red">(MP cost: 2)</span><<else>>Spark <span class = "red">(MP cost: 3)</span><</if>><</if>></div><</if>><<if $flamearrow>><div class="rightcolumn"><<if $armour == "Crimson Robe" && $playermp >= 3>><<link [[Flame arrow (MP cost: 3)|$return]]>><<flamearrow>><</link>><<elseif $playermp >= 5>><<link [[Flame arrow (MP cost: 5)|$return]]>><<flamearrow>><</link>><<else>><<if $armour == "Crimson Robe">>Flame arrow <span class = "red">(MP cost: 3)</span><<else>>Flame arrow <span class = "red">(MP cost: 5)</span><</if>><</if>></div><</if>>\ <<if $weaken>><div class="leftcolumn"><<if $playermp >= 7>><<link [[Weaken (MP cost: 7)|$return]]>><<weaken>><</link>><<else>>Weaken <span class = "red">(MP cost: 7)</span><</if>></div><</if>><<if $fortify>><div class="rightcolumn"><<if $playermp >= 7>><<link [[Fortify (MP cost: 7)|$return]]>><<fortify>><</link>><<else>>Fortify <span class = "red">(MP cost: 7)</span><</if>></div><</if>>\ <<if $lesserhealing>><div class="leftcolumn"><<if $playermp >= 7>><<link [[Lesser healing (MP cost: 7)|$return]]>><<lesserhealing>><</link>><<else>>Lesser healing <span class = "red">(MP cost: 7)</span><</if>></div><</if>><</if>><<if $darkmist>><div class="rightcolumn"><<if $playermp >= 8>><<link [[Dark Mist (MP cost: 8)|$return]]>><<darkmist>><</link>><<else>>Dark Mist <span class = "red">(MP cost: 8)</span><</if>></div><</if>>\ <<if $magic == 2>><<if $grandhealing>><div class="leftcolumn"><<if $playermp >= 14>><<link [[Grand healing (MP cost: 14)|$return]]>><<grandhealing>><</link>><<else>>Grand healing <span class = "red">(MP cost: 14)</span><</if>></div><</if>><<if $poison>><div class="rightcolumn"><<if $playermp >= 10>><<link [[Poison (MP cost: 10)|$return]]>><<poison>><</link>><<else>>Poison <span class = "red">(MP cost: 10)</span><</if>></div><</if>>\ <<if $lightningbolt>><div class="leftcolumn"><<if $weapon.name == "Trident of the Storms" && $playermp >= 6>><<link [[Lightning bolt (MP cost: 6)|$return]]>><<lightningbolt>><</link>><<elseif $playermp >= 12>><<link [[Lightning bolt (MP cost: 12)|$return]]>><<lightningbolt>><</link>><<else>><<if $weapon.name == "Trident of the Storms">>Lightning bolt <span class = "red">(MP cost: 6)</span><<else>>Lightning bolt <span class = "red">(MP cost: 12)</span><</if>><</if>></div><</if>><<if $fireball>><div class="rightcolumn"><<if $armour == "Crimson Robe" && $playermp >= 8>><<link [[Fireball (MP cost: 8)|$return]]>><<fireball>><</link>><<elseif $playermp >= 15>><<link [[Fireball (MP cost: 15)|$return]]>><<fireball>><</link>><<else>><<if $armour == "Crimson Robe">>Fireball <span class = "red">(MP cost: 8)</span><<else>>Fireball <span class = "red">(MP cost: 15)</span><</if>><</if>></div><</if>>\ <<if $drainenergy>><div class="leftcolumn"><<if $playermp >= 15>><<link [[Drain energy (MP cost: 15)|$return]]>><<drain>><</link>><<else>>Drain energy <span class = "red">(MP cost: 15)</span><</if>></div><</if>><<if $summonstorm>><div class="rightcolumn"><<if $weapon.name == "Trident of the Storms" && $playermp >= 20>><<link [[Summon storm (MP cost: 20)|$return]]>><<summonstorm>><</link>><<elseif $playermp >= 40>><<link [[Summon storm (MP cost: 40)|$return]]>><<summonstorm>><</link>><<else>><<if $weapon.name == "Trident of the Storms">>Summon storm <span class = "red">(MP cost: 20)</span><<else>>Summon storm <span class = "red">(MP cost: 40)</span><</if>><</if>></div><</if>>\ <</if>>\ <<if $weapon.name == "Mirlanda's Staff">>\ <<if $mirlandasstaffcharges > 0>><div class="leftcolumn"><<link [[Mirlanda's Staff|$return]]>><<mirlandasstaff>><</link>> (charges left: $mirlandasstaffcharges)</div><<else>><div class="leftcolumn">Mirlanda's Staff<span class = "red"> (no charges left!)</span></div><</if>>\ <</if>>\ <</if>>\ <</if>>\ <<if $enemyhp != 0 && $playerhp != 0 && $playerstunned>>\ <span class = "red">You are stunned and can't act this turn!</span> <<link [[Next turn|$return]]>><<set $initiative to false>><<if $playerstunnedturns == 0>><<unset $noinventory>><</if>><</link>> <</if>>\ </div> <<silently>><<reducestatuses>><<reducecooldowns>><<endround>><<if $enemy.namefullcaps == "AVATAR OF DOOM">><<avatardoomcounter>><</if>><<clearmessages>><</silently>>
<<set $escapedroom to "CombatTestStart">><<set $winroom to "CombatTestStart">>\ <div class = "row"> <<link [[Fight the dummy|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.dummy>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight fire jelly|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.firejelly>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight lightning jelly|Combat]]>><<set $initialisecombat to true>><<set setup.enemy to setup.lightningjelly>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight toxic jelly|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.toxicjelly>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a dark wolf|Combat]]>><<set $initialisecombat to true>><<set $enemy to clone(setup.darkwolf)>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a death wolf|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.deathwolf>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a giant rat|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.giantrat>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a flicker beetle|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.flickerbeetle>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a goblin|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.goblin>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a goblin shaman|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.goblinshaman>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a goblin hero|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.goblinhero>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a bandit|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.bandit>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a bandit hunter|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.bandithunter>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a bandit brute|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.banditbrute>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a grave scorpion|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.gravescorpion>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a frail skeleton|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.frailskeleton>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a necromancer|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.necromancer>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a renegade mage|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.renegademage>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a phantom spider|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.phantomspider>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a giant serpent|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.giantserpent>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a red gemstone scarab|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.redgemstonescarab>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a blue gemstone scarab|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.bluegemstonescarab>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a skeleton archer|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletonarcher>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a skeleton warrior|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletonwarrior>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight an armour golem|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.armourgolem>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a soulless husk|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.soullesshusk>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a dragon|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.dragon>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Devourer|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.devourer>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Avatar|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.avatar>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Goliath|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.goliath>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a harpy|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.harpy>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight stalac-teeth|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.stalacteeth>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a wyvern|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.wyvern>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a crystal hound|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.crystalhound>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight an assassin|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.assassin>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the sea serpent|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.seaserpent>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the lich|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.lich>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight Arch-lich|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.archlich>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the bone horror|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.bonehorror>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the griffin|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.griffin>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a giant eagle|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.gianteagle>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a fallen knight|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.fallenknight>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a giant|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.giant>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a fire serpent|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.fireserpent>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight an elementalist|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.elementalist>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a mageling|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.mageling>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a stone eel|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.stoneeel>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a drowned one|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.drownedone>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a water spirit|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.waterspirit>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Huntmaster|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.huntmaster>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a troll|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.troll>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a troll berserker|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.trollberserker>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight Guardian of Runes|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.guardianofrunes>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a rock crab|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.rockcrab>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a snow lion|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.snowlion>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a blood boar|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.bloodboar>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a rotroot|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.rotroot>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a razorbeak|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.razorbeak>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a magman|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.magman>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a sand fiend|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.sandfiend>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a feathered serpent|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.featheredserpent>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Spirit of the Mist|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.spiritofthemist>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight False Sorceress Mirlanda|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.falsesorceressmirlanda>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the demon servant|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.demonservant>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a skyhunter|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skyhunter>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a queen skyhunter|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.queenskyhunter>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Red Knight|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.redknight>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a skeletal dragon|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.skeletaldragon>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Thunder Roc|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.thunderroc>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Hunting Fury|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.huntingfury>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight a white gemstone scarab|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.whitegemstonescarab>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight King Crab|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.kingcrab>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight Undead Flynn|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.undeadflynn>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the magic golem|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.magicgolem>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the ancient machine|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.ancientmachine>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> <<link [[Fight the Daughter of the Serpent God|Combat]]>><<set $initialisecombat to true>><<set $enemy to setup.daughteroftheserpentgod>><<set $enemyhp to $enemy.maxhp>><<surprised>><</link>> </div>
<<widget "playerattack">> <<set $initiative to false>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if $weapon.name == "Hunting Knife" && $enemy.type == "beast">><<set _roll += 5>><</if>> <<if _roll >= $enemy.defense>> <<if $enemy.physicalimmunity>> <<set $playermessage to "<<print $weapon.attackmessage.random()>>, but physical attacks do nothing to $enemy.name!">> <<else>> <<weapondamage>><<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>><<weaponeffect>> <<if $weapon.name == "Sungleam">><<set $playermessage to "<<print $weapon.attackmessage.random()>>.">> <<else>><<set $playermessage to "<<print $weapon.attackmessage.random()>>, <<if $playerdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerdamage damage<</if>>.">> <</if>> <</if>> <<else>> <<set $playermessage to "<<print $weapon.attackmessage.random()>>, but <<print $enemy.playermissmessage.random()>>.">> <</if>> <</widget>> <<widget "weapondamage">> <<if $playerfortified>> <<set $playerdamage to $weapon.maxdamage>> <<elseif $playerweakened>> <<set $playerdamage to $weapon.mindamage>> <<else>> <<set $playerdamage to random($weapon.mindamage,$weapon.maxdamage)>> <</if>> <<if $weapon.name == "Runic Knife">><<set $playerdamage += $spellpower>><<elseif $weapon.type == "melee" && $weapon.name != "Sungleam" || $weapon.name == "Mighty Bow">><<set $playerdamage += $brawn>><<elseif $weapon.name == "Gambler's Crossbow">><<set $playerdamage += Math.round($fortune/2)>><</if>><<if $weapon.name == "Really Big Sword">><<set $playerdamage += $brawn>><</if>> <<if $weapon.name == "Hunting Knife" && $enemy.type == "beast">><<set $playerdamage += 5>><</if>> <<if $weapon.name == "Living Crossbow" && $playerhp == $playermaxhp>><<set $playerdamage to ($playerdamage * 2)>><</if>> <<set $playerdamage -= Math.clamp($enemy.dr - $player.drignore, 0, 999)>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <</widget>> <<widget "avatarattack">> <<set _roll to random (9,18)>> <<if _roll >= $enemy.defense>> <<if $avatarpowerturns == 2>> <<set $playerdamage to 33>> <<elseif $avatarpowerturns == 1>> <<set $playerdamage to 44>> <<elseif $avatarpowerturns == 0>> <<set $playerdamage to 55>> <</if>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You send a storm of crystal spikes flying at $enemy.name, dealing $playerdamage damage!">> <<else>> <<set $playermessage to "You send a storm of crystal spikes flying at $enemy.name, but they miss the target!">> <</if>> <</widget>>
<<widget "setupweapons">> <<set $weapon to { type:"melee", name:"none", mindamage:0, maxdamage:0, attackmessage:[] }>> <<set setup.unarmed to { type:"melee", name:"unarmed", mindamage:1, maxdamage:2, attackmessage:["You punch $enemy.name", "You kick $enemy.name", "You attack $enemy.name with your bare hands"] }>> <<set setup.knife to { type:"melee", name:"knife", mindamage:1, maxdamage:3, attackmessage:["You deliver a quick stab with your knife", "You attack $enemy.name with your knife", "You slash your knife at $enemy.name"] }>> <<set setup.staff to { type:"melee", name:"staff", mindamage:2, maxdamage:5, attackmessage:["You smack $enemy.name with your staff", "You swirl your staff and attack $enemy.name", "You attack $enemy.name with your staff", "You bring your staff down on $enemy.name"] }>> <<set setup.sword to { type:"melee", name:"sword", mindamage:4, maxdamage:7, attackmessage:["You slash with your sword", "You thrust with your sword", "You attack $enemy.name with your sword", "You slice $enemy.name with your sword", "You make an overhead attack with your sword"] }>> <<set setup.axe to { type:"melee", name:"axe", mindamage:2, maxdamage:9, attackmessage:["You smack $enemy.name with your axe", "You bring your axe down on $enemy.name", "You attack $enemy.name with your axe", "You strike with your axe", "You make an overhead attack with your axe"] }>> <<set setup.greatsword to { type:"melee", name:"greatsword", mindamage:5, maxdamage:12, attackmessage:["You slash with your greatsword", "You swing your greatsword", "You attack $enemy.name with your greatsword", "You slice $enemy.name with your greatsword", "You make an overhead attack with your greatsword"] }>> <<set setup.longbow to { type:"ranged", name:"longbow", mindamage:5, maxdamage:6, attackmessage:["You shoot an arrow", "You shoot your bow", "You attack $enemy.name with your bow", "You send an arrow flying"] }>> <<set setup.crossbow to { type:"ranged", name:"crossbow", mindamage:3, maxdamage:8, attackmessage:["You shoot a bolt", "You shoot your crossbow", "You attack $enemy.name with your crossbow", "You send a crossbow bolt flying"] }>> <<set setup.autocrossbow to { type:"ranged", name:"Auto-crossbow", mindamage:5, maxdamage:8, attackmessage:["You shoot a bolt", "You shoot your Auto-crossbow", "You attack $enemy.name with your Auto-crossbow", "You send a crossbow bolt flying"] }>> <<set setup.gamblerscrossbow to { type:"ranged", name:"Gambler's Crossbow", mindamage:2, maxdamage:8, attackmessage:["You shoot a bolt", "You shoot Gambler's Crossbow", "You attack $enemy.name with Gambler's Crossbow", "You send a crossbow bolt flying"] }>> <<set setup.quicksilvercrossbow to { type:"ranged", name:"Quicksilver Crossbow", mindamage:3, maxdamage:9, attackmessage:["You shoot a bolt", "You shoot Quicksilver Crossbow", "You attack $enemy.name with Quicksilver Crossbow", "You send a crossbow bolt flying"] }>> <<set setup.livingcrossbow to { type:"ranged", name:"Living Crossbow", mindamage:4, maxdamage:10, attackmessage:["You shoot a bolt", "You shoot Living Crossbow", "You attack $enemy.name with Living Crossbow", "You send a crossbow bolt flying"] }>> <<set setup.piercingbow to { type:"ranged", name:"Piercing Bow", mindamage:6, maxdamage:7, attackmessage:["You shoot an arrow", "You shoot Piercing Bow", "You attack $enemy.name with Piercing Bow", "You send an arrow flying"] }>> <<set setup.cursethorn to { type:"ranged", name:"Curse Thorn", mindamage:4, maxdamage:6, attackmessage:["You shoot an arrow", "You shoot Curse Thorn", "You attack $enemy.name with Curse Thorn", "You send an arrow flying"] }>> <<set setup.phoenixbow to { type:"ranged", name:"Phoenix Bow", mindamage:4, maxdamage:7, attackmessage:["You shoot an arrow", "You shoot Phoenix Bow", "You attack $enemy.name with Phoenix Bow", "You send an arrow flying"] }>> <<set setup.huntressslongbow to { type:"ranged", name:"Huntress's Longbow", mindamage:5, maxdamage:10, attackmessage:["You shoot an arrow", "You shoot Huntress's Longbow", "You attack $enemy.name with Huntress's Longbow", "You send an arrow flying"] }>> <<set setup.mightybow to { type:"ranged", name:"Mighty Bow", mindamage:7, maxdamage:10, attackmessage:["You shoot an arrow", "You shoot Mighty Bow", "You attack $enemy.name with Mighty Bow", "You send an arrow flying"] }>> <<set setup.chargedstaff to { type:"melee", name:"Charged Staff", mindamage:3, maxdamage:5, attackmessage:["You smack $enemy.name with Charged Staff", "You swirl Charged Staff and attack $enemy.name", "You attack $enemy.name with Charged Staff", "You bring Charged Staff down on $enemy.name"] }>> <<set setup.sagesstaff to { type:"melee", name:"Sage's Staff", mindamage:2, maxdamage:5, attackmessage:["You smack $enemy.name with Sage's Staff", "You swirl Sage's Staff and attack $enemy.name", "You attack $enemy.name with Sage's Staff", "You bring Sage's Staff down on $enemy.name"] }>> <<set setup.staffofshadows to { type:"melee", name:"Staff of Shadows", mindamage:3, maxdamage:5, attackmessage:["You smack $enemy.name with Staff of Shadows", "You swirl Staff of Shadows and attack $enemy.name", "You attack $enemy.name with Staff of Shadows", "You bring Staff of Shadows down on $enemy.name"] }>> <<set setup.mirlandasstaff to { type:"melee", name:"Mirlanda's Staff", mindamage:2, maxdamage:5, attackmessage:["You smack $enemy.name with Mirlanda's Staff", "You swirl Mirlanda's Staff and attack $enemy.name", "You attack $enemy.name with Mirlanda's Staff", "You bring Mirlanda's Staff down on $enemy.name"] }>> <<set $mirlandasstaffcharges to 10>> <<set setup.tridentofthestorms to { type:"melee", name:"Trident of the Storms", mindamage:5, maxdamage:12, attackmessage:["You attack $enemy.name with Trident of the Storms", "You stab $enemy.name with Trident of the Storms", "You swirl Trident of the Storms and attack $enemy.name", "You attack with Trident of the Storms"] }>> <<set setup.hammerofkalt to { type:"melee", name:"Hammer of Kalt", mindamage:4, maxdamage:13, attackmessage:["You smack $enemy.name with Hammer of Kalt", "You bring Hammer of Kalt down on $enemy.name", "You attack $enemy.name with Hammer of Kalt", "You strike with Hammer of Kalt", "You make an overhead attack with Hammer of Kalt"] }>> <<set setup.quicksilveraxe to { type:"melee", name:"Quicksilver Axe", mindamage:6, maxdamage:10, attackmessage:["You smack $enemy.name with Quicksilver Axe", "You bring Quicksilver Axe down on $enemy.name", "You attack $enemy.name with Quicksilver Axe", "You strike with Quicksilver Axe", "You make an overhead attack with Quicksilver Axe"] }>> <<set setup.inventorsmallet to { type:"melee", name:"Inventor's Mallet", mindamage:4, maxdamage:9, attackmessage:["You smack $enemy.name with Inventor's Mallet", "You bring Inventor's Mallet down on $enemy.name", "You attack $enemy.name with Inventor's Mallet", "You strike with Inventor's Mallet", "You make an overhead attack with Inventor's Mallet"] }>> <<set setup.vampiressword to { type:"melee", name:"Vampire's Sword", mindamage:6, maxdamage:11, attackmessage:["You slash with Vampire's Sword", "You thrust with Vampire's Sword", "You attack $enemy.name with Vampire's Sword", "You slice $enemy.name with Vampire's Sword", "You make an overhead attack with Vampire's Sword"] }>> <<set setup.demonssword to { type:"melee", name:"Demon's Sword", mindamage:5, maxdamage:9, attackmessage:["You slash with Demon's Sword", "You thrust with Demon's Sword", "You attack $enemy.name with Demon's Sword", "You slice $enemy.name with Demon's Sword", "You make an overhead attack with Demon's Sword"] }>> <<set setup.assassinsstiletto to { type:"melee", name:"Assassin's Stiletto", mindamage:4, maxdamage:6, attackmessage:["You deliver a quick stab with Assassin's Stiletto", "You attack $enemy.name with Assassin's Stiletto", "You stab $enemy.name with Assassin's Stiletto"] }>> <<set setup.reallybigsword to { type:"melee", name:"Really Big Sword", mindamage:7, maxdamage:13, attackmessage:["You slash with the Really Big Sword", "You swing the Really Big Sword", "You attack $enemy.name with the Really Big Sword", "You slice $enemy.name with the Really Big Sword", "You make an overhead attack with the Really Big Sword"] }>> <<set setup.sungleam to { type:"melee", name:"Sungleam", mindamage:0, maxdamage:0, attackmessage:["You slash with the fiery blade", "You swing the fiery blade", "You attack $enemy.name with Sungleam", "You attack $enemy.name with Sungleam's fiery blade", "You thrust with Sungleam"] }>> <<set setup.skyhook to { type:"melee", name:"Skyhook", mindamage:4, maxdamage:8, attackmessage:["You slash with the curved blade", "You swing the curved sword", "You attack $enemy.name with Skyhook", "You slash with Skyhook", "You hack at $enemy.name with Skyhook"] }>> <<set setup.needle to { type:"melee", name:"Needle", mindamage:2, maxdamage:4, attackmessage:["You deliver a quick stab with Needle", "You attack $enemy.name with Needle", "You stab $enemy.name with Needle"] }>> <<set setup.runicknife to { type:"melee", name:"Runic Knife", mindamage:5, maxdamage:6, attackmessage:["You attack $enemy.name with Runic Knife", "You stab $enemy.name with Runic Knife", "You slash with Runic Knife"] }>> <<set setup.huntingknife to { type:"melee", name:"Hunting Knife", mindamage:5, maxdamage:6, attackmessage:["You attack $enemy.name with Hunting Knife", "You stab $enemy.name with Hunting Knife", "You slash with Hunting Knife"] }>> <<set setup.dragonclaws to { attackmessage: ["You rend $enemy.name with your claws", "You bite $enemy.name"] }>> <<set setup.dragonfire to { attackmessage: ["You breathe fire at $enemy.name", "You spit flames at $enemy.name"] }>> <</widget>>
<<widget "startround">> <<if $surprised>><<set $surprised to false>><</if>> <<set $escaperoll to random(1,10)>><<set $escaperoll += $survival>><<if $amulet == "Amulet of Shadows">><<set $escaperoll += 2>><</if>> <<set $diplomacyroll to random(1,10)>><<set $diplomacyroll += $charisma>><<if $amulet == "Emissary's Medallion">><<set $diplomacyroll += 2>><</if>> <<set $intimidateroll to random(1,10)>><<set $intimidateroll += $combat>><<if $amulet == "Necklace of Skulls">><<set $intimidateroll += 2>><</if>> <<if $enemy.tamediff != 0>><<tameroll>><</if>> <<if $enemy.name == "the dragon">> <<if $enemy.flying == true && $player.flying == true || $enemy.flying == false && $player.flying == false>> <<set $enemy.damagetype to "physical">> <<else>> <<set $enemy.damagetype to "fire">> <</if>> <</if>> <<if $enemy.name == "the soulless husk">> <<if $enemyhp >= 50>> <<set $enemy.specialdamagesmana to false>> <<else>> <<set $enemy.specialdamagesmana to true>> <</if>> <</if>> <<if $dragonform != true>><<if $playerlevitateturns > 0>><<set $playerlevitateturns -= 1>><</if>> <<if $playerlevitateturns == 0 && $armour != "Winged Cuirass">><<set $player.flying to false>><</if>><</if>> <</widget>> <<widget "reducestatuses">> <<set $playerendstatusmessage to "">> <<set $enemyendstatusmessage to "">> <<if $defending>><<set $defending to false>><</if>> <<if $defendingultimate>><<set $defendingultimate to false>><</if>> <<if $darkmistturns > 0>><<set $darkmistturns -= 1>> <<if $darkmistturns == 0>><<set $darkmistbonus to 0>><<unset $darkmistturns>><<set $playerendstatusmessage to $playerendstatusmessage + "The Dark Mist disappears! ">><</if>><</if>> <<if $enemystunnedturns > 0>><<set $enemystunnedturns -= 1>><</if>> <<if $enemystunned && $enemystunnedturns == 0>><<set $enemystunned to false>><<set $enemyendstatusmessage to $enemyendstatusmessage + "$enemy.namecapitalised is no longer stunned! ">><</if>> <<if $enemyburnedturns > 0>><<set $enemyburnedturns -= 1>><</if>> <<if $enemyburned && $enemyburnedturns == 0>><<set $enemyburned to false>><<set $enemyendstatusmessage to $enemyendstatusmessage + "$enemy.namecapitalised is no longer burned! ">><</if>> <<if $enemypoisonedturns > 0>><<set $enemypoisonedturns -= 1>><</if>> <<if $enemypoisoned && $enemypoisonedturns == 0>><<set $enemypoisoned to false>><<set $enemyendstatusmessage to $enemyendstatusmessage + "$enemy.namecapitalised is no longer poisoned! ">><</if>> <<if $enemyweakenedturns > 0>><<set $enemyweakenedturns -= 1>><</if>> <<if $enemyweakened && $enemyweakenedturns == 0>><<set $enemyweakened to false>><<set $enemyendstatusmessage to $enemyendstatusmessage + "$enemy.namecapitalised is no longer weakened! ">><</if>> <<if $enemyfortifiedturns > 0>><<set $enemyfortifiedturns -= 1>><</if>> <<if $enemyfortified && $enemyfortifiedturns == 0>><<set $enemyfortified to false>><<set $enemyendstatusmessage to $enemyendstatusmessage + "$enemy.namecapitalised is no longer fortified! ">><</if>> <<if $playerstunnedturns > 0>><<set $playerstunnedturns -= 1>><</if>> <<if $playerstunned && $playerstunnedturns == 0>><<set $playerstunned to false>><<unset $noinventory>><<set $playerendstatusmessage to $playerendstatusmessage + "You are no longer stunned! ">><</if>> <<if $playerburnedturns > 0>><<set $playerburnedturns -= 1>><</if>> <<if $playerburned && $playerburnedturns == 0>><<set $playerburned to false>> <<set $playerstunned to false>><<set $playerendstatusmessage to $playerendstatusmessage + "You are no longer burned! ">><</if>> <<if $playerpoisonedturns > 0>><<set $playerpoisonedturns -= 1>><</if>> <<if $playerpoisoned && $playerpoisonedturns == 0>><<set $playerpoisoned to false>> <<set $playerstunned to false>><<set $playerendstatusmessage to $playerendstatusmessage + "You are no longer poisoned! ">><</if>> <<if $playerweakenedturns > 0>><<set $playerweakenedturns -= 1>><</if>> <<if $playerweakened && $playerweakenedturns == 0>><<set $playerweakened to false>><<set $playerstunned to false>><<set $playerendstatusmessage to $playerendstatusmessage + "You are no longer weakened! ">><</if>> <<if $playerfortifiedturns > 0>><<set $playerfortifiedturns -= 1>><</if>> <<if $playerfortified && $playerfortifiedturns == 0>><<set $playerfortified to false>><<set $playerstunned to false>><<set $playerendstatusmessage to $playerendstatusmessage + "You are no longer fortified! ">><</if>> <<if $playerphysicalimmunityturns > 0>><<set $playerphysicalimmunityturns -= 1>><</if>> <<if $player.physicalimmunity && $playerphysicalimmunityturns == 0 && $avatarpower != true>><<set $player.physicalimmunity to false>><</if>> <<if $playermagicimmunityturns > 0>><<set $playermagicimmunityturns -= 1>><</if>> <<if $player.magicimmunity && $playermagicimmunityturns == 0 && $avatarpower != true>><<set $player.magicimmunity to false>><</if>> <<set $playerevadebonus to 0>><<set $player.enemymissmessage to ["but misses"]>> <<if $avatarpower>> <<set $avatarpowerturns -=1>> <<if $avatarpowerturns == 0>><<set $player.physicalimmunity to false>><<set $player.magicimmunity to false>><<set $avatarpower to false>> <<set $avatarmessage to "The Avatar Stone's power is depleted. The glow surrounding you, and the crystal spikes disappear.">> <</if>>\ <</if>> <</widget>> <<widget "reducecooldowns">> <<if $powerattack.cooldown > 0>><<set $powerattack.cooldown -= 1>><</if>> <<if $evade.cooldown > 0>><<set $evade.cooldown -= 1>><</if>> <<if $defendultimate.cooldown > 0>><<set $defendultimate.cooldown -= 1>><</if>> <<if $stun.cooldown > 0>><<set $stun.cooldown -= 1>><</if>> <<if $preciseshot.cooldown > 0>><<set $preciseshot.cooldown -= 1>><</if>> <<if $piercingshot.cooldown > 0>><<set $piercingshot.cooldown -= 1>><</if>> <<if $finishingstrike.cooldown > 0>><<set $finishingstrike.cooldown -= 1>><</if>> <<if $volley.cooldown > 0>><<set $volley.cooldown -= 1>><</if>> <<if $tame.cooldown > 0>><<set $tame.cooldown -= 1>><</if>> <</widget>> <<widget "reducecooldownsdragonform">> <<if $dragondevour.cooldown > 0>><<set $dragondevour.cooldown -= 1>><</if>> <<if $dragonincinerate.cooldown > 0>><<set $dragonincinerate.cooldown -= 1>><</if>> <<if $dragonpowerup.cooldown > 0>><<set $dragonpowerup.cooldown -= 1>><</if>> <<if $dragontail.cooldown > 0>><<set $dragontail.cooldown -= 1>><</if>> <</widget>> <<widget "clearmessages">> <<set $playermessage to "">> <<set $weaponeffectmessage to "">> <<set $enemymessage to "">> <<set $enemyburnedmessage to "">> <<set $enemypoisonedmessage to "">> <<set $playerburnedmessage to "">> <<set $playerpoisonedmessage to "">> <<set $enemyattackeffectmessage to "">> <<set $allyleavemessage to "">> <<set $apronmessage to "">> <<set $apronmessage2 to "">> <<set $apronmessage3 to "">> <<set $enemybigattackeffectmessage to "">> <<set $enemybigattackeffectmessage2 to "">> <<set $enemybigattackeffectmessage3 to "">> <<set $enemybigattackeffectmessage4 to "">> <<set $enemybigattackeffectmessage5 to "">> <<set $enemybigattackeffectmessage6 to "">> <<set $allybigattackeffectmessage to "">> <<set $allybigattackeffectmessage2 to "">> <<set $allybigattackeffectmessage3 to "">> <<set $allybigattackeffectmessage4 to "">> <<set $allybigattackeffectmessage5 to "">> <<set $allybigattackeffectmessage6 to "">> <</widget>> <<widget "statusdamage">> <<if $enemypoisoned>> <<if $enemy.name == "the lich" && $devoured != true && $enemyhp > 0 && $enemyhp < $enemy.maxhp || $enemy.name == "Arch-lich" && $devoured != true && $enemyhp > 0 && $enemyhp < $enemy.maxhp>> <<set $enemyhealed to $playerpoisondamage>><<set $enemyhealed += Math.round($spellpower/2)>> <<set $enemyhp += $enemyhealed>> <<set $enemyhp to Math.clamp($enemyhp,0,$enemy.maxhp)>> <<if $enemyhealed > 0>> <<set $enemypoisonedmessage to "$enemy.namecapitalised regains $enemyhealed HP because of the poison!">><</if>> <<elseif $enemy.name == "the lich" || $enemy.name == "Arch-lich">> <<set $enemypoisonedmessage to "">> <<else>><<set $enemyhp -= ($playerpoisondamage + Math.round($spellpower/2))>> <<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $enemypoisonedmessage to "$enemy.namecapitalised takes <<print $playerpoisondamage + Math.round($spellpower/2)>> points of poison damage!">> <</if>> <</if>> <<if $enemyburned>><<set $enemyburneddamage to random($playerburndamagemin,$playerburndamagemax)>><<set $enemyburneddamage += Math.round($spellpower/2)>> <<if $armour == "Crimson Robe">><<set $enemyburneddamage to ($enemyburneddamage * 2)>><</if>> <<set $enemyhp -= $enemyburneddamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $enemyburnedmessage to "$enemy.namecapitalised takes $enemyburneddamage points of burn damage!">> <</if>> <<if $playerpoisoned && $enemyhp >0>><<set $playerhp -= $enemy.poisondamage>> <<set $playerhp to Math.clamp($playerhp, 0, $playermaxhp)>> <<set $playerpoisonedmessage to "You take $enemy.poisondamage points of poison damage!">> <</if>> <<if $playerburned && $enemyhp >0>><<set $playerburneddamage to random($enemy.minburndamage,$enemy.maxburndamage)>> <<set $playerhp -= $playerburneddamage>><<set $playerhp to Math.clamp($playerhp, 0, $playermaxhp)>> <<set $playerburnedmessage to "You take $playerburneddamage points of burn damage!">> <</if>> <</widget>> <<widget "endround">> <<if $armour == "Starry Robe">> <<set $playermp += Math.clamp(5 + $focus, 0, $playermaxmp - $playermp)>> <</if>> <<if $ally.type == "beast" && $allycharges == 0>><<set $ally to $allynone>><</if>> <<set $devourroll to 0>> <<if $allydevoured>> <<set $ally to $allynone>><<set $allydevoured to false>> <</if>> <</widget>> <<widget "avatardoomcounter">> <<set $avatardoomcount -= 1>> <<set $enemy.mindamage += 11>> <<set $enemy.maxdamage += 11>> <<if $avatardoomcount == 0>> <<set $enemyhp to 0>> <</if>> <</widget>>
<<set $incombat to false>>\ You escaped! <<silently>><<if $avatarpower>><<endavataraftercombat>><</if>> <<unset $enemy>><<cancelstatuseffects>><<unsetcombatvariables>><</silently>> <<if $indungeon>>[[Retreat to the previous room|$previousdungeonroom]]<<else>>[[Continue|$escapedroom]]<</if>>
<<widget "initialisecombat">> <<set $incombat to true>> <<set $defending to false>> <<set $enemymessage to "">> <<set $playerpoisonedmessage to "">> <<set $playerburnedmessage to "">> <<set $enemypoisonedmessage to "">> <<set $enemyburnedmessage to "">> <<set $weaponeffectmessage to "">> <<set $apronmessage to "">> <<set $apronmessage2 to "">> <<set $apronmessage3 to "">> <<set $messagerevived to "">> <<set $enemyisevading to false>> <<set $enemyattackeffectmessage to "">> <<set $playerendstatusmessage to "">> <<set $enemyendstatusmessage to "">> <<set $allydevoured to false>> <<if $surprised != true>><<set $initiative to true>><<set $enemymessage to $enemy.intromessage.random()>><</if>> <<set $powerattack.cooldown to 0>> <<set $evade.cooldown to 0>> <<set $defendultimate.cooldown to 0>> <<set $stun.cooldown to 0>> <<set $preciseshot.cooldown to 0>> <<set $piercingshot.cooldown to 0>> <<set $volley.cooldown to 0>> <<set $tame.cooldown to 0>> <<if $weapon.name == "Really Big Sword">> <<set $finishingstrike.cooldown to 0>> <<else>> <<set $finishingstrike.cooldown to 7>> <</if>> <<if $armour == "Saint's Hauberk">> <<set $revival to 1>> <<else>> <<set $revival to 0>> <</if>> <<if $ally.name != "none">> <<set $allycooldown to random($ally.mincooldown, $ally.maxcooldown)>> <<set $allyspecial to 1>> <</if>> <<if $ally.type == "healer">> <<set $allyheals to 4>> <</if>> <<set $enemycooldown to random($enemy.mincooldown,$enemy.maxcooldown)>> <<if $enemy.name == "the magic golem">><<set $enemycooldown2 to 3>><<else>><<set $enemycooldown2 to random($enemy.mincooldown2,$enemy.maxcooldown2)>><</if>> <<set $enemy.activespecial to 1>> <<set $playerevadebonus to 0>> <<set $darkmistbonus to 0>> <<if $enemy.healing && $enemy.name == "the Devourer">><<set $enemyhealcharges to $slimedgoblinsleft>><<elseif $enemy.healing>><<set $enemyhealcharges to $enemy.maxhealcharges>><</if>> <<if $armour == "Titan's Vest">><<set $playerfortified to true>><<set $playerfortifiedturns to 8>><<else>><<set $playerfortifiedturns to 0>><</if>> <<set $playerweakenedturns to 0>> <<set $playerpoisonedturns to 0>> <<set $playerburnedturns to 0>> <<set $playerstunnedturns to 0>> <<set $playerlevitateturns to 0>> <<if $player.physicalimmunity == false>><<set $playerphysicalimmunityturns to 0>><</if>> <<if $player.magicimmunity == false>><<set $playermagicimmunityturns to 0>><</if>> <<set $enemyweakenedturns to 0>> <<set $enemypoisonedturns to 0>> <<set $enemyburnedturns to 0>> <<set $enemystunnedturns to 0>> <<set $diplomacyused to false>> <<set $intimidateused to false>> <<if $ring == "Curse Master's Ring">><<set $enemy.weakenimmunity to false>><<set $hadweakenimmunity to true>><</if>> <<set $initialisecombat to false>> <</widget>> <<widget "initialisecombatdragonform">> <<set $incombat to true>> <<set $initiative to true>> <<set $enemymessage to "">> <<set $playerpoisonedmessage to "">> <<set $playerburnedmessage to "">> <<set $enemypoisonedmessage to "">> <<set $enemyburnedmessage to "">> <<set $weaponeffectmessage to "">> <<set $playerendstatusmessage to "">> <<set $enemyendstatusmessage to "">> <<set $enemymessage to $enemy.intromessage.random()>> <<set $dragondevour.cooldown to 0>> <<set $dragonincinerate.cooldown to 0>> <<set $dragonpowerup.cooldown to 0>> <<set $dragontail.cooldown to 0>> <<set $enemycooldown to random($enemy.mincooldown,$enemy.maxcooldown)>> <<set $enemycooldown2 to random($enemy.mincooldown2,$enemy.maxcooldown2)>> <<set $enemy.activespecial to 1>> <<if $enemy.healing && $enemy.name == "the Devourer">><<set $enemyhealcharges to $slimedgoblinsleft>><<elseif $enemy.healing>><<set $enemyhealcharges to $enemy.maxhealcharges>><</if>> <<set $playerweakenedturns to 0>> <<set $playerpoisonedturns to 0>> <<set $playerburnedturns to 0>> <<set $playerstunnedturns to 0>> <<set $playerlevitateturns to 0>> <<set $darkmistturns to 0>> <<set $enemyweakenedturns to 0>> <<set $enemypoisonedturns to 0>> <<set $enemyburnedturns to 0>> <<set $enemystunnedturns to 0>> <<set $initialisecombat to false>> <</widget>> <<widget "surprised">> <<set _roll to random(1,5)>><<set _roll += $survival>> <<if _roll <=2>> <<set $surprised to true>> <<set $initiative to false>><<set $playermessage to "<<print $enemy.intromessage.random()>> You were caught by surprise!">> <<else>> <<set $playermessage to "">> <</if>> <</widget>> <<widget "fear">> <<if $armour == "Dark Plate Armour">> <<if $enemy.type == "mindless" || $enemy.type == "legendary">> <<else>> <<set _fearroll to random(1,3)>> <<if _fearroll == 1>> <<set $enemystunned to true>><<set $enemystunnedturns to 3>> <<set $enemymessage to "<<print $enemy.namecapitalised>> is paralysed with fear at the sight of your Dark Plate Armour!">> <</if>> <</if>> <</if>> <</widget>>
<<widget "setuptechniques">> <<set $powerattack to { maxcooldown:2, cooldown:0, } >> <<set $evade to { maxcooldown:1, cooldown:0, } >> <<set $defendultimate to { maxcooldown:5, cooldown:0, } >> <<set $stun to { maxcooldown:4, cooldown:0, } >> <<set $preciseshot to { maxcooldown:1, cooldown:0, } >> <<set $piercingshot to { maxcooldown:1, cooldown:0, } >> <<set $finishingstrike to { maxcooldown:7, cooldown:7, } >> <<set $volley to { maxcooldown:6, cooldown:0, } >> <<set $dragondevour to { maxcooldown:3, cooldown:0, } >> <<set $dragonincinerate to { maxcooldown:4, cooldown:0, } >> <<set $dragonpowerup to { maxcooldown:4, cooldown:0, } >> <<set $dragontail to { maxcooldown:4, cooldown:0, } >> <<set $tame to { maxcooldown:2, cooldown:0, } >> <</widget>>
<<set $fightingmindless to true>>\ <<switch visited()>><<case 1>>People of $currentislandname tell you about ancient ruins in the distant wilderness – a vast expanse of crumbling buildings and rubble, built on cursed soil that won't support any life. They believe the ruins were once a giant fortress of powerful and evil mages, whose dark rituals have poisoned the earth in the area. Remnants of their power sill linger in the ruins; undead creatures and strange constructs roam the ruins. The monsters mostly stay in the ruins, but sometimes lone creatures, or groups controlled by intelligent undead, attack villages. Destroying even one of the monsters will greatly help the people of $currentislandname. <<default>>\ You are in the ruins of the dark fortress, where undead creatures and mindless constructs roam among ancient rubble. <</switch>>\ <<if $mindlesscounter > 0>>\ The ruins are surprisingly quiet. You explore the area for a long time, but encounter no monsters. They must have gone into hiding after you've destroyed so many of them. But the ominous atmosphere of the ruins hasn't changed; you're sure the creatures will return after some time. <<else>>\ <<link [[Explore the outskirts of the ruined fortress|mindlessfighteasy]]>><<setmindlesseasy>><</link>> <<link [[Venture deep into the ruins|mindlessfighthard]]>><<setmindlesshard>><</link>> <</if>>\ <<link [[Return to town|$currentisland]]>><<unset $fightingmindless>><</link>>
<<widget "enemystatusmessages">> <<if $enemystunned>><<set $enemymessage to "$enemy.namecapitalised is stunned and can't act!">><</if>> <</widget>> <<widget "enemystartround">> <<if $enemyhp > 0>> <<if $enemycooldown == 1 && $enemystunned || $enemycooldown == 1 && $enemycooldown2 == 1>><<else>><<set $enemycooldown -= 1>><</if>> <<if $enemycooldown > 0>><<set $enemycooldown2 -= 1>><</if>> <</if>> <</widget>> <<widget "enemymoves">> <<if $enemystunned>><<set $enemymessage to "$enemy.namecapitalised is stunned and can't act!">> <<else>> <<if $enemy.name == "the sea serpent" && $enemyburned == true>><<serpentsubmerge>> <<else>> <<if $enemycooldown == 0>> <<if $enemy.alternatingspecials && $enemyactivespecial == 2 && $enemy.name != "the soulless husk">> <<enemyalternatespecial>> <<elseif $enemy.alternatingspecials && $enemy.name == "the soulless husk" && $enemyhp > 50>> <<enemyalternatespecial>> <<else>> <<set $enemymessage to "$enemy.namecapitalised prepares for a special move!">> <</if>> <<elseif $enemycooldown == -1>><<enemyspecialmove>> <<elseif $enemyisevading>><<set $enemymessage to "<<print $enemy.evademessage>>">><<set $enemy.defense -= 99>><<set $enemy.magicdefense -= 99>><<set $enemycooldown2 to random($enemy.mincooldown2,$enemy.maxcooldown2)>><<set $enemyisevading to false>> <<elseif $enemycooldown2 == 0 && $enemy.healing && $enemyhealcharges > 0 && $enemyhp < ($enemy.maxhp/2)>><<enemyheal>> <<elseif $enemycooldown2 == 0>> <<if $enemy.devouring>><<enemydevourchance>><</if>><<if $devourroll >= 10>><<enemydevour>><<else>><<enemyspecialmove2>><</if>> <<else>><<enemybasicattack>> <</if>> <</if>> <</if>> <</widget>> <<widget "enemybasicdamage">> <<if $enemyfortified>> <<set $enemydamage to $enemy.maxdamage>> <<elseif $enemyweakened>> <<set $enemydamage to $enemy.mindamage>> <<else>> <<set $enemydamage to random($enemy.mindamage,$enemy.maxdamage)>> <</if>> <<if $enemy.damagetype == "fire" && $player.fireresistance || $enemy.damagetype == "lightning" && $player.lightningresistance>> <<set $enemydamage to Math.round($enemydamage * 1/2)>> <<elseif $enemy.damagetype == "lightning" && $player.flying>> <<set $enemydamage to Math.round($enemydamage * 1.5)>> <</if>> <<if $defending>><<set $enemydamage to Math.round($enemydamage * 2/3)>> <<elseif $defendingultimate>><<set $enemydamage to Math.round($enemydamage * 1/3)>> <</if>> <<if $enemy.fury && $enemyhp < ($enemy.maxhp/4)>><<set $enemydamage to Math.round($enemydamage * 2)>><</if>> <<set $enemydamage -= Math.clamp($player.dr - $enemy.drignore, 0, 999)>> <<set $enemydamage to Math.clamp($enemydamage, 0, 999)>> <</widget>> <<widget "enemyevade">> <<if $enemycooldown2 == 1>> <<set $enemyisevading to true>> <<set $enemy.defense += 99>> <<set $enemy.magicdefense += 99>> <</if>> <</widget>> <<widget "enemybasicattack">> <<if $player.flying && $enemy.hasreach == false>> <<set $enemymessage to $enemy.cantreachmessage.random()>> <<else>> <<set _roll to random(1,10)>><<set _roll += $enemy.attackbonus>> <<if $enemy.normalattackisspell != true && _roll >= $player.defense + $playerevadebonus + $darkmistbonus || $enemy.normalattackisspell && _roll >= $player.magicdefense + $playerevadebonus + $darkmistbonus>> <<if $enemy.damagetype == "physical" && $player.physicalimmunity || $enemy.damagetype == "magic" && $player.magicimmunity || $enemy.damagetype == "fire" && $player.magicimmunity || $enemy.damagetype == "lightning" && $player.magicimmunity>> <<if $enemy.name == "the dragon">> <<if $player.flying && $enemy.flying || $player.flying == false && $enemy.flying == false>><<set $enemymessage to "<<print $enemy.attackflyingmessage.random()>>, but you're immune to $enemy.damagetype damage!">><<else>><<set $enemymessage to "<<print $enemy.attackallmessages.random()>>, but you're immune to $enemy.damagetype damage!">><</if>> <<else>> <<if $player.flying>><<set $enemymessage to "<<print $enemy.attackflyingmessage.random()>>, but you're immune to $enemy.damagetype damage!">><<else>><<set $enemymessage to "<<print $enemy.attackallmessages.random()>>, but you're immune to $enemy.damagetype damage!">><</if>> <</if>> <<else>> <<enemybasicdamage>> <<set $playerhp -= $enemydamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>> <<enemybasicattackeffect>> <<if $enemy.name == "the dragon">> <<if $player.flying && $enemy.flying || $player.flying == false && $enemy.flying == false>><<set $enemymessage to "<<print $enemy.attacknormalmessage.random()>>, <<if $enemydamage == 0>><<if $dragonform>>but your tough scales protect you from any damage<<else>>but your armour protects you from any damage<</if>><<else>>dealing $enemydamage damage<</if>>. <<print $enemyattackeffectmessage>>">><<else>><<set $enemymessage to "<<print $enemy.attackflyingmessage.random()>>, <<if $enemydamage == 0>><<if $dragonform>>but your tough scales protect you from any damage<<else>>but your armour protects you from any damage<</if>><<else>>dealing $enemydamage damage<</if>>. <<print $enemyattackeffectmessage>>">><</if>> <<else>> <<if $player.flying>><<set $enemymessage to "<<print $enemy.attackflyingmessage.random()>>, <<if $enemydamage == 0>><<if $dragonform>>but your tough scales protect you from any damage<<else>>but your armour protects you from any damage<</if>><<else>>dealing $enemydamage damage<</if>>. <<print $enemyattackeffectmessage>>">><<else>><<set $enemymessage to "<<print $enemy.attackallmessages.random()>>, <<if $enemydamage == 0>><<if $dragonform>>but your tough scales protect you from any damage<<else>>but your armour protects you from any damage<</if>><<else>>dealing $enemydamage damage<</if>>. <<print $enemyattackeffectmessage>>">><</if>> <</if>> <</if>> <<else>> <<if $enemy.name == "the dragon">> <<if $player.flying && $enemy.flying || $player.flying == false && $enemy.flying == false>><<set $enemymessage to "<<print $enemy.attacknormalmessage.random()>>, <<print $player.enemymissmessage.random()>>.">><<else>><<set $enemymessage to "<<print $enemy.attackflyingmessage.random()>>, <<print $player.enemymissmessage.random()>>.">><</if>> <<else>> <<if $player.flying>><<set $enemymessage to "<<print $enemy.attackflyingmessage.random()>>, <<print $player.enemymissmessage.random()>>.">><<else>><<set $enemymessage to "<<print $enemy.attackallmessages.random()>>, <<if $enemy.normalattackisspell>><<print $player.enemyspellmissmessage.random()>><<else>><<print $player.enemymissmessage.random()>><</if>>.">><</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "enemyspecialmove">> <<set $enemycooldown to random($enemy.mincooldown,$enemy.maxcooldown)>> <<if $enemy.name == "the ancient machine">>\ <<machinespecial>> <</if>>\ <<if $enemy.name == "the sea serpent">><<set $enemyisevading to false>><<set $enemy.defense -= 99>> <<set $enemy.magicdefense -= 99>><</if>> <<if $enemy.alternatingspecials>><<set $enemyactivespecial to 2>><</if>> <<if $player.flying && $enemy.specialhasreach == false>> <<set $enemymessage to "$enemy.namecapitalised tries to use a special attack, but cannot reach you!">> <<else>> <<if $enemy.specialisvolley>><<enemyvolley>><<else>><<enemybigattack>><</if>> <<if $enemybigattackhit || $enemy.specialisvolley && $enemyvolleyhits > 0>> <<if $enemy.specialpoison>><<enemypoison>><</if>> <<if $enemy.specialburn>><<enemyburn>><</if>> <<if $enemy.specialweaken>><<enemyweaken>><</if>> <<if $enemy.specialfortify>><<enemyfortify>><</if>> <<if $enemypowerdamage > 0 && $enemy.specialstun>><<enemystun>><</if>> <<if $enemypowerdamage > 0 && $enemy.specialdrain>><<enemydrain>><</if>> <<if $enemy.specialdamagetype == "physical" && $player.physicalimmunity || $enemy.specialdamagetype == "magic" && $player.magicimmunity || $enemy.specialdamagetype == "fire" && $player.magicimmunity || $enemy.specialdamagetype == "lightning" && $player.magicimmunity>> <<set $enemymessage to "$enemy.specialattackmessage, but you're immune to $enemy.specialdamagetype damage! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <<else>> <<set $enemymessage to "$enemy.specialattackmessage, <<if $enemypowerdamage == 0>><<if $enemy.specialdamagesmana>>but it's ineffective!<<else>><<if $dragonform>>but your tough scales protect you from any damage<<else>>but your armour protects you from any damage<</if>><</if>><<else>> <<if $enemy.specialdamagesmana>>draining $enemypowerdamage of your magic points<<else>>dealing $enemypowerdamage damage<</if>><</if>>! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <</if>> <<else>> <<if $enemy.specialisspell>><<set $enemymessage to "$enemy.specialattackmessage, but you resist the magic!">> <<else>> <<set $enemymessage to "$enemy.specialattackmessage, <<if $enemy.specialisspell>><<print $player.enemyspellmissmessage.random()>><<else>><<print $player.enemymissmessage.random()>><</if>>!">> <</if>> <</if>> <</if>> <</widget>> <<widget "enemybigattack">> <<set _roll to random(1,10)>><<set _roll += $enemy.specialattackbonus>> <<if $enemy.specialisspell != true && _roll >= $player.defense + $playerevadebonus + $darkmistbonus || $enemy.specialisspell && _roll >= $player.magicdefense + $playerevadebonus + $darkmistbonus>> <<if $enemy.specialdamagetype == "physical" && $player.physicalimmunity || $enemy.specialdamagetype == "magic" && $player.magicimmunity || $enemy.specialdamagetype == "fire" && $player.magicimmunity || $enemy.specialdamagetype == "lightning" && $player.magicimmunity>> <<set $enemybigattackhit to true>> <<else>> <<if $enemyfortified>> <<set $enemypowerdamage to $enemy.maxpowerdamage>> <<elseif $enemyweakened>> <<set $enemypowerdamage to $enemy.minpowerdamage>> <<else>> <<set $enemypowerdamage to random($enemy.minpowerdamage, $enemy.maxpowerdamage)>> <</if>> <<if $enemy.specialdamagetype == "fire" && $player.fireresistance || $enemy.specialdamagetype == "lightning" && $player.lightningresistance>> <<set $enemypowerdamage to Math.round($enemypowerdamage * 1/2)>> <<elseif $enemy.specialdamagetype == "lightning" && $player.flying>> <<set $enemypowerdamage to Math.round($enemypowerdamage * 1.5)>> <</if>> <<if $defending && $enemy.specialdamagesmana != true>><<set $enemypowerdamage to Math.round($enemypowerdamage * 2/3)>> <<elseif $defendingultimate && $enemy.specialdamagesmana != true>><<set $enemypowerdamage to Math.round($enemypowerdamage * 1/3)>> <</if>> <<if $enemy.fury && $enemyhp < ($enemy.maxhp/4)>><<set $enemypowerdamage to Math.round($enemypowerdamage * 2)>><</if>> <<if $enemy.specialdamagesmana != true>><<set $enemypowerdamage -= Math.clamp($player.dr - $enemy.drignore, 0, 999)>><</if>> <<set $enemypowerdamage to Math.clamp($enemypowerdamage, 0, 999)>> <<if $enemy.specialdamagesmana>> <<set $enemypowerdamage to Math.clamp($enemypowerdamage, 0, $playermp)>> <<set $playermp -= $enemypowerdamage>><<set $playermp to Math.clamp($playermp,0,$playermaxmp)>> <<else>> <<set $playerhp -= $enemypowerdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>> <</if>> <<set $enemybigattackhit to true>> <</if>> <<else>> <<set $enemybigattackhit to false>> <</if>> <</widget>> <<widget "enemypoison">> <<if $enemy.name == "the lich" || $enemy.name == "Arch-lich" >><<set $enemypoisoned to true>><<set $enemypoisonedturns to $enemy.poisonduration>><<set $playerpoisondamage to $enemy.poisondamage>><</if>> <<if $player.poisonimmunity || $player.magicimmunity>> <<if $enemy.name == "the lich" || $enemy.name == "Arch-lich" >><<set $enemybigattackeffectmessage to "$enemy.namecapitalised was poisoned! You resist the poison!">> <<else>> <<set $enemybigattackeffectmessage to "You resist the poison!">> <</if>> <<else>> <<if $enemy.name == "the lich" || $enemy.name == "Arch-lich" >><<set $enemybigattackeffectmessage to "$enemy.namecapitalised was poisoned! You were poisoned!">> <<else>> <<set $enemybigattackeffectmessage to "You were poisoned!">> <</if>> <<set $playerpoisoned to true>> <<set $playerpoisonedturns to $enemy.poisonduration>><<if $armour == "Absorbing Mail" && $playermp < $playermaxmp>><<set $mpgained to Math.clamp(10, 0, ($playermaxmp - $playermp))>> <<set $playermp += $mpgained>><<set $apronmessage2 to "The Absorbing Mail restores $mpgained of your MP!">> <</if>><<if $armour == "Inventor's Apron" && $enemy.poisonimmunity != true>> <<set $enemypoisoned to true>><<set $enemypoisonedturns to $enemy.poisonduration>><<set $playerpoisondamage to $enemy.poisondamage>><<set $apronmessage2 to "The Inventor's Apron inflicts poison on $enemy.name!">> <</if>> <</if>> <</widget>> <<widget "enemyburn">> <<if $player.fireresistance || $player.magicimmunity>> <<set $enemybigattackeffectmessage2 to "You resist the burn!">> <<else>> <<set $enemybigattackeffectmessage2 to "You were burned!">> <<set $playerburned to true>><<if $armour == "Absorbing Mail">><<set $playerweakened to false>><<set $playerweakenedturns to 0>><<set $playerfortified to true>><<set $playerfortifiedturns to 2>><<set $apronmessage to "You were fortified by the Absorbing Mail!">><</if>> <<set $playerburnedturns to $enemy.burnduration>> <<if $armour == "Inventor's Apron" && $enemy.fireresistance != true>> <<set $enemyburned to true>><<set $enemyburnedturns to $enemy.burnduration>><<set $playerburndamagemin to $enemy.minburndamage>><<set $playerburndamagemax to $enemy.maxburndamage>><<set $apronmessage to "The Inventor's Apron inflicts burn on $enemy.name!">><</if>> <</if>> <</widget>> <<widget "enemystun">> <<set _stunroll to random(1,2)>> <<if $player.stunimmunity || $player.physicalimmunity || $player.stunresistance && _stunroll == 2>> <<set $enemybigattackeffectmessage3 to "You resist the stun!">> <<else>> <<set $playerstunned to true>><<set $playerstunnedturns to $enemy.stunduration>><<set $noinventory to true>><<if $armour == "Absorbing Mail" && $playerhp < $playermaxhp>><<set $healed to Math.clamp(10, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>><<set $apronmessage3 to "The Absorbing Mail heals you by $healed HP!">> <</if>> <<set $enemybigattackeffectmessage3 to "You were stunned!">> <<if $armour == "Inventor's Apron">><<set _apronroll to random(1,2)>> <<if $enemy.stunimmunity || $enemy.stunresistance && _apronroll == 1>> <<else>> <<set $enemystunned to true>><<set $enemystunnedturns to ($enemy.stunduration + 1)>><<set $apronmessage3 to "The Inventor's Apron inflicts stun on $enemy.name!">> <</if>> <</if>> <</if>> <</widget>> <<widget "enemyweaken">> <<if $player.weakenimmunity || $player.magicimmunity>> <<set $enemybigattackeffectmessage4 to "You resist the weakening!">> <<else>> <<set $playerfortified to false>><<set $playerfortifiedturns to 0>> <<set $playerweakened to true>><<set $playerweakenedturns to $enemy.weakenduration>> <<set $enemybigattackeffectmessage4 to "You were weakened!">> <</if>> <</widget>> <<widget "enemyfortify">> <<set $enemyweakened to false>><<set $enemyweakenedturns to 0>> <<set $enemyfortified to true>><<set $enemyfortifiedturns to $enemy.fortifyduration>> <<set $enemybigattackeffectmessage5 to "$enemy.namecapitalised was fortified!">> <</widget>> <<widget "enemydrain">> <<set $enemyhealed to Math.clamp($enemypowerdamage, 0, ($enemy.maxhp - $enemyhp))>> <<set $enemyhp += $enemyhealed>> <<if $enemyhealed > 0>> <<set $enemybigattackeffectmessage6 to "$enemy.namecapitalised regains $enemyhealed HP!">> <</if>> <</widget>> <<widget "enemybasicattackeffect">> <<if $enemy.basicattackeffect == "poison1">> <<set _poisonroll to random(1,3)>> <<if _poisonroll == 1>> <<if $player.poisonimmunity || $player.magicimmunity>> <<set $enemyattackeffectmessage to "You resist the poison!">> <<else>> <<set $playerpoisoned to true>> <<set $playerpoisonedturns to $enemy.poisonduration>><<if $armour == "Absorbing Mail" && $playermp < $playermaxmp>><<set $mpgained to Math.clamp(10, 0, ($playermaxmp - $playermp))>> <<set $playermp += $mpgained>><<set $apronmessage2 to "The Absorbing Mail restores $mpgained of your MP!">> <</if>> <<set $enemyattackeffectmessage to "You were poisoned!">> <<if $armour == "Inventor's Apron" && $enemy.poisonimmunity != true>> <<set $enemypoisoned to true>><<set $enemypoisonedturns to $enemy.poisonduration>><<set $playerpoisondamage to $enemy.poisondamage>><<set $apronmessage2 to "The Inventor's Apron inflicts poison on $enemy.name!">> <</if>> <</if>> <</if>> <</if>> <<if $enemy.basicattackeffect == "poison2">> <<set _poisonroll to random(1,5)>> <<if _poisonroll == 1>> <<if $player.poisonimmunity || $player.magicimmunity>> <<set $enemyattackeffectmessage to "You resist the poison!">> <<else>> <<set $playerpoisoned to true>> <<set $playerpoisonedturns to $enemy.poisonduration>><<if $armour == "Absorbing Mail" && $playermp < $playermaxmp>><<set $mpgained to Math.clamp(10, 0, ($playermaxmp - $playermp))>> <<set $playermp += $mpgained>><<set $apronmessage2 to "The Absorbing Mail restores $mpgained of your MP!">> <</if>> <<set $enemyattackeffectmessage to "You were poisoned!">> <<if $armour == "Inventor's Apron" && $enemy.poisonimmunity != true>> <<set $enemypoisoned to true>><<set $enemypoisonedturns to $enemy.poisonduration>><<set $playerpoisondamage to $enemy.poisondamage>><<set $apronmessage2 to "The Inventor's Apron inflicts poison on $enemy.name!">> <</if>> <</if>> <</if>> <</if>> <<if $enemy.basicattackeffect == "lifedrain">> <<set $enemyhealed to Math.clamp($enemydamage, 0, ($enemy.maxhp - $enemyhp))>> <<set $enemyhp += $enemyhealed>> <<if $enemyhealed > 0>><<set $enemyattackeffectmessage to "$enemy.namecapitalised drains your life energy and recovers $enemyhealed HP!">><</if>> <</if>> <<if $enemy.basicattackeffect == "burn1">> <<set _burnroll to random(1,3)>> <<if _burnroll == 1>> <<if $player.fireresistance || $player.magicimmunity>> <<set $enemyattackeffectmessage to "You resist the burn!">> <<else>> <<set $playerburned to true>> <<set $playerburnedturns to $enemy.burnduration>><<if $armour == "Absorbing Mail">><<set $playerweakened to false>><<set $playerweakenedturns to 0>><<set $playerfortified to true>><<set $playerfortifiedturns to 2>><<set $apronmessage to "You were fortified by the Absorbing Mail!">><</if>> <<set $enemyattackeffectmessage to "You were burned!">> <<if $armour == "Inventor's Apron" && $enemy.fireresistance != true>> <<set $enemyburned to true>><<set $enemyburnedturns to $enemy.burnduration>><<set $playerburndamagemin to $enemy.minburndamage>><<set $playerburndamagemax to $enemy.maxburndamage>><<set $apronmessage to "The Inventor's Apron inflicts burn on $enemy.name!">><</if>> <</if>> <</if>> <</if>> <<if $enemy.basicattackeffect == "burn2">> <<set _burnroll to random(1,5)>> <<if _burnroll == 1>> <<if $player.fireresistance || $player.magicimmunity>> <<set $enemyattackeffectmessage to "You resist the burn!">> <<else>> <<set $playerburned to true>> <<set $playerburnedturns to $enemy.burnduration>><<if $armour == "Absorbing Mail">><<set $playerweakened to false>><<set $playerweakenedturns to 0>><<set $playerfortified to true>><<set $playerfortifiedturns to 2>><<set $apronmessage to "You were fortified by the Absorbing Mail!">><</if>> <<set $enemyattackeffectmessage to "You were burned!">> <<if $armour == "Inventor's Apron" && $enemy.fireresistance != true>> <<set $enemyburned to true>><<set $enemyburnedturns to $enemy.burnduration>><<set $playerburndamagemin to $enemy.minburndamage>><<set $playerburndamagemax to $enemy.maxburndamage>><<set $apronmessage to "The Inventor's Apron inflicts burn on $enemy.name!">><</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "enemybigattack2">> <<set _roll to random(1,10)>><<set _roll += $enemy.specialattack2bonus>> <<if $enemy.special2isspell != true && _roll >= $player.defense + $playerevadebonus + $darkmistbonus || $enemy.special2isspell && _roll >= $player.magicdefense + $playerevadebonus + $darkmistbonus>> <<if $enemy.specialdamage2type == "physical" && $player.physicalimmunity || $enemy.specialdamage2type == "magic" && $player.magicimmunity || $enemy.specialdamage2type == "fire" && $player.magicimmunity || $enemy.specialdamage2type == "lightning" && $player.magicimmunity || $enemyspecial2damaging == false>> <<set $enemybigattack2hit to true>> <<else>> <<if $enemyfortified>> <<set $enemypowerdamage to $enemy.maxpowerdamage2>> <<elseif $enemyweakened>> <<set $enemypowerdamage to $enemy.minpowerdamage2>> <<else>> <<set $enemypowerdamage to random($enemy.minpowerdamage2,$enemy.maxpowerdamage2)>> <</if>> <<if $enemy.specialdamagetype2 == "fire" && $player.fireresistance || $enemy.specialdamagetype2 == "lightning" && $player.lightningresistance>> <<set $enemypowerdamage to Math.round($enemypowerdamage * 1/2)>> <<elseif $enemy.specialdamagetype2 == "lightning" && $player.flying>> <<set $enemypowerdamage to Math.round($enemypowerdamage * 1.5)>> <</if>> <<if $defending && $enemy.special2damagesmana != true>><<set $enemypowerdamage to Math.round($enemypowerdamage * 2/3)>> <<elseif $defendingultimate>><<set $enemypowerdamage to Math.round($enemypowerdamage * 1/3)>> <</if>> <<if $enemy.fury && $enemyhp < ($enemy.maxhp/4)>><<set $enemypowerdamage to Math.round($enemypowerdamage * 2)>><</if>> <<if $enemy.special2damagesmana != true>><<set $enemypowerdamage -= Math.clamp($player.dr - $enemy.drignore, 0, 999)>><</if>> <<set $enemypowerdamage to Math.clamp($enemypowerdamage, 0, 999)>> <<if $enemy.special2damagesmana>> <<set $enemypowerdamage to Math.clamp($enemypowerdamage, 0, $playermp)>> <<set $playermp -= $enemypowerdamage>><<set $playermp to Math.clamp($playermp,0,$playermaxmp)>> <<else>> <<set $playerhp -= $enemypowerdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>> <</if>> <<set $enemybigattack2hit to true>> <</if>> <<else>> <<set $enemybigattack2hit to false>> <</if>> <</widget>> <<widget "enemyspecialmove2">> <<set $enemycooldown2 to random($enemy.mincooldown2,$enemy.maxcooldown2)>> <<if $enemy.name == "the Avatar">><<avatarchange>> <<elseif $enemy.name == "the magic golem">><<golemshield>> <<else>> <<if $player.flying && $enemy.special2hasreach == false>> <<set $enemymessage to "$enemy.namecapitalised can't reach you with a special attack!">> <<else>> <<enemybigattack2>> <<if $enemybigattack2hit>> <<if $enemy.special2poison>><<enemypoison>><</if>> <<if $enemy.special2burn>><<enemyburn>><</if>> <<if $enemy.special2weaken>><<enemyweaken>><</if>> <<if $enemy.special2fortify>><<enemyfortify>><</if>> <<if $enemypowerdamage > 0 && $enemy.special2stun || $enemy.special2damaging == false && $enemy.special2stun>><<enemystun>><</if>> <<if $enemy.special2damaging>> <<if $enemy.specialdamage2type == "physical" && $player.physicalimmunity || $enemy.specialdamage2type == "magic" && $player.magicimmunity || $enemy.specialdamage2type == "fire" && $player.magicimmunity || $enemy.specialdamagetype == "lightning" && $player.magicimmunity>> <<set $enemymessage to "$enemy.specialattack2message, but you're immune to $enemy.specialdamage2type damage! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>>">> <<else>> <<set $enemymessage to "$enemy.specialattack2message, <<if $enemypowerdamage == 0>><<if $enemy.specialdamagesmana>>but it's ineffective!<<else>><<if $dragonform>>but your tough scales protect you from any damage<<else>>but your armour protects you from any damage<</if>><</if>><<else>> <<if $enemy.special2damagesmana>>draining $enemypowerdamage of your magic points<<else>>dealing $enemypowerdamage damage<</if>><</if>>! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>>">> <</if>> <<else>> <<set $enemymessage to "$enemy.specialattack2message. <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>>">> <</if>> <<else>> <<if $enemy.special2isspell>><<set $enemymessage to "$enemy.specialattack2message, but you resist the magic!">> <<else>> <<set $enemymessage to "$enemy.specialattack2message, <<if $enemy.special2isspell>><<print $player.enemyspellmissmessage.random()>><<else>><<print $player.enemymissmessage.random()>><</if>>!">> <</if>> <</if>> <</if>> <</if>> <</widget>> <<widget "enemyheal">> <<set $enemycooldown2 to random($enemy.mincooldown2,$enemy.maxcooldown2)>> <<if $enemy.name == "stalac-teeth" || $enemy.name == "the troll" || $enemy.name == "the troll berserker" || $enemy.name == "queen skyhunter">><<else>><<set $enemyhealcharges -= 1>><</if>> <<if $enemy.name == "Daughter of the Serpent God">> <<serpentfly>> <<else>> <<set $enemyhealed to random($enemy.healmin,$enemy.healmax)>> <<set $enemyhealed to Math.clamp($enemyhealed, 0, ($enemy.maxhp - $enemyhp))>> <<set $enemyhp += $enemyhealed>> <<set $enemymessage to "$enemy.healmessage<<if $enemyhealed > 0>> and regains $enemyhealed HP!<</if>>">> <</if>> <</widget>> <<widget "enemyvolley">> <<set $enemyvolleyhits to 0>><<set $enemypowerdamage to 0>> <<for _i to 0; _i lt $enemy.volleyshots; _i++>> <<set _roll to random(1,10)>><<set _roll += $enemy.specialattackbonus>> <<if _roll >= $player.defense + $playerevadebonus + $darkmistbonus>> <<enemybasicdamage>> <<set $enemypowerdamage += $enemydamage>> <<set $enemyvolleyhits += 1>> <</if>> <</for>> <<if $enemy.specialdamagetype == "physical" && $player.physicalimmunity || $enemy.specialdamagetype == "magic" && $player.magicimmunity || $enemy.specialdamagetype == "fire" && $player.magicimmunity || $enemy.specialdamagetype == "lightning" && $player.magicimmunity>> <<else>> <<set $playerhp -= $enemypowerdamage>><<set $playerhp to Math.clamp($playerhp,0,$playermaxhp)>> <</if>> <</widget>> <<widget "enemyalternatespecial">> <<set $enemycooldown to random($enemy.mincooldown,$enemy.maxcooldown)>> <<set $enemyactivespecial to 1>> <<if $enemy.name == "the dummy">> <<if $enemy.flying == false>><<set $enemy.flying to true>> <<set $enemymessage to "The dummy takes to the skies!">> <<else>><<set $enemy.flying to false>> <<set $enemymessage to "The dummy lands!">> <</if>><</if>> <<if $enemy.name == "the dragon">> <<enemyweaken>><<enemyfortify>> <<if $enemy.flying == false>><<set $enemy.flying to true>> <<set $enemymessage to "The dragon takes to the skies with a thunderous roar. <<if $player.weakenimmunity || $player.magicimmunity>>You resist weakening.<<else>>You were weakened!<</if>> The dragon was fortified!">> <<else>><<set $enemy.flying to false>> <<set $enemymessage to "The dragon lands, shaking the ground. <<if $player.weakenimmunity || $player.magicimmunity>>You resist weakening.<<else>>You were weakened!<</if>> The dragon was fortified!">> <</if>> <</if>> <<if $enemy.name == "the soulless husk">> <<set $soul to setup.husksouls.random()>> <<set $enemyhp -= 25>> <<if $soul == "boar">> <<enemybigattack>><<enemystun>> <<if $enemybigattackhit>> <<if $player.magicimmunity>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a huge boar charges at you, but you're immune to magic damage! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <<else>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a huge boar charges at you, dealing $enemypowerdamage damage. <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <</if>> <<else>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a huge boar charges at you, but you dodge!">> <</if>> <<elseif $soul == "serpent">> <<enemybigattack>><<enemypoison>> <<if $enemybigattackhit>> <<if $player.magicimmunity>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a giant serpent bites you, but you're immune to magic damage! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <<else>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a giant serpent bites you, dealing $enemypowerdamage damage. <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <</if>> <<else>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a giant serpent tries to bite you, but you dodge!">> <</if>> <<elseif $soul == "wizard">> <<enemybigattack>><<enemyburn>> <<if $enemybigattackhit>> <<if $player.magicimmunity>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a masked wizard casts a spell at you, but you're immune to magic damage! <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <<else>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a masked wizard casts a spell at you, dealing $enemypowerdamage damage. <<print $enemybigattackeffectmessage>> <<print $enemybigattackeffectmessage2>> <<print $enemybigattackeffectmessage3>> <<print $enemybigattackeffectmessage4>> <<print $enemybigattackeffectmessage5>> <<print $enemybigattackeffectmessage6>>">> <</if>> <<else>> <<set $enemymessage to "The husk releases a devoured soul, losing 25 HP. The spirit of a masked wizard casts a spell at you, but you dodge!">> <</if>> <</if>> <</if>> <</widget>> <<widget "enemydevourchance">> <<if $ally.name != "none" && $dragonform != true && $ally.nameshort != "griffin" && $ally.nameshort != "wyvern">> <<set $devourroll to random(1,10)>> <<if $playerhp < 10>><<set $devourroll += 7>> <<elseif $playerhp < 20>><<set $devourroll += 5>> <<elseif $playerhp < 30>><<set $devourroll += 3>> <<elseif $playerhp < 40>><<set $devourroll += 1>> <</if>> <</if>> <</widget>> <<widget "enemydevour">> <<set $enemycooldown2 to random($enemy.mincooldown2,$enemy.maxcooldown2)>> <<if $ally.type == "barbarian">> <<set $enemymessage to "$enemy.namecapitalised tries to swallow Hjafnir, but the Barbarian kicks it in the teeth and frees himself!">> <<elseif $ally.type == "demon">> <<set $enemymessage to "$enemy.namecapitalised tries to devour your demon servant, but the demon turns its shifting body into liquid and escapes!">> <<else>> <<set $enemymessage to "$enemy.devourmessage You're on your own now.">> <<set $allydevoured to true>> <</if>> <</widget>> <<widget "avatarchange">> <<if $enemy.namefullcaps == "AVATAR OF WRATH">> <<set $enemymessage to "The Avatar changes its form! The spikes disappear from its armour and are replaced by a glowing, opalescent membrane.">> <<set $enemy.damagetype to "magic">> <<set $enemy.specialdamagetype to "magic">> <<set $enemy.normalattackisspell to true>> <<set $enemy.specialisspell to true>> <<set $enemy.physicalimmunity to false>> <<set $enemy.magicimmunity to true>><<set $enemyburned to false>><<set $enemyburnedturns to 0>><<set $enemypoisoned to false>><<set $enemypoisonedturns to 0>><<set $enemyweakened to false>><<set $enemyweakenedturns to 0>> <<set $enemy.specialstun to false>> <<set $enemy.specialburn to true>> <<set $enemy.specialweaken to true>> <<set $enemy.specialfortify to false>> <<set $enemy.namefullcaps to "AVATAR OF SPITE">> <<set $enemy.attackallmessages to ["The Avatar shoots bolts of magic at you", "The Avatar shoots a volley of magic missiles at you", "The Avatar summons a blade of energy which slashes at you"]>> <<set $enemy.attacknormalmessage to ["The Avatar shoots bolts of magic at you", "The Avatar shoots a volley of magic missiles at you", "The Avatar summons a blade of energy which slashes at you"]>> <<set $enemy.attackflyingmessage to ["The Avatar shoots bolts of magic at you", "The Avatar shoots a volley of magic missiles at you", "The Avatar summons a blade of energy which slashes at you"]>> <<set $enemy.specialattackmessage to "The Avatar shoots a blinding ball of magic energy at you">> <<set $enemy.specialattack2message to "The Avatar changes its form! The opalescent membrane disappears and silver spikes grow from its armour.">> <<else>> <<set $enemymessage to "The Avatar changes its form! The opalescent membrane disappears and silver spikes grow from its armour.">> <<set $enemy.damagetype to "physical">> <<set $enemy.specialdamagetype to "physical">> <<set $enemy.normalattackisspell to false>> <<set $enemy.specialisspell to false>> <<set $enemy.physicalimmunity to true>> <<set $enemy.magicimmunity to false>> <<set $enemy.specialstun to true>> <<set $enemy.specialburn to false>> <<set $enemy.specialweaken to false>> <<set $enemy.specialfortify to true>> <<set $enemy.namefullcaps to "AVATAR OF WRATH">> <<set $enemy.attackallmessages to ["The Avatar slashes its crystal sword at you", "The Avatar attacks with its sword", "The Avatar waves its hand and sends silver spikes flying at you"]>> <<set $enemy.attacknormalmessage to ["The Avatar slashes its crystal sword at you", "The Avatar attacks with its sword"]>> <<set $enemy.attackflyingmessage to ["The Avatar waves its hand and sends silver spikes flying at you"]>> <<set $enemy.specialattackmessage to "The Avatar delivers a mighty blow">> <<set $enemy.specialattack2message to "The Avatar changes its form! The spikes disappear from its armour and are replaced by a glowing, opalescent membrane.">> <</if>> <</widget>> <<widget "avatarofdoom">> <<set $enemyhp to 1>> <<set $enemydamage to 0>> <<set $enemymessage to "You feel the Avatar weakening, but as it's about to fall, it summons the remains of its power, assuming the form of a terrifying AVATAR OF DOOM! Its entire body is now covered in glowing, opalescent crystal spikes which emanate immense energy!">> <<set $enemycooldown to 99>><<set $enemycooldown2 to 99>> <<set $avatardoomcount to 4>> <<set $enemy.namefullcaps to "AVATAR OF DOOM">> <<set $enemy.attackbonus to 8>> <<set $enemy.mindamage to 22>> <<set $enemy.maxdamage to 22>> <<set $enemy.drignore to 99>> <<set $enemy.physicalimmunity to true>> <<set $enemy.magicimmunity to true>><<set $enemyburned to false>><<set $enemyburnedturns to 0>><<set $enemypoisoned to false>><<set $enemypoisonedturns to 0>><<set $enemyweakened to false>><<set $enemyweakenedturns to 0>> <<set $enemy.damagetype to "physical">> <<set $enemy.specialdamagetype to "physical">> <<set $enemy.normalattackisspell to false>> <<set $enemy.specialisspell to false>> <<set $enemy.attackallmessages to ["The Avatar of Doom summons a storm of magic crystals which fly at you", "The Avatar of Doom sends dozens of crystal spikes flying at you", "The Avatar of Doom releases a blast of energy"]>> <<set $enemy.attacknormalmessage to ["The Avatar of Doom summons a storm of magic crystals which fly at you", "The Avatar of Doom sends dozens of crystal spikes flying at you", "The Avatar of Doom releases a blast of energy"]>> <<set $enemy.attackflyingmessage to ["The Avatar of Doom summons a storm of magic crystals which fly at you", "The Avatar of Doom sends dozens of crystal spikes flying at you", "The Avatar of Doom releases a blast of energy"]>> <</widget>> <<widget "serpentsubmerge">> <<set $enemycooldown to 0>> <<set $enemyisevading to true>> <<set $enemy.defense += 99>> <<set $enemy.magicdefense += 99>> <<set $enemyburned to false>><<set $enemyburnedturns to 0>> <<set $enemymessage to "The sea serpent submerges to quench the flames burning its hide!">> <</widget>> <<widget "golemshield">> <<if $redshield>> <<set $redshield to false>> <<set $blueshield to true>> <<set $enemy.attackbonus -= 3>><<set $enemy.specialattackbonus -= 3>> <<set $enemy.fireresistance to false>> <<set $enemy.specialburn to false>> <<set $enemy.lightningresistance to true>> <<set $enemy.weakenimmunity to true>> <<set $enemy.defense += 3>><<set $enemy.magicdefense += 3>> <<set $enemy.specialstun to true>> <<set $enemymessage to "The magic golem surrounds itself with a blue energy shield!">> <<elseif $blueshield>> <<set $blueshield to false>> <<set $redshield to true>> <<set $enemy.lightningresistance to false>> <<set $enemy.weakenimmunity to false>> <<set $enemy.defense -= 3>><<set $enemy.magicdefense -= 3>> <<set $enemy.specialstun to false>> <<set $redshield to true>> <<set $enemy.attackbonus += 3>><<set $enemy.specialattackbonus += 3>> <<set $enemy.fireresistance to true>> <<set $enemy.specialburn to true>> <<set $enemymessage to "The magic golem surrounds itself with a red energy shield!">> <<else>> <<set $redshield to true>> <<set $enemy.attackbonus += 3>><<set $enemy.specialattackbonus += 3>> <<set $enemy.fireresistance to true>> <<set $enemy.specialburn to true>> <<set $enemymessage to "The magic golem surrounds itself with a red energy shield!">> <</if>> <</widget>> <<widget "machinespecial">> <<set _roll to random(1,3)>> <<if _roll == 1>> <<set $enemy.specialattackmessage to "The machine summons a rain of fire">> <<set $enemy.specialdamagetype to "fire">> <<set $enemy.specialburn to true>> <<set $enemy.specialweaken to false>> <<set $enemy.specialdamagesmana to false>> <<elseif _roll == 2>> <<set $enemy.specialattackmessage to "The machine summons black snowfall">> <<set $enemy.specialdamagetype to "magic">> <<set $enemy.specialburn to false>> <<set $enemy.specialweaken to true>> <<set $enemy.specialdamagesmana to false>> <<elseif _roll == 3>> <<set $enemy.specialattackmessage to "The machine summons a cloud of green mist">> <<set $enemy.specialdamagetype to "magic">> <<set $enemy.specialburn to false>> <<set $enemy.specialweaken to false>> <<set $enemy.specialdamagesmana to true>> <<else>><</if>>\ <</widget>> <<widget "serpentfly">> <<set $enemy.flying to true>> <<set $enemy.specialdamage2type to "lightning">> <<set $enemy.special2hasreach to true>> <<set $enemy.special2isspell to true>> <<set $enemy.specialattack2message to "The hybrid summons a lightning to strike you">> <<set $enemy.attackflyingmessage to ["Daughter of the Serpent God slashes with her sword", "The hybrid attacks with her serpent tail", "Daughter of the Serpent God attacks with her sword", "Daughter of the Serpent God casts a dark spell"]>> <<set $enemymessage to "Suddenly, Daughter of the Serpent God starts flying!<br>Her immense coils glide through the air with grace, twisting and turning.">> <</widget>>
<<widget "defend">> <<set $initiative to false>> <<set $defending to true>> <<set $playermessage to "You assume a defensive stance.">> <</widget>> <<widget "defendultimate">> <<set $initiative to false>> <<set $defendingultimate to true>> <<set $defendultimate.cooldown to $defendultimate.maxcooldown>> <<set $playermessage to "You go into full defence!">> <</widget>> <<widget "evade">> <<set $initiative to false>> <<set $playerevadebonus to 3>> <<set $playermessage to "You prepare to evade the attack!">> <<set $evade.cooldown to $evade.maxcooldown>> <<set $player.enemymissmessage to ["but you dodge", "but you evade"]>> <</widget>> <<widget "powerattack">> <<set $initiative to false>> <<set _cooldownroll to random(1,2)>><<if $weapon.name == "Quicksilver Axe" && _cooldownroll == 1>><<set $weaponeffectmessage to "Quicksilver Axe glows brightly!">><<else>> <<set $powerattack.cooldown to $powerattack.maxcooldown>> <</if>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>><<if $weapon.name == "Hunting Knife" && $enemy.type == "beast">><<set _roll += 5>><</if>> <<if _roll >= $enemy.defense + 1>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You deliver a mighty blow, but $enemy.name is immune to physical damage!">> <<else>> <<set $playerbigdamage to 0>> <<if $weapon.name == "Charged Staff">><<set $mpdrain to Math.clamp(25, 0, $playermp)>><<set $playermp -= $mpdrain>><<set $playerbigdamage += $mpdrain>><<set $weaponeffectmessage to "Charged Staff drained $mpdrain of your MP to boost the damage!">><</if>> <<for _i to 0; _i lt 2; _i++>> <<weapondamage>><<set $playerbigdamage += $playerdamage>> <</for>> <<set $enemyhp -= $playerbigdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You deliver a mighty blow, <<if $playerbigdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerbigdamage damage<</if>>!">> <</if>> <<else>> <<set $playermessage to "You deliver a mighty blow, but <<print $enemy.playermissmessage.random()>>!">> <</if>> <</widget>> <<widget "stun">> <<set $initiative to false>> <<set _cooldownroll to random(1,3)>><<if $weapon.name == "Quicksilver Axe" && _cooldownroll == 1>><<set $weaponeffectmessage to "Quicksilver Axe glows brightly!">><<else>> <<set $stun.cooldown to $stun.maxcooldown>> <</if>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if $weapon.name == "Hunting Knife" && $enemy.type == "beast">><<set _roll += 5>><</if>> <<if _roll >= $enemy.defense + 1>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You deliver a crushing blow, but $enemy.name is immune to physical damage!">> <<else>> <<set $playerbigdamage to 0>> <<for _i to 0; _i lt 2; _i++>> <<weapondamage>><<set $playerbigdamage += $playerdamage>> <</for>> <<set $enemyhp -= $playerbigdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<if $playerbigdamage != 0>> <<if $enemy.stunimmunity == true>><<set $stunsuccess to false>> <<elseif $enemy.stunresistance == true>><<set $stunsuccess to random(true,false)>> <<else>><<set $stunsuccess to true>><</if>> <<else>><<set $stunsuccess to false>><</if>> <<if $stunsuccess>><<set $enemystunned to true>><<set $enemystunnedturns to 1>><</if>> <<set $playermessage to "You deliver a crushing blow, <<if $playerbigdamage == 0>>$enemy.nulldamagemessage!<<else>>dealing $playerbigdamage damage! <<if $stunsuccess == true>>The attack stuns your opponent!<<else>>$enemy.namecapitalised resists the stun!<</if>><</if>>">> <</if>> <<else>> <<set $playermessage to "You deliver a crushing blow, but <<print $enemy.playermissmessage.random()>>!">> <</if>> <</widget>> <<widget "finishingstrike">> <<set $initiative to false>> <<set _cooldownroll to random(1,4)>><<if $weapon.name == "Quicksilver Axe" && _cooldownroll == 1>><<set $weaponeffectmessage to "Quicksilver Axe glows brightly!">><<else>> <<set $finishingstrike.cooldown to $finishingstrike.maxcooldown>> <</if>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if $weapon.name == "Hunting Knife" && $enemy.type == "beast">><<set _roll += 5>><</if>> <<if _roll >= $enemy.defense>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You deliver a mighty blow, but $enemy.name is immune to physical damage!">> <<else>> <<set $playerbigdamage to 0>> <<for _i to 0; _i lt 5; _i++>> <<weapondamage>><<set $playerbigdamage += $playerdamage>> <</for>> <<set $enemyhp -= $playerbigdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You deliver a mighty blow, <<if $playerbigdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerbigdamage damage<</if>>!">> <</if>> <<else>> <<set $playermessage to "You deliver a mighty blow, but <<print $enemy.playermissmessage.random()>>!">> <</if>> <</widget>> <<widget "preciseshot">> <<set $initiative to false>> <<set _cooldownroll to random(1,2)>><<if $weapon.name == "Quicksilver Crossbow" && _cooldownroll == 1>><<set $weaponeffectmessage to "Quicksilver Crossbow glows brightly!">><<else>> <<set $preciseshot.cooldown to $preciseshot.maxcooldown>> <</if>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if _roll >= ($enemy.defense - 3)>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You aim and shoot, but $enemy.name is immune to physical damage!">> <<else>> <<weapondamage>><<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You aim and shoot, <<if $playerdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $playerdamage damage<</if>>.">> <</if>> <<else>> <<set $playermessage to "You aim and shoot, but you miss by a hair's breadth!">> <</if>> <</widget>> <<widget "piercingshot">> <<set $initiative to false>> <<set _cooldownroll to random(1,2)>><<if $weapon.name == "Quicksilver Crossbow" && _cooldownroll == 1>><<set $weaponeffectmessage to "Quicksilver Crossbow glows brightly!">><<else>> <<set $piercingshot.cooldown to $piercingshot.maxcooldown>> <</if>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if _roll >= $enemy.defense>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You fire a piercing shot, but $enemy.name is immune to physical damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to $weapon.maxdamage>> <<elseif $playerweakened>> <<set $playerdamage to $weapon.mindamage>> <<else>> <<set $playerdamage to random($weapon.mindamage,$weapon.maxdamage)>> <</if>> <<if $weapon.name == "Mighty Bow">><<set $playerdamage += $brawn>><<elseif $weapon.name == "Gambler's Crossbow">><<set $playerdamage += Math.round($fortune/2)>><</if>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You fire a piercing shot, hitting $enemy.name's weak spot and dealing $playerdamage damage!">> <</if>> <<else>> <<set $playermessage to "You fire a piercing shot, but you miss!">> <</if>> <</widget>> <<widget "volley">> <<set $initiative to false>> <<set _cooldownroll to random(1,4)>><<if $weapon.name == "Quicksilver Crossbow" && _cooldownroll == 1>><<set $weaponeffectmessage to "Quicksilver Crossbow glows brightly!">><<else>> <<set $volley.cooldown to $volley.maxcooldown>> <</if>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You fire a volley, but $enemy.name is immune to physical damage!">> <<else>> <<set $volleydamage to 0>><<set $volleyhits to 0>> <<if $weapon.name == "Auto-crossbow">> <<for _i to 0; _i lt 12; _i++>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if _roll >= $enemy.defense>> <<weapondamage>><<set $volleydamage += $playerdamage>><<set $volleyhits += 1>> <</if>> <</for>> <<else>> <<for _i to 0; _i lt 6; _i++>> <<set _roll to random(1,10)>><<set _roll += $player.attackbonus>> <<if _roll >= $enemy.defense>> <<weapondamage>><<set $volleydamage += $playerdamage>><<set $volleyhits += 1>> <</if>> <</for>> <</if>> <<set $enemyhp -= $volleydamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<if $volleyhits == 0>> <<set $playermessage to "You fire a volley, but all of your shots miss $enemy.name!">> <<elseif $volleydamage == 0>> <<set $playermessage to "You fire a volley. $volleyhits of your shots hit the $enemy.name, but they deal no damage at all!">> <<else>> <<set $playermessage to "You fire a volley. $volleyhits of your shots hit the $enemy.name, dealing $volleydamage damage!">> <</if>> <</if>> <</widget>> <<widget "study">> <<set $initiative to false>> <<addtocodex>> <<if $enemy.name == "the ancient machine">><<set $ancientmachineincodex to true>> <<elseif $enemy.name == "Arch-lich">><<set $archlichincodex to true>> <<elseif $enemy.name == "the armour golem">><<set $armourgolemincodex to true>> <<elseif $enemy.name == "the assassin">><<set $assassinincodex to true>> <<elseif $enemy.name == "the Avatar">><<set $avatarincodex to true>> <<elseif $enemy.name == "the bandit">><<set $banditincodex to true>> <<elseif $enemy.name == "the bandit brute">><<set $banditbruteincodex to true>> <<elseif $enemy.name == "the bandit hunter">><<set $bandithunterincodex to true>> <<elseif $enemy.name == "the blood boar">><<set $bloodboarincodex to true>> <<elseif $enemy.name == "the blue gemstone scarab">><<set $bluegemstonescarabincodex to true>> <<elseif $enemy.name == "the bone horror">><<set $bonehorrorincodex to true>> <<elseif $enemy.name == "the crystal hound">><<set $crystalhoundincodex to true>> <<elseif $enemy.name == "the dummy">><<set $dummyincodex to true>> <<elseif $enemy.name == "the dark wolf">><<set $darkwolfincodex to true>> <<elseif $enemy.name == "Daughter of the Serpent God">><<set $daughteroftheserpentgodincodex to true>> <<elseif $enemy.name == "the death wolf">><<set $deathwolfincodex to true>> <<elseif $enemy.name == "the demon servant">><<set $demonservantincodex to true>> <<elseif $enemy.name == "the Devourer">><<set $devourerincodex to true>> <<elseif $enemy.name == "the dragon">><<set $dragonincodex to true>> <<elseif $enemy.name == "the drowned one">><<set $drownedoneincodex to true>> <<elseif $enemy.name == "the elementalist">><<set $elementalistincodex to true>> <<elseif $enemy.name == "the fallen knight">><<set $fallenknightincodex to true>> <<elseif $enemy.name == "the feathered serpent">><<set $featheredserpentincodex to true>> <<elseif $enemy.name == "the fire jelly">><<set $firejellyincodex to true>> <<elseif $enemy.name == "the fire serpent">><<set $fireserpentincodex to true>> <<elseif $enemy.name == "the flicker beetle">><<set $flickerbeetleincodex to true>> <<elseif $enemy.name == "the frail skeleton">><<set $frailskeletonincodex to true>> <<elseif $enemy.name == "the giant">><<set $giantincodex to true>> <<elseif $enemy.name == "the giant eagle">><<set $gianteagleincodex to true>> <<elseif $enemy.name == "the giant rat">><<set $giantratincodex to true>> <<elseif $enemy.name == "the giant serpent">><<set $giantserpentincodex to true>> <<elseif $enemy.name == "the goblin">><<set $goblinincodex to true>> <<elseif $enemy.name == "the goblin hero">><<set $goblinheroincodex to true>> <<elseif $enemy.name == "the goblin shaman">><<set $goblinshamanincodex to true>> <<elseif $enemy.name == "the Goliath">><<set $goliathincodex to true>> <<elseif $enemy.name == "the grave scorpion">><<set $gravescorpionincodex to true>> <<elseif $enemy.name == "the griffin">><<set $griffinincodex to true>> <<elseif $enemy.name == "Guardian of Runes">><<set $guardianofrunesincodex to true>> <<elseif $enemy.name == "the harpy">><<set $harpyincodex to true>> <<elseif $enemy.name == "Hunting Fury">><<set $huntingfuryincodex to true>> <<elseif $enemy.name == "the Huntmaster">><<set $huntmasterincodex to true>> <<elseif $enemy.name == "King Crab">><<set $kingcrabincodex to true>> <<elseif $enemy.name == "the lich">><<set $lichincodex to true>> <<elseif $enemy.name == "the lightning jelly">><<set $lightningjellyincodex to true>> <<elseif $enemy.name == "the mageling">><<set $magelingincodex to true>> <<elseif $enemy.name == "the magic golem">><<set $magicgolemincodex to true>> <<elseif $enemy.name == "the magman">><<set $magmanincodex to true>> <<elseif $enemy.name == "the necromancer">><<set $necromancerincodex to true>> <<elseif $enemy.name == "the phantom spider">><<set $phantomspiderincodex to true>> <<elseif $enemy.name == "queen skyhunter">><<set $queenskyhunterincodex to true>> <<elseif $enemy.name == "the razorbeak">><<set $razorbeakincodex to true>> <<elseif $enemy.name == "the red gemstone scarab">><<set $redgemstonescarabincodex to true>> <<elseif $enemy.name == "the Red Knight">><<set $redknightincodex to true>> <<elseif $enemy.name == "the renegade mage">><<set $renegademageincodex to true>> <<elseif $enemy.name == "the rock crab">><<set $rockcrabincodex to true>> <<elseif $enemy.name == "the rotroot">><<set $rotrootincodex to true>> <<elseif $enemy.name == "the sand fiend">><<set $sandfiendincodex to true>> <<elseif $enemy.name == "the sea serpent">><<set $seaserpentincodex to true>> <<elseif $enemy.name == "the skeletal dragon">><<set $skeletaldragonincodex to true>> <<elseif $enemy.name == "the skeleton archer">><<set $skeletonarcherincodex to true>> <<elseif $enemy.name == "the skeleton warrior">><<set $skeletonwarriorincodex to true>> <<elseif $enemy.name == "the skyhunter">><<set $skyhunterincodex to true>> <<elseif $enemy.name == "the snow lion">><<set $snowlionincodex to true>> <<elseif $enemy.name == "the Sorceress">><<set $falsesorceressmirlandaincodex to true>> <<elseif $enemy.name == "the soulless husk">><<set $soullesshuskincodex to true>> <<elseif $enemy.name == "Spirit of the Mist">><<set $spiritofthemistincodex to true>> <<elseif $enemy.name == "stalac-teeth">><<set $stalacteethincodex to true>> <<elseif $enemy.name == "the stone eel">><<set $stoneeelincodex to true>> <<elseif $enemy.name == "Thunder Roc">><<set $thunderrocincodex to true>> <<elseif $enemy.name == "the toxic jelly">><<set $toxicjellyincodex to true>> <<elseif $enemy.name == "the troll">><<set $trollincodex to true>> <<elseif $enemy.name == "the troll berserker">><<set $trollberserkerincodex to true>> <<elseif $enemy.name == "Undead Flynn">><<set $undeadflynnincodex to true>> <<elseif $enemy.name == "the water spirit">><<set $waterspiritincodex to true>> <<elseif $enemy.name == "the white gemstone scarab">><<set $whitegemstonescarabincodex to true>> <<elseif $enemy.name == "the wyvern">><<set $wyvernincodex to true>> <</if>>\ <<set $playermessage to "You observe $enemy.name, gaining useful information. $enemy.namecapitalised was added to the Codex!">> <</widget>> <<widget "diplomacyfail">> <<set $initiative to false>> <<set $diplomacyused to true>> <<set $playermessage to "You try to convince $enemy.name to stop fighting, but to no avail.">> <</widget>> <<widget "intimidatefail">> <<set $initiative to false>> <<set $intimidateused to true>> <<set $playermessage to "You try to scare the enemy away, but $enemy.name is not afraid of you.">> <</widget>> <<widget "tameroll">> <<set $tameroll to random(1,10)>><<set $tameroll += $survival>><<if $amulet == "Amulet of the Wilds">><<set $tameroll += 2>><</if>> <<if $enemyhp <= ($enemy.maxhp * 0.1)>><<set $tameroll += 4>> <<elseif $enemyhp <= ($enemy.maxhp * 0.2)>><<set $tameroll += 3>> <<elseif $enemyhp <= ($enemy.maxhp * 0.3)>><<set $tameroll += 2>> <<elseif $enemyhp <= ($enemy.maxhp * 0.4)>><<set $tameroll += 1>> <</if>> <</widget>> <<widget "tamefail">> <<set $tame.cooldown to $tame.maxcooldown>> <<set $initiative to false>> <<set $playermessage to "You were unable to tame $enemy.name.">> <</widget>> <<widget "tamesucces">> <<if $enemy.name == "the dummy">> <<set $ally to setup.allydummy>> <<set $allycharges to 10>> <<elseif $enemy.name == "the giant rat">> <<set $ally to setup.allygiantrat>> <<set $allycharges to 70>> <<elseif $enemy.name == "the flicker beetle">> <<set $ally to setup.allyflickerbeetle>> <<set $allycharges to 70>> <<elseif $enemy.name == "the phantom spider">> <<set $ally to setup.allyphantomspider>> <<set $allycharges to 50>> <<elseif $enemy.name == "the grave scorpion">> <<set $ally to setup.allygravescorpion>> <<set $allycharges to 50>> <<elseif $enemy.name == "the blood boar">> <<set $ally to setup.allybloodboar>> <<set $allycharges to 50>> <<elseif $enemy.name == "the razorbeak">> <<set $ally to setup.allyrazorbeak>> <<set $allycharges to 50>> <<elseif $enemy.name == "the dark wolf">> <<set $ally to setup.allydarkwolf>> <<set $allycharges to 60>> <<elseif $enemy.name == "the giant serpent">> <<set $ally to setup.allygiantserpent>> <<set $allycharges to 40>> <<elseif $enemy.name == "the rock crab">> <<set $ally to setup.allyrockcrab>> <<set $allycharges to 40>> <<elseif $enemy.name == "the snow lion">> <<set $ally to setup.allysnowlion>> <<set $allycharges to 25>> <<elseif $enemy.name == "the giant eagle">> <<set $ally to setup.allygianteagle>> <<set $allycharges to 40>> <<elseif $enemy.name == "the stone eel">> <<set $ally to setup.allystoneeel>> <<set $allycharges to 40>> <<elseif $enemy.name == "the feathered serpent">> <<set $ally to setup.allyfeatheredserpent>> <<set $allycharges to 30>> <<elseif $enemy.name == "the griffin">> <<set $ally to setup.allygriffin>> <<set $allycharges to 30>> <<elseif $enemy.name == "the fire serpent">> <<set $ally to setup.allyfireserpent>> <<set $allycharges to 30>> <<elseif $enemy.name == "the wyvern">> <<set $ally to setup.allywyvern>> <<set $allycharges to 30>> <</if>> <</widget>> <<widget "studylink">>\ <<if $ancientmachineincodex == false && $enemy.name == "the ancient machine">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $archlichincodex == false && $enemy.name == "Arch-lich">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $armourgolemincodex == false && $enemy.name == "the armour golem">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $assassinincodex == false && $enemy.name == "the assassin">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $avatarincodex == false && $enemy.name == "the Avatar">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $banditincodex == false && $enemy.name == "the bandit">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $banditbruteincodex == false && $enemy.name == "the bandit brute">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $bandithunterincodex == false && $enemy.name == "the bandit hunter">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $bloodboarincodex == false && $enemy.name == "the blood boar">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $bluegemstonescarabincodex == false && $enemy.name == "the blue gemstone scarab">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $bonehorrorincodex == false && $enemy.name == "the bone horror">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $crystalhoundincodex == false && $enemy.name == "the crystal hound">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $dummyincodex == false && $enemy.name == "the dummy">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $darkwolfincodex == false && $enemy.name == "the dark wolf">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $daughteroftheserpentgodincodex == false && $enemy.name == "Daughter of the Serpent God">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $deathwolfincodex == false && $enemy.name == "the death wolf">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $demonservantincodex == false && $enemy.name == "the demon servant">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $devourerincodex == false && $enemy.name == "the Devourer">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $dragonincodex == false && $enemy.name == "the dragon">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $drownedoneincodex == false && $enemy.name == "the drowned one">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $elementalistincodex == false && $enemy.name == "the elementalist">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $fallenknightincodex == false && $enemy.name == "the fallen knight">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $featheredserpentincodex == false && $enemy.name == "the feathered serpent">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $firejellyincodex == false && $enemy.name == "the fire jelly">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $fireserpentincodex == false && $enemy.name == "the fire serpent">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $flickerbeetleincodex == false && $enemy.name == "the flicker beetle">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $frailskeletonincodex == false && $enemy.name == "the frail skeleton">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $giantincodex == false && $enemy.name == "the giant">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $gianteagleincodex == false && $enemy.name == "the giant eagle">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $giantratincodex == false && $enemy.name == "the giant rat">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $giantserpentincodex == false && $enemy.name == "the giant serpent">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $goblinincodex == false && $enemy.name == "the goblin">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $goblinheroincodex == false && $enemy.name == "the goblin hero">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $goblinshamanincodex == false && $enemy.name == "the goblin shaman">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $goliathincodex == false && $enemy.name == "the Goliath">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $gravescorpionincodex == false && $enemy.name == "the grave scorpion">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $griffinincodex == false && $enemy.name == "the griffin">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $guardianofrunesincodex == false && $enemy.name == "Guardian of Runes">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $harpyincodex == false && $enemy.name == "the harpy">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $huntingfuryincodex == false && $enemy.name == "Hunting Fury">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $huntmasterincodex == false && $enemy.name == "the Huntmaster">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $kingcrabincodex == false && $enemy.name == "King Crab">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $lichincodex == false && $enemy.name == "the lich">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $lightningjellyincodex == false && $enemy.name == "the lightning jelly">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $magelingincodex == false && $enemy.name == "the mageling">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $magicgolemincodex == false && $enemy.name == "the magic golem">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $magmanincodex == false && $enemy.name == "the magman">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $necromancerincodex == false && $enemy.name == "the necromancer">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $phantomspiderincodex == false && $enemy.name == "the phantom spider">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $queenskyhunterincodex == false && $enemy.name == "queen skyhunter">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $razorbeakincodex == false && $enemy.name == "the razorbeak">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $redgemstonescarabincodex == false && $enemy.name == "the red gemstone scarab">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $redknightincodex == false && $enemy.name == "the Red Knight">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $renegademageincodex == false && $enemy.name == "the renegade mage">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $rockcrabincodex == false && $enemy.name == "the rock crab">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $rotrootincodex == false && $enemy.name == "the rotroot">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $sandfiendincodex == false && $enemy.name == "the sand fiend">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $seaserpentincodex == false && $enemy.name == "the sea serpent">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $skeletaldragonincodex == false && $enemy.name == "the skeletal dragon">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $skeletonarcherincodex == false && $enemy.name == "the skeleton archer">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $skeletonwarriorincodex == false && $enemy.name == "the skeleton warrior">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $skyhunterincodex == false && $enemy.name == "the skyhunter">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $snowlionincodex == false && $enemy.name == "the snow lion">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $falsesorceressmirlandaincodex == false && $enemy.name == "the Sorceress">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $soullesshuskincodex == false && $enemy.name == "the soulless husk">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $spiritofthemistincodex == false && $enemy.name == "Spirit of the Mist">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $stalacteethincodex == false && $enemy.name == "stalac-teeth">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $stoneeelincodex == false && $enemy.name == "the stone eel">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $thunderrocincodex == false && $enemy.name == "Thunder Roc">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $toxicjellyincodex == false && $enemy.name == "the toxic jelly">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $trollincodex == false && $enemy.name == "the troll">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $trollberserkerincodex == false && $enemy.name == "the troll berserker">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $undeadflynnincodex == false && $enemy.name == "Undead Flynn">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $waterspiritincodex == false && $enemy.name == "the water spirit">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $whitegemstonescarabincodex == false && $enemy.name == "the white gemstone scarab">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <<elseif $wyvernincodex == false && $enemy.name == "the wyvern">><<if $enemy.codexdiff == 2 && $survival == 1 && $amulet != "Inventor's Eye">>Study <span class = "red">(level 2 Survival required)</span><<else>><<link [[Study|$return]]>><<study>><</link>><</if>> <</if>>\ <</widget>>\
<<widget "flamearrow">> <<set $initiative to false>> <<if $armour == "Crimson Robe">><<set $playermp -= 3>><<else>><<set $playermp -= 5>><</if>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a flame arrow spell, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 10 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 4 + $spellpower>> <<else>> <<set $playerdamage to random(4,10) + $spellpower>> <</if>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.fireresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $burn to random(1,2)>> <<if $burn == 2>> <<if $enemy.fireresistance || $enemy.magicimmunity>> <<else>> <<set $enemyburned to true>><<set $enemyburnedturns to 2>><<set $playerburndamagemin to 2>><<set $playerburndamagemax to 5>> <</if>> <</if>> <<set $playermessage to "You cast a flame arrow spell, <<if $playerdamage == 0>> but it does no damage to $enemy.name<<else>>dealing $playerdamage damage<</if>>.<<if $burn == 2 && $enemy.fireresistance>> $enemy.namecapitalised resists the burn!<<elseif $burn == 2>> $enemy.namecapitalised was burned!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a flame arrow spell, but you miss!">> <<if $ring == "Rejuvenating Ring">> <<if $armour == "Crimson Robe">><<set $playermp += 3>> <<else>><<set $playermp += 5>><</if>> <</if>> <</if>> <</widget>> <<widget "fireball">> <<set $initiative to false>> <<if $armour == "Crimson Robe">><<set $playermp -= 8>><<else>><<set $playermp -= 15>><</if>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a fireball spell, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 20 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 10 + $spellpower>> <<else>> <<set $playerdamage to random(10,20) + $spellpower>> <</if>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.fireresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $burn to random(1,2)>> <<if $burn == 2>> <<if $enemy.fireresistance || $enemy.magicimmunity>> <<else>> <<set $enemyburned to true>><<set $enemyburnedturns to 3>><<set $playerburndamagemin to 5>><<set $playerburndamagemax to 7>> <</if>> <</if>> <<set $playermessage to "You cast a fireball spell, <<if $playerdamage == 0>> but it does no damage to $enemy.name<<else>>dealing $playerdamage damage<</if>>.<<if $burn == 2 && $enemy.fireresistance>> $enemy.namecapitalised resists the burn!<<elseif $burn == 2>> $enemy.namecapitalised was burned!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a fireball spell, but you miss!">> <<if $ring == "Rejuvenating Ring">> <<if $armour == "Crimson Robe">><<set $playermp += 8>> <<else>><<set $playermp += 15>><</if>> <</if>> <</if>> <</widget>> <<widget "spark">> <<set $initiative to false>> <<if $weapon.name == "Trident of the Storms">><<set $playermp -= 2>><<else>><<set $playermp -= 3>><</if>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a spark spell, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 7 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 4 + $spellpower>> <<else>> <<set $playerdamage to random(4,7) + $spellpower>> <</if>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.lightningresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <<elseif $enemy.flying>> <<set $playerdamage to Math.round($playerdamage * 1.5)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You cast a spark spell, <<if $playerdamage == 0>> but it does no damage to $enemy.name<<else>>dealing $playerdamage damage<</if>>.">> <</if>> <<else>> <<set $playermessage to "You cast a spark spell, but you miss!">> <<if $ring == "Rejuvenating Ring">> <<if $weapon.name == "Trident of the Storms">><<set $playermp += 2>> <<else>><<set $playermp += 3>><</if>> <</if>> <</if>> <</widget>> <<widget "lightningbolt">> <<set $initiative to false>> <<if $weapon.name == "Trident of the Storms">><<set $playermp -= 6>><<else>><<set $playermp -= 12>><</if>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a lightning bolt spell, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 20 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 15 + $spellpower>> <<else>> <<set $playerdamage to random(15,20) + $spellpower>> <</if>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.lightningresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <<elseif $enemy.flying>> <<set $playerdamage to Math.round($playerdamage * 1.5)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<if $playerdamage > 0>> <<set $stunroll to random(1,2)>> <<if $stunroll == 2>> <<if $enemy.stunimmunity || $enemy.physicalimmunity || $enemy.magicimmunity>><<set $stunsuccess to false>> <<elseif $enemy.stunresistance == true>><<set $stunsuccess to random(true,false)>> <<else>><<set $stunsuccess to true>><</if>> <<else>><<set $stunsuccess to false>><</if>> <</if>> <<if $stunsuccess>><<set $enemystunned to true>><<set $enemystunnedturns to 1>><</if>> <<set $playermessage to "You cast a lightning bolt spell, <<if $playerdamage == 0>> but it does no damage to $enemy.name<<else>>dealing $playerdamage damage<</if>>. <<if $stunroll == 2 && $stunsuccess>>The spell stuns $enemy.name!<<elseif $stunroll == 2>>$enemy.namecapitalised resists the stun!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a lightning bolt spell, but you miss!">> <<if $ring == "Rejuvenating Ring">> <<if $weapon.name == "Trident of the Storms">><<set $playermp += 6>> <<else>><<set $playermp += 12>><</if>> <</if>> <</if>> <</widget>> <<widget "weaken">> <<set $initiative to false>> <<set $playermp -= 7>> <<if $enemy.weakenimmunity || $enemy.magicimmunity>> <<set $playermessage to "You cast a weakening spell, but it doesn't affect $enemy.name.">> <<else>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<set $enemyfortified to false>><<set $enemyfortifiedturns to 0>> <<set $enemyweakened to true>> <<set $enemyweakenedturns to 3>> <<set $playermessage to "You cast a weakening spell on $enemy.name.">> <<else>> <<set $playermessage to "You cast a weakening spell, but $enemy.name resists your magic.">> <<if $ring == "Rejuvenating Ring">> <<set $playermp += 7>> <</if>> <</if>> <</if>> <</widget>> <<widget "fortify">> <<set $initiative to false>> <<set $playermp -= 7>> <<set $playerweakened to false>><<set $playerweakenedturns to 0>> <<set $playerfortified to true>><<if $playerfortifiedturns < 4>><<set $playerfortifiedturns to 4>><</if>> <<set $playermessage to "You cast a fortifying spell, strengthening yourself.">> <</widget>> <<widget "poison">> <<set $initiative to false>> <<set $playermp -= 10>> <<if $enemy.poisonimmunity || $enemy.magicimmunity>> <<set $playermessage to "You cast a poison spell, but it doesn't affect $enemy.name.">> <<else>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<set $enemypoisoned to true>><<set $enemypoisonedturns to 10>><<set $playerpoisondamage to 5>> <<set $playermessage to "You cast a spell, poisoning $enemy.name!">> <<else>> <<set $playermessage to "You cast a poison spell, but $enemy.name resists your magic!">> <<if $ring == "Rejuvenating Ring">> <<set $playermp += 10>> <</if>> <</if>> <</if>> <</widget>> <<widget "drain">> <<set $initiative to false>> <<set $playermp -= 15>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a drain energy spell, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 15 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 10 + $spellpower>> <<else>> <<set $playerdamage to random(10,15) + $spellpower>> <</if>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $healed to Math.clamp($playerdamage, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>> <<set $playermessage to "You drain $enemy.playerdrainmessage, dealing $playerdamage damage.<<if $healed >0>> You regain $healed HP!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a drain energy spell, but $enemy.name resists your magic!">> <<if $ring == "Rejuvenating Ring">> <<set $playermp += 15>> <</if>> <</if>> <</widget>> <<widget "lesserhealing">> <<set $initiative to false>> <<set $playermp -= 7>> <<set $healed to random(10,15) + $spellpower>> <<if $amulet == "Holy symbol">><<set $healed to Math.round($healed*1.5)>><</if>> <<set $healed to Math.clamp($healed, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>> <<set $playermessage to "You cast a healing spell and recover $healed HP.">> <</widget>> <<widget "grandhealing">> <<set $initiative to false>> <<set $playermp -= 14>> <<set $healed to random(20,30) + $spellpower>> <<if $amulet == "Holy symbol">><<set $healed to Math.round($healed*1.5)>><</if>> <<set $healed to Math.clamp($healed, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>> <<set $playerweakened to false>><<set $playerweakenedturns to 0>> <<set $playerburned to false>><<set $playerburnedturns to 0>> <<set $playerpoisoned to false>><<set $playerpoisonedturns to 0>> <<set $playermessage to "You cast a powerful healing spell, recovering $healed HP and removing all negative status effects.">> <</widget>> <<widget "mirlandasstaff">> <<set $initiative to false>> <<set $mirlandasstaffcharges -= 1>> <<set _staffroll to random(1,3)>> <<if _staffroll == 1>> <<set _roll to random(1,10)>> <<set _roll += $player.magicattackbonus>> <<if $magic == 0>><<set _roll += 2>> <<elseif $magic == 1>><<set _roll += 1>><</if>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a lightning bolt spell with Mirlanda's Staff, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 20 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 15 + $spellpower>> <<else>> <<set $playerdamage to random(15,20) + $spellpower>> <</if>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.lightningresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <<elseif $enemy.flying>> <<set $playerdamage to Math.round($playerdamage * 1.5)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<if $playerdamage > 0>> <<set $stunroll to random(1,2)>> <<if $stunroll == 2>> <<if $enemy.stunimmunity || $enemy.physicalimmunity || $enemy.magicimmunity>><<set $stunsuccess to false>> <<elseif $enemy.stunresistance == true>><<set $stunsuccess to random(true,false)>> <<else>><<set $stunsuccess to true>><</if>> <<else>><<set $stunsuccess to false>><</if>> <</if>> <<if $stunsuccess>><<set $enemystunned to true>><<set $enemystunnedturns to 1>><</if>> <<set $playermessage to "You cast a lightning bolt spell with Mirlanda's Staff, <<if $playerdamage == 0>> but it does no damage to $enemy.name<<else>>dealing $playerdamage damage<</if>>. <<if $stunroll == 2 && $stunsuccess>>The spell stuns $enemy.name!<<elseif $stunroll == 2>>$enemy.namecapitalised resists the stun!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a lightning bolt spell with Mirlanda's Staff, but you miss!">> <</if>> <<elseif _staffroll == 2>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if $magic == 0>><<set _roll += 2>> <<elseif $magic == 1>><<set _roll += 1>><</if>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a fireball spell with Mirlanda's Staff, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 20 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 10 + $spellpower>> <<else>> <<set $playerdamage to random(10,20) + $spellpower>> <</if>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.fireresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $burn to random(1,2)>> <<if $burn == 2>> <<if $enemy.fireresistance || $enemy.magicimmunity>> <<else>> <<set $enemyburned to true>><<set $enemyburnedturns to 3>><<set $playerburndamagemin to 5>><<set $playerburndamagemax to 7>> <</if>> <</if>> <<set $playermessage to "You cast a fireball spell with Mirlanda's Staff, <<if $playerdamage == 0>> but it does no damage to $enemy.name<<else>>dealing $playerdamage damage<</if>>.<<if $burn == 2 && $enemy.fireresistance>> $enemy.namecapitalised resists the burn!<<elseif $burn == 2>> $enemy.namecapitalised was burned!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a fireball spell with Mirlanda's Staff, but you miss!">> <</if>> <<else>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if $magic == 0>><<set _roll += 2>> <<elseif $magic == 1>><<set _roll += 1>><</if>> <<if _roll >= $enemy.magicdefense>> <<if $enemy.magicimmunity>> <<set $playermessage to "You cast a drain energy spell with Mirlanda's Staff, but $enemy.name is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $playerdamage to 15 + $spellpower>> <<elseif $playerweakened>> <<set $playerdamage to 10 + $spellpower>> <<else>> <<set $playerdamage to random(10,15) + $spellpower>> <</if>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $healed to Math.clamp($playerdamage, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>> <<set $playermessage to "You use Mirlanda's Staff to drain $enemy.playerdrainmessage, dealing $playerdamage damage.<<if $healed > 0>> You regain $healed HP!<</if>>">> <</if>> <<else>> <<set $playermessage to "You cast a drain energy spell with Mirlanda's Staff, but $enemy.name resists your magic!">> <</if>> <</if>> <</widget>> <<widget "darkmist">> <<set $initiative to false>> <<set $playermp -= 8>> <<set $darkmistbonus to 3>><<set $darkmistturns to 3>> <<set $playermessage to "The spell you cast surrounds you with a cloud of dark mist, increasing your evasion!">> <</widget>> <<widget "summonstorm">> <<set $initiative to false>> <<if $weapon.name == "Trident of the Storms">><<set $playermp -= 20>><<else>><<set $playermp -= 40>><</if>> <<set $lightningcount to random(4,6)>> <<if $enemy.magicimmunity>> <<set $playermessage to "You summon a vicious storm, but $enemy.name is immune to magic damage!">> <<else>> <<set $stormdamage to 0>><<set $stormhits to 0>> <<for _i to 0; _i lt $lightningcount; _i++>> <<set _roll to random(1,10)>><<set _roll += $player.magicattackbonus>> <<if _roll >= $enemy.magicdefense>> <<set $playerdamage to 10 + $spellpower>> <<set $playerdamage -= $enemy.dr>> <<if $enemy.lightningresistance>> <<set $playerdamage to Math.round($playerdamage * 1/2)>> <<elseif $enemy.flying>> <<set $playerdamage to Math.round($playerdamage * 1.5)>> <</if>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $stormdamage += $playerdamage>><<set $stormhits += 1>> <</if>> <</for>> <<set $enemyhp -= $stormdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<if $stormhits == 0>> <<set $playermessage to "You summon a vicious storm. $lightningcount bolts of lightning fly towards $enemy.name, but they all miss!">> <<if $ring == "Rejuvenating Ring">> <<if $weapon.name == "Trident of the Storms">><<set $playermp += 20>> <<else>><<set $playermp += 40>><</if>> <</if>> <<else>> <<set $playermessage to "You summon a vicious storm. $lightningcount bolts of lightning appear. <<if $stormhits == 1>>1 bolt hits<<else>>$stormhits bolts hit<</if>> $enemy.name, <<if $stormdamage == 0>>but they deal no damage<<else>>dealing $stormdamage damage<</if>>!">> <</if>> <</if>> <</widget>> <<widget "lesserhealingshort">> <<set $playermp -= 7>> <<set $healed to random(10,15) + $spellpower>> <<if $amulet == "Holy symbol">><<set $healed to Math.round($healed*1.5)>><</if>> <<set $healed to Math.clamp($healed, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>><<unset $healed>> <</widget>> <<widget "grandhealingshort">> <<set $playermp -= 14>> <<set $healed to random(20,30) + $spellpower>> <<if $amulet == "Holy symbol">><<set $healed to Math.round($healed*1.5)>><</if>> <<set $healed to Math.clamp($healed, 0, ($playermaxhp - $playerhp))>> <<set $playerhp += $healed>><<unset $healed>> <</widget>>
<<if $enemy.name == "the Devourer">> <<if $enemyhealcharges == 0>>\ <<set $initiative to true>>\ There are no more slimed goblins left! <<else>>\ There <<if $enemyhealcharges == 1>>is one slimed goblin left.<<else>>are $enemyhealcharges slimed goblins left.<</if>> What do you want to burn a slimed goblin with? <<if $flamearrow && $playermp >= 5>>\ <<link [[Cast a flame arrow spell|$return]]>><<set $initiative to false>><<set $playermp -= 5>><<set $enemyhealcharges -= 1>><<set $slimedgoblinsleft -= 1>><<set $playermessage to "You cast a flame arrow spell at one of the goblins. It erupts with bright white flame and burns into ashes!">><</link>> <</if>>\ <<if $fireball && $playermp >= 15>>\ <<link [[Cast a fireball spell|$return]]>><<set $initiative to false>><<set $playermp -= 15>><<set $enemyhealcharges -= 1>><<set $slimedgoblinsleft -= 1>><<set $playermessage to "You cast a fireball spell at one of the goblins. It erupts with bright white flame and burns into ashes!">><</link>> <</if>>\ <<if $lantern > 0>>\ <<link [[Throw a lantern at the goblin|$return]]>><<set $initiative to false>><<set $enemyhealcharges -= 1>><<set $slimedgoblinsleft -= 1>><<set $lantern -=1>><<set $playermessage to "You throw the lantern, which breaks and sets the slimed goblin on fire. The slimed goblin is destroyed, but you lost your lantern!">><</link>> <</if>>\ <<if $weapon.name == "Sungleam">>\ <<link [[Hit the goblin with Sungleam|$return]]>><<set $initiative to false>><<set $enemyhealcharges -= 1>><<set $slimedgoblinsleft -= 1>><<set $playermessage to "You slash at the goblin with Sungleam's fiery blade. The slimed creature catches on fire and burns into ashes!">><</link>> <</if>>\ <</if>>\ [[Cancel|$return][$initiative to true]] <<elseif $enemy.name == "Spirit of the Mist">> You remember the old fisherman's story. Could it be true? Could the unnatural monster attacking you really be <<print $mistspiritname>>? As the spirit summons tentacles of mist to attack you, you call out: "Stop it! Stop it, <<print $mistspiritname>>!" The spirit falls back. Is it... surprise on its barely human face? [[Continue|mistspiritname]] <<elseif $enemy.name == "the Goliath">> You see the giant beast starts tiring. It's bleeding from multiple wounds and breathing heavily as it swipes its arms around in fury. You whistle, signalling the Hunter the time is now. [[Continue|hunterkill]] <</if>>
[[QUESTS|Quests]]<span id = "tab">[[ISLANDS|Islands]]</span><span id = "tab"><span class = "heading">CODEX</span></span><span id = "tab">[[TECHNIQUES|Techniques]]</span><span id = "tab">[[SPELLBOOK|Spellbook]]</span><span id = "tab">[[HOW TO PLAY|journalhowtoplay]]</span> [[Close Journal|$return]] <div class = "row">\ <<if $ancientmachineincodex>><<link "Ancient Machine">> <<script>> Dialog.setup("Ancient Machine"); Dialog.wiki(Story.get("Ancient Machine").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $archlichincodex>><<link "Arch-lich">> <<script>> Dialog.setup("Arch-lich"); Dialog.wiki(Story.get("Arch-lich").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $armourgolemincodex>><br><<link "Armour golem">> <<script>> Dialog.setup("Armour golem"); Dialog.wiki(Story.get("Armour golem").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $assassinincodex>><br><<link "Assassin">> <<script>> Dialog.setup("Assassin"); Dialog.wiki(Story.get("Assassin").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $avatarincodex>><br><<link "The Avatar">> <<script>> Dialog.setup("The Avatar"); Dialog.wiki(Story.get("The Avatar").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $banditincodex>><br><<link "Bandit">> <<script>> Dialog.setup("Bandit"); Dialog.wiki(Story.get("Bandit").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $banditbruteincodex>><br><<link "Bandit brute">> <<script>> Dialog.setup("Bandit brute"); Dialog.wiki(Story.get("Bandit brute").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $bandithunterincodex>><br><<link "Bandit hunter">> <<script>> Dialog.setup("Bandit hunter"); Dialog.wiki(Story.get("Bandit hunter").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $bloodboarincodex>><br><<link "Blood boar">> <<script>> Dialog.setup("Blood boar"); Dialog.wiki(Story.get("Blood boar").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $bluegemstonescarabincodex>><br><<link "Blue gemstone scarab">> <<script>> Dialog.setup("Blue gemstone scarab"); Dialog.wiki(Story.get("Blue gemstone scarab").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $bonehorrorincodex>><br><<link "Bone horror">> <<script>> Dialog.setup("Bone horror"); Dialog.wiki(Story.get("Bone horror").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $crystalhoundincodex>><br><<link "Crystal hound">> <<script>> Dialog.setup("Crystal hound"); Dialog.wiki(Story.get("Crystal hound").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $dummyincodex>><br><<link "The Dummy">> <<script>> Dialog.setup("The dummy"); Dialog.wiki(Story.get("the dummy").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $darkwolfincodex>><br><<link "Dark wolf">> <<script>> Dialog.setup("Dark wolf"); Dialog.wiki(Story.get("Dark wolf").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $daughteroftheserpentgodincodex>><br><<link "Daughter of the Serpent God">> <<script>> Dialog.setup("Daughter of the Serpent God"); Dialog.wiki(Story.get("Daughter of the Serpent God").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $deathwolfincodex>><br><<link "Death wolf">> <<script>> Dialog.setup("Death wolf"); Dialog.wiki(Story.get("Death wolf").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $demonservantincodex>><br><<link "Demon servant">> <<script>> Dialog.setup("Demon servant"); Dialog.wiki(Story.get("Demon servant").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $devourerincodex>><br><<link "The Devourer">> <<script>> Dialog.setup("The Devourer"); Dialog.wiki(Story.get("The Devourer").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $dragonincodex>><br><<link "Dragon">> <<script>> Dialog.setup("Dragon"); Dialog.wiki(Story.get("Dragon").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $drownedoneincodex>><br><<link "Drowned one">> <<script>> Dialog.setup("Drowned one"); Dialog.wiki(Story.get("Drowned one").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $elementalistincodex>><br><<link "Elementalist">> <<script>> Dialog.setup("Elementalist"); Dialog.wiki(Story.get("Elementalist").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $fallenknightincodex>><br><<link "Fallen knight">> <<script>> Dialog.setup("Fallen knight"); Dialog.wiki(Story.get("Fallen knight").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $falsesorceressmirlandaincodex>><br><<link "False Sorceress Mirlanda">> <<script>> Dialog.setup("False Sorceress Mirlanda"); Dialog.wiki(Story.get("False Sorceress Mirlanda").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $featheredserpentincodex>><br><<link "Feathered serpent">> <<script>> Dialog.setup("Feathered serpent"); Dialog.wiki(Story.get("Feathered serpent").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $firejellyincodex>><br><<link "Fire jelly">> <<script>> Dialog.setup("Fire jelly"); Dialog.wiki(Story.get("Fire jelly").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $fireserpentincodex>><br><<link "Fire serpent">> <<script>> Dialog.setup("Fire serpent"); Dialog.wiki(Story.get("Fire serpent").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $flickerbeetleincodex>><br><<link "Flicker beetle">> <<script>> Dialog.setup("Flicker beetle"); Dialog.wiki(Story.get("Flicker beetle").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $frailskeletonincodex>><br><<link "Frail skeleton">> <<script>> Dialog.setup("Frail skeleton"); Dialog.wiki(Story.get("Frail skeleton").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $giantincodex>><br><<link "Giant">> <<script>> Dialog.setup("Giant"); Dialog.wiki(Story.get("Giant").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $gianteagleincodex>><br><<link "Giant eagle">> <<script>> Dialog.setup("Giant eagle"); Dialog.wiki(Story.get("Giant eagle").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $giantratincodex>><br><<link "Giant rat">> <<script>> Dialog.setup("Giant rat"); Dialog.wiki(Story.get("Giant rat").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $giantserpentincodex>><br><<link "Giant serpent">> <<script>> Dialog.setup("Giant serpent"); Dialog.wiki(Story.get("Giant serpent").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $goblinincodex>><br><<link "Goblin">> <<script>> Dialog.setup("Goblin"); Dialog.wiki(Story.get("Goblin").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $goblinheroincodex>><br><<link "Goblin hero">> <<script>> Dialog.setup("Goblin hero"); Dialog.wiki(Story.get("Goblin hero").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $goblinshamanincodex>><br><<link "Goblin shaman">> <<script>> Dialog.setup("Goblin shaman"); Dialog.wiki(Story.get("Goblin shaman").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $goliathincodex>><br><<link "Goliath">> <<script>> Dialog.setup("Goliath"); Dialog.wiki(Story.get("Goliath").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $gravescorpionincodex>><br><<link "Grave scorpion">> <<script>> Dialog.setup("Grave scorpion"); Dialog.wiki(Story.get("Grave scorpion").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $guardianofrunesincodex>><br><<link "Guardian of Runes">> <<script>> Dialog.setup("Guardian of Runes"); Dialog.wiki(Story.get("Guardian of Runes").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $griffinincodex>><br><<link "Griffin">> <<script>> Dialog.setup("Griffin"); Dialog.wiki(Story.get("Griffin").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $harpyincodex>><br><<link "Harpy">> <<script>> Dialog.setup("Harpy"); Dialog.wiki(Story.get("Harpy").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $huntingfuryincodex>><br><<link "Hunting Fury">> <<script>> Dialog.setup("Hunting Fury"); Dialog.wiki(Story.get("Hunting Fury").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $huntmasterincodex>><br><<link "Huntmaster">> <<script>> Dialog.setup("Huntmaster"); Dialog.wiki(Story.get("Huntmaster").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $kingcrabincodex>><br><<link "King Crab">> <<script>> Dialog.setup("King Crab"); Dialog.wiki(Story.get("King Crab").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $lichincodex>><br><<link "Lich">> <<script>> Dialog.setup("Lich"); Dialog.wiki(Story.get("Lich").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $lightningjellyincodex>><br><<link "Lightning jelly">> <<script>> Dialog.setup("Lightning jelly"); Dialog.wiki(Story.get("Lightning jelly").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $magelingincodex>><br><<link "Mageling">> <<script>> Dialog.setup("Mageling"); Dialog.wiki(Story.get("Mageling").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $magicgolemincodex>><br><<link "Magic golem">> <<script>> Dialog.setup("Magic golem"); Dialog.wiki(Story.get("Magic golem").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $magmanincodex>><br><<link "Magman">> <<script>> Dialog.setup("Magman"); Dialog.wiki(Story.get("Magman").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $necromancerincodex>><br><<link "Necromancer">> <<script>> Dialog.setup("Necromancer"); Dialog.wiki(Story.get("Necromancer").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $phantomspiderincodex>><br><<link "Phantom spider">> <<script>> Dialog.setup("Phantom spider"); Dialog.wiki(Story.get("Phantom spider").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $queenskyhunterincodex>><br><<link "Queen skyhunter">> <<script>> Dialog.setup("Queen skyhunter"); Dialog.wiki(Story.get("Queen skyhunter").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $razorbeakincodex>><br><<link "Razorbeak">> <<script>> Dialog.setup("Razorbeak"); Dialog.wiki(Story.get("Razorbeak").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $redgemstonescarabincodex>><br><<link "Red gemstone scarab">> <<script>> Dialog.setup("Red gemstone scarab"); Dialog.wiki(Story.get("Red gemstone scarab").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $redknightincodex>><br><<link "Red Knight">> <<script>> Dialog.setup("Red Knight"); Dialog.wiki(Story.get("Red Knight").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $renegademageincodex>><br><<link "Renegade mage">> <<script>> Dialog.setup("Renegade mage"); Dialog.wiki(Story.get("Renegade mage").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $rockcrabincodex>><br><<link "Rock crab">> <<script>> Dialog.setup("Rock crab"); Dialog.wiki(Story.get("Rock crab").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $rotrootincodex>><br><<link "Rotroot">> <<script>> Dialog.setup("Rotroot"); Dialog.wiki(Story.get("Rotroot").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $sandfiendincodex>><br><<link "Sand fiend">> <<script>> Dialog.setup("Sand fiend"); Dialog.wiki(Story.get("Sand fiend").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $seaserpentincodex>><br><<link "Sea serpent">> <<script>> Dialog.setup("Sea serpent"); Dialog.wiki(Story.get("Sea serpent").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $skeletaldragonincodex>><br><<link "Skeletal dragon">> <<script>> Dialog.setup("Skeletal dragon"); Dialog.wiki(Story.get("Skeletal dragon").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $skeletonarcherincodex>><br><<link "Skeleton archer">> <<script>> Dialog.setup("Skeleton archer"); Dialog.wiki(Story.get("Skeleton archer").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $skeletonwarriorincodex>><br><<link "Skeleton warrior">> <<script>> Dialog.setup("Skeleton warrior"); Dialog.wiki(Story.get("Skeleton warrior").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $skyhunterincodex>><br><<link "Skyhunter">> <<script>> Dialog.setup("Skyhunter"); Dialog.wiki(Story.get("Skyhunter").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $snowlionincodex>><br><<link "Snow lion">> <<script>> Dialog.setup("Snow lion"); Dialog.wiki(Story.get("Snow lion").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $soullesshuskincodex>><br><<link "Soulless husk">> <<script>> Dialog.setup("Soulless husk"); Dialog.wiki(Story.get("Soulless husk").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $spiritofthemistincodex>><br><<link "Spirit of the Mist">> <<script>> Dialog.setup("Spirit of the Mist"); Dialog.wiki(Story.get("Spirit of the Mist").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $stalacteethincodex>><br><<link "Stalac-teeth">> <<script>> Dialog.setup("Stalac-teeth"); Dialog.wiki(Story.get("Stalac-teeth").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $stoneeelincodex>><br><<link "Stone eel">> <<script>> Dialog.setup("Stone eel"); Dialog.wiki(Story.get("Stone eel").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $thunderrocincodex>><br><<link "Thunder Roc">> <<script>> Dialog.setup("Thunder Roc"); Dialog.wiki(Story.get("Thunder Roc").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $toxicjellyincodex>><br><<link "Toxic jelly">> <<script>> Dialog.setup("Toxic jelly"); Dialog.wiki(Story.get("Toxic jelly").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $trollincodex>><br><<link "Troll">> <<script>> Dialog.setup("Troll"); Dialog.wiki(Story.get("Troll").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $trollberserkerincodex>><br><<link "Troll berserker">> <<script>> Dialog.setup("Troll berserker"); Dialog.wiki(Story.get("Troll berserker").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $undeadflynnincodex>><br><<link "Undead Flynn">> <<script>> Dialog.setup("Undead Flynn"); Dialog.wiki(Story.get("Undead Flynn").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $waterspiritincodex>><br><<link "Water spirit">> <<script>> Dialog.setup("Water spirit"); Dialog.wiki(Story.get("Water spirit").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $whitegemstonescarabincodex>><br><<link "White gemstone scarab">> <<script>> Dialog.setup("White gemstone scarab"); Dialog.wiki(Story.get("White gemstone scarab").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ <<if $wyvernincodex>><br><<link "Wyvern">> <<script>> Dialog.setup("Wyvern"); Dialog.wiki(Story.get("Wyvern").processText()); Dialog.open(); <</script>> <</link>><<else>>\<</if>>\ </div>
This is a dummy. It's not very smart. But it can throw a stick at you.
<div class = "popup">Goblins are small, tribal humanoids. These green-skinned creatures are cowardly and weak, but can pose real danger to inexperienced adventurers due to their viciousness and primitive cunning. Enemy type: sentient Max. HP: 15 Defence: 5 Magic defence: 3 Damage reduction: 0 <span class = "heading">EVADE:</span> Occasionally evades enemy attacks with a 100% success rate.</div> <a class="link-internal ui-close">Close</a>
<<widget "codex">> <<if $enemy.name == "the ancient machine">> <<script>> Dialog.setup("Ancient Machine"); Dialog.wiki(Story.get("Ancient Machine").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Arch-lich">> <<script>> Dialog.setup("Arch-lich"); Dialog.wiki(Story.get("Arch-lich").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the armour golem">> <<script>> Dialog.setup("Armour golem"); Dialog.wiki(Story.get("Armour golem").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the assassin">> <<script>> Dialog.setup("Assassin"); Dialog.wiki(Story.get("Assassin").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the Avatar">> <<script>> Dialog.setup("The Avatar"); Dialog.wiki(Story.get("The Avatar").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the bandit">> <<script>> Dialog.setup("Bandit"); Dialog.wiki(Story.get("Bandit").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the bandit brute">> <<script>> Dialog.setup("Bandit brute"); Dialog.wiki(Story.get("Bandit brute").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the bandit hunter">> <<script>> Dialog.setup("Bandit hunter"); Dialog.wiki(Story.get("Bandit hunter").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the blood boar">> <<script>> Dialog.setup("Blood boar"); Dialog.wiki(Story.get("Blood boar").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the blue gemstone scarab">> <<script>> Dialog.setup("Blue gemstone scarab"); Dialog.wiki(Story.get("Blue gemstone scarab").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the bone horror">> <<script>> Dialog.setup("Bone horror"); Dialog.wiki(Story.get("Bone horror").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the crystal hound">> <<script>> Dialog.setup("Crystal hound"); Dialog.wiki(Story.get("Crystal hound").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the dummy">> <<script>> Dialog.setup("The dummy"); Dialog.wiki(Story.get("the dummy").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the dark wolf">> <<script>> Dialog.setup("Dark wolf"); Dialog.wiki(Story.get("Dark wolf").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Daughter of the Serpent God">> <<script>> Dialog.setup("Daughter of the Serpent God"); Dialog.wiki(Story.get("Daughter of the Serpent God").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the death wolf">> <<script>> Dialog.setup("Death wolf"); Dialog.wiki(Story.get("Death wolf").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the demon servant">> <<script>> Dialog.setup("Demon servant"); Dialog.wiki(Story.get("Demon servant").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the Devourer">> <<script>> Dialog.setup("The Devourer"); Dialog.wiki(Story.get("The Devourer").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the dragon">> <<script>> Dialog.setup("Dragon"); Dialog.wiki(Story.get("Dragon").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the drowned one">> <<script>> Dialog.setup("Drowned one"); Dialog.wiki(Story.get("Drowned one").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the elementalist">> <<script>> Dialog.setup("Elementalist"); Dialog.wiki(Story.get("Elementalist").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the fallen knight">> <<script>> Dialog.setup("Fallen knight"); Dialog.wiki(Story.get("Fallen knight").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the feathered serpent">> <<script>> Dialog.setup("Feathered serpent"); Dialog.wiki(Story.get("Feathered serpent").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the fire jelly">> <<script>> Dialog.setup("Fire jelly"); Dialog.wiki(Story.get("Fire jelly").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the fire serpent">> <<script>> Dialog.setup("Fire serpent"); Dialog.wiki(Story.get("Fire serpent").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the flicker beetle">> <<script>> Dialog.setup("Flicker beetle"); Dialog.wiki(Story.get("Flicker beetle").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the frail skeleton">> <<script>> Dialog.setup("Frail skeleton"); Dialog.wiki(Story.get("Frail skeleton").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the giant">> <<script>> Dialog.setup("Giant"); Dialog.wiki(Story.get("Giant").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the giant eagle">> <<script>> Dialog.setup("Giant eagle"); Dialog.wiki(Story.get("Giant eagle").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the giant rat">> <<script>> Dialog.setup("Giant rat"); Dialog.wiki(Story.get("Giant rat").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the giant serpent">> <<script>> Dialog.setup("Giant serpent"); Dialog.wiki(Story.get("Giant serpent").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the goblin">> <<script>> Dialog.setup("Goblin"); Dialog.wiki(Story.get("Goblin").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the goblin hero">> <<script>> Dialog.setup("Goblin hero"); Dialog.wiki(Story.get("Goblin hero").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the goblin shaman">> <<script>> Dialog.setup("Goblin shaman"); Dialog.wiki(Story.get("Goblin shaman").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the Goliath">> <<script>> Dialog.setup("Goliath"); Dialog.wiki(Story.get("Goliath").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the grave scorpion">> <<script>> Dialog.setup("Grave scorpion"); Dialog.wiki(Story.get("Grave scorpion").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the griffin">> <<script>> Dialog.setup("Griffin"); Dialog.wiki(Story.get("Griffin").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Guardian of Runes">> <<script>> Dialog.setup("Guardian of Runes"); Dialog.wiki(Story.get("Guardian of Runes").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the harpy">> <<script>> Dialog.setup("Harpy"); Dialog.wiki(Story.get("Harpy").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Hunting Fury">> <<script>> Dialog.setup("Hunting Fury"); Dialog.wiki(Story.get("Hunting Fury").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the Huntmaster">> <<script>> Dialog.setup("Huntmaster"); Dialog.wiki(Story.get("Huntmaster").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "King Crab">> <<script>> Dialog.setup("King Crab"); Dialog.wiki(Story.get("King Crab").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the lich">> <<script>> Dialog.setup("Lich"); Dialog.wiki(Story.get("Lich").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the lightning jelly">> <<script>> Dialog.setup("Lightning jelly"); Dialog.wiki(Story.get("Lightning jelly").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the mageling">> <<script>> Dialog.setup("Mageling"); Dialog.wiki(Story.get("Mageling").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the magic golem">> <<script>> Dialog.setup("Magic golem"); Dialog.wiki(Story.get("Magic golem").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the magman">> <<script>> Dialog.setup("Magman"); Dialog.wiki(Story.get("Magman").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the necromancer">> <<script>> Dialog.setup("Necromancer"); Dialog.wiki(Story.get("Necromancer").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the phantom spider">> <<script>> Dialog.setup("Phantom spider"); Dialog.wiki(Story.get("Phantom spider").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "queen skyhunter">> <<script>> Dialog.setup("Queen skyhunter"); Dialog.wiki(Story.get("Queen skyhunter").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the razorbeak">> <<script>> Dialog.setup("Razorbeak"); Dialog.wiki(Story.get("Razorbeak").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the red gemstone scarab">> <<script>> Dialog.setup("Red gemstone scarab"); Dialog.wiki(Story.get("Red gemstone scarab").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the Red Knight">> <<script>> Dialog.setup("Red Knight"); Dialog.wiki(Story.get("Red Knight").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the renegade mage">> <<script>> Dialog.setup("Rock crab"); Dialog.wiki(Story.get("Rock crab").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the rock crab">> <<script>> Dialog.setup("Rock crab"); Dialog.wiki(Story.get("Rock crab").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the rotroot">> <<script>> Dialog.setup("Rotroot"); Dialog.wiki(Story.get("Rotroot").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the sand fiend">> <<script>> Dialog.setup("Sand fiend"); Dialog.wiki(Story.get("Sand fiend").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the sea serpent">> <<script>> Dialog.setup("Sea serpent"); Dialog.wiki(Story.get("Sea serpent").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the skeletal dragon">> <<script>> Dialog.setup("Skeletal dragon"); Dialog.wiki(Story.get("Skeletal dragon").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the skeleton archer">> <<script>> Dialog.setup("Skeleton archer"); Dialog.wiki(Story.get("Skeleton archer").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the skeleton warrior">> <<script>> Dialog.setup("Skeleton warrior"); Dialog.wiki(Story.get("Skeleton warrior").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the skyhunter">> <<script>> Dialog.setup("Skyhunter"); Dialog.wiki(Story.get("Skyhunter").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the snow lion">> <<script>> Dialog.setup("Snow lion"); Dialog.wiki(Story.get("Snow lion").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the Sorceress">> <<script>> Dialog.setup("False Sorceress Mirlanda"); Dialog.wiki(Story.get("False Sorceress Mirlanda").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the soulless husk">> <<script>> Dialog.setup("Soulless husk"); Dialog.wiki(Story.get("Soulless husk").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Spirit of the Mist">> <<script>> Dialog.setup("Spirit of the Mist"); Dialog.wiki(Story.get("Spirit of the Mist").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "stalac-teeth">> <<script>> Dialog.setup("Stalac-teeth"); Dialog.wiki(Story.get("Stalac-teeth").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the stone eel">> <<script>> Dialog.setup("Stone eel"); Dialog.wiki(Story.get("Stone eel").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Thunder Roc">> <<script>> Dialog.setup("Thunder Roc"); Dialog.wiki(Story.get("Thunder Roc").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the toxic jelly">> <<script>> Dialog.setup("Toxic jelly"); Dialog.wiki(Story.get("Toxic jelly").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the troll">> <<script>> Dialog.setup("Troll"); Dialog.wiki(Story.get("Troll").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the troll berserker">> <<script>> Dialog.setup("Troll berserker"); Dialog.wiki(Story.get("Troll berserker").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "Undead Flynn">> <<script>> Dialog.setup("Undead Flynn"); Dialog.wiki(Story.get("Undead Flynn").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the water spirit">> <<script>> Dialog.setup("Water spirit"); Dialog.wiki(Story.get("Water spirit").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the white gemstone scarab">> <<script>> Dialog.setup("White gemstone scarab"); Dialog.wiki(Story.get("White gemstone scarab").processText()); Dialog.open(); <</script>> <<elseif $enemy.name == "the wyvern">> <<script>> Dialog.setup("Wyvern"); Dialog.wiki(Story.get("Wyvern").processText()); Dialog.open(); <</script>> <</if>> <</widget>> <<widget "addtocodex">> <<if $enemy.name == "the ancient machine">> <<set $ancientmachineincodex to true>> <<elseif $enemy.name == "Arch-lich">> <<set $archlichincodex to true>> <<elseif $enemy.name == "the armour golem">> <<set $armourgolemincodex to true>> <<elseif $enemy.name == "the assassin">> <<set $assassinincodex to true>> <<elseif $enemy.name == "the Avatar">> <<set $avatarincodex to true>> <<elseif $enemy.name == "the bandit">> <<set $banditincodex to true>> <<elseif $enemy.name == "the bandit brute">> <<set $banditbruteincodex to true>> <<elseif $enemy.name == "the bandit hunter">> <<set $bandithunterincodex to true>> <<elseif $enemy.name == "the blood boar">> <<set $bloodboarincodex to true>> <<elseif $enemy.name == "the blue gemstone scarab">> <<set $bluegemstonescarabincodex to true>> <<elseif $enemy.name == "the bone horror">> <<set $bonehorrorincodex to true>> <<elseif $enemy.name == "the crystal hound">> <<set $crystalhoundincodex to true>> <<elseif $enemy.name == "the dummy">> <<set $dummyincodex to true>> <<elseif $enemy.name == "the dark wolf">> <<set $darkwolfincodex to true>> <<elseif $enemy.name == "Daughter of the Serpent God">> <<set $daughteroftheserpentgodincodex to true>> <<elseif $enemy.name == "the death wolf">> <<set $deathwolfincodex to true>> <<elseif $enemy.name == "the demon servant">> <<set $demonservantincodex to true>> <<elseif $enemy.name == "the Devourer">> <<set $devourerincodex to true>> <<elseif $enemy.name == "the dragon">> <<set $dragonincodex to true>> <<elseif $enemy.name == "the drowned one">> <<set $drownedoneincodex to true>> <<elseif $enemy.name == "the elementalist">> <<set $elementalistincodex to true>> <<elseif $enemy.name == "the fallen knight">> <<set $fallenknightincodex to true>> <<elseif $enemy.name == "the feathered serpent">> <<set $featheredserpentincodex to true>> <<elseif $enemy.name == "the fire jelly">> <<set $firejellyincodex to true>> <<elseif $enemy.name == "the fire serpent">> <<set $fireserpentincodex to true>> <<elseif $enemy.name == "the flicker beetle">> <<set $flickerbeetleincodex to true>> <<elseif $enemy.name == "the frail skeleton">> <<set $frailskeletonincodex to true>> <<elseif $enemy.name == "the giant">> <<set $giantincodex to true>> <<elseif $enemy.name == "the giant eagle">> <<set $gianteagleincodex to true>> <<elseif $enemy.name == "the giant rat">> <<set $giantratincodex to true>> <<elseif $enemy.name == "the giant serpent">> <<set $giantserpentincodex to true>> <<elseif $enemy.name == "the goblin">> <<set $goblinincodex to true>> <<elseif $enemy.name == "the goblin hero">> <<set $goblinheroincodex to true>> <<elseif $enemy.name == "the goblin shaman">> <<set $goblinshamanincodex to true>> <<elseif $enemy.name == "the Goliath">> <<set $goliathincodex to true>> <<elseif $enemy.name == "the grave scorpion">> <<set $gravescorpionincodex to true>> <<elseif $enemy.name == "the griffin">> <<set $griffinincodex to true>> <<elseif $enemy.name == "Guardian of Runes">> <<set $guardianofrunesincodex to true>> <<elseif $enemy.name == "the harpy">> <<set $harpyincodex to true>> <<elseif $enemy.name == "the Hunting Fury">> <<set $huntingfuryincodex to true>> <<elseif $enemy.name == "King Crab">> <<set $kingcrabincodex to true>> <<elseif $enemy.name == "the Huntmaster">> <<set $huntmasterincodex to true>> <<elseif $enemy.name == "the lich">> <<set $lichincodex to true>> <<elseif $enemy.name == "the lightning jelly">> <<set $lightningjellyincodex to true>> <<elseif $enemy.name == "the mageling">> <<set $magelingincodex to true>> <<elseif $enemy.name == "the magic golem">> <<set $magicgolemincodex to true>> <<elseif $enemy.name == "the magman">> <<set $magmanincodex to true>> <<elseif $enemy.name == "the necromancer">> <<set $necromancerincodex to true>> <<elseif $enemy.name == "the phantom spider">> <<set $phantomspiderincodex to true>> <<elseif $enemy.name == "queen skyhunter">> <<set $queenskyhunterincodex to true>> <<elseif $enemy.name == "the razorbeak">> <<set $razorbeakincodex to true>> <<elseif $enemy.name == "the red gemstone scarab">> <<set $redgemstonescarabincodex to true>> <<elseif $enemy.name == "the Red Knight">> <<set $redknightincodex to true>> <<elseif $enemy.name == "the renegade mage">> <<set $renegademageincodex to true>> <<elseif $enemy.name == "the rock crab">> <<set $rockcrabincodex to true>> <<elseif $enemy.name == "the rotroot">> <<set $rotrootincodex to true>> <<elseif $enemy.name == "the sand fiend">> <<set $sandfiendincodex to true>> <<elseif $enemy.name == "the sea serpent">> <<set $seaserpentincodex to true>> <<elseif $enemy.name == "the skeletal dragon">> <<set $skeletaldragonincodex to true>> <<elseif $enemy.name == "the skeleton archer">> <<set $skeletonarcherincodex to true>> <<elseif $enemy.name == "the skeleton warrior">> <<set $skeletonwarriorincodex to true>> <<elseif $enemy.name == "the skyhunter">> <<set $skyhunterincodex to true>> <<elseif $enemy.name == "the snow lion">> <<set $snowlionincodex to true>> <<elseif $enemy.name == "the Sorceress">> <<set $falsesorceressmirlandaincodex to true>> <<elseif $enemy.name == "the soulless husk">> <<set $soullesshuskincodex to true>> <<elseif $enemy.name == "Spirit of the Mist">> <<set $spiritofthemistincodex to true>> <<elseif $enemy.name == "stalac-teeth">> <<set $stalacteethincodex to true>> <<elseif $enemy.name == "the stone eel">> <<set $stoneeelincodex to true>> <<elseif $enemy.name == "Thunder Roc">> <<set $thunderrocincodex to true>> <<elseif $enemy.name == "the toxic jelly">> <<set $toxicjellyincodex to true>> <<elseif $enemy.name == "the troll">> <<set $trollincodex to true>> <<elseif $enemy.name == "the troll berserker">> <<set $trollberserkerincodex to true>> <<elseif $enemy.name == "Undead Flynn">> <<set $undeadflynnincodex to true>> <<elseif $enemy.name == "the water spirit">> <<set $waterspiritincodex to true>> <<elseif $enemy.name == "the white gemstone scarab">> <<set $whitegemstonescarabincodex to true>> <<elseif $enemy.name == "the wyvern">> <<set $wyvernincodex to true>> <</if>> <</widget>> <<widget "codexlink">>\ <<if $ancientmachineincodex == true && $enemy.name == "the ancient machine">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $archlichincodex == true && $enemy.name == "Arch-lich">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $armourgolemincodex == true && $enemy.name == "the armour golem">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $assassinincodex == true && $enemy.name == "the assassin">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $avatarincodex == true && $enemy.name == "the Avatar">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $banditincodex == true && $enemy.name == "the bandit">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $banditbruteincodex == true && $enemy.name == "the bandit brute">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $bandithunterincodex == true && $enemy.name == "the bandit hunter">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $bloodboarincodex == true && $enemy.name == "the blood boar">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $bluegemstonescarabincodex == true && $enemy.name == "the blue gemstone scarab">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $bonehorrorincodex == true && $enemy.name == "the bone horror">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $crystalhoundincodex == true && $enemy.name == "the crystal hound">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $dummyincodex == true && $enemy.name == "the dummy">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $darkwolfincodex == true && $enemy.name == "the dark wolf">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $daughteroftheserpentgodincodex == true && $enemy.name == "Daughter of the Serpent God">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $deathwolfincodex == true && $enemy.name == "the death wolf">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $demonservantincodex == true && $enemy.name == "the demon servant">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $devourerincodex == true && $enemy.name == "the Devourer">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $dragonincodex == true && $enemy.name == "the dragon">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $drownedoneincodex == true && $enemy.name == "the drowned one">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $elementalistincodex == true && $enemy.name == "the elementalist">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $fallenknightincodex == true && $enemy.name == "the fallen knight">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $featheredserpentincodex == true && $enemy.name == "the feathered serpent">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $firejellyincodex == true && $enemy.name == "the fire jelly">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $fireserpentincodex == true && $enemy.name == "the fire serpent">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $flickerbeetleincodex == true && $enemy.name == "the flicker beetle">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $frailskeletonincodex == true && $enemy.name == "the frail skeleton">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $giantincodex == true && $enemy.name == "the giant">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $gianteagleincodex == true && $enemy.name == "the giant eagle">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $giantratincodex == true && $enemy.name == "the giant rat">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $giantserpentincodex == true && $enemy.name == "the giant serpent">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $goblinincodex == true && $enemy.name == "the goblin">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $goblinheroincodex == true && $enemy.name == "the goblin hero">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $goblinshamanincodex == true && $enemy.name == "the goblin shaman">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $goliathincodex == true && $enemy.name == "the Goliath">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $gravescorpionincodex == true && $enemy.name == "the grave scorpion">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $griffinincodex == true && $enemy.name == "the griffin">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $guardianofrunesincodex == true && $enemy.name == "Guardian of Runes">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $harpyincodex == true && $enemy.name == "the harpy">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $huntingfuryincodex == true && $enemy.name == "Hunting Fury">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $huntmasterincodex == true && $enemy.name == "the Huntmaster">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $kingcrabincodex == true && $enemy.name == "King Crab">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $lichincodex == true && $enemy.name == "the lich">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $lightningjellyincodex == true && $enemy.name == "the lightning jelly">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $magelingincodex == true && $enemy.name == "the mageling">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $magicgolemincodex == true && $enemy.name == "the magic golem">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $magmanincodex == true && $enemy.name == "the magman">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $necromancerincodex == true && $enemy.name == "the necromancer">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $phantomspiderincodex == true && $enemy.name == "the phantom spider">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $queenskyhunterincodex == true && $enemy.name == "queen skyhunter">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $razorbeakincodex == true && $enemy.name == "the razorbeak">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $redgemstonescarabincodex == true && $enemy.name == "the red gemstone scarab">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $redknightincodex == true && $enemy.name == "the Red Knight">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $renegademageincodex == true && $enemy.name == "the renegade mage">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $rockcrabincodex == true && $enemy.name == "the rock crab">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $rotrootincodex == true && $enemy.name == "the rotroot">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $sandfiendincodex == true && $enemy.name == "the sand fiend">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $seaserpentincodex == true && $enemy.name == "the sea serpent">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $skeletaldragonincodex == true && $enemy.name == "the skeletal dragon">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $skeletonarcherincodex == true && $enemy.name == "the skeleton archer">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $skeletonwarriorincodex == true && $enemy.name == "the skeleton warrior">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $skyhunterincodex == true && $enemy.name == "the skyhunter">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $snowlionincodex == true && $enemy.name == "the snow lion">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $falsesorceressmirlandaincodex == true && $enemy.name == "the Sorceress">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $soullesshuskincodex == true && $enemy.name == "the soulless husk">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $spiritofthemistincodex == true && $enemy.name == "Spirit of the Mist">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $stalacteethincodex == true && $enemy.name == "stalac-teeth">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $stoneeelincodex == true && $enemy.name == "the stone eel">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $thunderrocincodex == true && $enemy.name == "Thunder Roc">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $toxicjellyincodex == true && $enemy.name == "the toxic jelly">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $trollincodex == true && $enemy.name == "the troll">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $trollberserkerincodex == true && $enemy.name == "the troll berserker">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $undeadflynnincodex == true && $enemy.name == "Undead Flynn">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $waterspiritincodex == true && $enemy.name == "the water spirit">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $whitegemstonescarabincodex == true && $enemy.name == "the white gemstone scarab">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <<elseif $wyvernincodex == true && $enemy.name == "the wyvern">><span id = "tab"><span class = "examine"><<link "INFO">><<codex>><</link>></span></span> <</if>>\ <</widget>>\
<<widget "unequipweapon">> <<if $incombat>> <<quickdraw>> <<set $playermessage to "You switch weapons.">> <</if>> <<if $weapon.name == "Sage's Staff">> <<set $player.magicattackbonus -= 3>> <<elseif $weapon.name == "Staff of Shadows">> <<set $player.defense -= 1>><<set $player.magicdefense -= 1>> <<elseif $weapon.name == "Piercing Bow">> <<set $player.drignore -= 4>> <<elseif $weapon.name == "Gambler's Crossbow">> <<set $player.attackbonus -= Math.round($fortune/2)>><<set $player.attackbonus += $combat>> <<elseif $weapon.name == "Assassin's Stiletto">> <<set $player.drignore -= 2>> <<elseif $weapon.name == "Needle">> <<set $player.drignore -= 99>> <<elseif $weapon.name == "Huntress's Longbow">> <<set $player.attackbonus -= 2>> <<elseif $weapon.name == "Runic Knife">> <<set $player.attackbonus -= $magic>><<set $player.attackbonus += $combat>> <</if>> <<set $weapon to setup.unarmed>> <</widget>> <<widget "unequiparmour">> <<if $armour == "Golem's Armour">> <<set $player.stunimmunity to false>> <<elseif $armour == "Winged Cuirass">> <<set $player.flying to false>> <</if>> <<set $armour to "">> <<set $player.dr to 0>> <</widget>> <<widget "unequipmessage">> <<set $playermessage to "You unequip your weapon.">> <</widget>> <<widget "unequipring">> <<if $incombat>><<set $initiative to false>><<set $playermessage to "You swap your ring!">><</if>> <<if $ring == "Nimble Ring">> <<set $player.defense -= 1>> <<elseif $ring == "Gale Ring">> <<set $player.defense -= 2>> <<elseif $ring == "Witch Hunter's Ring">> <<set $player.magicdefense -= 1>> <<elseif $ring == "Unbeliever's Ring">> <<set $player.magicdefense -= 2>> <<elseif $ring == "Crimson Ring">> <<set $player.fireresistance to false>> <<elseif $ring == "Azure Ring">> <<set $player.lightningresistance to false>> <<elseif $ring == "Iron Skull Ring">> <<set $player.stunresistance to false>> <<elseif $ring == "Purifying Ring">> <<set $player.poisonimmunity to false>> <<elseif $ring == "Bulwark Ring">> <<set $player.weakenimmunity to false>> <<elseif $ring == "Curse Master's Ring">> <<if $hadweakenimmunity == true>><<set $enemy.weakenimmunity to true>><<unset $hadweakenimmunity>><</if>> <<elseif $ring == "Dragon King's Ring">> <<set $player.defense -= 1>> <<set $player.magicdefense -= 1>> <<set $player.stunresistance to false>> <<set $player.fireresistance to false>> <<set $player.lightningresistance to false>> <</if>> <<set $ring to "">> <</widget>> <<widget "unequipamulet">> <<if $incombat>><<set $initiative to false>><<set $playermessage to "You swap your amulet!">><</if>> <<if $amulet == "Eagle-Eye Amulet">> <<set $player.attackbonus -= 1>> <<elseif $amulet == "Lynx Amulet">> <<set $player.attackbonus -= 2>> <<elseif $amulet == "Sorcerer's Amulet">> <<set $player.magicattackbonus -= 1>> <<elseif $amulet == "Archmage's Amulet">> <<set $player.magicattackbonus -= 2>> <<elseif $amulet == "Slayer's Amulet">> <<set $player.drignore -= 1>> <<elseif $amulet == "Assassin's Amulet">> <<set $player.drignore -= 2>> <<elseif $amulet == "Troll's Charm">> <<set $playermaxhp -= 15>> <<set $playerhp to Math.clamp($playerhp, 0, $playermaxhp)>> <<elseif $amulet == "Titan's Charm">> <<set $playermaxhp -= 30>> <<set $playerhp to Math.clamp($playerhp, 0, $playermaxhp)>> <<elseif $amulet == "Focus Charm">> <<set $playermaxmp -= 10>> <<set $playermp to Math.clamp($playermp, 0, $playermaxmp)>> <<elseif $amulet == "Wisdom Charm">> <<set $playermaxmp -= 20>> <<set $playermp to Math.clamp($playermp, 0, $playermaxmp)>> <<elseif $amulet == "Black Pearl">> <<set $playermaxmp -= 10>> <<set $playermp to Math.clamp($playermp, 0, $playermaxmp)>> <<set $playermaxhp -= 20>> <<set $playerhp to Math.clamp($playerhp, 0, $playermaxhp)>> <</if>> <<set $amulet to "">> <</widget>> <<widget "cursemastersring">> <<if $enemy.weakenimmunity == true>><<set $hadweakenimmunity to true>><<set $enemy.weakenimmunity to false>> <</if>> <</widget>>
<i>Allegedly created by a mad engineer, this crossbow is frighteningly efficient at peppering its targets with bolts.</i> A legendary ranged weapon. Deals 5-8 points of damage. When Volley is used with the Auto-crossbow, 12 bolts are fired instead of 6. <a class="link-internal ui-close">Close</a>
<i>An impressive-looking gnarled staff of a famous mage. Its true power lies in increasing the might of its user's spells.</i> A legendary melee weapon. Deals 2–5 points of damage. When equipped, adds +3 to the user's rolls against enemy magic resistance. <a class="link-internal ui-close">Close</a>
<i>This simple, short bow is more dangerous than it looks. Thanks to a powerful enchantment, its arrows can pierce even steel armour with ease.</i> A legendary ranged weapon. Deals 6-7 points of damage. Attacks ignore 4 points of enemy damage reduction. <a class="link-internal ui-close">Close</a>
<<widget "smallhealthpotion">> <<set $potionsmallhealth -= 1>> <<set $healed to Math.clamp(10, 0, ($playermaxhp-$playerhp))>> <<set $playerhp += $healed>> <<set $playermessage to "You drink a health potion and recover $healed HP.">> <</widget>> <<widget "mediumhealthpotion">> <<set $potionmediumhealth -= 1>> <<set $healed to Math.clamp(25, 0, ($playermaxhp-$playerhp))>> <<set $playerhp += $healed>> <<set $playermessage to "You drink a health potion and recover $healed HP.">> <</widget>> <<widget "bighealthpotion">> <<set $potionbighealth -= 1>> <<set $healed to Math.clamp(50, 0, ($playermaxhp-$playerhp))>> <<set $playerhp += $healed>> <<set $playermessage to "You drink a health potion and recover $healed HP.">> <</widget>> <<widget "ultimatehealthpotion">> <<set $potionultimatehealth -= 1>> <<set $playerhp to $playermaxhp>> <<set $playermessage to "You drink a health potion and are fully healed.">> <</widget>> <<widget "unendinghealth">> <<set $unendinghealthdoses -= 1>> <<set $playerhp to $playermaxhp>> <<set $playermessage to "You drink from the crystal vial and are fully healed.<<if $unendinghealthdoses == 0>> The vial is now empty.<</if>>">> <</widget>> <<widget "smallmagicpotion">> <<set $potionsmallmagic -= 1>> <<set $mprestored to Math.clamp(10, 0, ($playermaxmp-$playermp))>> <<set $playermp += $mprestored>> <<set $playermessage to "You drink a mystic potion and recover $mprestored MP.">> <</widget>> <<widget "mediummagicpotion">> <<set $potionmediummagic -= 1>> <<set $mprestored to Math.clamp(25, 0, ($playermaxmp-$playermp))>> <<set $playermp += $mprestored>> <<set $playermessage to "You drink a mystic potion and recover $mprestored MP.">> <</widget>> <<widget "bigmagicpotion">> <<set $potionbigmagic -= 1>> <<set $mprestored to Math.clamp(50, 0, ($playermaxmp-$playermp))>> <<set $playermp += $mprestored>> <<set $playermessage to "You drink a mystic potion and recover $mprestored MP.">> <</widget>> <<widget "ultimatemagicpotion">> <<set $potionultimatemagic -= 1>> <<set $playermp to $playermaxmp>> <<set $playermessage to "You drink a mystic potion and recover all MP.">> <</widget>> <<widget "unendingmagic">> <<set $unendingmagicdoses -= 1>> <<set $playermp to $playermaxmp>> <<set $playermessage to "You drink from the crystal vial and recover all MP.<<if $unendingmagicdoses == 0>> The vial is now empty.<</if>>">> <</widget>> <<widget "icysalve">> <<set $icysalve -= 1>> <<set $playerburned to false>><<set $playerburnedturns to 0>> <<set $playermessage to "You apply the icy salve, healing your burn.">> <</widget>> <<widget "antidote">> <<set $antidote -= 1>> <<set $playerpoisoned to false>><<set $playerpoisonedturns to 0>> <<set $playermessage to "You drink the antidote and are cured from poison.">> <</widget>> <<widget "blessedointment">> <<set $blessedointment -= 1>> <<set $playerweakened to false>><<set $playerweakenedturns to 0>> <<set $playerfortified to true>><<if $playerfortifiedturns < 4>><<set $playerfortifiedturns to 4>><</if>> <<set $playermessage to "You apply the blessed ointment and feel a surge of strength.">> <</widget>> <<widget "physicalshieldpotion">> <<set $physicalshieldpotion -= 1>> <<set $player.physicalimmunity to true>> <<if $playerphysicalimmunityturns < 1>><<set $playerphysicalimmunityturns to 1>><</if>> <<set $playermessage to "You drink the shield potion, gaining momentary physical immunity!">> <</widget>> <<widget "magicshieldpotion">> <<set $magicshieldpotion -= 1>> <<set $player.magicimmunity to true>> <<if $playermagicimmunityturns < 1>><<set $playermagicimmunityturns to 1>><</if>> <<set $playermessage to "You drink the shield potion, gaining momentary magic immunity!">> <</widget>> <<widget "witchsremedy">> <<set $witchsremedy -= 1>> <<set $playerburned to false>><<set $playerburnedturns to 0>> <<set $playerweakened to false>><<set $playerweakenedturns to 0>> <<set $playerpoisoned to false>><<set $playerpoisonedturns to 0>> <<set $playermessage to "You drink the Witch's remedy, curing all negative status effects!">> <</widget>> <<widget "witchsbrew">> <<set $witchsbrew -= 1>> <<set $healed to Math.clamp(50, 0, ($playermaxhp-$playerhp))>> <<set $playerhp += $healed>> <<set $mprestored to Math.clamp(50, 0, ($playermaxmp-$playermp))>> <<set $playermp += $mprestored>> <<set $playermessage to "You drink the Witch's brew and regain 50 HP and 50 MP.">> <</widget>> <<widget "royaljelly">> <<set $royaljelly -= 1>> <<set $playerhp to $playermaxhp>> <<set $playermp to $playermaxmp>> <<set $playerweakened to false>><<set $playerweakenedturns to 0>> <<set $playerfortified to true>><<if $playerfortifiedturns < 4>><<set $playerfortifiedturns to 4>><</if>> <<set $playermessage to "You consume the Royal Jelly and fully recover HP and MP. You were fortified!">> <</widget>> <<widget "vanguardwine">> <<set $vanguardwine -= 1>> <<set $healed to Math.clamp(25, 0, ($playermaxhp-$playerhp))>> <<set $playerhp += $healed>> <<set $mprestored to Math.clamp(25, 0, ($playermaxmp-$playermp))>> <<set $playermp += $mprestored>> <<set $playermessage to "You drink the Vanguard wine and regain 25 HP and 25 MP.">> <</widget>> <<widget "levitationpotion">> <<set $levitationpotion -= 1>> <<set $player.flying to true>> <<set $playerlevitateturns to 6>> <<set $playermessage to "You drink the levitation potion and feel your body getting lighter as you start to float.">> <</widget>> <<widget "bottledexplosion">> <<set $bottledexplosion -= 1>> <<if $enemy.physicalimmunity>> <<set $playermessage to "You throw an exploding bottle, but $enemy.name is immune to physical damage!">> <<else>> <<set $playerdamage to random(20,30)>> <<set $playerdamage -= $enemy.dr>> <<set $playerdamage to Math.clamp($playerdamage, 0, 999)>> <<set $enemyhp -= $playerdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $playermessage to "You throw the mixture. The bottle explodes, dealing $playerdamage damage to $enemy.name.">> <</if>> <</widget>> <<widget "bottledthunder">> <<set $bottledthunder -= 1>> <<if $enemy.physicalimmunity || $enemy.stunimmunity>><<set $stunsuccess to false>> <<elseif $enemy.stunresistance == true>><<set $stunsuccess to random(true,false)>> <<else>><<set $stunsuccess to true>> <</if>> <<if $stunsuccess>><<set $enemystunned to true>><<set $enemystunnedturns to 2>><<set $playermessage to "You throw the potion, which explodes with thunderous noise, stunning $enemy.name.">> <<else>> <<set $playermessage to "You throw the potion, which explodes with thunderous noise, but $enemy.name resists stun.">> <</if>> <</widget>> <<widget "avatarstone">> <<set $playermessage to "You crush the Avatar Stone in your hand and feel the immense power shroud your body. You start glowing with opalescent light and rainbow crystals form in the air around you!">> <<if $playerpoisoned>><<set $playerpoisoned to false>><<set $playerpoisonedturns to 0>><</if>> <<if $playerburned>><<set $playerburned to false>><<set $playerburnedturns to 0>><</if>> <<if $playerweakened>><<set $playerweakened to false>><<set $playerweakenedturns to 0>><</if>> <<set $avatarstone -= 1>> <<set $avatarpower to true>> <<set $avatarpowerturns to 3>> <<set $player.physicalimmunity to true>> <<set $player.magicimmunity to true>> <</widget>> <<widget "elixirofpower">> <<set $elixirofpower -= 1>> <<set $playerhp to $playermaxhp>> <<set $playermp to $playermaxmp>> <<set $playerburned to false>><<set $playerburnedturns to 0>> <<set $playerweakened to false>><<set $playerweakenedturns to 0>> <<set $playerpoisoned to false>><<set $playerpoisonedturns to 0>> <<set $playerfortified to true>><<set $playerfortifiedturns to 11>> <<set $powerattack.cooldown to 0>> <<set $evade.cooldown to 0>> <<set $defendultimate.cooldown to 0>> <<set $stun.cooldown to 0>> <<set $preciseshot.cooldown to 0>> <<set $piercingshot.cooldown to 0>> <<set $finishingstrike.cooldown to 0>> <<set $volley.cooldown to 0>> <<set $tame.cooldown to 0>> <<set $playermessage to "You drink the elixir and feel its awesome power coursing through your veins!">> <</widget>>
A magic ointment which cures weakening and grants the "Fortified" status for 3 turns. <a class="link-internal ui-close">Close</a>
<i>A legendary staff that once belonged to the famed sorceress Mirlanda.</i> Can be used in combat to cast one of the following spells (selected randomly): Lightning bolt Fireball Drain life You don't need the Magic skill to cast spells with Mirlanda's Staff. Spells cast with the Staff cost no MP and have a magic attack bonus of +2 (as if the caster had Magic level 2). Each spell consumes one charge. The Staff can contain a maximum of 10 charges, which are fully restored whenever you rest. <a class="link-internal ui-close">Close</a>
<i>A sturdy vest made of the hide of some ancient, legendary beast and decorated with gold. It's imbued with magic which increases its wearer's combat abilities.</i> Grants 2 points of damage reduction. At the start of each combat, grants the wearer the "Fortified" status for 7 turns. <a class="link-internal ui-close">Close</a>
This powerful potion makes you physically indestructible – but only for a short while. Grants the user physical immunity for 1 turn, making them immune to all physical damage and to stun. <a class="link-internal ui-close">Close</a>
This powerful potion makes you completely immune to magic – but only for a short while. Grants the user magic immunity for 1 turn, making them immune to all spell damage and negative spell effects, lightning and fire damage, poison, burn and weaken. <a class="link-internal ui-close">Close</a>
This potion brewed by the Witch removes all negative status effects. <a class="link-internal ui-close">Close</a>
This powerful concoction brewed by the Witch restores 50 HP and 50 MP. <a class="link-internal ui-close">Close</a>
<<widget "weaponeffect">> <<if $weapon.name == "Hammer of Kalt" && $playerdamage != 0>> <<set _effectroll to random(1,3)>> <<if _effectroll == 3>> <<weaponeffectstun>> <</if>> <<elseif $weapon.name == "Living Crossbow" && $playerdamage != 0 && $playermp == $playermaxmp>> <<set _effectroll to random(1,3)>> <<if _effectroll == 3>> <<weaponeffectstun>> <</if>> <<elseif $weapon.name == "Phoenix Bow">> <<set _effectroll to random(1,4)>> <<if _effectroll == 4>> <<weaponeffectburn>> <</if>> <<elseif $weapon.name == "Sungleam">> <<sungleam>> <<elseif $weapon.name == "Vampire's Sword">> <<set $healed to Math.round($playerdamage * 1/2)>> <<set $healed to Math.clamp($healed, 0, ($playermaxhp-$playerhp))>> <<if $healed > 0>> <<set $playerhp += $healed>> <<set $weaponeffectmessage to "You regain $healed HP.">> <</if>> <<elseif $weapon.name == "Demon's Sword">> <<set $mprestored to Math.round($playerdamage * 1/2)>> <<set $mprestored to Math.clamp($mprestored, 0, ($playermaxmp-$playermp))>> <<if $mprestored > 0>> <<set $playermp += $mprestored>> <<set $weaponeffectmessage to "You gain $mprestored MP.">> <</if>> <<elseif $weapon.name == "Assassin's Stiletto">> <<set _effectroll to random(1,2)>> <<if _effectroll == 2>> <<weaponeffectpoison>> <</if>> <<elseif $weapon.name == "Inventor's Mallet">> <<set _effectroll to random(1,6)>> <<if _effectroll == 1>><<weaponeffectburn>> <<elseif _effectroll == 2>><<weaponeffectpoison>> <<elseif _effectroll == 3 && $playerdamage != 0>><<weaponeffectstun>> <</if>> <<elseif $weapon.name == "Skyhook">> <<set _effectroll to random(1,2)>> <<if _effectroll == 1>><<skyhook>> <</if>> <<elseif $weapon.name == "Curse Thorn">> <<set _effectroll to random(1,2)>> <<if _effectroll == 1>> <<if $enemy.weakenimmunity || $enemy.magicimmunity>> <<set $weaponeffectmessage to "$enemy.namecapitalised resists the curse!">> <<else>> <<set $enemyfortified to false>><<set $enemyfortifiedturns to 0>> <<set $enemyweakened to true>> <<set $enemyweakenedturns to 3>> <<set $weaponeffectmessage to "$enemy.namecapitalised was weakened!">> <</if>> <</if>> <<elseif $weapon.name == "Charged Staff">> <<set $mpgain to random(3,5)>> <<set $mpgain to Math.clamp($mpgain, 0, ($playermaxmp - $playermp))>> <<set $playermp += $mpgain>> <<if $mpgain > 0>> <<set $weaponeffectmessage to "You gain $mpgain MP.">> <</if>> <</if>> <</widget>> <<widget "weaponeffectburn">> <<if $enemy.fireresistance || $enemy.magicimmunity>> <<set $weaponeffectmessage to "$enemy.namecapitalised resists the burn!">> <<else>> <<set $enemyburned to true>><<set $enemyburnedturns to 3>><<set $playerburndamagemin to 4>><<set $playerburndamagemax to 8>> <<set $weaponeffectmessage to "$enemy.namecapitalised was burned!">> <</if>> <</widget>> <<widget "sungleam">> <<if $enemy.fireresistance || $enemy.magicimmunity>> <<set $weaponeffectmessage to "$enemy.namecapitalised resists the burn!">> <<else>> <<set $enemyburned to true>><<set $enemyburnedturns to 1>><<set $playerburndamagemin to (5 + $spellpower)>><<set $playerburndamagemax to (9 + $spellpower)>> <<set $weaponeffectmessage to "$enemy.namecapitalised was burned!">> <</if>> <</widget>> <<widget "skyhook">> <<if $enemy.magicimmunity>><<set $weaponeffectmessage to "Skyhook shoots a bolt of lightning, but $enemy.namecapitalised is immune to magic damage!">> <<else>> <<if $playerfortified>> <<set $boltdamage to 20>> <<elseif $playerweakened>> <<set $boltdamage to 15>> <<else>> <<set $boltdamage to random(15,20)>> <</if>> <<set $boltdamage -= $enemy.dr>> <<if $enemy.lightningresistance>> <<set $boltdamage to Math.round($boltdamage * 1/2)>> <<elseif $enemy.flying>> <<set $boltdamage to Math.round($boltdamage * 1.5)>> <</if>> <<set $boltdamage to Math.clamp($boltdamage, 0, 999)>> <<set $enemyhp -= $boltdamage>><<set $enemyhp to Math.clamp($enemyhp, 0, $enemy.maxhp)>> <<set $weaponeffectmessage to "Skyhook shoots a bolt of lightning, <<if $boltdamage == 0>>$enemy.nulldamagemessage<<else>>dealing $boltdamage damage to $enemy.name<</if>>!">> <</if>> <</widget>> <<widget "weaponeffectpoison">> <<if $enemy.poisonimmunity || $enemy.magicimmunity>> <<set $weaponeffectmessage to "$enemy.namecapitalised resists the poison!">> <<else>> <<set $enemypoisoned to true>><<set $enemypoisonedturns to 3>><<set $playerpoisondamage to 5>> <<set $weaponeffectmessage to "$enemy.namecapitalised was poisoned!">> <</if>> <</widget>> <<widget "weaponeffectstun">> <<if $enemy.stunimmunity || $enemy.physicalimmunity>><<set $stunfail to true>> <<elseif $enemy.stunresistance == true>> <<set _successroll to random(1,2)>> <<if _successroll ==1>><<set $stunfail to true>> <<elseif _successroll ==2>><<set $stunsuccess to true>> <</if>> <<else>><<set $stunsuccess to true>><</if>> <<if $stunsuccess>><<set $enemystunned to true>><<set $enemystunnedturns to 1>> <<set $weaponeffectmessage to "$enemy.namecapitalised was stunned!">><<elseif $stunfail>><<set $weaponeffectmessage to "$enemy.namecapitalised resists stun!">><</if>> <</widget>>
<i>A single blow with this silver war hammer can stop a charging bull in its tracks.</i> A legendary melee weapon. Deals 4-13 points of damage. Normal attacks have a 1 in 3 chance of stunning the enemy for 1 round. <a class="link-internal ui-close">Close</a>
<i>This beautiful long bow is decorated with carvings of phoenixes and imbued with the essence of fire.</i> A legendary ranged weapon. Deals 4-8 points of damage. Normal attacks have a 1 in 4 chance of burning the enemy for 3 turns, dealing 4-8 points of irreducible fire damage per turn. <a class="link-internal ui-close">Close</a>
<i>A sinister-looking dark blade imbued with vampiric powers of its former owner, the dreaded Baroness.</i> A legendary melee weapon. Deals 6-11 points of damage. Normal attacks heal the user by 1/2 of damage dealt. <a class="link-internal ui-close">Close</a>
<i>A slender blade which can easily find its target's weak spot.</i> A legendary melee weapon. Deals 4-6 points of damage. All attacks ignore 2 points of enemy damage reduction. Normal attacks have a 1 in 2 chance of poisoning the enemy for 3 turns, dealing 5 points of irreducible damage per turn. <a class="link-internal ui-close">Close</a>
[[CONSUMABLES|Inventory]]<span id = "tab"><span class = "heading">WEAPONS</span></span><span id = "tab">[[ARMOUR|InventoryArmour]]</span><span id = "tab">[[RINGS & AMULETS|InventoryTrinkets]]</span><span id = "tab">[[OTHER ITEMS|InventoryMisc]]</span> [[Close Inventory|$return][$initiative to true]] <<if $knifeowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Knife">><<script>> Dialog.setup("Knife"); Dialog.wiki(Story.get("knife").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "knife">> (equipped)<</if>>: $knifeowned </div>\ <div class="column middle">\ <<if $weapon.name == "knife">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.knife>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.knife>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $staffowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Staff">><<script>> Dialog.setup("Staff"); Dialog.wiki(Story.get("staff").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "staff">> (equipped)<</if>>: $staffowned </div>\ <div class="column middle">\ <<if $weapon.name == "staff">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.staff>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.staff>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $swordowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Sword">><<script>> Dialog.setup("Sword"); Dialog.wiki(Story.get("sword").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "sword">> (equipped)<</if>>: $swordowned </div>\ <div class="column middle">\ <<if $weapon.name == "sword">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.sword>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.sword>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $axeowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Axe">><<script>> Dialog.setup("Axe"); Dialog.wiki(Story.get("axe").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "axe">> (equipped)<</if>>: $axeowned </div>\ <div class="column middle">\ <<if $weapon.name == "axe">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.axe>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.axe>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $greatswordowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Greatsword">><<script>> Dialog.setup("Greatsword"); Dialog.wiki(Story.get("greatsword").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "greatsword">> (equipped)<</if>>: $greatswordowned </div>\ <div class="column middle">\ <<if $weapon.name == "greatsword">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.greatsword>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.greatsword>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $longbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Longbow">><<script>> Dialog.setup("Longbow"); Dialog.wiki(Story.get("longbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "longbow">> (equipped)<</if>>: $longbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "longbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.longbow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.longbow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $crossbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Crossbow">><<script>> Dialog.setup("Crossbow"); Dialog.wiki(Story.get("crossbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "crossbow">> (equipped)<</if>>: $crossbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "crossbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.crossbow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.crossbow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $assassinsstilettoowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Assassin's Stiletto">><<script>> Dialog.setup("Assassin's Stiletto"); Dialog.wiki(Story.get("assassinsstiletto").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Assassin's Stiletto">> (equipped)<</if>>: $assassinsstilettoowned </div>\ <div class="column middle">\ <<if $weapon.name == "Assassin's Stiletto">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.assassinsstiletto>><<set $player.drignore += 2>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.assassinsstiletto>><<set $player.drignore += 2>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $needleowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Needle">><<script>> Dialog.setup("Needle"); Dialog.wiki(Story.get("needle").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Needle">> (equipped)<</if>>: $needleowned </div>\ <div class="column middle">\ <<if $weapon.name == "Needle">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.needle>><<set $player.drignore += 99>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.needle>><<set $player.drignore += 99>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $huntingknifeowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Hunting Knife">><<script>> Dialog.setup("Hunting Knife"); Dialog.wiki(Story.get("huntingknife").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Hunting Knife">> (equipped)<</if>>: $huntingknifeowned </div>\ <div class="column middle">\ <<if $weapon.name == "Hunting Knife">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.huntingknife>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.huntingknife>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $runicknifeowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Runic Knife">><<script>> Dialog.setup("Runic Knife"); Dialog.wiki(Story.get("runicknife").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Runic Knife">> (equipped)<</if>>: $runicknifeowned </div>\ <div class="column middle">\ <<if $weapon.name == "Runic Knife">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.runicknife>><<set $player.attackbonus -= $combat>><<set $player.attackbonus += $magic>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.runicknife>><<set $player.attackbonus -= $combat>><<set $player.attackbonus += $magic>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $hammerofkaltowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Hammer of Kalt">><<script>> Dialog.setup("Hammer of Kalt"); Dialog.wiki(Story.get("hammerofkalt").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Hammer of Kalt">> (equipped)<</if>>: $hammerofkaltowned </div>\ <div class="column middle">\ <<if $weapon.name == "Hammer of Kalt">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.hammerofkalt>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.hammerofkalt>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $quicksilveraxeowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Quicksilver Axe">><<script>> Dialog.setup("Quicksilver Axe"); Dialog.wiki(Story.get("quicksilveraxe").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Quicksilver Axe">> (equipped)<</if>>: $quicksilveraxeowned </div>\ <div class="column middle">\ <<if $weapon.name == "Quicksilver Axe">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.quicksilveraxe>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.quicksilveraxe>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $tridentofthestormsowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Trident of the Storms">><<script>> Dialog.setup("Trident of the Storms"); Dialog.wiki(Story.get("tridentofthestorms").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Trident of the Storms">> (equipped)<</if>>: $tridentofthestormsowned </div>\ <div class="column middle">\ <<if $weapon.name == "Trident of the Storms">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.tridentofthestorms>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.tridentofthestorms>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $inventorsmalletowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Inventor's Mallet">><<script>> Dialog.setup("Inventor's Mallet"); Dialog.wiki(Story.get("inventorsmallet").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Inventor's Mallet">> (equipped)<</if>>: $inventorsmalletowned </div>\ <div class="column middle">\ <<if $weapon.name == "Inventor's Mallet">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.inventorsmallet>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.inventorsmallet>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $vampiresswordowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Vampire's Sword">><<script>> Dialog.setup("Vampire's Sword"); Dialog.wiki(Story.get("vampiressword").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Vampire's Sword">> (equipped)<</if>>: $vampiresswordowned </div>\ <div class="column middle">\ <<if $weapon.name == "Vampire's Sword">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.vampiressword>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.vampiressword>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $demonsswordowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Demon's Sword">><<script>> Dialog.setup("Demon's Sword"); Dialog.wiki(Story.get("demonssword").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Demon's Sword">> (equipped)<</if>>: $demonsswordowned </div>\ <div class="column middle">\ <<if $weapon.name == "Demon's Sword">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.demonssword>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.demonssword>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $reallybigswordowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Really Big Sword">><<script>> Dialog.setup("Really Big Sword"); Dialog.wiki(Story.get("reallybigsword").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Really Big Sword">> (equipped)<</if>>: $reallybigswordowned </div>\ <div class="column middle">\ <<if $weapon.name == "Really Big Sword">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.reallybigsword>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.reallybigsword>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $skyhookowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Skyhook">><<script>> Dialog.setup("Skyhook"); Dialog.wiki(Story.get("skyhook").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Skyhook">> (equipped)<</if>>: $skyhookowned </div>\ <div class="column middle">\ <<if $weapon.name == "Skyhook">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.skyhook>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.skyhook>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $sungleamowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Sungleam">><<script>> Dialog.setup("Sungleam"); Dialog.wiki(Story.get("sungleam").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Sungleam">> (equipped)<</if>>: $sungleamowned </div>\ <div class="column middle">\ <<if $weapon.name == "Sungleam">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.sungleam>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.sungleam>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $chargedstaffowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Charged Staff">><<script>> Dialog.setup("Charged Staff"); Dialog.wiki(Story.get("chargedstaff").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Charged Staff">> (equipped)<</if>>: $chargedstaffowned </div>\ <div class="column middle">\ <<if $weapon.name == "Charged Staff">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.chargedstaff>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.chargedstaff>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $sagesstaffowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Sage's Staff">><<script>> Dialog.setup("Sage's Staff"); Dialog.wiki(Story.get("sagesstaff").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Sage's Staff">> (equipped)<</if>>: $sagesstaffowned </div>\ <div class="column middle">\ <<if $weapon.name == "Sage's Staff">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.sagesstaff>><<set $player.magicattackbonus += 3>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.sagesstaff>><<set $player.magicattackbonus += 3>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $staffofshadowsowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Staff of Shadows">><<script>> Dialog.setup("Staff of Shadows"); Dialog.wiki(Story.get("staffofshadows").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Staff of Shadows">> (equipped)<</if>>: $staffofshadowsowned </div>\ <div class="column middle">\ <<if $weapon.name == "Staff of Shadows">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.staffofshadows>><<set $player.defense += 1>><<set $player.magicdefense += 1>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.staffofshadows>><<set $player.defense += 1>><<set $player.magicdefense += 1>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $mirlandasstaffowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Mirlanda's Staff">><<script>> Dialog.setup("Mirlanda's Staff"); Dialog.wiki(Story.get("mirlandasstaff").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Mirlanda's Staff">> (equipped)<</if>>: $mirlandasstaffowned </div>\ <div class="column middle">\ <<if $weapon.name == "Mirlanda's Staff">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.mirlandasstaff>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.mirlandasstaff>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $autocrossbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Auto-crossbow">><<script>> Dialog.setup("Auto-crossbow"); Dialog.wiki(Story.get("autocrossbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Auto-crossbow">> (equipped)<</if>>: $autocrossbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Auto-crossbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.autocrossbow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.autocrossbow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $gamblerscrossbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Gambler's Crossbow">><<script>> Dialog.setup("Gambler's Crossbow"); Dialog.wiki(Story.get("gamblerscrossbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Gambler's Crossbow">> (equipped)<</if>>: $gamblerscrossbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Gambler's Crossbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.gamblerscrossbow>><<set $player.attackbonus -= $combat>><<set $player.attackbonus += Math.round($fortune/2)>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.gamblerscrossbow>><<set $player.attackbonus -= $combat>><<set $player.attackbonus += Math.round($fortune/2)>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $livingcrossbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Living Crossbow">><<script>> Dialog.setup("Living Crossbow"); Dialog.wiki(Story.get("livingcrossbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Living Crossbow">> (equipped)<</if>>: $livingcrossbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Living Crossbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.livingcrossbow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.livingcrossbow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $quicksilvercrossbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Quicksilver Crossbow">><<script>> Dialog.setup("Quicksilver Crossbow"); Dialog.wiki(Story.get("quicksilvercrossbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Quicksilver Crossbow">> (equipped)<</if>>: $quicksilvercrossbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Quicksilver Crossbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.quicksilvercrossbow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.quicksilvercrossbow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $cursethornowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Curse Thorn">><<script>> Dialog.setup("Curse Thorn"); Dialog.wiki(Story.get("cursethorn").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Curse Thorn">> (equipped)<</if>>: $cursethornowned </div>\ <div class="column middle">\ <<if $weapon.name == "Curse Thorn">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.cursethorn>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.cursethorn>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $piercingbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Piercing Bow">><<script>> Dialog.setup("Piercing Bow"); Dialog.wiki(Story.get("piercingbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Piercing Bow">> (equipped)<</if>>: $piercingbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Piercing Bow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.piercingbow>><<set $player.drignore += 4>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.piercingbow>><<set $player.drignore += 4>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $phoenixbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Phoenix Bow">><<script>> Dialog.setup("Phoenix Bow"); Dialog.wiki(Story.get("phoenixbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Phoenix Bow">> (equipped)<</if>>: $phoenixbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Phoenix Bow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.phoenixbow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.phoenixbow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $huntressslongbowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Huntress's Longbow">><<script>> Dialog.setup("Huntress's Longbow"); Dialog.wiki(Story.get("huntressslongbow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Huntress's Longbow">> (equipped)<</if>>: $huntressslongbowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Huntress's Longbow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.huntressslongbow>><<set $player.attackbonus += 2>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.huntressslongbow>><<set $player.attackbonus += 2>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\ <<if $mightybowowned > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Mighty Bow">><<script>> Dialog.setup("Mighty Bow"); Dialog.wiki(Story.get("mightybow").processText()); Dialog.open(); <</script>> <</link>></span><<if $weapon.name == "Mighty Bow">> (equipped)<</if>>: $mightybowowned </div>\ <div class="column middle">\ <<if $weapon.name == "Mighty Bow">>\ <<if $incombat>><<link [[Unequip|$return]]>><<unequipweapon>><</link>><<else>><<link [[Unequip|InventoryWeapons]]>><<unequipweapon>><</link>><</if>> <<else>>\ <<if $incombat>><<link [[Equip|$return]]>><<unequipweapon>><<set $weapon to setup.mightybow>><</link>><<else>><<link [[Equip|InventoryWeapons]]>><<unequipweapon>><<set $weapon to setup.mightybow>><</link>><</if>> <</if>>\ </div>\ </div>\ <</if>>\
[[CONSUMABLES|Inventory]]<span id = "tab">[[WEAPONS|InventoryWeapons]]</span><span id = "tab"><span class = "heading">ARMOUR</span></span><span id = "tab">[[RINGS & AMULETS|InventoryTrinkets]]</span><span id = "tab">[[OTHER ITEMS|InventoryMisc]]</span> [[Close Inventory|$return][$initiative to true]] <<if $incombat>>\ <span class = "red">You can't change the equipped armour during combat!</span> <</if>>\ <<if $leatherarmour > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Leather armour">><<script>> Dialog.setup("Leather armour"); Dialog.wiki(Story.get("leatherarmour").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "leather armour">> (equipped)<</if>>: $leatherarmour </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "leather armour">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "leather armour">><<set $player.dr to 1>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $scalearmour > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Scale armour">><<script>> Dialog.setup("Scale armour"); Dialog.wiki(Story.get("scalearmour").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "scale armour">> (equipped)<</if>>: $scalearmour </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "scale armour">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "scale armour">><<set $player.dr to 2>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $mailarmour > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Mail armour">><<script>> Dialog.setup("Mail armour"); Dialog.wiki(Story.get("mailarmour").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "mail armour">> (equipped)<</if>>: $mailarmour </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "mail armour">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "mail armour">><<set $player.dr to 3>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $titansvest > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Titan's Vest">><<script>> Dialog.setup("Titan's Vest"); Dialog.wiki(Story.get("titansvest").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Titan's Vest">> (equipped)<</if>>: $titansvest </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Titan's Vest">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Titan's Vest">><<set $player.dr to 2>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $golemsarmour > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Golem's Armour">><<script>> Dialog.setup("Golem's Armour"); Dialog.wiki(Story.get("golemsarmour").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Golem's Armour">> (equipped)<</if>>: $golemsarmour </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Golem's Armour">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Golem's Armour">><<set $player.dr to 5>><<set $player.stunimmunity to true>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $wingedcuirass > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Winged Cuirass">><<script>> Dialog.setup("Winged Cuirass"); Dialog.wiki(Story.get("wingedcuirass").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Winged Cuirass">> (equipped)<</if>>: $wingedcuirass </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Winged Cuirass">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Winged Cuirass">><<set $player.dr to 3>><<set $player.flying to true>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $darkplatearmour > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Dark Plate Armour">><<script>> Dialog.setup("Dark Plate Armour"); Dialog.wiki(Story.get("darkplatearmour").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Dark Plate Armour">> (equipped)<</if>>: $darkplatearmour </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Dark Plate Armour">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Dark Plate Armour">><<set $player.dr to 4>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $crimsonrobe > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Crimson Robe">><<script>> Dialog.setup("Crimson Robe"); Dialog.wiki(Story.get("crimsonrobe").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Crimson Robe">> (equipped)<</if>>: $crimsonrobe </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Crimson Robe">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Crimson Robe">><<set $player.dr to 2>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $starryrobe > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Starry Robe">><<script>> Dialog.setup("Starry Robe"); Dialog.wiki(Story.get("starryrobe").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Starry Robe">> (equipped)<</if>>: $starryrobe </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Starry Robe">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Starry Robe">><<set $player.dr to 0>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $saintshauberk > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Saint's Hauberk">><<script>> Dialog.setup("Saint's Hauberk"); Dialog.wiki(Story.get("saintshauberk").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Saint's Hauberk">> (equipped)<</if>>: $saintshauberk </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Saint's Hauberk">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Saint's Hauberk">><<set $player.dr to 3>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $absorbingmail > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Absorbing Mail">><<script>> Dialog.setup("Absorbing Mail"); Dialog.wiki(Story.get("absorbingmail").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Absorbing Mail">> (equipped)<</if>>: $absorbingmail </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Absorbing Mail">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Absorbing Mail">><<set $player.dr to 3>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $inventorsapron > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Inventor's Apron">><<script>> Dialog.setup("Inventor's Apron"); Dialog.wiki(Story.get("inventorsapron").processText()); Dialog.open(); <</script>> <</link>></span><<if $armour == "Inventor's Apron">> (equipped)<</if>>: $inventorsapron </div>\ <div class="column middle">\ <<if $incombat != true>>\ <<if $armour == "Inventor's Apron">>\ <<link [[Unequip|InventoryArmour]]>><<unequiparmour>><</link>>\ <<else>>\ <<link [[Equip|InventoryArmour]]>><<unequiparmour>><<set $armour to "Inventor's Apron">><<set $player.dr to 2>><</link>><</if>>\ <</if>>\ </div>\ </div>\ <</if>>\
[[CONSUMABLES|Inventory]]<span id = "tab">[[WEAPONS|InventoryWeapons]]</span><span id = "tab">[[ARMOUR|InventoryArmour]]</span><span id = "tab"><span class = "heading">RINGS & AMULETS</span></span><span id = "tab">[[OTHER ITEMS|InventoryMisc]]</span> [[Close Inventory|$return][$initiative to true]] <span class = "heading"><h3>RINGS</h3></span> <<if $nimblering > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Nimble Ring">><<script>> Dialog.setup("Nimble Ring"); Dialog.wiki(Story.get("nimblering").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Nimble Ring">> (equipped)<</if>>: $nimblering </div>\ <div class="column middle">\ <<if $ring == "Nimble Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Nimble Ring">><<set $player.defense += 1>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Nimble Ring">><<set $player.defense += 1>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $galering > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Gale Ring">><<script>> Dialog.setup("Gale Ring"); Dialog.wiki(Story.get("galering").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Gale Ring">> (equipped)<</if>>: $galering </div>\ <div class="column middle">\ <<if $ring == "Gale Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Gale Ring">><<set $player.defense += 2>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Gale Ring">><<set $player.defense += 2>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $witchhuntersring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Witch Hunter's Ring">><<script>> Dialog.setup("Witch Hunter's Ring"); Dialog.wiki(Story.get("witchhuntersring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Witch Hunter's Ring">> (equipped)<</if>>: $witchhuntersring </div>\ <div class="column middle">\ <<if $ring == "Witch Hunter's Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Witch Hunter's Ring">><<set $player.magicdefense += 1>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Witch Hunter's Ring">><<set $player.magicdefense += 1>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $unbelieversring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Unbeliever's Ring">><<script>> Dialog.setup("Unbeliever's Ring"); Dialog.wiki(Story.get("unbelieversring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Unbeliever's Ring">> (equipped)<</if>>: $unbelieversring </div>\ <div class="column middle">\ <<if $ring == "Unbeliever's Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Unbeliever's Ring">><<set $player.magicdefense += 2>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Unbeliever's Ring">><<set $player.magicdefense += 2>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $crimsonring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Crimson Ring">><<script>> Dialog.setup("Crimson Ring"); Dialog.wiki(Story.get("crimsonring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Crimson Ring">> (equipped)<</if>>: $crimsonring </div>\ <div class="column middle">\ <<if $ring == "Crimson Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Crimson Ring">><<set $player.fireresistance to true>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Crimson Ring">><<set $player.fireresistance to true>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $azurering > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Azure Ring">><<script>> Dialog.setup("Azure Ring"); Dialog.wiki(Story.get("azurering").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Azure Ring">> (equipped)<</if>>: $azurering </div>\ <div class="column middle">\ <<if $ring == "Azure Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Azure Ring">><<set $player.lightningresistance to true>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Azure Ring">><<set $player.lightningresistance to true>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $purifyingring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Purifying Ring">><<script>> Dialog.setup("Purifying Ring"); Dialog.wiki(Story.get("purifyingring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Purifying Ring">> (equipped)<</if>>: $purifyingring </div>\ <div class="column middle">\ <<if $ring == "Purifying Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Purifying Ring">><<set $player.poisonimmunity to true>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Purifying Ring">><<set $player.poisonimmunity to true>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $ironskullring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Iron Skull Ring">><<script>> Dialog.setup("Iron Skull Ring"); Dialog.wiki(Story.get("ironskullring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Iron Skull Ring">> (equipped)<</if>>: $ironskullring </div>\ <div class="column middle">\ <<if $ring == "Iron Skull Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Iron Skull Ring">><<set $player.stunresistance to true>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Iron Skull Ring">><<set $player.stunresistance to true>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $bulwarkring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Bulwark Ring">><<script>> Dialog.setup("Bulwark Ring"); Dialog.wiki(Story.get("bulwarkring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Bulwark Ring">> (equipped)<</if>>: $bulwarkring </div>\ <div class="column middle">\ <<if $ring == "Bulwark Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Bulwark Ring">><<set $player.weakenimmunity to true>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Bulwark Ring">><<set $player.weakenimmunity to true>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $cursemastersring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Curse Master's Ring">><<script>> Dialog.setup("Curse Master's Ring"); Dialog.wiki(Story.get("cursemastersring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Curse Master's Ring">> (equipped)<</if>>: $cursemastersring </div>\ <div class="column middle">\ <<if $ring == "Curse Master's Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Curse Master's Ring">><<cursemastersring>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Curse Master's Ring">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $rejuvenatingring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Rejuvenating Ring">><<script>> Dialog.setup("Rejuvenating Ring"); Dialog.wiki(Story.get("rejuvenatingring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Rejuvenating Ring">> (equipped)<</if>>: $rejuvenatingring </div>\ <div class="column middle">\ <<if $ring == "Rejuvenating Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Rejuvenating Ring">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Rejuvenating Ring">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $dragonkingsring > 0>>\ <div class="row">\ <div class="column left">\ <span class = "legendary"><<link "Dragon King's Ring">><<script>> Dialog.setup("Dragon King's Ring"); Dialog.wiki(Story.get("dragonkingsring").processText()); Dialog.open(); <</script>> <</link>></span><<if $ring == "Dragon King's Ring">> (equipped)<</if>>: $dragonkingsring </div>\ <div class="column middle">\ <<if $ring == "Dragon King's Ring">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipring>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipring>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipring>><<set $ring to "Dragon King's Ring">><<set $player.fireresistance to true>><<set $player.stunresistance to true>><<set $player.lightningresistance to true>><<set $player.magicdefense += 1>><<set $player.defense += 1>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipring>><<set $ring to "Dragon King's Ring">><<set $player.fireresistance to true>><<set $player.stunresistance to true>><<set $player.lightningresistance to true>><<set $player.magicdefense += 1>><<set $player.defense += 1>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <span class = "heading"><h3>AMULETS</h3></span> <<if $eagleeyeamulet > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Eagle-Eye Amulet">><<script>> Dialog.setup("Eagle-Eye Amulet"); Dialog.wiki(Story.get("eagleeyeamulet").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Eagle-Eye Amulet">> (equipped)<</if>>: $eagleeyeamulet </div>\ <div class="column middle">\ <<if $amulet == "Eagle-Eye Amulet">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Eagle-Eye Amulet">><<set $player.attackbonus += 1>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Eagle-Eye Amulet">><<set $player.attackbonus += 1>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $lynxamulet > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Lynx Amulet">><<script>> Dialog.setup("Lynx Amulet"); Dialog.wiki(Story.get("lynxamulet").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Lynx Amulet">> (equipped)<</if>>: $lynxamulet </div>\ <div class="column middle">\ <<if $amulet == "Lynx Amulet">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Lynx Amulet">><<set $player.attackbonus += 2>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Lynx Amulet">><<set $player.attackbonus += 2>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $sorcerersamulet > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Sorcerer's Amulet">><<script>> Dialog.setup("Sorcerer's Amulet"); Dialog.wiki(Story.get("sorcerersamulet").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Sorcerer's Amulet">> (equipped)<</if>>: $sorcerersamulet </div>\ <div class="column middle">\ <<if $amulet == "Sorcerer's Amulet">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Sorcerer's Amulet">><<set $player.magicattackbonus += 1>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Sorcerer's Amulet">><<set $player.magicattackbonus += 1>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $archmagesamulet > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Archmage's Amulet">><<script>> Dialog.setup("Archmage's Amulet"); Dialog.wiki(Story.get("archmagesamulet").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Archmage's Amulet">> (equipped)<</if>>: $archmagesamulet </div>\ <div class="column middle">\ <<if $amulet == "Archmage's Amulet">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Archmage's Amulet">><<set $player.magicattackbonus += 2>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Archmage's Amulet">><<set $player.magicattackbonus += 2>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $slayersamulet > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Slayer's Amulet">><<script>> Dialog.setup("Slayer's Amulet"); Dialog.wiki(Story.get("slayersamulet").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Slayer's Amulet">> (equipped)<</if>>: $slayersamulet </div>\ <div class="column middle">\ <<if $amulet == "Slayer's Amulet">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Slayer's Amulet">><<set $player.drignore += 1>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Slayer's Amulet">><<set $player.drignore += 1>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $assassinsamulet > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Assassin's Amulet">><<script>> Dialog.setup("Assassin's Amulet"); Dialog.wiki(Story.get("assassinsamulet").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Assassin's Amulet">> (equipped)<</if>>: $assassinsamulet </div>\ <div class="column middle">\ <<if $amulet == "Assassin's Amulet">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Assassin's Amulet">><<set $player.drignore += 2>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Assassin's Amulet">><<set $player.drignore += 2>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $trollscharm > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Troll's Charm">><<script>> Dialog.setup("Troll's Charm"); Dialog.wiki(Story.get("trollscharm").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Troll's Charm">> (equipped)<</if>>: $trollscharm </div>\ <div class="column middle">\ <<if $amulet == "Troll's Charm">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Troll's Charm">><<set $playermaxhp += 15>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Troll's Charm">><<set $playermaxhp += 15>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $titanscharm > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Titan's Charm">><<script>> Dialog.setup("Titan's Charm"); Dialog.wiki(Story.get("titanscharm").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Titan's Charm">> (equipped)<</if>>: $titanscharm </div>\ <div class="column middle">\ <<if $amulet == "Titan's Charm">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Titan's Charm">><<set $playermaxhp += 30>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Titan's Charm">><<set $playermaxhp += 30>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $focuscharm > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Focus Charm">><<script>> Dialog.setup("Focus Charm"); Dialog.wiki(Story.get("focuscharm").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Focus Charm">> (equipped)<</if>>: $focuscharm </div>\ <div class="column middle">\ <<if $amulet == "Focus Charm">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Focus Charm">><<set $playermaxmp += 10>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Focus Charm">><<set $playermaxmp += 10>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $wisdomcharm > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Wisdom Charm">><<script>> Dialog.setup("Wisdom Charm"); Dialog.wiki(Story.get("wisdomcharm").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Wisdom Charm">> (equipped)<</if>>: $wisdomcharm </div>\ <div class="column middle">\ <<if $amulet == "Wisdom Charm">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Wisdom Charm">><<set $playermaxmp += 20>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Wisdom Charm">><<set $playermaxmp += 20>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $blackpearl > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Black Pearl">><<script>> Dialog.setup("Black Pearl"); Dialog.wiki(Story.get("blackpearl").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Black Pearl">> (equipped)<</if>>: $blackpearl </div>\ <div class="column middle">\ <<if $amulet == "Black Pearl">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Black Pearl">><<set $playermaxhp += 20>><<set $playermaxmp += 10>><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Black Pearl">><<set $playermaxhp += 20>><<set $playermaxmp += 10>><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $quickdrawnecklace > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Quickdraw Necklace">><<script>> Dialog.setup("Quickdraw Necklace"); Dialog.wiki(Story.get("quickdrawnecklace").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Quickdraw Necklace">> (equipped)<</if>>: $quickdrawnecklace </div>\ <div class="column middle">\ <<if $amulet == "Quickdraw Necklace">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Quickdraw Necklace">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Quickdraw Necklace">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $holysymbol > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Holy symbol">><<script>> Dialog.setup("Holy symbol"); Dialog.wiki(Story.get("holysymbol").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Holy symbol">> (equipped)<</if>>: $holysymbol </div>\ <div class="column middle">\ <<if $amulet == "Holy symbol">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Holy symbol">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Holy symbol">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $amuletofthewilds > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Amulet of the Wilds">><<script>> Dialog.setup("Amulet of the Wilds"); Dialog.wiki(Story.get("amuletofthewilds").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Amulet of the Wilds">> (equipped)<</if>>: $amuletofthewilds </div>\ <div class="column middle">\ <<if $amulet == "Amulet of the Wilds">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Amulet of the Wilds">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Amulet of the Wilds">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $amuletofshadows > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Amulet of Shadows">><<script>> Dialog.setup("Amulet of Shadows"); Dialog.wiki(Story.get("amuletofshadows").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Amulet of Shadows">> (equipped)<</if>>: $amuletofshadows </div>\ <div class="column middle">\ <<if $amulet == "Amulet of Shadows">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Amulet of Shadows">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Amulet of Shadows">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $necklaceofskulls > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Necklace of Skulls">><<script>> Dialog.setup("Necklace of Skulls"); Dialog.wiki(Story.get("necklaceofskulls").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Necklace of Skulls">> (equipped)<</if>>: $necklaceofskulls </div>\ <div class="column middle">\ <<if $amulet == "Necklace of Skulls">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Necklace of Skulls">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Necklace of Skulls">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $emissarysmedallion > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Emissary's Medallion">><<script>> Dialog.setup("Emissary's Medallion"); Dialog.wiki(Story.get("emissarysmedallion").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Emissary's Medallion">> (equipped)<</if>>: $emissarysmedallion </div>\ <div class="column middle">\ <<if $amulet == "Emissary's Medallion">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Emissary's Medallion">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Emissary's Medallion">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $mercenaryemblem > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Mercenary Emblem">><<script>> Dialog.setup("Mercenary Emblem"); Dialog.wiki(Story.get("mercenaryemblem").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Mercenary Emblem">> (equipped)<</if>>: $mercenaryemblem </div>\ <div class="column middle">\ <<if $amulet == "Mercenary Emblem">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Mercenary Emblem">><</link>>\ <<else>>\ <<link [[Equip|InventoryTrinkets]]>><<unequipamulet>><<set $amulet to "Mercenary Emblem">><</link>> <</if>>\ <</if>>\ </div>\ </div>\ <</if>>\ <<if $purseofunendingcoins > 0>>\ <div class="row">\ <div class="column left">\ <span class = "examine"><<link "Purse of Unending Coins">><<script>> Dialog.setup("Purse of Unending Coins"); Dialog.wiki(Story.get("purseofunendingcoins").processText()); Dialog.open(); <</script>> <</link>></span><<if $amulet == "Purse of Unending Coins">> (equipped)<</if>>: $purseofunendingcoins </div>\ <div class="column middle">\ <<if $amulet == "Purse of Unending Coins">>\ <<if $incombat>>\ <<link [[Unequip|$return]]>><<unequipamulet>><</link>>\ <<else>>\ <<link [[Unequip|InventoryTrinkets]]>><<unequipamulet>><</link>>\ <</if>>\ <<else>>\ <<if $incombat>>\ <<link [[Equip|$return]]>><<unequipamulet>><<set $amulet to "Purse of Unending Coins">><</link>>\ <<else>>\ <<link [[Equip